Rei (Biomade Assassin)

Rei

This is one of several characters I’m considering for the BESM game. Rei (technically, 'psychic-warrior prototype unit zero-zero,' the first of her particular type of Biomade) was created as a part of a special order by one of the less than moral factions within the Cheldrun government as part of an attempt to engineer a kind of ‘psychic soldier’ which would, under ideal conditions, render the Mechanized obsolete and give the Biomade a significant leg up on the remaining Allskins. As the name may indicate (Rei being Japanese for ‘zero’, short for ‘Rei-Gouki,’ that being her model number: 00), Rei has had considerably less freedom than most other Biomade. She was the prototype model for her ‘class’ of Biomade. She never met any of the other psychic-warrior models, though she knows that there are at least four others (01, 02, 03, and 04). At nineteen years old, she was a highly trained and competent assassin, most recently employed by Goshi Mining Corp. She was also a young Biomade in search of something to believe in. And one day, in the midst of what was sure to be a brilliant operation (the elimination of a particularly troublesome Mechanized who had killed his overseer and fled the mines), she found something that rocked her to the core. It was nothing much, really. Just some poor labour model’s dream of freedom. It was nothing much, and it was everything in the world. Rei read it there, clear as day, in the mind of that Mechanized she had come to kill. Her conscience was wakened, and for just a moment, the assassin and her intended target were the same. She lowered her psychic-knife and walked away.

Since that day, Rei has devoted little time to the upkeep of her skills. Both her physical conditioning and her abilities have atrophied. She is underachieving, and it rankles more than almost anything, and yet she knows that she cannot complete this contract: cannot go on killing without a second thought. She lives in hiding now, and has managed to eke out a semi-normal existence. Still, she knows that eventually, either Goshi Mining or the group that made her will come looking for her... and eventually, unless she does something to stop it, they’ll send someone else to do what she could not: eliminate the Mechanized Moses.

Rei is the sort of person who finds it much easier to take action than to explain her actions. When asked to explain herself, her first instinct is to say something vaguely philosophical, which doesn’t always go well as she hasn’t had much exposure to philosophy. If not allowed to just give some vaguely philosophical statement, she doesn’t do nearly as well: Explaining that you believe very strongly in this cause or that cause, or in justice, or freedom is far more difficult than just taking action to support said cause, after all. She is very methodical. She'll plan things down to the smallest detail, believing that preparation and proper recon is essential to success. She's the type who thinks that if you've given your opponent a fair chance to win, you've done something wrong.

Ultimately, Rei will come to a full awareness of both her own power and the responsibility that it brings. The fitful spark of her sense of right and wrong will be fanned into a flame, and when that happens, she will have no choice but to act. The world is a broken place. The natives of the world live in terror of the Cheldrun; the Biomade have all but enslaved the Mechanized, and the Allskins are pale shadows of their former selves. But all that is a bit beyond her reach just now. These things have to be taken one step at a time: save the Mechanized Moses, save the world.

Now if only she could get that out as more than just, “I know how to kill people. Can you use that?”

--=- Stats -=--

Body 5, Mind 5, Soul 4

--=- Abilities -=--

Features (Appearance) 2

Heightened Awareness 4

Jump 2

Special Movement (Fast) 1

Telepathy (Cheldrun) 2

- base cost is 4CP

- always on (moderate) –3 CP, can deactivate for 10 energy points/round

- causes headaches, and the learning of things she would rather not know

- range: 100m (+1 CP)

- requires line of sight, must be looking at the target

- total cost: 2 CP per level

Mind Shield 2

Telekinesis 2

- Depletes 1 energy point per round (-5)

- 10 kg weight limit

Force Field 3

- base cost is 3CP per level

- unique restriction: costs 3 energy to activate, drains 3 energy per minute –1CP

- activation –1CP

- gives 12 armour rating at current level (4 per level)


--=- Skills -=--

Acrobatics 3

Climbing

Driving 1

Stealth 3

Sleight of Hand 2

Military Sciences 2

--=- Equipment -=--

Psychic Knife – 4 CP

- Weapon 0, Enervation 4, Only Biomade, Deplete –1

--=- Defects -=--

Skeleton in Closet: Was an assassin hired by the Goshi Mining Corp. Furthermore, she was assigned to kill Mechanized Moses.

Owned: Rei was a special order: a Biomade created for a specific purpose (a psychic soldier) at the request of a less than upstandingly moral faction within the Cheldrun government. As such, she has no legal recourse and is only in the system as whatever cover she has been assigned.

