FUDGE Farscape: Races
Banik Slave Race | Charrids | Colartas | Delvians | Halosians | Humans | Hynerians | Ilanics | Interions
Jakench | Kalish | Luxans | Nebari | Pathfinders | Relgarians | Scarrans | Sebaceans | Sheyangs | Tavleks | Vorkarians | Yenin
Racial Abilities | Racial Weaknesses | Designing New Races

The following gives brief details of some of the more interesting or significant species from Farscape and describes their nature and any traits they may have that endow them with special abilities or weaknesses, which are described in their own section.  In a few cases some elements have been added to the descriptions to add a little colour.  Also listed are episodes that reveal significant things about their nature, although some races are so omnipresent as to not require it.

The special Move trait describes the relative physical movement rate of a species.

 

Banik Slave Race

The Banik people were enslaved many cycles ago and have since been scattered across known space, living in servitude to many other races.  They are only partly corporeal; their physical form is only part of their reality. Much of them is energy that can be controlled and projected.  Some, known as Stakira, can harness this spiritual energy for various means, and are attuned to the deaths of others, allowing them to assist in the passing of the spirit from this realm to the next.  Stakira are also able to cloud their thoughts, so that no amount of mind probing can force them reveal what they wish to hide.  Nerve; The Hidden Memory; The Locket; The Ugly Truth; Die Me, Dichotomy; Season Of Death; Self-Inflicted Wounds, Parts One and Two; ...Different Destinations; Meltdown; Infinite Possibilities, Parts One and Two; The Choice; We're So Screwed, Parts Two and Three.

Move: Fair.

Abilities: Cloud Thoughts (Stakira), Partly Corporeal, Spiritual.

Weaknesses: Slave Race.

Charrids

Having recently entered into an alliance with the Scarrans, the Charrids serve them as their military muscle, a role they seem to be fairly well suited to.  Although not apparently particularly bright, they do seem to be very good at obeying orders.  In the distant past they attacked Hyneria and killed huge numbers of them, even eating the Hynerian young.  They still like to remind Hynerians of it whenever they get the chance.  They are boastful of their military prowess and seem take to great pleasure in killing and torture.  Infinite Possibilities, Parts One and Two; We're So Screwed, Parts One, Two and Three.

Move: Fair.

Abilities: Carnivore.

Weaknesses: Client Race, Not Too Bright, Pack Animal.

Colartas

A species with expert tracking abilities, including an outstanding sense of smell and can see in the infrared, enabling them to track by heat. They can also shape-shift to take on the appearance of another being, but only after achieving close, lengthy proximity to the subject, which usually ends with the death of the subject to prevent their reappearance at a later date. Colartas don’t function well in heavy gravity as they originate from a low gravity world, slowing down and even suffering organ failure at close to twice the accepted standard gravity level.

Many sell their services as trackers to others, a few entering into indentured service with an organisation until they can somehow pay their way to freedom.  Thanks for Sharing; Relativity.

Move: Mediocre.

Abilities: Claws, Exceptional Sense of Smell, Shape-Shift, Thermal Vision.

Weaknesses: Weak in High Gravity.

Delvians

A flora-evolved species, Delvians are thus very different to most other races.  They are blue in colour, from chloroplast tintation, with yellow highlights that are stomata for the transpiration of water.  They have cartilaginous fibres instead of bone, tuperadinous cellulose tissue, and regenerative fascia membrane.  Because of the chloroplasts they like the light, and Delvian females have an extremely pleasurable reaction to intense solar energy, experiencing what they call photogasms.  On top of all that, their circulatory fluid appears to have medicinal properties, and their bodies carry no bacteria.  Most intriguingly, a period of starvation causes them to start budding and produce spores that produce an allergic reaction in many creature, weakening them to make them easier to capture and eat.

They are driven to strive for peace and serenity, as violence leads to insanity that grows in them like an infection.  This striving has made the Delvians a very spiritual people.  In recent times some of the conservative priests leading the homeworld called in the Peacekeepers for "external security", to ensure they would maintain their grip on power.  All the liberal thinkers and voices of protest were rounded up and now Delvia lives under the heel of dictators, though who exactly is in control, the Pa'u Council or the Peacekeepers, is unclear.

Move: Fair.

Abilities: Floral Physiology, Spiritual, Very Long Life.

Weaknesses: Delvian Madness, Photogasms (female), Starvation Survival.

Halosians

A tall avian species, the Halosians are an aggressive, expansionist race.  Their methods of personal advancement are tied to the concept of 'evolving', specifically by killing foes and by slaying their superiors when they are proven to be ineffective leaders; by defeating enemies or moving up their ranks in this way they evolve into higher beings.  In some cases this is even true: Halosians of high rank are frequently enhanced by genetic manipulation, increasing their physical attributes and lifespan as well endowing them with new and sometimes unique abilities.  They are quite an advanced species, and also very duplicitous.  Out of Their Minds.

