Lore

Xenos of Procyon

The Hegemony is predominantly human — or close to it. The most commonly found xenos are those that can breathe human atmospheres, function in near-1G gravity, and are roughly human-sized. Many have modifications suited to their homeworlds: more eyes, extra arms, gills, different skin colors, tentacl

Xenos of Procyon

The Hegemony is predominantly human — or close to it. The most commonly found xenos are those that can breathe human atmospheres, function in near-1G gravity, and are roughly human-sized. Many have modifications suited to their homeworlds: more eyes, extra arms, gills, different skin colors, tentacles.

That's not to say you won't find 10-foot-tall, reptile-scaled Norsicans at the docks, or the occasional three-foot furry Wrinlian engineer using their six limbs to perform delicate adjustments inside the wiring of a Guild starbase.

The Memish (Holt System — Mem)

The Memish are native to Mem, the ocean planet in the Holt system. Generally humanoid, they have pitch-black eyes and skin in shades of blue, purple, and green. Instead of hair, they have tentacles. They are able to survive at extreme depths, navigate waters with virtually no light, and organize in complex extended family groups. Their religion involves ritual carving of their scaled hides and imbuing the carvings with carefully tended bioluminescent deep-sea plant life.

The Hegemonic forces broke the Memish military and incorporated them into the Hegemony. Today, Mem is under a Hegemony-appointed Planetary Governor (Victor Kromyl), who seeks proof of Memish rebellion. A quiet Memish Rebellion faction simmers beneath the surface.

Memish abilities: - 0 Stress: Breathe water. Hear very low sound waves. Swim incredibly quickly. - 1 Stress: Sense electricity (prey-hunting sense from the deeps). Extend rending claws capable of filleting sharkskin. Use deep-water muscles to lift a thug one-handed. - 2 Stress: Navigate flawlessly in pitch blackness. Survive briefly in space unharmed. Attune to the Way to sense gravitic disturbances and the mystic ability of anyone nearby. - Memish Weakness (Optional): In significantly warm climates, take level 2 or level 3 harm called "Memish Weakness." Removed by immersion in water for 24 hours.

Xenos in Play

If a player chooses the Xeno starting ability, some guidelines:

  • 0 Stress abilities — Constant, passive. Breathing water, seeing in UV, having a prehensile tail, multiple eyes.
  • 1 Stress abilities — Require exertion. Pushing heat immunity, using sonar in a metal corridor, running faster than prey.
  • 2 Stress abilities — Things humans couldn't attempt. Ripping chains through sheer strength. Breathing fire. A deep-sea xeno ignoring knock-out gas being pumped into a room.

Optional Rule: A significant xeno weakness (level 2 or 3 harm equivalent) that can take you out of a scene adds a gambit for your crew when it comes up in game.

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