--=- Derived Values -=--

Combat Value: 4
Attack combat value: 4
Defense combat value: 4
Damage multiplier: 5
Shock value: 9
Health: 45
Energy: 45

Prill Prophet

In keeping with what seems like a general "bastardized Old Testament" theme, here is another character concept. This concept is for a Prill trained in his tribe's healing tradition until adolescence when he begins to exhibit unusual powers. While gathering medicinal plants from the forest a few days at the edge of his tribe's lands, he is attacked by a wild animal. He's able to fend it off, but is badly wounded. He begins to limp home, worried about where he'll sleep tonight because it is a long way, when he steps into a clearing and the afternoon sun falls on him - and his wounds close before his eyes.

That night he has a dream that the planet is speaking to him, and these dreams continue. The planet is telling him deep things. It is decided by the elders that he is chosen of Karia for some great purpose - to heal the land, perhaps, or drive the Cheldrun from Karia forever.

This is not so. The dreams become increasingly clear. He is to leave his tribe, go into the Great Reeking City (his Prill tribe speaks as if there is just one), and help save the Cheldrun from whatever evil is hunting them from between the stars.

Many among his tribe feel betrayed, by Karia and by him. It is decided that he is mad, that he is infected somehow, perhaps that he is a sorcerer in disguise. Rather than suffer more of his madness, they exile him. If he wants to go to the Reek, then let him. And good riddance.

(For this character, I wanted to use Dynamic Power rather than Power Flux - its simpler and more in line with what I had in mind. I see the Dynamic Power growing in scope to 30pts and then 40pts, maybe moving from "Plants" to "Plants and Animals" to "Nature!" As written Dynamic Power is basically under GM control - you call for a Spirit roll when he tries to use it and set the target number at whatever you want. Maybe there could be a skill that increases it, or maybe its just unreliable, which is fine.)

[200pts]

Body 3 Mind 4 Spirit 6

Attributes
(4) Divine Relationship +2 rerolls per session
(20) Dynamic Power: Plants
(4) Healing +10 Health
(2) Heightened Senses: Smell
(5) Regeneration +5 Health/level - Sunlight required

Skills
Area Knowledge 4 (Forest)
Medical 3 (Herbalism)
Occult 3 (Witchcraft)
Poisons 2 (Natural)
Stealth 2 (Camoflage)
Swimming 2 (Free Diving)
Wilderness Survival 5 (Forest)
Wilderness Tracking 2 (Forest)
Biology 4 (Ecology)

Derived
Combat Value 4
Damage Multiplier 5
Health 45
Energy 50
Shock Value 9

--> No Defects are yet chosen for this character, nor are items. I don't see him starting with anything that will have a game effect - a walking stick that does unarmed damage, clothing, some food, some medicinal plants, etc.

Out of Time

Out of time. Have to go. Stop to eat. Go some more.

Freeze!

Sniff. Sniff. Cursed air. Full of fumes. Noxious city. Smells so foul. Still it's true. Someone's coming. Metal taps. Knee-high boots. Quickly hide.

Heart is beating. They approach. If they find us. So much lost. All our hope... Shh! be still.

Tippity-tap. Walking step. Echoing halls. Hold our breath. Suddenly halt. Look around. Reading our thoughts. We have been found!

Run for our life. They pursue. Flickering knife. Cobalt blue.

Cobalt blue. Cobalt Blue. Flickering knife. Cobalt blue.

We came to work. They gave us jobs. We humbly serve. They think we're dumb. We have a mind. They cannot probe. We watch and learn. They think we're dumb. We pay attention. They think we're dumb. We know their secret. They think we're dumb. We're going to tell.

Flickering knife. Cobalt blue.

Make Them Pay

I love this part, she thought. Crouching deep in the black mud that always results from the children of steel tramping around in the woods, Varissa felt a tremor course along her spine to the tip of her gently swishing tail. There is nothing - NOTHING - like the hunt, and there are few prey that deserve to get killed and eaten as much as the Cheldrun.

For years the Kibara tribe had been saying there was no way the voracious Cheldrun would get this deep into the woods. There were miles and miles of woods to consume, never in our lifetimes will the Cheldrun destroy so much forest that they threaten our home - that's what the elders had said. Only a month ago the first tree fell south of Mako river. Whatever the elders say the Cheldrun have arrived. They've come leaving a swath of black ground behind them, caring only about cost. Nothing will stop them, unless we make it cost too much.

That was what the hunt tonight was about. As much as Varissa thirsted for Cheldrun blood, as much as her heart hungered for revenge, she knew that in the end, this was about survival - and the only way to survive was to make the Cheldrun pay too high a price.

The last of the smoke belching behemoths that the children of steel used to lance through whole groves of trees in one sweep came to a sputtering halt. The enormous bulbs that enable work in the evenings flickered obnoxiously, Varissa cringed, her feline eyes absorbing too much light. This was the signal for the workers to return to camp. Work for the day was done, they had devastated countless hectares - and they could have continued their devastation by night, but it had grown too dangerous.

