Under Alien Skies Final Download

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CHRIS ALLEN, SPIDER B.

PERRY, CHRIS SHAFFER,


LEATH SHEALES, MONICA SPECA,
JOHN HERON SNEAD, VERA VARTANIAN
CREDITS
Writers: Chris Allen, Spider B. Perry, Chris
Shaffer, Leath Sheales, Monica Speca, John Heron
Snead, Vera Vartanian
Developer: John Heron Snead
Trinity Continuum Content Lead: Ian A. A.
Watson
Editor: Matthew Dawkins
Artists: Sam Denmark, Pat McEvoy, Gregor
Pedrycz, Shen Fei, Michele Giorgi
Art Director: Michael Chaney
Book Design: Josh Kubat
Creative Director: Richard Thomas
Storypath System by: Rose Bailey, David
Brookshaw, Meghan Fitzgerald, Danielle Lauzon,
Matt Miller, Neall Raemonn Price, Lauren Roy,
Malcolm Sheppard, Stew Wilson

© 2021 Onyx Path Publishing. All rights reserved. References to other copyright-
ed material in no way constitute a challenge to the respective copyright holders
of that material. “Trinity Continuum”, “Trinity Continuum: Æon ” and all char-
acters, names, places, and text herein are copyrighted by Onyx Path Publishing.
Keep up to date with Onyx Path Publishing at theonyxpath.com.

2 UNDER ALIEN SKIES


THEY ARE NOT ALONE 6 Bioship Pilot (Chromatic Role) 40
Builder (Chromatic Role) 40
INTRODUCTION 12 Deep (Chromatic Origin) 41
How to use this Book 13 Dynastic Leader (Chromatic Society) 41
Chapters 13 Gatherer (Chromatic Role) 41
Bibliography 14 Holding Dweller (Chromatic Society) 41
Films 14 Lore-Keeper (Chromatic Role) 41
TV 14 Off-world (Chromatic Origin) 42
Books 14 Religious Pilgrim (Chromatic Society) 42
Shallow (Chromatic Origin) 42
CHAPTER ONE:
Surface (Chromatic Origin) 42
THE LIGHT AND THE DARKNESS
— THE CHROMATICS 16 Warrior (Chromatic Role) 42
Telling Chromatic Stories 43
Rise of the Chromatics 17
Chromatic Themes 44
Chromatic Societies 18
Power Structures 18
CHAPTER TWO:
SERVANTS AND MASTERS
Howlers from Darkness 19 — THE COALITION 46
The Chromatic Nations 22
Culture and Religion 22 Wandering in the Void 47
Competition, Conflict, and War 23 Society in a Bottle 48

The Howler War 24 The Ongoing Work 49


Bright and Dark Wars 25 Rank and File 49
The Second Wave 26 Off-duty 50
From Forts to Cities 28 The Life Cycle 50
Drones 52
The Corrupters’ Arrival 28
Envoys 52
The Salvation of the Bodiless Ones 30
Sasqs 53
Interstellar War 32
Spinals 53
Birth of a New Generation 32
Chromatic Life 33 Sharper Focus 54
Navs 54
The Supremacy of Light 33
Stargrips 54
Navigation 33
Swoops 54
Sound and Language 34
Cattle 55
Chromatic Community 34
Unwelcome Guests 55
Evolution of Holdings 35
Yarran 55
Black Rock Deep Holding 35
Drones 57
Broken Crystal Holding 35
Envoys 57
Shifting Sands Holding 36
Sasqs 58
Off-world Holdings 36
Spinals 58
Radiance Above Holding 36
Evolution in Progress 59
Shining Cloud Holding 37
The Resistant 59
Creating Chromatic Characters 37
Resistant Drones 59
Step One: Concept 37
Resistant Envoys 60
Tier 37
Resistant Sasqs 60
Names 37
Resistant Spinals 60
Step Two: Paths 38
Resistant Enclaves 60
Step Three: Skills, Skill Tricks,
Resistant on the Ark 63
and Specialties 38
Creating Coalition Phyle Characters 64
Step Four: Attributes 38
Step Five: Apply Chromatic Template 38 Step One: Concept 64
Step Six: Finishing Touches 39 Coalition Phyle Naming Conventions 64
Character Advancement 39 Tier 65
Chromatic Edges 39 Step Two: Paths 65
Chromatic Paths 40 Step Three: Skills, Skill Tricks,

Table of Contents 3
and Specialties 66 The Listener Angle 95
Step Four: Attributes 66 Creating Listener Characters 98
Step Five: Apply Template 66 Step One: Concept 98
Facets & Gifts 67 Step Two: Paths 98
Step Six: Final Touches 68 Step Three: Skills, Skill Tricks, and Specialties 98
Gain Bonus Traits 68 Step Four: Attributes 98
Character Advancement 68 Step Five: Apply Listener Template 98
Coalition Phyle Edges 68 Step Six: Finishing Touches 99
Coalition Phyle Paths 69 Monastic Order 99
Origin Paths 69 Anti-Contact Order 99
Mandatory Role Paths 69 Archaeological Order 100
Society Paths 70 Heterodox Order 100
New Gift Category: Purpose (Phyle) 71 Pro-Contact Order 100
Drone Gifts 71 Traditionalist Order 100
Envoy Gifts 73 Water-Stilling Order 100
Sasq Gifts 74 New Edges 100
Spinal Gifts 75 Mental Edges 100
Taking Other Gifts 76 Physical Edges 101
Drone 76 Social Edges 101
Envoy 77 Psionic Edges 102
Sasq 77 New Paths 102
Spinal 77 Listener Criminal 102
Storyguiding the Coalition 78 Path Concepts 102
Stories on the Ark 79 Listener Truthseeker 102
Stories on Yarran 79 Monastic Official 103
All-Phyle Stories 80 Storytelling Advice 103
Side-by-Side 80 The Listener Experience 103
Other Arks 81 Physical 103
CHAPTER THREE: Mental 104
ALIEN WISDOM — THE LISTENERS 82 Society 105
Recorded History 83 Dramatic Tensions 106
Safety vs Knowledge 106
Modern Skete 84
Friend or Foe? 107
Listener Government 85
The Human Experience 108
Religion 86
Listeners among Humans 108
Major Monastic Orders 87
Humans among Listeners 108
Crime 89
Listener Culture 90 CHAPTER FOUR: MOTES OF
LOST STARDUST, EXTINCT ALIENS 110
The Lay Populace 90
Technological Development 90 The Breach 111
Information Technology 91 From Strange Frequencies 111
Military Technology 91 Ambrose-Brava 112
Automation 91 Mictlan 113
Spaceflight Technology 91 Fallen Empires 114
Cultural Practices 91 Quantum Gardens 115
Entertainment 92 The Door Closes 116
Major Cities 92 Synthetic Slaves 117
Non-Monastic Religious Breach Corruption 118
Groups and Movements 92 Teleportation 118
Shoaling Fish Wisdom Society 93 The Doyen 120
Extrasketic Exodus Committee 93 Current Existence 120
Contact 94 Pruning 121
The Human Angle 95 Azure Home 122