Move: Mediocre.

Abilities: Beak, Low Gravity Flight.

Weaknesses: Obsessed with Evolving, Weak in High Gravity.

Humans

An inferior race of planet-bound bipeds.  They resemble Sebaceans only in looks and lag far behind most sentient species as far as intelligence, physical abilities, spiritual presence and technological development.  A very primitive and savage people who kill their own kind for sport but usually not for food, and who give the impression of possessing a very insular and even xenophobic outlook.  However, the nature of their fractured society and their inherently perceptive and emotional nature gives them remarkable strengths and a widened perspective.  They are, fortunately for some, very, very, very, very, very, very, very, very rare.

Move: Fair.

Abilities: Human Perspective, Willpower.

Weaknesses: Technologically Inferior, Weak Senses.

Hynerians

An amphibious race standing less than a motra in height, the Hynerians nonetheless preside over an empire of over six hundred billion beings, ruled by the ancient House of Rygel.  They possess a most remarkable digestive system and metabolism, which requires them to eat far more and often than their size would suggest.  They also seem to be able to eat pretty much anything, or at least be willing to try, and can then quickly regurgitate anything they don't like almost at will, an evolved trait that is possibly the result of some prehistoric time of famine.  Theirs is a noble race, though not always a benevolent or wise one.

Move: Poor (Good in water).

Abilities: Amphibious, Fast Metabolism, Long Life, Strong Stomach.

Weaknesses: Small, Gluttonous, Repulsive, Sensitive to Torture.

Ilanics

The Ilanic people are distant genetic cousins of the Luxans, with whom they have been blood allies for over a thousand cycles, frequently assisting them in their battles against their mortal enemies, the Scorvians.  They share many traits with the Luxans, but not all, and do not have as much faith or belief in the supernatural as their cousins do, possessing a pragmatic outlook as the result of many, many cycles of conflict.  Back and Back and Back to the Future.

Move: Fair.

Abilities: Vacuum Survival.

Weaknesses: Blood Runs Clear, Pragmatic Outlook.

Interions

A species very similar to humans in many ways, and thus also a little similar to Sebaceans.  Their culture places great importance on learning and intelligence, an outlook that causes some to view other races as their inferiors.  Many Interions travel the galaxy, studying everything they encounter in order to learn everything they can.  Amongst their least endearing physical traits are the rapid shedding and regrowth of their hair and a scream that is so piercing it can melt many metals.  On top of that, their hair darkens in times of stress or anger, turning from brown to black or ginger to red, a sure sign that the Interion in question is distressed or uneasy.  Season of Death, Suns and Lovers; Self-Inflicted Wounds, Parts One and Two; ...Different Destinations; Into The Lion's Den, Parts One and Two; What Was Lost, Parts One and Two.

Move: Fair.

Abilities: Piercing Scream, Studious.

Weaknesses: Easy to Read, Sense of Superiority.

Jakench

Small green humanoid bipeds, physically unimposing, with red eyes that can glow.  Their species is unused to wealth and their culture frowns on personal acquisition, living to serve, not possess.  Many of their number enter indentured service with other races to fulfil this purpose.  Look at the Princess, Parts One and Two.

Move: Good.

Abilities: Thermal Vision.

Weaknesses: Lives to Serve.

Kalish

The Kalish race lives in Scarran space, a client race acting as the administrative arm of the Scarran Empire.  They are a most peculiar species, possessing a number of unique traits.  They are very intelligent and learn extremely quickly, especially languages, which is helpful as their brains can not accept translator microbes.  To compensate, they learn languages very fast.  They can reattach lost limbs, or other gross body parts like hands, fingers or ears, by keeping the two ends of the separated parts together; how long for depends on the parts in question.  Their bodies appear to have a very efficient metabolism, requiring them to eat only rarely.  Perhaps most impressively, they are able to shift their 'gravity centre', an ability that enables them to run up walls and across ceiling with the same ease as they walk on the floor.  Crichton Kicks; What Was Lost, Parts One and Two; Coup By Clam; Twice Shy; We're So Screwed, Parts One, Two and Three.

Move: Good.

Abilities: Efficient Metabolism, Intuit Language, Quick Learner, Reattachment, Shift Gravity Centre.

Weaknesses: Client Race, Confidence.

Luxans

A race of large, fearsome warriors who believe strongly in magic and the supernatural, they are considered by many races to be nothing more than brutal barbarians.  While they are a warrior society and most of them did not learn to read until around three hundred cycles ago, they do have many ancient traditions and customs that contradict that harsh image, placing as much importance in music, song and more gentle ways of living their lives as in living the warrior life of honour.  Their heads are are adorned with fleshy, tentacle-like appendages called tenkas and they use tattoos as military insignia.  Their most remarkable physical abilities include their tongue sting, which uses an adaptive venom to stun their victims, and their ability to function in a vacuum for up to a quarter of an arn without any protection.  They do still need to breath, but can hold their breath for a very long time.  One of their greatest honours is to be asked to attend a Luxan holy woman, known as an Orican, during the Ritual of Passing.  They have recently entered into a non-aggression pact with the Peacekeepers.