Yes, Varissa's whiskered lips peeled back in a toothy terrifying smile, dangerous.

Out of the cab of the nearest deforesting vehicle clanked and whirred one of the mysterious half-metal men Varissa thought of as victims of some cruel experiment. The cruelty of the moment was gloriously multivalent. As he wiped his brow with a filthy towel clutched in metal pincers, he failed to realize that he was the last one out on the front. During the primary hours of work his vehicle would have been flanked with machines that spit horrible stinging metal slugs. If he had been less diligent and returned to camp a few minutes early he would have had them as an escort. If he had been running his behemoth through the denser section of woods to the east he would have made less headway. He would not have found himself plunged so deeply into the forest, away from the open territory of the expanding Cheldrun frontier. If any of these things had been different...

Being a Jevumm, Varissa, reveled in the cruelty of fate at moments like this. She sniffed the air and tasted the sweat rolling off the parts of the Cheldrun that were not mechanized, then she permitted herself a deep, trembling, growl. The man turned hastily in her direction.

The air suddenly tasted like fear.

Goshi Mining Corp Bulletin

A discarded pamphlet lies in a gutter in the megalopolis of Geneva Prime, smeared with blackrock grease and barely legible. A header in cobalt blue ink reads "Goshi Mining Corp: Employee Bulletin". It is full of upbeat positive news about the future of the company and congenial advice to "our valued employees". On the inner fold there is an article which in all likelihood no eye has ever examined until yours. Here it is:

Do Tee-Shee exist?

Goshi Mining Corp continues to be innovative in every area of our business, including in the employment of native Karians in our workforce. Recently, there has been some confusion among miners about reports of a "Tee-Shee" in sector Epsilon 8. As more Karians join our company we should expect elements of their culture to influence others around them, for this reason the Executor has ordered sensitivity training for all Cheldrun employees. It is important that we welcome our Karian co-workers, but we must remember that they are severely handicapped both genetically and technologically.

Such an example of their handicap are these rumors of a "Tee-Shee". Apparently, it is a common belief among Karians that when one of them dies prematurely they are reborn as a demon-spirit known as a Tee-Shee. These Tee-Shee are said to be powerful magical creatures capable of killing with their touch or even possessing their victim. Now there are rumors that a Tee-Shee was responsible for the recent cave-in and the tragic deaths of a dozen miners. While Goshi Corp takes every possible explanation very seriously, an investigation has discovered no evidence that there was any supernatural cause for this horrible accident.

In Karian belief the Tee-Shee function as guardians, or avengers, seeking justice or striving to right some metaphysical imbalance. There are elaborate systematizations of the Tee-Shee into various types and categories, ascribing different attributes to each. Particularly ancient or powerful Tee-Shee are known as Kyo-Tee-Shee. Some Karian tribes even worship the Kyo-Tee-Shee as gods or try to appease them with sacrifice. However, and we must emphasize this, there is no evidence that the Tee-Shee exist.

All the members of the Goshi Mining Corp Advisory Board sincerely lament the recent tragedy and we praise our engineers who have made Blackrock Mining safer than it has ever been. We care about each of our employees and we are glad to be able to put these unhelpful rumors to rest.

Never Gems: Roleplaying, Humour, and Special Effects

One additional mechanic that is not in the rule book that we will be using in this game is rewarding tokens, called Never Gems, for doing things that improve the game. Never Gems will be a resource each player may choose to spend for a variety of purposes I will try to describe succinctly. They represent good luck, serendipity, fate, divine intervention, pooled up qi, influence over the plot and just about any other justification you can think of for why people sometimes are unreasonably successful.

Never Gems are also real objects in the world of Karia Vitalus. Known as “Junk Rocks” to Mechifieds, “Silex Vulgaris” to Allskins and Biomade, and “Mother Stones”, “Karian Tears”, “Jewellery of the Land”, “Sky Pills”, “Cloud Crystals, or “Deep Rocks” to the Karians, Never Gems are a variety of extremely common, poor quality crystal. Too soft and rarely clear enough for use in jewellery, and too common to be valuable, these stones are ubiquitous and useless. They can be found jutting out from beneath tree branches or growing alongside Blackrock deposits and they come in three different colours, each with a variety of different shades. Each colour is described below along with the Karian lore about it.