4 UNDER ALIEN SKIES


Psions Visiting Azure Home 123 Alien Archeology 157
Abandoned Worlds 123 Playing Aliens 160
Modern Doyen Worlds 124 Scenarios with Mixed Alien
Doyen Factions 124 and Human Groups 160
The Hexers 126 Rationales for Mixed Groups 161
The Ivdel Incident 126 Telling Alien Stories 162
A Hexadecimal People 127 Aliens Meeting Humans from the Other Side 163
Outrunning Doom 128 Aliens on their Own 163
Colder Worlds 129 Creating New Aliens 165
You Can Never Go Home 130 Guidelines 165
Hostile Intelligence 130 The Alien but Familiar 167
The Focus 130 High Concept 167
The Winter of Hexer-kind 131 Narrative Purpose 168
Furious Angels 131 Qualities, Quirks, Theme, and Mood 168
A Shot In The Dark 132 Making Aliens Alien 169
Hexer Rejuvenation 133 Verisimilitude and the Incomprehensible 170
The Sleepers 134 Connecting the Dots 170
The World of Fresh Beginning 134 Biology 170
The Aksers 135 Identity and Perspective 172
Inside the Second Chance 135 Culture 173
The Virtual Economy 137 History 173
The Zones 137 Technology 174
Visiting the Virtual World 138 Psi, Quantum, and Talents 175
Reactions to Contact 138 Creating Alien Characters 175
Thought Given Form — the Taniwha of Rohe 140 Alien Capabilities 176
Quantum Destiny 140 Paths and Edges 176
Quantum Technology 140 Skills and Attributes 176
Towards Transcendence 141 The Alien Template 176
Those Who Remained 141 CHAPTER SIX:
Human Exploration 141 INHUMAN TECHNOLOGIES 178
The Taniwha Appear 142 Breach Anomalies 179
Rohe Today 142
Time Cube 179
The Taniwha 143
Quantum Fountain 180
Near-endless Stillness 143 Chromatic Technology 181
Viral Spread 144
Pulse Stones 181
The Quantum Threat 144
Radiance Shards 181
The Tower-Makers 147
Sifter Armor 182
The World 147
Teleportation Harness 182
Tower-Maker Biology 147 Coalition Technology 183
Tower-Maker Society 148
Sasq Multitool 184
The Histories of Testament 149
Doyen Technology 184
Human Exploration 150
The Hulat Triumph on Azure Home 184
Local Wildlife 152
Doyen Psychokinetic Amplification Device 184
Whip-grass 152
Hexer Technologies 185
Tankles 152
Hostile Intelligence 185
Spinnakers 152
Listener Technology 187
Eeks 152
Listener Adaptive Tech 187
CHAPTER FIVE: TELLING ALIEN Perfluorocarbon Harness 187
STORIES & CREATING ALIENS 154
Listener Vacuum Environment Suit 187
Telling Alien Stories 155 Listener Weaponry 187
Scenarios About Contacting Aliens 155 Coral Blade 188
Making First Contact 156 Listener Firearms 188

Table of Contents 5
F rom her perch on the orbital’s observation
concourse, Fell-Rose watched radiation
dawn across the burning world below. Once,
For a firstmind-panicking moment, Ground
Control showed dark. Then the window
coughed a lurid weave of light around the last
soon after her mitosis, her secondmind had planetary city’s location and the uplink sput-
thought this vista a thing of dreadful majesty tered into life. All safeguards intact. No alerts.
— a dying planet beneath a red sun, its wounds Civilization’s shining heart still remained.
laid out for all to see. A sprinkling of stardust began to light up
Now it was just normality, the daily reminder across the void now, marking structures and
of her continued existence. debris in the orbital’s vicinity. A ping sound-
She settled, let her firstmind contemplate her ed from the quiescent old stellar observatory
surroundings for any possible immediate threats. platform, a vanity project of a prior generation
Once those old, paranoid instincts were satisfied, that found nothing but silence in the cold dark
her secondmind triggered neural implants that between stars. Her people were alone, no-one
reached out to the observation window’s net- else to blame for their failings and no-one to
work. An illuminated display of information flick- save them but themselves. Presumably the plat-
ered and flared up across the screen, interposing form’s systems were dumbly bleating for main-
data-radiation. After a moment, the display died, tenance, a futile request she couldn’t fulfill.
then stuttered back into life again. A few patches Fell-Rose tried to calm her firstmind by
remained dark, or seethed with static. watching the mime-drones clambering across
I should get that fixed, she thought, the first the platform’s hull. No threats made them-
step of her shift’s routine. She never put the re- selves manifest. It was just another day, like
quest through to the technicians. They had bet- all the ones before. Calm, she said to herself.
ter things to be doing with the orbital’s scant Nothing to worry about.
resources. Fell-Rose would make do. The mime-drones might be remotely con-
Nothing new awaited her on the planet below. trolled by another person but the designers had
The burning lines of wildfires coughed them- taken care to make sure they didn’t look like a
selves into existence again and again, scouring person at all; nothing that could upset a ner-
whole continents. A prickling overlay of tags vous firstmind. Cutting tools tore up a now-dis-
darted over the smear of mephitic toxins that used segment of hull plating. Beyond, skeletal
bathed a southern landmass, showing the loca- superstructure reared up — the third of the
tion of automated war-organisms. Glassy fields orbital that had already had its power cut and
gleamed where once cities stood. Corrosive pre- been stripped for parts.
cipitation monitors and engineered disease de- A confirmation from Ground Control barked
tectors pulsed their lurid warnings. Fell-Rose let out. Only after her firstmind considered the
her attention flick from one update to another; sudden provocation for several seconds could
a litany of old sins so familiar that her firstmind she truly appreciate it for what it was; a new
barely even bothered to scrutinize them. Rubbish supply run scheduled. They came less and less
and rubble, patrol routes of machines people no frequently, while the orbital’s failing systems
longer knew how to control, the crystalline plac- demanded more and more effort to fix, but she
es where princes and quantum sorcerers had knew the administrators were doing what they
tried to ascend beyond this cruel reality and left could down there. Maintaining the city’s integ-
a graveyard of lethal energies. rity consumed vast resources in the face of the
It was all the same as it had been yesterday. rabid climate, lethal atmosphere, and murder-
The same as it had been for decades. ous drones.