Move: Fair.

Abilities: Exceptional Sense of Smell, Strength, Tongue Sting, Vacuum Survival.

Weaknesses: Bad Rep, Belief in the Mystical, Blood Runs Clear, Hyper-Rage.

Nebari

A race of grey skinned beings with blue blood, the males have black hair and the females white, and both are physically very agile.  Strangely, a few rare Nebari are born that are both male and female; they are known as Androgens and most are taken at birth and never seen again.  Some, however, avoid the Cull, as it is known, and live their lives disguising their true nature.  The drive to conform is very strong in their culture, and this leads their leadership, The Establishment, to enforce conformity on the rebellious through mind cleansing, a process that suppresses violent and anti-social traits and makes the subject a willing and compliant citizen.  This drive to 'correct undesirable mental traits' also seems to extend to other races; they are responsible for orchestrating a massive, secret plan to overthrow and 'adjust' every other species in their part of the galaxy using a social disease spread by malcontents allowed to escape the homeworld, a plan backed by their superior technology.  However, there is a resistance dedicated to the overthrow of the Establishment and ending the threat of the contagion.  Durka Returns; A Clockwork Nebari.

Move: Good.

Abilities: Agile (already figured into Move), Superior Technology.

Weaknesses: Androgen (rare), Oppressive Culture.

Pathfinders

A mysterious race dedicated to scientific discovery, they keep the name of their people and home a closely guarded secret.  Their research vessels appear without warning in systems all across the Uncharted Territories, always avoiding direct contact with other races according to their rules regarding alien exposure.  As such no Pathfinder will willingly accept translator microbes.  They appear to be forced into performing this duty; their leadership back on the homeworld supposedly keeps their family members hostage against their return and the completion of their mission.  Any who abandon their duty must face the consequences of what might happen to their families, and they might even be pursued themselves.  Physiologically they are much the same as most races and have an appearance suggesting an aquatic origin.  However, on each side of their head is a kind of pouch, similar in appearance and possibly even function to gills on a fish, that contain a number of "bristles" (or darts).  Normally these pouches are shut but when threatened they open up, allowing them to fire these bristles up to ten motras away.  They are loaded with a powerful venom that can kill (a Great Lethal poison).

Move: Fair.

Abilities: Ranged Attack (bristles), Venom (bristles), Superior Technology.

Weaknesses: Oppressive Culture.

Relgarians

A peaceful race that enjoys deep-space explorations, especially aboard Leviathans.  They also make excellent scientists, and frequently seek employment with other races in order to forward their own studies and break new scientific ground.  Losing Time; Incubator.

Move: Fair.

Abilities: Scientific Background.

Weaknesses: Curiosity.

Scarrans

This species is infamous in the galaxy.  Frequently brutal, always ruthless, physically very tough and devious in their dealings with their confederates as well as their enemies, the Scarrans are the biggest rivals the Peacekeepers have, excepting perhaps the unknown threat of the Nebari.  There appears to be three classes of Scarran.  One serves primarily as the soldiers and scientists of the Empire, and also as diplomats on some occasions; this group has the long, equine face most know as the face of the Scarran Empire.  The second is the ruling class, the true leaders and generals of the Empire; their faces are basically much flatter versions of their more common cousins, usually with some form of crest atop their head.  The third appears to serve as an intermediary between the other two, perhaps as a sort of officer corps; they share much of the same features as the soldier-scientist class, but seem to have a kind of tough, patchy outer skin that gives them the appearance of having holes in their faces.

Despite this, they all share a number of common traits.  They are extremely warm-blooded, to the point that they almost have an aura of heat around them, and this heat is regulated by a gland in their upper torsos; it's removal weakens them.  However, their metabolism makes them very sensitive to low temperatures.  An aspect of this hot nature appears to be the ability to project that heat from their mouths or taloned hands as a weapon, sometimes powerful enough to inflict injury or even kill.  It also serves as a means of interrogating others, and also seems to work in conjunction with a telepathic ability to verify the truth of what the subject is telling them.  This mind reading ability appears to manifest in some Scarrans of the ruling class as a separate ability.  Another common trait is their extreme physical durability.  Their skin is very tough and can stand up to fire from most light pulse weapons.  Heavier rifles and similar hardware does pose a threat to them, however.  Look at the Princess, Parts One, Two and Three; Won’t Get Fooled Again; Season of Death; Incubator; Infinite Possibilities, Parts One and Two; Fractures; I Shrink, Therefore I Am; Bringing Home The Beacon; Prayer; We're So Screwed, Parts One, Two and Three.

