Packages

Attempting a cleanup and update of this page. Out of date stuff is below the divide.

All packages are modifiers and are effectively in comparison to the average human. The average human is understood to be mostly 2s, a few 3s and possibly a couple of 4s with no defined advantages and disadvantages. Modified ability scores affect the upper limits of their abilities in the same way. Unless a character is enchanced in a way not reflected in his package, his ability scores should not exceed 5(6 in exceptional cases) before the modifers for his package.

Non-Magickal Xenoforms

Non-magickal xenoforms have unusual physical and mental abilities in comparison to humans however the source of their powers are completely mundane. For example, An'Tak are much larger and denser than humans, so have more strength and toughness.

An'Tak (9cp)
Abilities: +4 Strength and Toughness, +1 Athletics, Block and Melee, -1 Dodge, Intelligence, Socialize and Stealth
Advantages: Immunity: Pain, Natural Armour 4, Large
Disadvantage: Allergy: Alcohol (Very drunk after half a pint of beer), Addiction: Milk (Must drink at least two pints a day, or bony hide soak is halved for the next 48 hours), Major Foible: Dense as a brick (Refers to self in third person, makes daft statements, ignores common sense), Nonhuman Appearance

Juvanni (8cp)
Abilities: +2 Block, Strength and Toughness, +1 Athletics, Dodge Melee, Perception and Willpower
Advantages: Pain Resistance
Disadvantages: Minor Foible: Never Surrender and show no mercy, Nonhuman Appearance, Weakness (cold)

Khule (14cp)
Abilities: +3 Athletics, Perception, +2 Dodge, Block, Melee, Strength and Toughness, -1 Marksmanship
Advantages: Natural Weapon, Quadrapedal, Lesser Regeneration
Disadvantages: No Hands, Nonhuman Appearance, Weakness (Gold)
Note: Almost all Khule also have True Faith and very high Willpower, but these are not inherant traits.

Phantom (9cp)
Abilities: +2 Athletics, Socialise, Block
Advantages: Ghost Sight, Fast 1, Combat Style: Single Sword Fencing
Disadvantages: Minor Foible: Will not use brute force, Minor Foible: Will not intimidate, No Identity

Raient Phantom (9cp)
Abilities: +2 Athletics, Socialise, Dodge
Advantages: Ghost Sight, Fast 1, Combat Style: Best in the West
Disadvantages: Minor Foible: Will not use muscle, Minor Foible: Will not intimidate, No Identity

Shreke (6cp)
Abilities: +3 Intelligence, Perception, Socialize and Willpower, +1 Dodge, Block and Melee, -1 Strength and Toughness
Disadvantages: Allergy: Sugar (Ingestion of even small amounts causes severe breathing problems), Weakness: Fire, Nonhuman Appearence
Note: There are very few Shrekes in existance. As such, hardly any have Ability scores of 4 before racial mods and only one has a 5; King Adia Kanash-Kar, who has an Intelligence of 8(5 before racials mods). Almost every shreke is at least a Warlock and roughly half of them are full fledged Sorcerers.

Thiealek (2cp)
Abilities: +2 Willpower -1 Perception
Disadvantages: No Identity
Notes: Most Thiealeks have the shield bash combat style and weapon specialist javelins, but theses are learned traits and can be bypassed. As a residual trait of their Chakalek heritage, all magickal enhancement rituals targeting Theialeks are at +1 to cast.

Trilian (2cp)
Abilities: +2 Marksmanship and Perception, +1 Intelligence and Socialize
Disadvantages: Nonhuman Appearance
Notes:Most Trilians will have about 9cp of Technological Items. Any Trilian trained for combat or construction work will also have Powered Armour Training.

Takaran (6cp)
Abilities: +3 Stealth, +2 Perception, +1 Block, Dodge and Melee
Advantages: Immunity (Poison and Disease)
Disadvantages: Addiction (Takaran flesh), No Identity, Ugly

Magickal Xenoforms

Magickal Xenoforms are often much more powerful than humans and even other xenoforms. They are naturally born with racial supernatural powers and it is not unusual for their abilities to mature or wane as they age.

Chakalek (2cp)
Abilities: +2 Willpower, -1 Perception
Advantages: Dark Gift
Disadvantages: No Identity
Notes: All Chakalek are telepaths. All of them. They may take another psychic ability if they desire.
Dark Gift: Chakalek have been engineered by the rebel faction to be highly receptive to magickal alteration. These gifts can be granted across time and space with little trouble. A Chakalek may spontaneously develop a supernatural or physical advantage if he has the points to upgrade, and if he spends one plot point. If the chakalek was not a being of darkness beforehand, he gains the being of darkness disadvantage and the character points back. Additionally, all magickal enhancement rituals targeting Chakalek are at +2 to cast.

Imp (8cp)
Abilities: +3 Dodge, Stealth, +1 Intelligence, -1 Willpower, Strength
Advantages: Lesser Elemental Manipulation (chart), Immunity (chart)
Disadvantages: Weakness (chart), Foible: A bit cowardly
Notes: An Imp's willpower can never surpass 3 by natural means. Use the linked chart to detemine what kind of imp you have, and its supernatural qualities.

Katannae (8cp)
Abilities: +2 Melee, Athletics, +1 Strength, Toughness, Willpower
Advantages: Soul Weapon, Swordphase One, Palette Swap
Disadvantages: No Identity
Notes: Most Katannae souls take computer illiterate, many take true faith. Check here for in-depth rules.