They Are Not Alone 7


Her transmitter muttered a pulse of bright Too close, Fell-Rose’s secondmind thought
radiance at her. sluggishly as her firstmind grappled with what
“Contact from the eco-platform,” Dawn- it was seeing.
The-Light transmitted through. “All safeguards The darkness beyond the window flared
bright and clear. Sounds like they’re looking bright with sudden radiation — not the shout-
forward to rotation, though.” ing frequencies of speech, but a hateful and un-
Fell-Rose barked an amused transmission refined roar. A spear of light stretched across
back. The eco-platform was a garden of sorts, the firmament to touch the gleaming speck of
a precious jewel of life-nurturing modules that the eco-platform, an almost tender penetration.
would one day rain down terraforming rejuve- As the windows readouts began to howl in
nation. That wouldn’t happen in her lifetime; mad alarum, Fell-Rose’s firstmind came to the
it’d be generations of mitosis before a clone- satisfied conclusion that this did indeed war-
self would see the planet’s fury fade enough for rant a response of raw, total panic.
the healing to begin. • • •
But seeing the positive status reports was The shuttle hurtled through the void, shim-
what got her through each shift. mering laser-brooms carving a debris-free path
More tags pricked into life across the dis- around its open framework. Fell-Rose, chief en-
play, a gradual wave of data. The other orbit- gineer and peer-clone First-River, and two oth-
als, all keeping their mutually-agreed distance. ers squatted in their separate crash-frames, the
The shattered wreckage of dead platforms de- distance between them carefully calculated to
stroyed during the wars or lost in the early days keep paranoid firstmind instincts placid.
of the evacuation; a few, dark rumors said, sab- “The first platform, the one that tagged the
otaged by other habitats hungry for the scant eco-platform as hostile, burned out its lance
resources available. Old military structures, systems with the shot,” Dawn-The-Light’s
quiescent and monstrous, their lethal payloads transmission told her. “But it’s networked with
mostly spent killing the world below. at least two others who woke up in response,
The tide of radiation halted, leaving swathes and are bringing their own targeting systems
of the display obstinately dark. Fell-Rose online.”
reached out and tapped the glass with a recent- Fell-Rose let her frustration out as a bark of
ly-grown talon in secondmind irritation, but radiation away from the transmitter, cursing
nothing changed. the void and the hateful engines her own an-
“Why am I seeing nothing in the fourth quad- cestors had littered it with. “Responses from
rant?” she transmitted. the eco-platform?”
“Another power relay went,” Dawn-The- The transmission came in frequencies of re-
Light responded. “Might have taken the sen- gret. “All bodies lost. I am trying to establish
sors there offline. I will reroute—” connection to the surviving mime-drones for
The radiance of the transmission cut off and immediate remote operation but the weapons
the lights flickered. The display shuddered, platforms are bathing it in transmission-dis-
then coughed back into clarity. The dark sector ruption. Wait… one of the platforms is firing.”
resolved itself. Panic drowned the firstmind again, making
Amid the new scattering of stardust markers, her secondmind flare with frustration. She in-
a single point suddenly pulsed with angry in- toned the old mantra — we are gods to ourselves
tensity. A weapons platform. — and crushed her firstmind with a wave of