Move: Mediocre.

Abilities: Aura of Heat, High Technology, Impervious, Strength, Mind Probe (special), Searing Blast.

Weaknesses: Ambitious, Large Size, Fearsome Rep, Sensitive to the Cold.

Sebaceans

A race that resembles humans but with several differences.  For one thing, they have a much longer lifespan. They are intolerant of heat and go into a state known as heat delirium, which leads to memory loss and physical debilitation, eventually resulting in what they call the Living Death, a state similar to a coma combined with the human Alzheimer’s Disease. They have a paraphoral nerve that is responsible for filtering waste from the body in much the same way as a human liver or kidney does; the paraphoral nerve can’t regenerate when damaged and only a tissue transplant from a compatible donor can save the injured Sebacean.  Recently an artificial transplant has been developed.  In the distant past, the Sebacean people formed the organisation known as the Peacekeepers that served as a kind of interstellar police force.  However, it soon fell under the control of a succession of xenophobic leaders and it was transformed into the cruel, fascist military regime it is today.  All Peacekeepers but a rare few are Sebaceans, who follow a strict code of racial purity, obedience and discipline in service to their leaders.  However, not all Sebaceans are Peacekeepers: some live their own lives on worlds all through known space, sometimes being subjected to enforced Peacekeepers 'recruitment drives', while others, the infamous Breakaway Colonies for example, forge their own destiny.  It is possible the Peacekeeper adherence to their genetic purity regulations stems from their apparent ability to reproduce with almost any species of similar enough physiology.

Move: Fair.

Abilities: High Technology, Long Life.

Weaknesses: Bad Rep, Heat Delirium.

Sheyangs

The Sheyang species shows signs of being evolved from some form of amphibian stock.  Their most notable trait is their ability to spit balls and jets of fire, fuelled by a special nutrient in a bladder in the upper torso.  While this means they can breath fire hot enough to burn through a bulkhead in a very short time, a direct hit with an energy or explosive weapon to the bladder will cause them to explode with a great deal of force.  Little is known about their homeworld or culture, as most Sheyang that people encounter are usually working on massive scavenger vessels that attack without warning and loot the remains.  However, they can be quite cowardly, and prefer to attack from a position of strength; if they believe their opponent to be too strong for them, they are typically inclined to retreat.  PK Tech Girl; Liars, Guns, and Money, Parts Two and Three.

Move: Mediocre.

Abilities: Breathe Fire.

Weaknesses: Bad Rep, Flammable Nutrient, Prudent.

Tavleks

The Tavleks are a scattered race of mercenaries and pirates who sometimes stoop to kidnapping.  Many enhance themselves with cybernetic implants, usually designed to make them look more fearsome or intimidating.  Their greatest strength is their Gauntlet device, which attaches to the forearm and confers several advantages.  If feeds a stimulant into the wearer, increasing their strength, speed and endurance significantly; it can fire bolts of energy; and it can be used to deflect and even reflect fire from other Gauntlets or energy weapons.  On the downside, the stimulant is highly addictive and it's supply must be regularly refilled, or the wearer becomes very weak and must suffer a painful withdrawal.  It also makes the wearer belligerent and combative, which makes all Tavleks (and anyone else) who wear one very difficult to be around.  Throne for a Loss; Liars, Guns, and Money, Parts Two and Three.

Move: Fair.

Abilities: Implant Receptive, The Gauntlet.

Weaknesses: Repulsive.

Vorkarians

Vorkarians are descended from canine stock and live in a pack animal society in which the alpha male rules.  Indeed, they tend to obey any sufficiently dominant male of any species, though not against their better judgment.  Unfortunately, like their mathematical skills, their judgment is not always up to scratch.  Not particularly bright, they can, however, be very loyal if the price is right, but always remain loyal to their mates, who they bond with for life.  Many act as bounty hunters of trackers, as they have an exceptional sense of smell.  However, the females have by far the superior olfactory sense.  Til the Blood Runs Clear; Liars, Guns, and Money, Parts Two and Three.

Move: Fair.

Abilities: Exceptional Sense of Smell (female), Track Known Scent (male).

Weaknesses: Not Too Bright, Pack Animal.

Yenins

A humanoid race not dissimilar in appearance to Sebaceans, their gender identification characteristics are a bit different from the usual.  Indeed, they may even be almost totally androgynous, and many can pass for members of the opposite sex with little effort.  Hailing from a backwater world, most people know of them from the long-standing membership of many of their number with the Zenetan Pirates. The Flax.

Move: Fair.

Abilities: Androgynous.

Weaknesses: Bad Rep.

Racial Abilities

Most of these abilities can be found in the racial descriptions, but some are for the purpose of designing new Farscape races.  Many can also be used to describe the benefits of cybernetic or biotech enhancements.