Red – “Fleshstone” these ruddy crystals range from nearly orange to red as blood. They are associated with the Body in Karian traditional medicine, are symbolic of passion, particularly aggression, and are used ritualistically to prepare for combat. Red Never Gems are: adrenaline, bloodlust, effort, athleticism, sexuality, fortitude, violence and more…

Blue – “Thoughtrock” these stones are tinged blue though they can range from almost white to practically black. They are associated with the Mind in Karian traditional medicine, are symbolic of creativity, and are often used as amulets by those who are inventive or crafty. Blue Never Gems are: inspiration, wisdom, skill, utility, analysis, clarity, discernment and more…

Green – “Soulcrystal” these rocks are greenish, ranging from very light to deep forest green. They are associated with the Soul in Karian traditional medicine, are symbolic of the will, and are considered effective talismans of protection. Green Never Gems are: safety, defence, passivity, resistance, spirituality, recovery, peace and more…

Criteria for Gaining Gems:

Never Gems will be rewarded basically at the GM’s discretion and will be somewhat arbitrary, therefore. The GM will endeavour to be fair and welcomes players saying “I think I deserve a Gem for that,” though he may or may not agree with them. The criteria he will be using to award Gems can be summed up as: did the player do something that improved the game experience for everyone? Some specific examples include:

Roleplaying. The more you talk in character including accents, gestures, mannerisms, costumes (why not?) the more often you will get Gems.

Humour. Making the GM laugh is a good way to get a Never Gem. Making everyone laugh is a good way to get several Gems.

Special Effects. Some Anime is driven by cool people using cool powers. These powers and their long development sequences often take up the majority of a given movie or cartoon. Special effects and dramatic flavor text are going to be key to making this campaign something more than just a rules-light fantasy campaign. For this reason I will encourage players to use anime-esque language when describing their character’s actions. Two examples:

Bad: I shoot a ball of fire at my enemy.

Good: The background begins to blur and my hair blows around dramatically as I summon beams of energy to my hands and call out “Super-Solar-Lava-Burst Go!”

Bad: I hit him with my sword.

Good: Sparks fly off the tip of my Katana as I drag it across the ground and bring it slicing across my enemy’s stomach trailing waves of light.

The type of Gem awarded will depend on the situation. Red Gems will be awarded for aggressive actions, actions that rely on the Body or otherwise fit the stone’s theme. Blue Gems will be awarded for creative actions, actions that rely on the Mind or otherwise fit the stone’s theme. Green Gems will be awarded for defensive actions, actions that rely on the Soul or otherwise fit the stone’s theme.

Criteria for Spending Gems:

Never Gems may be hoarded or frittered away as the player chooses. There are several ways in which players may put their Gems to work for them.

The basic way in which a Gem may be spent is to boost any die roll. Red Gems boost aggressive actions or those which are Body based, Blue Gems boost creative actions or those which are Mind based, Green Gems boost defensive actions or those which are Soul based. Each Gem spent adds 1d6 to the roll. As many Gems as the player chooses may be spent on the specific roll (though only gems of the correct type).

During the course of the campaign characters may discover certain artefacts that make use of Never Gems. The particularities of usage will depend on the artefact. Gems may also be used to feed a Kyo Tee Shee. Depending on which colour stones you feed it you may influence its personality toward aggression, creativity or defence.

Perhaps the most important way to spend Never Gems is to power the Kata Kariana – techniques and supernatural powers the characters will develop during the campaign

As with all things, Never Gems will follow one additional rule – they only apply where dramatically appropriate. The GM reserves the right to change the way these abilities work at anytime.

Mechanized Moses

This is a first attempt at creating a full character using BESM, and one idea I have for a character for this game. The basic premise is that this character is a Mechanized, trained and designed to work in mining operations. His right arm, shoulder, much of his torso, part of his neck, and right hip and leg are all mechanized, so he often leans his weight on that side and has a heavy, limping gait when he walks or runs as his muscle tries to keep up with the machinery. His right arm ends in a complex socket which accommodates a thick-fingered hand that lacks some fine dexterity but is relatively versatile as well as a number of powered tools useful in mining.

He has earned enough money to buy out his contract, though he can't afford to get the rest of his family out, and the extra work it required took its toll on his body, which is now in need of repairs that he can't afford. This leaves him in desperate need of some new income, which easily connects him to what's going on overall.

Ultimately, he will feel a growing sense of vision for himself. He is meant to lead his people to freedom. The Mechanized can be more than they currently are, particularly the lowest castes of heavy laborers. To accomplish anything, however, he will need to learn more about his nature, and educate himself in general a great deal. As a laborer, he had no time and little access to education or mental stimulation, leaving him only barely equipped to deal with the complexities of life on his own.