8 THEY ARE NOT ALONE


ecstatic euphoria, caging the survivalist para- both minds of Fell-Rose felt that it was in the
noia within its own religious delirium. She’d be hope of this restoration of other life that they
clumsy with one brain out of commission, her proved their value. Her people had killed their
perception hazed, but this situation demanded world but they would make it right again.
fast responses unhindered by her own desire to And now every moment that passed bled that
live. The eco-platform each habitat maintained hope out into nothingness. Only the quiescence
meant the future of the whole species. What of her firstmind held back the despair.
was her survival worth next to that? The eco-platform was enormous now, a be-
“Where’s the shot?” she slurred, her frequen- hemoth of ablative composite and delicate radi-
cies addled. ation feathers. Teams of mime-drones released
“...Misfire,” Dawn-Of-Light responded. “The from their pods on the crash-frames, spinning
weapon has misfired.” out with welding tools, sprays, and slime hives.
The crash-frame overlay bristled with data; a The transmission network went quiet but for
bloom of radiance where the ancient weapons the occasional barked request.
platform was now a thinning cloud of gas and Fell-Rose worked sluggishly through the net-
shrapnel. work of mimes. The others had quelled their
The third aggressor curved round towards firstminds too, but despite their mutual debil-
the eco-platform, its engines performing ma- itation new hope bristled in her thoughts; they
neuvers Fell-Rose was fairly sure should be im- were making headway. They carved the whole
possible. Some quantum sorcery of the past age, habitation module away and set it spinning off,
perhaps. sealed the major breaches, and—
“Release an interception cloud,” she com- “Hostile platform has breached the cloud
manded. Ahead, the wounded eco-platform with minimal damage,” Upon-Heights-Began
now gleamed in red light against the void. She transmitted.
flexed her newly attached work-limbs, the She stared at her display, its angry blink
fruiting bodies fresh from the slurry-bed, and marking the last aggressor’s incoming vector.
hit the shuttle release; the crash-frames peeled Somehow the lack of her firstmind’s panic
out of the framework and formed up in a loose made the bleak horror all the worse.
line on the approach. “Another platform has fired up,” Dawn-The-
A transmission with new identifier frequen- Light transmitted. “Further… further out. It’s
cies. Upon-Heights-Began, clearing the order. closing fast.”
“But if it breaches the cloud while you’re on the And that was it. Fell-Rose had to face the
platform—” truth; they’d killed their planet, and now they’d
“Then hope it doesn’t breach the cloud.” die too. The precious eco-platform would fall.
Several modules on the platform bore rag- The habitat would slowly choke and die, each
ged rents. Fluids and slurry flushed out into orbit its systems failing a little further. Ground
the empty dark. Wriggling shapes thrashed Control’s integrity would breach; not today,
and died. Moon-rise worms, she thought, a perhaps, or even this decade, but in the coming
deep anguish coalescing in her secondmind. centuries it would die too. Alone in an empty,
Shorewrights. Precious life lost to the world be- uncaring galaxy.
low but brought back here for another chance. She was living in the death of her entire spe-
Her whole species struggled to maintain their cies. They just refused to accept it, too stub-
grip on existence here in orbit, brought to the born to give up. But now…
brink of their own extinction, but somehow

They Are Not Alone 9


“Second platform has… gone.” Dawn-The- much pressure integrity as possible. Fell-Rose
Light’s transmission was confused rather than led the entry party, squeezing into the tiny pas-
relieved. “It’s… gone? No. Platforms don’t do...” sageway beyond. The air was toxic; thankfully
It didn’t matter. Fell-Rose could almost see her internal supplies were still substantial.
the weapons platform itself now. Radiation She drew her firstmind out of its euphoria,
burst into a hateful shout as ancient systems letting its instincts wash over her. This situa-
roared their matricidal spite. It turned from a tion warranted caution; and besides, this might
speck to a dot, a dot to a real shape; the sins of be first contact with another species. First con-
her mother-selves, come home to roost. tact. Somehow, she felt that deserved all of her
Something changed. minds’ attention. She primed her combat-fog
Her firstmind howled through the euphoria canisters, just in case.
under which she’d drowned it, its religious ec- “Mime-drones,” First-River cautioned.
stasy spiking even higher as her secondmind “No,” Dawn-The-Light’s transmission came.
witnessed the impossible. Another platform “They’re not servile bodies. No transmissions.”
— no, all the wrong shape, the wrong size. The They looked like mime-drones, a little; small,
thing was not, and then it was, interposing it- fragile, with twisted little limbs, but clad in dull
self from nothingness between her and the on- ablative sheathes. Barely any radiation leaked
coming weapons platform. The hull sang with from those sheathes, and it came in incoherent
a wild glossolalia of radiation frequencies, a fits and starts rather than language.
gibbering of incomprehensible half-words, as But Fell-Rose knew injuries when she saw
weapon systems rang out their righteous deni- them; the ooze leaking out of the little drone-
al. The void between aggressor and newcomer like things, the hasty slime-patches. And the
became a stitched weave of killing light and weapons. She recognized the weapons, felt
hurtling metal as they engaged in battle. her firstmind surge in revulsion. They weren’t
In moments, the ancient killer became a car- pointed at her directly, but the message was
cass. The newcomer hung there, brilliant and clear.
wondrous, then spilled screaming radiation “Greetings,” she transmitted, feeling stupid
from its own innumerable wounds. as she did so. How would aliens understand
• • • her? Could they even speak?
“The hull is strange,” Dawn-The-Light For a moment, there was no response. Then
transmitted. “It has organized patterns, but Fell-Rose felt something hitherto inconceiv-
they’re packed into a very small section of the able. Something pushed at her not with physi-
spectrum.” cal force or the linguistics of radiation but with
Fell-Rose reached out and touched the thought. It slithered across her firstmind, and
strange composite. To her alarm, it felt alive. she sensed confusion; then it reached her sec-
“Strange. Is it… is it one of ours?” ondmind, and meaning coalesced not through
“I don’t think so. I think… it’s alien?” language but raw understanding.
“Impossible,” she transmitted; but how could Greetings.
she deny what hung there before her in the “Who are you? Why are you here?” She found
void? herself absurd for a moment, trying to think
Ahead, First-River’s mime-drones cracked this even as she reflexively spoke the radiation
the seal of what must have been an atmosphere out to these strange, blind things.
lock, washing a slime-caul over it to keep as We are Æon, and we are here to help.

10 THEY ARE NOT ALONE


Sparks sprayed in the corridor as a damaged euphoria rose again in her firstmind, this time
system overloaded; the aliens shivered in some without prompting. It overwhelmed her, the
strange manifestation of panic that she sensed enormity of knowing they were not alone; that
through the raw thoughts touching hers, and this might not be an ending after all; that there
one fell over to lie still. were others.
And… we need your help as well. And in the warmth of the thoughts touching
“They are… life,” Fell-Rose transmitted weak- her mind, she knew those others understood
ly to her fellows, little more than a whisper, and what she felt, all of her, all minds as one.