Agile

Members of this species are more nimble than most.  This means they are naturally more flexible and a little faster than they might look, and can jump slightly higher and further too (typically increases Move to Good, effects leaping).

Amphibious

Amphibious races are as typically as comfortable in water as they are on land (+1 bonus to Swimming and can hold breath for long periods).

Attractive

Most races find the appearance of members of this species pleasing (+1 or +2 bonus in social situations, depending on relevance).

Aura of Heat

Very hot-blooded, Scarran body heat is enough to make most other beings uncomfortable when very close to them.  It is especially uncomfortable for Sebaceans.

Beak

A sharp beak (+2 Damage Rating).

Breathe Fire

This gives the ability to produce very hot fire, and is usually tied to the weakness Flammable Nutrient. Preparing for five microts is enough to generate a ball of fire with a +3 Damage Rating.  Every extra five microts adds another +1.  Alternatively, the fire can be produced in a constant stream to burn through objects like doors or bulkheads; this takes roughly twenty microts for most heavy doors, less for weaker ones.

Brachiator

Brachiators may swing through trees or along ropes and pipes with ease like a monkey, at roughly running speed.

Carnivore

Naturally inclined towards eating meat, this means sharp teeth (+1 Damage Rating when biting).

Chameleon

By staying still it is possible to blend into the background.  Usually this only works when the being is not wearing clothing, but some may be able to somehow conceal what they are wearing as well.

Claws

A dangerous set of claws (+1 Damage Rating).

Cloud Thoughts

The thoughts of a Stakira can never be exposed by a mind probe unless they wish it.

Disease Resistant

Members of this race are more resistant to common diseases than others (+1 bonus).

Efficient Metabolism

The being need only eat and drink for actual physical nourishment once a monen.

Exceptional Hearing

Can hear very faint sound and filter out background noise, making it much easier to listen for specific things (+2 bonus in applicable situations).

Exceptional Sense of Smell

Can distinguish between the individual and racial odours of other beings, greatly enhancing tracking (+2 bonus).

Exceptional Sense of Taste

The being is able to make out the finest of distinctions in taste and texture, making them excellent gourmets, wine tasters or poison detectors  (+2 bonus in applicable situations).

Exceptional Sense of Touch

Can make out tiny differences in texture and temperature on most surfaces, good for detecting forgeries or doing very fine, dexterous work (+2 bonus in applicable situations).

Exceptional Vision

Can see much further and better than others (+2 bonus in applicable situations).

Extra Legs

Each extra pair increases running speed by one level.  It can also make the being more stable on it's feet and able to carry greater loads.

Extra Arm(s)

This covers additional actual arms as well as tentacles and the like.  They can make it easier to carry and manipulate objects, but not always.

Fast Metabolism

A fast metabolism allows the being to process drugs and toxins much faster than other races do.  Such beings are thus effected by them sooner but shake them off quicker as well.

Floral Physiology

Such beings are effectively immune to many of the diseases and toxins that harm other races.  Their blood appears to have a soothing quality; their circulatory organ can not suffer seizures; they carry no bacteria in their bodies.  They can withdraw the nutrients from their extremities in times of need, and their internal structure is very different to that of animal races, such as having cartilaginous fibres instead of bones.

Full Flight

The being's wings are strong enough to enable it to fly in places with a standard level of gravity, at roughly twice running speed.

Gills

These gills enable a being to breath underwater as well as in air.

High Pain Threshold

Members of this race do not feel pain quite like others and thus are not as effected by it, though they do still register it (reduce pain penalties by 2, to a minimum of 0).

High Technology

Members of this race have access to technology that is generally better than that possessed by most other races.

Horns

Spiny protrusions on the head of all shapes and sizes (+2 Damage Rating).

Human Perspective

The homeworld of the Humans is a place of many nations and cultures.  This can make them very open minded and adaptable to strange new situations.  Also, their total unfamiliarity with the rest of the galaxy means they can sometimes see solutions others would not, or could not, even see or consider.

Impervious

This reflects the ability of Scarrans to pretty much shrug off fire from most light weapons, including pulse weapons.  If their Constitution bonus plus two is equal to or higher than the Damage Rating of a weapon, the Scarran takes no damage, but still feels the pain of the blow or shot.

Implant Receptive

An implant receptive species can accept artificial cybernetic implants more readily than most, and some of them enhance themselves with many implants as a result.

Intuit Language

This enables members of the race to learn new languages by listening to them being used.  They can figure out an entire new language in a solar day, but can learn enough to get by and speed up the process in about five microns with help from someone willing to talk to them.

Long Life

Beings with a Long Life can live for two, three or even four hundred cycles.

Low Gravity Flight

In gravities at or below half standard members of this species can unfold their wings and fly at roughly twice running speed.