(Somewhat simplified from the original version)

[200pts]

Body 4 Mind 2 Spirit 6

Level 10 Armor (metal plating)
Aura of Inspiration +2
Hardboiled +20 Shock Value
Melee Attack: Unarmed +1
Ranged Attack: Throw +1
Special Defenses 10 (as written for Labor Mechanized)
Super Strength +2 (+4 Body for Strength rolls, +2 damage)
Tough +2
Tunneling 1 (10m/hour)
Weapon: Machine Arm Lvl 2

Marked -2 (corporate marking and ID from his previous life)
Skeleton in Closet (he killed an overseer, of course, just as he'd bought his contract, and had to flee the mines)

Combat Value 4
Attack Combat Value +5
Defense Combat Value +4
Melee damage multiplier x8
Shock Value 32
Unarmed damage 12
Thrown damage 12
Machine Arm damage 22

Area Knowledge 2 (Mines)
Climbing 2 (Caverns)
Demolitions 2 (Tunneling)
Mechanics 2 (Mechanized)

Health 60
Energy 40

Character Advancement

Rewards for each gaming session will range from 5-15 Character Points. These will represent a character’s growth and learning so they will vary depending on what occurred in the session and if the characters have been practicing or gaining new abilities. (modified 6/8)

Stats, Attributes and Skills may be purchased at the same cost as in character creation, but must always be justified by storyline events.

Cheldrun Templates

ALLSKINS Being a cautious people, when the Cheldrun began experimenting with bioengineering and mechanization they set aside a portion of their race to be left pure and natural in case the experiments went awry. Human in appearance and ability the Allskins have no species wide talents or powers, but each one develops their own skills according to their tastes and experiences.
TOTAL 0CP

***

BIOMADE Many Cheldrun were not born, but created. Though partly natural these individuals are often gifted with special talents not normal for an Allskin. Originally the Biomades were just smarter, healthier and better looking than other Cheldrun, but some of the most recent subjects have begun to develop psychic powers.

(Type A – Normal)

  • Features (Appearance) 2 2CP
  • Heightened Awareness 1 2CP
  • Jump 1 2CP
  • Special Movement (Fast) 1 2CP
  • Tough 2 4CP

TOTAL 12CP


(Type B – Sensitive)

  • Features (Appearance) 2 2CP
  • Heightened Awareness 1 2CP
  • Precognition (1 hour) 5 10CP
  • Sixth Sense (emotions) 1 2CP
  • Telepathy (Cheldrun) 1 4CP

TOTAL 20CP


(Type C – Manipulative)

  • Features (Appearance) 2 2CP
  • Heightened Awareness 1 2CP
  • Mind Control (Cheldrun) 1 6CP
  • Mind Shield 1 2CP
  • Telepathy (Cheldrun) 1 4CP

TOTAL 16CP

***

MECHIFIED The children of Mechified Cheldrun get their first cybernetic enhancements at a very young age and they usually go on mechanizing right through their lives until very little, but a brain remains of the original person. Mechified’s come in many varieties.


(Type A – Repair)

  • Armour 5 10CP
  • Embedded Toolkit (Mechanics +2) 4CP
  • Special Defences 10CP
    • (Freezing Cold, Lack of Air, Low Pressure, High Pressure, Overheating)
  • Supersense (Infrared Vision) 2 4CP

TOTAL 28CP


(Type B – Labour)

  • Armour 5 10CP
  • Special Defences 10CP
    • (Freezing Cold, Lack of Air, Low Pressure, High Pressure, Overheating)
  • Super Strength 1 8CP

TOTAL 28CP


(Type C – Battle)

  • Armour 10 20CP
  • Awkward Size (3m) 1 -4CP
  • Impaired Manipulation (One Arm) -3CP
  • Special Defences 10CP
    • (Freezing Cold, Lack of Air, Low Pressure, High Pressure, Overheating)
  • Weapon Attack “Arm Cannon” 3 6CP
    • (Range 2 [100m], Backblast x1, Deplete 10Energy)
TOTAL 29CP

Character Creation

Players will start with 200 Character Points. Though no official maximums will be set on any individual stat or attribute the guideline on page 9 of the rule book is a good rule of thumb: 60% Stats, 20% Attributes, 20% Skills. Characters will buys skill points from the Multi-Genre column from the table on page 89.

Players are encouraged to take Defects, though they should be advised that a Defect is always worse than an Attribute of equivalent point value and Defects may not be bought off with experience during game unless very specific requirements are met and the GM approves it. Defects are a great tool to enhance roleplaying and develop more interesting characters, not a min/max opportunity.

The GM will not accept any character concept that boils down to “I Kick Ass!” Players should have well developed character concepts that fit within the campaign theme and their racial selection. In that spirit consider the following guidelines:

The Cheldrun are suited to Steampunk fantasy style weapons, and combat.

  • For a sharpshooter, mech-user or any character which depends primarily on their equipment for power – play an Allskin.
  • For psychic powers or a very skilled individual play a Biomade.
  • For a cyborg play a Mechified.

The Karians are suited to sword and sorcery style weapons, skills and powers.

  • For heavy hitting melee combatants play a Gogajin or a Jevumm.
  • For martial artists or ranged combatants play an Anakarix or Zipsum
  • For a magic user play a Prill
  • For bizarre powers play a Vorax.

Damned Bullet-Spitters...