REPORT

First contact achieved; three crew lost. Crew dubbed locals


“Gardeners”; orbital biosphere recovery tech has to be
seen to be believed. However, orbital space saturated with
autonomous weapons; beware all approaches other than mapped
safe-routes. Recommend immediate dispatch of emergency
humanitarian aid and any spare telepath staff; these people
are living on a knife edge.

I think we got here just in time.

They Are Not Alone 11


I’m human. What are you?
– Arrival (2016)

Aliens, by definition, are not human — they’re the and nations realized humans and their cultures were
ultimate other, not merely humans with a different not arrayed on some mythic “great chain of being.”
culture or ancestry, but creatures with inherently With that shift came the acceptance that radically
different bodies and minds. In some fiction, they’re different cultures are not necessarily inherently hos-
stand-ins for humans or examples of what we as a tile to one another, and so views of aliens also shifted.
species are not. However, they can also be visions of While some remained brutal monsters intent on con-
something unhuman, but which can think, reason, quest or genocide, most became nuanced and com-
and feel as profoundly as any human being, but that plex, and a growing number either became humani-
do so in ways unlike our own. ty’s allies, or, at minimum, species that could become
Science fiction is in many ways a literary genre that allies if individuals approached them with a mixture
came about because of colonialism, and frequently of respect and compassion.
deals with travel to distant worlds and meeting in- All this is especially true in Trinity Continuum:
telligent beings very different from those the protag- Æon. Also, as is common in almost all modern space
onists are used to. Some are humans with radically opera, aliens are not merely humans with green skin,
different cultures, but at least as often the travelers horns, or odd forehead ridges and antenna. Instead,
meet aliens – the ultimate other. Regardless of how most of them are not even humanoid. The Qin are
different a person’s culture is, every human, even small slug-like creatures, the Listeners are radially
psions, psiads, Talents, and superiors, have similar symmetrical starfish like entities, and Chromatics
minds, bodies, and senses — in many important ways, are salamander like creatures with mouths in their
the limitations and advantages of human minds and stomachs, and even the most humanoid of the
bodies help define who they are. Not only are their Coalition phyle could not pass for human except on a
bodies and senses different, but their minds are too. dimly lit street while wrapped in bulky clothing.
An alien may be able to think as well as a human, but As a result, aliens in Trinity Continuum: Æon
it may do so in ways that no human thinks, or per- are profoundly non-human. However, both because
haps even can think. these aliens are creatures that can interact in mean-
It’s also worth keeping in mind how aliens related ingful ways with humans, and Storyguides, and
to colonialism. In most older science fiction, aliens now players must be able to portray them, aliens in
were typically either more advanced, but also pro- Trinity Continuum: Æon possess minds that are
foundly hostile and merciless species intent on con- not human, but are comprehensible. If aliens exist
quering humanity, or inherently decadent, savage, or in our own galaxy, we have no idea if they will be
servile, and thus obvious targets for colonization. In comprehensible to us or not, but incomprehensible
much older science fiction, the concept of an “other” aliens are not characters, they are effectively animate
that was roughly the equal of humanity or a species scenery, since humans cannot predict what they will
that could become humanity’s staunch allies and do or interact with them in any sort of useful or in-
companions was quite rare. Eventually, most people formative fashion.

HOW TO USE THIS BOOK


Under Alien Skies is a supplement for Trinity these alien species, it also includes rules for making
Continuum: Æon and requires it to use. Under alien characters who are Chromatics, Listeners, or
Alien Skies contains detailed descriptions of three members of some Coalition phyle.
types of aliens that humanity has recently contact-
ed. It also includes information about six other types CHAPTERS
of aliens that are either now extinct or nearly so. In Chapter One: A Light in the Darkness, The
addition to containing extensive information about Chromatics contains extensive information about

How to Use this Book 13


the alien Chromatics and the species they share Chapter Four: Motes of Lost Stardust, Extinct
their world with: the strange and deadly Howlers. Aliens contains descriptions of six different alien
In addition to detailed information about Chromatic species. All are currently either extinct, or very
and Howler biologies and cultures, this chapter also close to being extinct, except the Doyen. They and
reveals some of the secrets of the staging areas the the Hexers, first encountered on Ivdel (see Distant
Chromatic use for their attacks, as well as rules for Worlds, p. 87) are the only species previously de-
playing Chromatic characters. scribed; the other four are all entirely new.
Chapter Two: Servants and Masters, Inside Chapter Five: Telling Alien Stories & Creating
the Coalition provides further information about Aliens provides Storyguides with guidelines and sug-
the Coalition, including details about how the au- gestions for using aliens in their scenarios and cam-
tocratic Progenitors create new species, and what paigns. In addition to providing suggestions for how
the lives of the Progenitors and their servant phyle to make interesting stories about human characters
are like. In addition, this chapter contains rules for meeting or interacting with aliens, it also contains
creating some of the few members of some of the in- information about creating scenarios and campaigns
spired servant phyle who have become the first alien where some or perhaps even all of the characters are
Talents humanity’s encountered. aliens. This chapter also contains detailed rules and
Chapter Three: Alien Wisdom, The Listeners guidelines for creating new alien species, includ-
of Skete expands on the information about this spe- ing new alien species suitable for players to take as
cies found in Distant Worlds. The Listeners are the characters.
most recent alien species contacted by humanity. Chapter Six: Inhuman Technologies contains a
Although they’re definitively not hostile, diplomatic selection of alien technology, including devices found
relations between the two species are still in the ear- in alien ruins, and those used by the Chromatics,
liest stages, and so no one knows how the two species Coalition, and the Listeners.
will eventually interact.