Magnetic Sense

Members of this race can sense magnetic fields, providing them with a simple compass and a very basic way of detecting some more primitive sensor beams.

Mimicry

The vocal apparatus of this species enables them to produce a wide variety of sounds, meaning they can reproduce almost any sound they hear, though not always perfectly.

Mind Probe

This comes in two forms, or at least it does in Scarrans.  The first form is as a simple lie detector for testing the veracity of a statement.  The second enables the being to read the surface thoughts of the subject.  With Scarrans, use of this ability is almost always linked to use of their Searing Blast.  It can be resisted (an opposed contest between the Willpower of the two beings involved; the victim is at -1).

Partly Corporeal

While composed mostly of energy, Baniks can still be killed like anyone else.  But a few, usually Stakira, can force a sort of transcendence upon the destruction of their physical form and escape death, reforming at a later date elsewhere.  This is rarely without risk or consequences, however.

Piercing Scream

This scream is very loud and deafens everyone in earshot.  If kept up for at least five microts it can soften and melt metals; some metals are more effected by it than others, and it can not effect anything more than the surface of larger amounts of it, so it can not be used to melt through bulkheads.

Protection

The being has some sort of natural armour like scales or an exoskeleton (Medium +2 Protection Rating).

Quick Learner

Their ready intelligence enables this race to learn new intelligence-based skills quicker than most (halves Experience cost for increasing such skills).

Ranged Attack

This gives all members of the race the ability to launch spines, darts or quills at an enemy.  They typically do very little damage (they can be 'combined' with Claws in order to increase their damage) but are usually loaded with some form of Venom.

Reattachment

Any wound that severs a limb can be fully healed if the limb can be held to the wound.  Normal healing must still take place.  Dismemberment does not cause death through blood loss.

Regeneration

This enables members of this race to heal from their wounds faster than other races do (divide all healing times by three and reduce the difficulty when receiving medical attention by one level).

Scientific Background

This race places great emphasis on science, and thus all members of that race have a broad default of Poor with the Scholar skill regarding a basic understanding of scientific principles.  This also makes it easier to increase such skills.

Searing Blast

Scarrans can project a jet of heat up to five motras away from either their mouths or their hands.  Initially this causes only pain, especially in Sebaceans, but after seven microts (less Constitution bonus) it causes damage instead (+3 Damage Rating every element, an environmental suit protects completely).  The pain it causes is often used to weaken the resistance of subjects undergoing a Mind Probe (-1 penalty to resist).

Shape-Shift

This ability comes in two forms.  The first is mimicry: with exposure of half an arn or so to a subject, the being can learn to assume their form and mimic their voice.  The second form is the ability to assume the form of a generic member of another species; for example, a shape-shifting being could take on the guise of an average Sebacean or Luxan.  With either version, only rarely can the being take on the special traits of the form they assume; even more rare is the being that can do both.

Shift Gravity Centre

With only a few microts of preparation, the being can essentially make any surface act (for them) like the floor no matter the current gravity or orientation, meaning they can run up walls and across ceilings with no apparent effort.  Hair, clothing and dropped objects still follow the direction of the surrounding gravity.

Spiritual

A strongly spiritual race, the race reveres it's priesthood and draws on the strength of their beliefs to bring hope into their everyday lives (+1 bonus for situations involving things like morale).

Strength

The race is stronger than average, but has no other advantages (Strength is Scale 1).

Strong Stomach

Such beings can stuff almost anything into their stomachs without suffering any ill effects, unless they overeat or eat something they are especially sensitive to.  They can't always digest it, but it always comes back out eventually.

Studious

This race has a strong tradition of academic study (reduces Experience cost for increasing such skills by 1).

Superior Technology

Members of this race have access to technology that is more advanced than that possessed by almost every other race.

Tail

Members of this species possess a long tail that can be used to clumsily manipulate or pick up objects.  It also helps with balance (+1 on related tasks).

The Gauntlet

Only the Tavleks produce the Gauntlet; anyone wishing to acquire one must seek them out, though they rarely sell them to outsiders.

Thermal Vision

This enables vision in the infrared, enabling the being to see by heat.  This enables the race to see in the dark, though not as well as by normal light, and can help with tracking (reduces darkness penalties, +1 bonus to tracking).

Tongue Sting

The Luxan tongue sting uses an adaptive venom to render victims unconscious.  It has a range of about five motras and must hit flesh, although it can go through light clothing (requires a Speed roll at Great difficulty to hit.  The venom works for a period of time dependant on the difference between the attacker's and victim's Constitution; if they are the same it lasts for half an arn.  Each difference of degree in favour of the attacker increases it by ten microns; if it favours the victim the time is decreased by the same amount).

Toxin Resistant

Members of this race are more resistant to poisons than others (+1 bonus).

Track Known Scent

Beings with this good a sense of smell can track the scents of others they know well (+1 bonus).

