Home to the occult masters of the Necryl and the creatures of darkness, Luneans are naturally distrustful of others and secretive people. The ruling class hold the most powerful secrets of occult magic, and have made pacts with elder beings, while lesser beings serve as slaves, providing these elite nobles with food, water, technology, and sacrifices for their dark rituals.
Necryl
Creatures who have aberrant features, often strange jaw formations and deformities. Necryl civilization is wrapped in secrecy and power, where the most powerful have held power for centuries, though when an assassination does occur, it doesn’t topple their civilization. More likely, a Necryl will work with you as long as it benifits them.
Brawn 2; Agility 1; Intellect 2; Cunning 2; Willpower 2; presence 3
Wound Threshold 9+brawn
Strain Threshold12+willpower
Starting experience: 80
Special abilities:
Starting skill: Necryl starts with one rank in occult during character creation. You still can’t train their skills above rank 2 during character creation.
Forbidden Resistance: Necryl are naturally resistant to the effects of occult magic and research. They add to occult checks against them and remove
imposed against them when they use occult.
Dhampyr
Lesser vampires born of mortal mothers, Dhampyrs are built with the same statistics of the Dhampir from the EPG (pg 21), which they can replace the Starting Skill with the following:
Starting Skill: Knowledge (Forbidden)
Aberrant
Aberrant are humanoids that, through a dark ritual gone wrong or born in this way, have mutated from their own species. Characters with this archetype gain the following:
Brawn 2; Agility 1; Intellect 1; Cunning 1; Willpower 2; Presence 1
Starting Wound Threshold: 10+ Brawn
Starting Strain Threshold: 10+ Willpower
Starting Experience: 140
Starting Skills: an Aberrant begins the game with one rank in Resilience. They obtain this rank before spending experience points, and Resilience may not be increased above rank 2 during character creation.
Magic Absorbtion: Whenever a magical spell targets your Aberrant character, automatically add a threat to that check. Additionally, once per session, when you are targeted by a spell and it generates <Th><Th><Th>, you can regenerate 3 wounds.
•Mutation: Before spending starting experience, choose one of the following abilities for your Aberrant character:
• Flyer: Your aberrant character can fly. See page 100 of the Genesys Core Rulebook for
details on flying.
• Amphibious: Your aberrant character can breathe underwater and move through water without penalty.
• Scaly Hide: Increase your aberrant character’s soak by +1.
• Multiple Limbs: Your mutant character gains an additional free maneuver per turn. They still may not perform more than two maneuvers during their turn.
• Natural Weapons: Your aberrant character’s unarmed attacks have their damage increased by +2 and have a Critical rating of 3.
Lich
Liches, sometimes called Revenants if they were reanimated by a scientist or necromancer, are humanoids that have come back from the dead. Liches are feared by those outside of Luneus. Many liches become so for power and knowledge, with some seeking vengeance against those who wronged them in their life.
If your character undergoes the transformation to become a lich, they add the Reanimated and Dead Nerves abilities, and reduce their wounds by 2 and strain by 1.
Brawn 3; Agility 2; Intellect 2; Cunning 2; Willpower 2; Presence 1
Wound Threshold: 10+ Brawn
Strain Threshold 10+ Willpower
Starting Experience: 100
Starting Skill: Liches begin with one rank in either Coercion or Forbidden Knowledge. You still can’t train these skills above rank 2 during character creation.
Reanimated: As reanimated corpses, liches have several quirks, some beneficial and some detrimental. Your character does not recover wounds through
natural rest, but they add <B><B> to any Medicine checks to heal them (they don’t flinch). Your character also cannot be affected by poisons (although they must be wary of insects and carrion feeders trying to make a meal from or to nest on their bodies). Your GM should ensure that NPCs react appropriately if they are aware of your character’s condition (at the very least, upgrading the difficulty of your character’s social skill checks twice).
Also, perfume is a good idea. Lots of perfume.
Dead Nerves: Your character removes <S><S> added to any checks they make due to fatigue or injuries (including Critical Injuries).