Karak took a long deep drag of his cheap cigar. When you’re a miner in the filthiest pit on the continent, a black-rock outfit he and his fellow mechified referred to affectionately as Karia’s Asshole, there isn’t much point in worrying about what you inhale. In fact, Karak reasoned, most miners eventually chose to have their entire breathing apparatus replaced with a more efficient mechanical one. It had the downside of making your voice sound like the rumble of an internal combustion engine, but the filters would keep nasty particulates out of your bloodstream and keep you alive longer. Mind you, longer meant till forty-five or so. It wasn’t a long life, the life of a miner.

The elevator Karak was riding in clanked and ground its way up the narrow stone shaft thousands of feet back toward the surface. The steel mesh walls of the box gave Karak the opportunity to enjoy the long boring rush of jagged gray rock occasionally interrupted by protruding lead pipes leaking steam from their joints. Normally Karak himself would be as impassive and boring as the stone walls, but today he was anxious. He kept looking up through a spot in the roof of the elevator which had rusted through to see if he could perceive a tiny pinprick of light that would mean he was nearing the top. Nothing. He looked at a gauge on his left bicep which displayed atomic time, temperature, barometric pressure and his own heart rate. It takes nine minutes and thirty-seven seconds to make the ascent, he told himself. Still four minutes to go. Relax.

Fuck! He threw his cigar out a gap in the mesh, it burst into a shower of sparks on the stone and tumbled into the abyss. The elevator rushed on, oblivious. Karak was not relaxed in the least. How could he be? Very likely waiting for him at the top of the shaft was a phalanx of bullet-spitters with no intention of accepting a surrender. Not that Karak would ever surrender, but still, they could at least pretend they were interested in taking this to the authorities.

The worst part about being stuck in this elevator with, he checked the gauge, three minutes and seventeen seconds to go is that Karak had plenty of time to beat himself up for elementary mistakes. He knew that the foreman was on the take. Why had Karak thought he would be sympathetic to the cause? When the foreman walked in on him setting the charge he’d wasted valuable seconds attempting to convince the foreman it was the right thing to do. It was about liberty, he’d said. The liberty to not die at middle age. The liberty to be treated like a Cheldrun instead of a fucking piece of machinery. Can’t you see Mr. foreman, he’d said, they don’t care about us so we gotta go after the thing they do care about – they’re money. That’s why I’m blowing this passage. The charges are set to go off tonight, when the workers will be at home, so no one will get hurt. Please don’t get in my way, Mr. foreman.

It had been to no avail. The foreman had already triggered the silent alarm before he even walked in the room. He had been talking with Karak as a delaying tactic and it had worked. By the time Karak had realized what was going on escape routes were cut off. The only way out was this old elevator, rarely used since the new hover sleds had been installed in the main shaft.

Why had he been so foolish? The answer was obvious, but he could only admit it when he was alone like this. Saying it out loud would have gotten him mercilessly ridiculed by his fellow insurgents and they never would have trusted him with this mission. Karak believed in the cause. He did. But the thought of killing a fellow Mechified made him nauseous. As soon as he’d spotted the foreman he should have killed him and made his escape. He thought he could avoid killing, but when he’d already wasted countless seconds talking and the foreman was still delaying Karak had gone into a panic. He activated the motors in his left arm which ran a three-foot-long drill-bit where his hand should be and charged. The foreman, like most Mechified, had steel plating over his torso, but the alloyed drill ate through it quickly tearing a gruesome hole six-inches in circumference through the man’s chest. Blood, oil and other fluids ran freely out.

So that was that. Now Karak was a murderer and a terrorist and the bullet-spitters, specially built Mechified for private security, would waste no time talking with him.

Karak looked up. A pinprick of light was now visible through the rusty hole. Might as well give them a show, he thought, turning a crank on his hip which set the motors in his mechanical legs to a higher idle. He checked gauges in each of his knees. Oil pressure fine. Then he flipped open the fuel chamber in his left arm and shoved in a fist sized chunk of blackrock. He closed the chamber, pressed the latch to seal it and wrapped his whole hand around the engage lever. He shifted it to the farthest forward notch with a ratcheting sound and the plunger crushed the hunk of blackrock as it simultaneously ignited. Molten blackrock coursed through channels in his arm, red-hot veins of power revving the motors which controlled the drill to a high-pitched whine and pouring inky smoke out an exhaust pipe at his elbow. While fueled like this he could drill through a ten foot thick wall of solid diamond. Too bad there wouldn’t be such a wall between him and the people with all the guns.

Light was streaming from the opening above, now. A matter of seconds till the rusty old cage came to a stop in the brightly lit, fluorescent halls of the Goshi Mining Corp. basement.