Vacuum Survival

Most beings can only survive exposure to vacuum for about three microns; members of this species can last much longer, dependant on their Constitution (basic time is twenty microns; add five times Constitution bonus/penalty to this number).

Venom

The race has a poison that can be delivered from claws, by biting or even sprayed from some part of the body like the mouth.  The exact effect a particular toxin has can vary widely.

Very Long Life

Beings with a Very Long Life can live for well over five hundred cycles, sometimes as much as a thousand or more.

Vibration Sense

Covered in tiny little hairs or spines, members of this race can sense movement in their proximity and feel the air flow around them, giving them a very basic substitute for normal vision in total darkness (range is about five motras; can sense the presence of moving objects with ease but takes concentration to detect immobile ones).

Willpower

Members of this race possess remarkable mental strength, enabling them to withstand the sort of psychological assault that would make other beings submit.

Racial Weaknesses

Most of these items represent the weaknesses of the races already described.

Alternative Atmosphere

The race requires an atmosphere different to that of most races, requiring them to make use of special sealed quarters and ships, and use special environmental suits or breathing units when traveling elsewhere.

Ambitious

Members of this race tend to take their personal goals and thoughts of advancement into account when making all but the most important of decisions.

Androgen

An androgen Nebari who has avoided the Cull must conceal their nature from the Establishment all their life or face immediate disappearance.

Androgynous

It is not easy for other races to determine the gender of a member of this race, making it easy for them to pass as a member of the opposite sex.

Aquatic

An aquatic race is at home in water but is not adapted for life on land, in much the same way as a fish.  They need not purely be water breathers, however.

Bad Rep

For whatever reason, all members of this race are usually judged based on their stereotypical image, such as "barbarian" for a Luxan or "Peacekeeper" for a Sebacean.

Belief in the Mystical

Members of this race put a great deal of stock in the mystical powers and traditions of their people and have special reverence for their priests, a reverence that can lead them to obey their commands without considering them first.

Blood Runs Clear

The first wound a member of this race suffers may not run clear; after the first wound, blood runs more freely.  If it does not run clear, the being suffers a kind of fatal blood poisoning that can only be stopped if further damage is caused to the wound, such as by hitting it (any wound with a Damage Rating of less than +5 will cause an additional wound point every ten microts (less for larger wounds, longer for smaller) unless another injury with a Damage Rating of half the original is sustained to the same area).

Client Race

The goals of the leaders of the race come second to the will of their masters.  As such all members of the client race either work directly for their masters or are some kind of outcast or rebel.

Confidence

Members of this species are so self-confident about their abilities they frequently rub others the wrong way (-1 penalty to appropriate social rolls, except for Command, Interrogation and Intimidation).

Curiosity

All members of this race are driven to investigate whatever they find interesting, whether it be science or distant worlds, sometimes disregarding the risks.

Delvian Madness

Violence and anger in Delvians begins a slow slide to madness, marked by the eyes going red.  Too much of either can make a Delvian psychotic and sadistic.  Most Delvians are in a constant struggle with their dark nature, but for a few it can become a daily battle.

Disease Weakness

Members of this race are more easily effected by common diseases than others (-1 bonus).

Easy to Read

Whether their body language is obvious or they give off other physical signals, all races have an easier job attempting to determine the true feelings of this species (+1 bonus to all other races in appropriate situations).

Fearsome Rep

The name and sight of members of this species causes fear in others.

Flammable Nutrient

This nutrient is used to fuel the Breathe Fire ability.  A sufficiently accurate or damaging hit to the source of the nutrient, usually located in the upper torso, can have fatal and explosive results (a targeted hit to the right area, or a lucky hit by a large degree of success, can ignite the nutrient; this always kills the victim and causes them to explode with a +10 Damage Rating, dropping by 1 every two motras).

Gluttonous

Members of the species eat a lot and often.

Heat Delirium

Specific to Sebaceans, who are vulnerable to extreme thermal increases.  In other words, above temperatures of optimum plus three (roughly thirty degrees Celsius) their cells begin to overheat, leading to the loss of short-term memory, then motor functions as the temperature increases. The last thing to go is long-term memory, until they enter a comatose state known as the Living Death, from which there is no return.  Most are killed by their comrades out of mercy before that occurs.

Hyper-Rage

Luxans are prone to temporary bouts of a sort of madness that can result in blackouts, characterised by violent rage.  Usually these bouts are triggered by extreme anger (caused by the taunts of a dire foe, for example) or as a response to the 'threat' of another male in a confined environment.  Most Luxans learn to control their rage at an early age (though not always completely) but some, separated from their families, never truly learn to do so (hyper-rage makes a Luxan extremely aggressive and violent towards everyone around them, giving a +1 bonus to Strength and reducing pain penalties by 1; sometimes it causes a loss of memory).