BIBLIOGRAPHY
The following works are all excellent examples of between humans and aliens, and then war between
either humans meeting aliens, or aliens being aliens. humans and aliens, and is brilliantly done.
Farscape (1999-2003): This series starts with a hu-
FILMS man astronaut accidentally going through a worm-
Arrival (2016): This film deals with a difficult but hole and ending up on a starship with a crew entire-
ultimately successful first contact between humans ly composed of aliens. Because it was produced by
and aliens that were both physically and mentally the Jim Henson company, it has some of the most
profoundly different. One of the most interesting fea- impressive and non-human looking aliens ever seen
tures of this film is the importance language plays, on a large or small screen. The first half of the first
and the fact that learning the alien’s language trans- season is fairly forgettable, but the rest of the series
forms the humans who learn it in unexpected ways. is a wonderful ensemble cast series where all of the
Avatar (2009): This film is simultaneously aliens are important characters and details of their
groundbreaking and deeply problematic. It features physiology and biology are frequently important to
a gorgeously realized alien world with aliens that are the plot. It was also one of the first SF series which
humanoid but also very definitely not human, but it had a cast that was (depending on the season) half or
also uses old, offensive tropes about how “primitive” mostly women.
aliens require a human man to save them.
BOOKS
TV The City in the Middle of the Night by Charlie Jane
Babylon 5 (1993-1998): This groundbreaking space Anders: This excellent recent novel is set on a pro-
opera is set on a space station that exists to facil- foundly alien world where struggling human settlers
itate diplomacy and trade between alien species. make contact with exceptionally strange aliens and
The series focuses on diplomacy between aliens and make the first steps towards forging an alliance.

14 INTRODUCTION
Serpent’s Reach by C.J. Cherryh: This brilliant SF helps make peace between humans and those partic-
novel is told from the point of view of a human wom- ular aliens.
an who is part of a joint culture consisting of humans Lagoon by Nnedi Okorafor: Aliens arrive in mod-
and large insect-like aliens with a hive-mind. The ern day Lagos Nigeria and transform the city and
woman’s fellow humans are all wiped out, and she eventually the world. This is a wonderful afrofuturist
must rely upon the aliens and her wits to survive. novel with a fascinating alien contact.
Mission of Gravity & Star Light by Hal Clement: Children of Time by Adrian Tchaikovsky: While
The first novel was written more than 60 years ago, there are no actual aliens, this novel features humans
and the second is 50 years old, but they are both fun contacting accidentally uplifted intelligent spiders,
hard SF space opera novels where the protagonists telling the story from the perspective of both the hu-
are radically non-humanoid aliens from a world with mans and the spiders.
exceptionally high and wildly variable gravity. The Children of Ruin by Adrian Tchaikovsky: The se-
Mesklinites (the aliens) are exceptionally engaging quel to Children of Time, the humans and spiders
and memorable characters. journey to a distant star system, and encounter both
Retread Shop by T. Jackson King: A light space op- intelligent, deliberately uplifted octopi and an ac-
era made far more interesting because it’s the story tual alien intelligence. The intelligent octopi are as
of a young human alone on a vast, ancient space sta- vividly alien as any aliens in fiction, because their
tion inhabited by dozens of species of aliens. minds work very differently from the minds of any
Lost Steersman by Rosemary Kirstein: The first vertebrates.
two books in this series, collected in Steerswoman’s The Color of Distance & Through Alien Eyes, by
Road introduce the reader to a fascinating alien Amy Thompson: In the first novel, a human strand-
world in the process of being terraformed, while Lost ed on a deadly alien world only survives because the
Steersman contains some of the most unique and fas- seemingly primitive aliens drastically modify her
cinating aliens ever to appear in fiction. with their impressive biotech. In the sequel, the sci-
Learning the World by Ken MacLeod: This nov- entist returns to Earth with two of the aliens, who
el alternates point of view between exceptionally must adjust to life on an alien world, where more
advanced humans on a starship, and aliens whose than a few humans are hostile.
technology is equivalent to Earth’s in the late 20th Rosewater, The Rosewater Insurrection, The
century, and deals with these two species meeting Rosewater Redemption by Tade Thompson tell the
one another. story of a somewhat grim alien contact taking place
Binti, Binti: Home, Binti: The Night Masquerade by in mid 21st century Nigeria, where the aliens are
Nnedi Okorafor: A young woman from a far future looking for a new home for their species and don’t
high tech Africa sets off for an alien university, and particularly care that Earth is inhabited.
ends up becoming a hybrid of human and alien and

Bibliography 15
God said, Let there be light, and there was light.
– Genesis 1:3

Two species linked by shared history and disaster,


the Chromatics and howlers evolved down separate
DESCENT OF THE HOWLERS
paths, with each adapting to the difficulties of their
Though howlers and Chromatics are prod-
situation in different ways. The Chromatics and ucts of the same ancestral stock, the con-
howlers shared common ancestry diverge because trasting environments after the cataclysm
of astronomical disaster tens of thousands of years demanded different survival strategies and
ago. Before this event, a moon still hung in Chrome produced two species of vastly different psy-
Prime’s night sky and rich and stable ecosystems chology, societal interactions, and practic-
filled the caverns below the surface. es. The dry heat and lack of plentiful water
Whatever force destroyed Chrome Prime’s moon, forced the howlers along a more reptilian
the cataclysm of falling asteroids destroyed caverns, evolutionary path. In the darkness they de-
tunnels, and caves. It altered the locations and cours-
veloped powerful biokinetic abilities and
became individualistic and survival oriented.
es of countless water sources. Underground oceans
They gained a fast metabolism and a near
seeped away into newly formed fissures in the rock, constant hunger driving their instincts, howl-
rivers ran dry, and previously dry dwellings flooded ers hunt almost constantly and rarely back
and swept occupants to their doom. down from a challenge. This powerful drive
The species almost became extinct, with millions leaves howlers little mental space for intro-
dead and still more stranded away from vital re- spection or long-term thought.
sources and shelter. Many other species did perish, Despite these differences in their psionic
unable to adapt to the environmental changes. Only and physical capabilities, Chromatics and
the evolutionary advantage of their psionic abilities howlers are similar anatomically and phys-
allowed the Chromatics and howlers to not merely iologically. Howlers have longer fore-limbs
survive, but thrive. and tails, their eyesight atrophied while their
hearing improved, but howlers and Chro-
The ancestors of the pre-Chromatic race possessed
matics are sufficiently similar that the two
a mild and instinctive grasp of the subquantum realm. species could successfully interbreed and
They could channel psi to aid their survival like oth- produce viable offspring. If they ever had a
er species possessed venom or hardy carapaces to non-hostile interaction.
give themselves advantage. The cataclysm forced the If this unlikely event ever occurred, the capa-
survivors to demand more from their psi powers to bilities, instincts, and personal drive of such
continue their existence. Over generations, this de- a creature would send shockwaves through
mand shaped the evolution of the Chromatics and both populations.
led to their dominance over the near-surface world.
Unfortunately for the Chromatics, this evolutionary
path eventually brought them to the attention of determine if they were worthwhile slaves or threats
aliens who were always watchful of other beings, to for extermination.

