Races

Races define a character’s heritage, physiology, and cultural background, shaping how they interact with the world both narratively and mechanically. Unlike classes or professions, which determine training and affiliations, a race represents the foundation of what a character is and the legacy they carry into every encounter.
Main race

Veteres

Description

Most Veteres are born on their planets due to cultural beliefs. But a few are born and raised in space or on space stations.

Appearance

Taller (average 1,9 m), leaner and more long-limbed than their fellow veteres. Most have low strength and constitution due to life in low G.

History

History text

Society

Society test

Special Abilities

Start with 2 ranks in the Space skill Category.

First rank in the Tech Module Categories Combat Assistance Platform (CAP) and Drone Mastery costs only 1 development point.

Special Hindrances

The first rank in the Athletics and Movement skill category costs 4 instead of 2 Development Points.

Main race

Veteres

Description

The Dryads are the most magically advanced branch of the ancient Veteres civilization. Following the catastrophic collapse of their empire nearly 500 million years ago, a surviving population—roughly 30 million—endured in isolation within the Sea Corrigan star system. Over the eons, they evolved a deep symbiosis with magic and nature, becoming guardians of ancient power and memory.

Appearance

Dryads possess an ethereal, almost unearthly beauty shaped by millennia of magical evolution. Their skin ranges from deep forest green to bark-brown, often textured with subtle patterns resembling leaves, vines, or mineral veins. Many exhibit bioluminescent markings that shimmer softly with emotion or magical activity. Hair flows like living foliage—tendrils of moss, blossoms, or luminous strands that shift with the seasons or moods. Their eyes are large and reflective, resembling pools of starlight or amber resin, and seem to hold ancient memories. Despite their elegance, Dryads move with deliberate grace, as if attuned to the pulse of unseen natural forces.

History
Society
Special Abilities

Start with 2 ranks in the Outdoor skill category.

Excellent hearing - Add +3 or Presense Bonus (whichever is highest) to General Perception.

Special Hindrances

Many Asimi harbor resentment or distrust toward Dryads due to ancient ideological divide and this mistrust can also be seen from many other races.

The first rank in any tech module category costs 3 instead of 2 development points.

Main race

Veteres

Description

The Veteres are an ancient spacefaring race that have left technosignatures and some still-working technologies in most of the explored universe.

The Asimi are the most technologically advanced of the Veteres.

The last approximately 50 million Asimi survived in the Sea Corrigan star-system about 500 million years after their main civilization fell.

Appearance

The Asimi are tall, elegant humanoids with a refined, otherworldly presence. Their skin ranges from pale silver to porcelain white, often with a subtle iridescent sheen that reflects light in soft hues. Their eyes are large, almond-shaped, and unusually luminous—shifting between metallic tones like gold, platinum, or deep violet. Hair is typically straight and ranges from pure white to silver, though some display subtle streaks of blue or lavender. Asimi movements are precise and graceful, shaped by centuries of tradition and discipline. Their features are symmetrical and almost sculptural, evoking both beauty and detachment—like living works of art forged by ancient perfectionism.

History
Society
Special Abilities

First rank in any Tech Module Category costs only 1 development point.

Special Hindrances

The first rank in the skill categories Magic Casting, Athletics and Outdoor costs 4 development points.

Xenophobic Reputation: Other races often view the Asimi as aloof or manipulative.

Effect: May face distrust, higher prices, or closed doors in multicultural or rebel communities.

Main race

Marduk

Description

Through the millenia akkadians bred Marduk for domestic chores and ended up with a more docile and physically smaller race of Marduk.

Appearance

Degenerated Marduk are smaller (1,5 m, weight 60 kg) more cute and still bearlike humanoids with less strength and willpower than other Marduk.

Lacks the sub-human sound sense and vocal chords.

History
Society
Special Abilities

Starts with 2 ranks in the Stealth Category.

Special Hindrances

Regarded as animals by most Marduk and as a stange combination of pets and slaves by most akkadians.

Main race

Marduk

Description

Marduk Workers were originally bred by the Akkadians for strength, endurance, and obedience, designed to serve in hazardous environments and heavy labor roles. Today, they form the backbone of industrial operations across many worlds, working in mines, factories, and refineries under harsh conditions. Often bound by exploitative contracts to corporate powers like the League of Korr, they are resilient, mechanically skilled, and bound by a strong sense of solidarity.

Appearance

Marduk workers are partly covered in fur and have bear-like traits (some more than others).

Marduk can hear and talk/sing in sub-human sound frequencies.

Tall and powerful built. Average height 2 m, weight 120-160 kg.

History
Society
Special Abilities

+5 race bonus to 3 non-weapon skills related to manual labor and endurance.

Special Hindrances

Regarded as servants or slaves by most akkadians.