Karak took his steel mining mask and pressed it over his face until the magnetic clamps took hold. He was now looking through special lenses designed to amplify light. It would make him blind in the full light of the surface, but it would also protect his face from the bullets. Why would he want to see the greeting party anyway? The only part of him now not either made of or covered by steel was his right arm, which he left bare even of clothes; the last sign he was still a Cheldrun.

The light grew intolerably bright washing everything out in a haze of ivory. Then the elevator rattled to a halt and the doors opened.

Biomade

Genetic Geniuses...

The Great Experiment divided the Cheldrun into three castes. The Allskins remained untouched by auto-augmentation procedures, the control subject. The Mechified were surgically and mechanically enhanced beyond recognition. The Biomade were subjected to genetic manipulation. Far more than selective breeding, the Biomade experiment involved complex DNA restructuring – both through the careful choice of existing genetic combinations and through constructive design of new genes. The Biomade do not just represent the best of the Cheldrun gene pool, they are verging on becoming their own species.

The Biomade have come to refer to themselves as the Pure Experiment, because in contrast to the Mechified, they were never created with specific jobs or purposes in mind. The Biomade instead were created merely to see what possibilities existed in the Cheldrun gene pool. An absolute exercise of ‘what if’? Naturally, therefore, they tend to idealize possibility, worshipping potential as if it were a god and judging people on the basis of merit, ability and accomplishment rather than character. At their worst, Biomade tend to believe that if it can be done it should be done. At their best, Biomade are insightful and creative people always pushing themselves to stretch behind the horizon of limitations.

In the early years of the Great Experiment, Biomade were largely indistinguishable from Allskins, which created problems for them. The necessity of keeping the Allskins pure meant that Biomade we required to wear identifying badges, and the elevated position of the Allskins only made the Biomade feel like second-class citizens. Biomade were pushed into roles of servitude to the great houses of the Allskins and though many Biomade were the most intelligent and capable individuals in Cheldrun society, the benefits of their accomplishments often went to Allskin nobles. This situation bred into the Biomade a subtle, but profound resentment of the Allskin. The Biomade began to regard themselves as superior genetically and in every other way to their Allskin brothers and sisters.

So long as the old ways of Cheldrun society lasted this resentment could not be expressed, but toward the end of the Flight, when it had been a long time since any Cheldrun had lived which remembered the homeworlds the old social mores began to break down. The Biomade began to assert themselves. By this time they had become not only faster, stronger and smarter than any normal Allskin, but also developed psychic abilities. The Biomade rather easily and with surprisingly little bloodshed overthrew the great houses of the Allskins and established a new rule for Cheldrun society – may the best man/woman/psychic or cyborg win.

For better or for worse this new rule prevailed when the Cheldrun crash landed on Karia. Whereas the old society of noble houses had served as a glue holding the whole race together in one nation, the new competitive outlook caused division and conflict. Shortly after arriving on Karia city-states began emerging that warred with one another over access to resources and trading rights. The Biomade consider this just another form of competition which will only help the species advance themselves even further than they have already come. These forward thinking Biomade are often the heads of major corporations, scientists, engineers, visionaries and agents of change.

One consequence of the way Biomade come into existence is that they have no direct genetic heritage – no biological family. Biomade do not procreate like others, for them sex is purely an act of pleasure, an idle diversion. Infant Biomade are given to a willing adult to nurture during their first 3 years of life at which point all Biomade are registered in residential schools. Raised primarily by nurses and teachers, Biomade are often a little immature. Growing up among other children unsupervised, Biomade are often extremely competitive. Formally educated from a very early age, Biomade are often book-smart world-dumb.

Biomade tend to look airbrushed perfect, with symmetrical features and stylish modern clothing. Appearance, physical health and mental agility are very important to them. Rare is the Biomade who will admit he doesn’t know something or allow himself to come away looking stupid or slow. The Biomade prize their genetic superiority and can sometimes fall back on it as though effort were overrated. Since the discovery of their utility all Biomade have been designed with latent psychic abilities, which enable them to access and use the special Biomade technologies that depend on psychic energy. Some Biomade are specially designed (the process is too expensive to afford including it as a feature in every Biomade) with more powerful Psychic talents. These are likely to be people capable of reading the thoughts of others, communicating telepathically, sensing the unseen, or even predicting the future. A very very few Biomade actually have the gift of controlling other people’s minds, though this is not generally known in Cheldrun society – it would cause quite an uproar if discovered.

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Players who wish to play a Biomade character should think carefully about the character’s profession, educational background and genetic traits. Biomade are prideful and competitive – what personal achievements is your character proud of? Who are your character’s primary competitors? How psychic are you, and what sort of powers have you developed? Biomade do not have family names and they often rename themselves after obtaining maturity with names that suggest power or beauty.