RISE OF THE CHROMATICS


The Chromatics are a relatively young species, challenges, aren’t the same as those faced by human
younger even than humanity. Without intervention evolution and social development. Unlike human
Chromatic technology and culture would be roughly civilizations, Chrome Prime has no great forests of
equivalent to the human Bronze Age. Such an equiv- trees to harvest wood. The subterranean Chromatics
alency is problematic, of course, as the environmen- saw little need to hew rock from the ground and build
tal pressures faced by the Chromatics, and the skill shelters on the surface, as they stayed in their cav-
opportunities they can bring to bear against their erns and tunnels and avoided death by exposure to

Rise of the Chromatics 17


The Witnesses draw from all over Chrome Prime
HOWLERS AND TECHNOLOGY to fuel the war effort, but other Chromatic dynas-
ties don’t necessarily share their aggressive goals,
Until recently, howlers possessed even less
demand for technology than the Chromat- and the Witness’ influence diminishes with distance
ics. Their biokinetic evolutionary path made from White Rocks Holding. Nonetheless, the power
them entirely self-reliant. If they needed a and charisma of the individuals driving the indus-
tool to accomplish a goal, they reshaped trial revolution and leading the war continues to
their own bodies to produce it. draw individuals from an ever-growing number of
The Chromatics’ recent production of bio- Chromatic dynasties as the war progresses.
technology is of interest to the few howlers The underlying principles of Chromatic culture
who encountered armed Chromatics and — whatever the variation — derive from resource
survived. The howlers don’t yet know it, scarcity, predation, and religion. In the years fol-
but obtaining these weapons would give lowing the cataclysm and the beginnings of the sep-
greater advantage to them than they do arate Chromatic species, survival was paramount.
the Chromatics. Howlers could incorporate Early Chromatics battled fiercely for food and wa-
these weapons into their bodies, or powerful
ter resources, especially those related to breeding.
howlers could directly replicate their effects
through Transmogrify. Chromatics are an egg-producing species that cares
for its young. The incubating eggs require high hu-
Biotechnology has another as-yet unknown
midity, a narrow temperature range, and a constant
possibility for the howlers. Consuming this
technological flesh is as effective at dimin- supply of fresh water. Ancient Chromatic parents
ishing howler hunger as eating a sentient, could help control some of these aspects but not all,
psi-capable being. With a steady supply and not consistently for the duration of the incuba-
of vat-grown psi-rich food, howlers could tion unless they could secure the location from hun-
transcend their instinctive need to hunt and gry predators or other threats. The required com-
feed and drive their culture toward greater bination inevitably led to competition over space
advancement. within breeding grounds, and the breeding grounds
themselves.

the harsh radiation. Similarly, the Chromatics have POWER STRUCTURES


little use for metal to build tools, weapons, or ar- Early Chromatics first aligned themselves along
mor as their sharp, powerful claws and Photokinetic extended family groups, then allied these structures
powers make easier work of the environment than with extended but more tenuous familial links. They
the humans’ soft flesh and delicate fingers. built clans of shared genetic lines and cooperated for
However, like the various human cultures who survival. These early social structures gave competi-
worked through their Bronze Age phases, prior to tive advantage over rivals and safety against preda-
manipulation by the Doyen Chromatic culture was tors. Chromatics with specialized functions began to
undergoing its drive toward increased urbanization emerge from the groupings. Those Chromatics most
and ever-larger nation-states. suited to fighting protected the clan while those more
adept at finding food or securing shelter provided for
CHROMATIC SOCIETIES others. As a species, Chromatics quickly identified
Chromatic society isn’t a monoculture, but differ- strength, speed, and stamina as valuable and desirable
ent nations and tribes across Chrome Prime share a traits for breeding partners. Clever Chromatics who
common cultural source which leads to similarities. could outmaneuver their enemies or organize effective
Human awareness and supposition about Chromatic strategies for their peers to overwhelm other families
culture is wrong. While humans see the aliens sharing soon found their place within society, lowlier than the
a single cultural drive toward warfare and conquest, strong but still of worth. The talent for leadership and
this is only a single, twisted sample of Chromatic the ability to sway other Chromatics through commu-
civilization. Not all Chromatics think or behave the nication became increasingly valued as these charis-
same. Chrome Prime is almost as large as Earth, and matic individuals drew other stronger Chromatics to
villages, towns, and holdings filled with Chromatics them to fight on their behalf. Chromatics combining
exist beneath the surface across the entire planet. two of physical, social, or mental prowess rose higher