Katana Soul (34cp)
Abilities: +2 Melee, Athletics, +1 Toughness, Willpower
Advantages: Incorporeal, Soul Weapon, Swordphase Three, True Faith
Disadvantages: Computer Illiterate
Notes: They use many of the same rules as the Katannae.

Noctus (16cp)
Abilities: +2 Stealth, +1 Athletics, Dodge, Block, Marksmanship, Melee, Perception, Socialize
Advantages: Lesser Regeneration, Elemental Manipulation: Fire (Moderate), Immunity: Fire, Silver
Disadvantages: Being of Darkness, No Identity, Weakness (Copper)

Sererinth (11cp)
Abilities: +4 Strength, Melee, -1 Athletics, Socialise
Advantages: Regeneration, Moderate Supernatural Attack1, Tentacle (Tounge, Str 3), Natural Weapons
Disadvantages: Being of Darkness, Nonhuman appearence, Weakness (Fire)
1: Tounge Lash: Melee, 11+Double Strength Damage, Blade. The attack is considered a whole body attack and so uses the main strength score rather than the tounge's.

Ghosts

Apparition (20cp):
Advantages: Incorporeal, Apparition

Poltergeist (20cp):
Advantages: Incorporeal, Poltergeist

Dominator (27cp):
Advantages: Incoporeal, Mind Control, Telepathic Communication

Psychics

Mad Scientist (20cp)
Abilities: +2 Intelligence and Willpower
Advantages: Minor Technological Items (any two), Moderate Technological Item (any one), Technology 3
Disadvantages: Major Foible (delusional megalomania)

Pyrokinetic (20cp)
Abilities: +2 Marksmanship and Willpower
Advantages: Elemental Control (Fire), Immunity (fire), Major Supernatural Attack (Fire Blast)
Disadvantages: Minor Foible (poor impulse control)

Telekinetic (20cp)
Abilities: +2 Marksmanship and Willpower
Advantages: Greater Telekinesis, Levitation, Natural Armour 4

Telepath (20cp)
Abilities: +3 Socialize and +2 Willpower
Advantages: Mind Control, Mind Reading

Healer (20cp)
Abilities: +2 Willpower
Advantages: Healing, Regeneration
Disadvantages: Major Foible (pacifism or sociopathy)

Precognitive (20cp)
Abilities: +4 Dodge, Block and Perception, +2 Willpower
Advantages: Precognition
Disadvantages: Major Foible (speaks only in riddles), Major Foible (fatalism)

Ritualists

Dabbler (4cp)
Abilities: +1 Intelligence and Willpower
Advantages: Magick 1

Witch (8cp)
Abilities: +1 Intelligence and Willpower
Advantages: Magick 2, any Minor Supernatural Power

Sorcerer (18cp)
Abilities: +2 Intelligence and Willpower
Advantages: Expert (Occult), Magick 3, one Minor and one Moderate Supernatural Powers

Magus (24cp)
Abilities: +3 Intelligence and Willpower
Advantages: Expert (Occult), Magick 4, two Minor and one Moderate Supernatural Powers

Wizard (36cp)
Abilities: +3 Intelligence and Willpower
Advantages: Expert (Occult), Magick 5, two Minor and one Moderate Supernatural Powers, one Word of Power

Fae

Fae use the OAGS Fae rules. Fae cannot contract vampirism or lycanthropy, and cannot become ghosts.

Älfar (13cp)
Abilities: +2 Perception, +1 Athletics
Advantages: Fae, Attractive, Animal control: One type of woodland animal
Disadvantage: Nonhuman Appearence, No Identity, Major Foible: Will not use guns, Minor Foible: Will not wear metal, Weakness: Cold Iron, Allergy: Red Meat - Causes profuse vomiting

Svartälfar (13cp)
Abilities: +2 Perception, +1 Athletics
Advantages: Fae, Attractive, Animal control: One type of sinister or bloodthirsty animal, ie Vermin, Arachnids, Cats, Bears etc
Disadvantage: Nonhuman Appearence, No Identity, Major Foible: Compulsive malice, Minor Foible: Uses cryptic/mysterious speech, Weakness: Cold Iron, Allergy: Sunlight - begins to turn them to stone, an hours exposure changes them completely and kills them

Weisälfar (13cp)
Abilities: +2 Athletics, +1 Perception
Advantages: Fae, Attractive, Animal control: Canines
Disadvantage: Nonhuman Appearence, No Identity, Major Foible: Will not use guns, Minor Foible: Promiscuity, Weakness: Cold Iron, Addiction: Wine and Mead

Gobele (10cp)
Abilities: +1 Athletics, +1 Marksmanship,
Advantages: Fae, Fae Mimicry
Disadvantage: Nonhuman Appearence, No Identity, Ugly, Major Foible: Compulsive Thief, Minor Foible: Greed, Weakness: Cold Iron, Addiction: Either nectar, mead or ale. travelling gobele, or gobele living elsewhere may have more relevant vices such as coffee or nicotine.

Melusine
Abilities: +2 Socialise, +1 Perception
Advantages: Fae, Attractive, Siren Song, Lesser Manipulate Water
Disadvantage: No Identity, Major Foible: Considers humans to be toys, Minor Foible: Hypersexuality, Weakness: Cold Iron, Addicition: Bathing in Saltwater

Cyborgs

See Cybernetic Augmentations

Special

Ancient (8cp)
Beings who have lived many times the normal lifespan of their race often have abilities which exceed those than can be accumulated in a single lifetime.
Abilities: +1 Block, Dodge, Marksmanship, Melee, Perception, Socialize and Willpower
Advantages: Expert (History)