Appearance: Biomade value symmetry and beauty so they are a race of supermodel figures, smooth complexions, luxurious hair, and straight teeth. They prefer sleek, modern styles and exercise their need for control over their appearance. Hence, they make liberal use of hair gel, enjoy coloring contacts, shaping underwear, and cosmetics. Expect to see Biomade in wraparound mirror shades, tailored pinstripe suits, and black leather.

Example Names: Acid, Beach, Blade, Chrysanthemum, Geranium, Hurricane, Lightning, Night, Stroke, Tsunami, Willow

Example Attributes: Alternate Identity, Aura of Inspiration, Computer Scanning, Divine Relationship, Energy Bonus, Environmental Influence, Features (Appearance), Force Field, Heightened Awareness, Heightened Senses, Item, Jumping, Mind Control, Mind Shield, Organizational Ties, Sixth Sense, Telekinesis, Telepathy, Tough

Example Skills: Acrobatics, Biological Sciences, Business Management, Computers, Driving, Intimidation, Physical Sciences, Seduction

Biomade Technology & Equipment

At it’s simplest, Biomade technology is based on the insight that psychic energy is just that – energy. An energy source capable of powering many electronic devices that otherwise would require costly resources or inconvenient batteries to operate. An array of devices, many of which duplicate normal electronic equipment, is available which run entirely on the psychic energy of the user. This has the effect of restricting the use of these devices to Biomade since they are the only (known) psychics on Karia. However, beyond the benefit of having electronic devices only a Biomade can use, this technology has been pushed to new frontiers by actually manipulating the psychic energy itself.

Example Psychic Knife: The following device is a gauntlet with a series of energy conduits running down the wrist and over the back of the hand. When activated these conduits gather and project psychic energy in the form of a bright pink blade, which the wearer can wield as though it were a completely weightless knife strapped to his arm. The knife requires 10 Energy points to activate, and when used it does not deal bodily damage, but it burns Energy out of the target. Thus, a victim would pass out from exhaustion rather than die from this weapon. It is rumored that versions exist which deal physical damage or even directly savage the mind. The following item would cost 4CP.

Biomade Psychic Knife:
Weapon 0 Enervation 4, Only Biomade, Deplete -1

Example Telepathic Amp: There are no telephones or cell phones on Karia, but these little devices clip behind an ear and amplify the thoughts of a psychic through a network of level 3 telepaths to other individuals. The person initiating the call must be a psychic, but because the thoughts will be transmitted by a level 3 telepath the receiver of the call can be nearly anyone. For this reason, battery powered receivers exist that non-psychic users can utilize to receive, but not send, “calls”. The following item would cost 1CP.

Biomade Telepathic Amp:
Abilities: Unique (increase Telepathy range)
Disabilities: Uses Energy (1)

Example Force Field: Biomade who are willing to risk bodily injury in combat (there aren’t that many) often try and equip themselves with one of these. This is a device, usually worn on the belt, that when activated produces a form fitting personal energy shield visible as a faint transparent pink shimmer. These shields stop damage from getting through to the wearer although if sufficient damage is done to pierce the field the excess will still take effect. These shields can be damaged and their effectiveness reduced, but they regenerate after a while of being deactivated. Activating the shield requires 3 Energy Points and an additional 3 Energy Points per minute to sustain. There are rumors of more advanced models that require more energy to activate, but absorb significantly more damage. This item was created with the Force Field Attribute level 4 costing 5CP.

Personal Force Field:
Damage Absorbed: 16 damage points
Disabilities: Uses Energy (3 to activate and 3/minute)

Biomade attitudes towards….

Cheldrun

The natural leaders of the galaxy, we have experienced a setback, but that is all part of the process of worthwhile experimentation. One day we will own the stars again…

Allskins

Relics all of them. They are a reminder of a distant past, which no longer has relevance for our future…

Biomade

We are the true inheritors of the Cheldrun legacy continually making ourselves into the most advanced species in the galaxy…

Mechified

A lesser experiment that nevertheless has its uses. They make a good workforce…

Karians

The people of this planet are backwards beyond belief. However nature has gifted them with extraordinary genes, which we may be able to exploit…

Anakarix

How can you possibly take a talking lizard seriously? They call themselves philosophers – hah! They’ve got brains almost entirely lacking frontal lobes…

Gogajin

Stupid and coarse and unlikely to pose any threat to us – except of course they are ridiculously strong…

Jevumm

These poor kitties are scared of fire. Conveniently that keeps them and their hot tempers away from us…

Prill

Of all the Karians the Prill seem to be the most advanced and yet they cling to ancient unscientific beliefs. Why?...

Vorax

Do the Vorax still exist? I thought they were extinct? Good riddance…

Zipsum

They’ve certainly been the most welcoming of Cheldrun ways, but they’re probably the least intelligent of the whole bunch. They are annoying and inept…


Ruins

Cities