Large Size

Members of this species are all larger than average and bulkier with it.  This has no direct correlation with an increase in Strength, but it does effect the speed of the being (typically decreases Move by one, and also Speed by one in situations requiring at lot of physical movement; thus it effects dodging but not reaction speed).

Lives to Serve

The majority of the members of this species live a life of indentured service to others.  They do this out of choice, either for social or religious reasons.  Others assume this is the case with all members of the species, treating them as servants whether they are or not.

No Hearing

Members of this race can not hear.

No Sense of Taste/Smell

Members of this race can not taste or smell anything.

No Sense of Touch

Members of this race have no sense of touch.

No Vision

Members of this race can not see at all as others do.

Not Too Bright

Members of this race are not particularly clever and are not well disposed towards cerebral pursuits, neither do they seem to possess much common sense (special situational -2 penalty to all academic tasks).

Obsessed with Evolving

Halosians are obsessed with advancing their evolution by defeating enemies or by replacing ineffective superiors by killing them.  This can make life with a Halosian a daily dance with death.

Oppressive Culture

The policies of the race's leaders tends to make most members of this race docile, or at least passive as they keep their true thoughts to themselves.  Those who escape the regime tend to be pursued by law enforcers from their society.

Pack Animal

Those led by the instincts of the pack animal will obey the orders of any sufficiently dominant individual within reason, though not without constantly testing the authority and patience of the "alpha".

Photogasms

Intense solar radiation, such as close proximity to a star in space or ionic radiation, gives Delvian females photogasms, which can incapacitate them for a time.

Poor Hearing

Members of this race can not hear very well at all  (-2 to all rolls based around hearing).

Poor Sense of Taste/Smell

Members of this race can neither smell not taste very well (-2 to all rolls based around taste or smell).

Poor Sense of Touch

Members of this race have a greatly reduced ability to feel things (-2 to all rolls based around touch).

Poor Vision

Members of this race can not see very well.  They might be chronically long- or short-sighted, or just have very bad vision (-2 to all rolls based around vision).

Pragmatic Outlook

Pragmatic races believe only in what they can see and understand and place little importance in things of a spiritual or mystical nature.

Prudent

Some might call it cowardice, but such beings take care only to attack when their position seems to be the strongest.

Repulsive

Most races find members of this race to be disgusting, whether by their habits, appearance or bodily functions, and rarely find them attractive, nor do they take great pleasure from being in their company (-1 or -2 penalty in situations involving some degree of empathy, depending on how truly repulsive they are).

Sense of Superiority

This species' arrogance towards all other races leads others to react unfavourably to them (-1 penalty to all appropriate social rolls).

Sensitive to the Cold

Members of this race are uncomfortable in cold environments (-1 to all actions).

Sensitive to Torture

Members of this species can not stand up to most forms of torture and can be too easily killed by it.

Slave Race

Most members of the race are owned by other beings and forced into slavery.  This status is assumed with all of them, so many beings will treat them as slaves even when they are not, maybe even going as far as attempting to buy them or to try to return them to their masters for a reward.

Slow Healing

Members of this race to heal from their wounds much slower than other races do (double all healing times and increase the difficulty when receiving medical attention by one level).

Small

Their diminutive size makes this race difficult targets for larger beings to hit.  It also makes them more agile than they appear and means they can go into very small places.  However, it also means they are physically weaker and more susceptible to injury (-1 hit penalty, but reduces Move, Scale is -2 and gives Damage Resistance -2).

Starvation Survival

Starvation causes Delvians to bud, putting out spores that weaken other beings so they can be easily killed and consumed.

Technologically Inferior

This race is so far behind everyone else they have not even left their own star system, and their knowledge of science and the universe is severely retarded.

Toxin Weakness

Members of this race are more easily effected by poisons than others (-1 bonus).

Water Breather

Members of this race can only breath underwater using organs such as gills, requiring them to make use of special sealed quarters and ships, and use appropriate breathing units when traveling elsewhere.

Weak in High Gravity

Coming from a low gravity world, members of this race begin to suffer at gravity levels higher than one and a half standard (each half level above the standard imposes a -1 penalty to physical attributes and some skills).

Weak Manipulators

The race has manipulators (hands or tentacles) that are not as agile as those of other races (-2 to tasks involving manual dexterity).

Weak Senses

Humans senses are slightly inferior to those of almost every other race, but not enough to constitute a game effect.

Designing New Races

Essentially, a new race can be created by picking the appropriate Abilities and Weaknesses for the basic concept.  An insect race might, for example, have: Extra Legs (four total), Protection, Vibration Sense, Poor Sense of Taste/Smell, and Weak in High Gravity.  This system could even be used to create an artificial "race" of androids or robots, though in some cases such a race might need a few Abilities as well.

Typically, all races will have at last one Weakness to balance their Abilities.  New examples of both can be added if something is found to be missing.