Main race

Marduk

Description

Marduk Wildlings are closer to the original Marduk culture before the Akkadians arrived on their homeworld. Fiercely independent, they rejected corporate control and retreated into the wilds. Relying on brute strength, animal instincts, and scavenged tech, they preserve ancestral ways through ritual combat and oral tradition. Often dismissed as primitive, Wildlings are unmatched in survival, loyalty, and raw combat prowess.

Appearance

Marduk wildlings are naturally covered in fur and have strong bear-like traits.

Marduk can hear and talk/sing in sub-human sound frequencies.

Tall and powerful built. Average height 2,1 m, weight 140-180 kg.

History
Society
Special Abilities

+5 race bonus to 2 non-weapon strength-based skills.

Starts with 2 ranks in the Outdoor skill category.

Special Hindrances

Target of racism by many akkadians. Does not fare well with technology and magic that is not based on nature. This include items.

The first rank in both the Social and the Diplomacy skill category costs 4 instead of 2 development points.

Main race

Human

Description

Genetically manipulated pygmy-humans especially suited for hot, high-radiation and harsh climates (often underground). Tolerant of high G environments.

Appearance

Dark brown to black skin, traits from Earth’s human pygmy-people but with much more muscular and stockier build. Average height 1,4-1,6 m, weight 50-80 kg.

History
Society
Special Abilities

+5 race bonus to 2 non-weapon constitution-based skills.

Special Hindrances

Target of racism by many humans.

Main race

Humans

Description

More and more humans are born in space during long migrations or live their entire life on inhabited moons or satellites in low G.

Appearance

Taller (average 1,9- 2,1 m), leaner and more long-limbed than their fellow humans. Most have low strength and constitution due to life in low G.

History
Society
Special Abilities

First rank in the skill categoies space, engineering and technological sciences costs only 1 development point.

Special Hindrances

The first rank in the Athletics skill category costs 4 instead of 2 Development Points.

Moonies feel weak and akward in high G (on most planets) and will usually have to wear a powered exoskeleton to function normally.

Main race

Human

Description

Humans are a young spacefaring race and most are still planetborn.

Appearance

Ape-descended humanoid with some hair/fur on parts of their bodies.

Average height 1,65 m, weight 60 kg.

History
Society
Special Abilities

None

Special Hindrances

None

Main race

Akkadian

Description

The clan with magic and religious talent. Most prominent are the Se-Naga Sages.

The Subartu have always been a minority among the Akkadians. But in most societies (except those ruled by the Essenoi order) the Subartu are the religious and political leaders.

Appearance

The Subartu are tall - they see height as an indication of power - and are often a lot more fit than Iltani.

Average height: 1,9 m, weight: 100 kg.

Subartu are typically tattooed with Kanton II signs and insignia to demonstrate their magic capabilities and clan affiliation.

History
Society
Special Abilities

Start with 2 ranks in the Swimming skill.

+5 race bonus to the Electromancy spell Category

Special Hindrances

The first rank in the Acrobatics skill category costs 4 instead of 2 Development Points.

Main race

Akkadian

Description

Spacefaring clan building great Arks and spaceships.

Many akkadians are born in space during their long flights to other star-systems.

Appearance

The Nanshu are taller (average 2,1 m) and more long-limbed than their fellow akkadians. Most are still quite heavy (normal weight 120-140 kg). Most have low strength and constitution due to life in low G.

Spaceborn Nanshu do not feel well if exposed to more than 0,8 G.

History
Society
Special Abilities

Starts with 2 ranks in the Swimming skill and 2 ranks in the Space skill Category.

The first rank in the skill categories Engineering and Technological Sciences costs 1 development point instead of 2.

Special Hindrances

The first rank in the both the Acrobatics and the Athletics skill category costs 4 instead of 2 Development Points.

Main race

Akkadian

Description

The Akkadians are a mature spacefaring race with settlements in many parts of the local galactic cluster (primarily in the Andromeda Galaxy).

The Iltani is the largest of the akkadian clans. Major workforce in both manual and skilled labour.

Most famous are the non-electronic akkadian communities of the Essenoi order with the Planet Enuma as their main seat of power.

Appearance

Akkadians are amphibian humanoids with no facial hair, somewhat webbed feet and hands used for swimming, and plump bodies.

Akkadians have an extra electrical sense.

The Altani are typically stronger and more fit than akkadians from the two smaller clans.

Average height 1,7 m. Weight 100-120 kg.

History
Society
Special Abilities

Starts with 4 ranks in the Swimming skill.

The first rank in the Skill Categories Piloting and Ranged Expertise costs 1 development point instead of 2.

Special Hindrances

The first rank in the Acrobatics skill category costs 3 instead of 2 Development Points.

The first rank in all Spell Categories costs 3 development points instead of 2.