18 CHAPTER ONE: THE LIGHT AND THE DARKNESS – THE CHROMATICS


in the eyes of those around them, and the rarest indi-
viduals with talent across all three fields quickly took
HOWLER REPRODUCTION
leadership.
Like Chromatics, howlers hatch their young
Over time, many of these smaller clan units learned from eggs, but howler mothers carry these
the value of alliances and trade and organized them- internally until they sense they’re ready to
selves into larger tribes comprised of multiple clans hatch. When this occurs, the mother lays the
and a myriad of families. These tribes controlled ter- (usually single) egg and guards it until the
ritories and the breeding grounds within, and passed hatching, which usually happens quickly. In-
ownership of these to their children, thereby forming fant howlers can walk and follow their par-
dynasties owning territory through generations. While ents within hours, though their hunting skills
these dynastic structures brought stability, they also take longer to develop, and they rely on their
fostered the conditions for greed, jealousy, and conflict.
parents and pack to provide food for several
months.
Even with the dynasties there wasn’t enough space
Newborn howlers are already adept at
in the hatching grounds for all mature Chromatics
the early manifestations of their biokinetic
to lay their eggs. Dominant tribes within the dynasty powers, instinctively using low-level Adap-
claimed greater shares of the breeding space, further tation and Transmogrify abilities to increase
divided by the supremacy of clans within the tribe. their chances of survival. If they lack the will
Tribes clashed with each other within the dynasty, and instinct to use these powers, or don’t
clans fought within tribes and families battled within quickly develop the ability to ration their
clans. The usefulness of an individual Chromatic to psi reserves, these young howlers simply
clan, tribe and dynasty became an important factor in die. Unless prevented by circumstances, the
securing the right to breed, but even this was an un- parents and pack instinctively consume the
even system. The most skilled and driven Chromatic child’s remains, giving them a brief period of
from an out-of-favor family in a lowly tribe had little
awareness in which to mourn. This is both a
blessing and a curse for the hunger-driven
chance of gaining access to breeding. Unsurprisingly,
howlers who lacked capacity to consider the
this frequently led to further conflict within dynasties. child’s death until that moment.
Early Chromatic societies solved some of this ten-
sion by declaring that no Chromatic was worthy until
they proved themselves by deed. Young Chromatics, Though infrequent, these returning exiles — now
and those who belonged to unfavored families, had bearing the names of their triumphs — change the
no say — and no name — until they demonstrated power structures within clan, tribe, and dynasty,
their prowess to the satisfaction of more worthy and shook up breeding rights — and the gene pool —
Chromatics. More hardline dynasties even exiled through their actions.
some of these undesirables until they could prove
their worth and return. Even this was inconsistent HOWLERS
across all individuals. Offspring of powerful families,
or the “worthless” individuals of those clans, had no
FROM DARKNESS
say or breeding rights but remained within the pro- Chromatic dynastic territories established them-
tection of the dynasty’s territory. Political maneuver- selves around breeding grounds and food sources.
ings, favors owed and revenge for slights and insults In both cases, this usually meant Chromatic pop-
were frequent motivators in deciding who stayed ulations concentrated along the shores of large un-
and who they forced out. derground seas and lakes, or along the wider sub-
terranean rivers. This gave the largely carnivorous
While somewhat unsatisfying for those families
Chromatics easy access to the fish-like creatures and
weakened by the exile of a member, the practice
crustaceans that were their preferred food sources,
gave them opportunities to gain status they other-
and proximity to mosses and plant life Chromatics
wise wouldn’t be able to access. Most exiles died in
used for decorative or recreational purposes.
the underground wilderness, alone and vulnerable
to the predators waiting in the darkness. However, The near surface cavern levels played host to
those who returned with glory and demonstrating most of the preferred Chromatic territories. Unlike
their deeds usually accomplished more than those surface dwellers like humanity, the Chromatics’
kept within the dynasty could ever hope to achieve. couldn’t move and spread at their leisure through

Rise of the Chromatics 19


the subterranean environment. Heavy, compressed
rock dictated the shape, size, and extent of the dy-
nastic lands. Caves, caverns, and tunnels honeycomb
Chrome Prime, formed from the constant flows of
underground water and ever-shifting tectonic forc-
es, but these don’t extend everywhere. As such,
Chromatics take advantage of natural cavities for
most of their architecture, and only build in those
caverns large enough to accommodate it. Further,
as the temperatures of most caves are somewhat
stable, and the Chromatics didn’t need shelter from
radiation or inclement weather, most Chromatic
constructions before the Howler Wars were simple
barricades and fortifications to keep out non-sen-
tient predators and protect the dynasty from these
and unwanted Chromatic intruders.
Howlers weren’t a new threat to the Chromatics,
even before the Howler Wars. Individual howl-
ers — or small packs — sometimes took unwary
Chromatic foragers or explorers who strayed too
far from the safety of their own groups. Silent until
they struck, the howlers gained their name from
the Chromatics from their howls and ululations,
as they exploded from the darkness and took their
victims, before the howlers disappeared and si-
lence fell once more.
Rarely did the Chromatics find any remains of
their colleagues. If the victim was part of a group, the
remaining aliens often fled from the terrifying noises
and only returned with considerable reinforcements
to find no trace of the monsters.
Nor could the Chromatics discover from where
the howlers originated. Sometimes the caverns or

tunnels afforded enough branching nooks and cran-


HOWLER SOCIAL UNITS nies for the large beasts to hide within. Other times
the howlers appeared as if from nowhere, in caves
Howlers rarely gather in larger units than or dead ends with only small cracks and crevices
family units of four to six individuals led by that nothing as large as a howler could hope to fit
the strongest female. Howlers know who be- through. Inevitably, whether they found anything
longs — and any intruders — by constantly or not, the Chromatics had no choice but to retreat
subconsciously scenting the hunting pack’s to their dwellings and strengthen the fortifications
pheromones. These same pheromones help against the howler menace.
identify other packs and determine if they
should fight or go their separate ways. To the Chromatics, the howlers were hushed mon-
Sometimes, individuals from different packs sters from nightmare, beasts with no reason or sense
experience a pheromonal compatibility and of purpose but to take unwary Chromatics to an un-
pair as the nucleus of a new pack. This mar- speakable fate. Chromatic parents and elders used the
riage brings a form of alliance between all howlers as lessons in why younger Chromatics should
three packs, which are less likely to be vio- heed their wisdom. Disobey the rules and the howl-
lent toward each other in future interactions, ers will come to take you. Stray too far from the light,
unless resources are particularly scarce. move away from your clutch, fail to be mindful of your

20 CHAPTER ONE: THE LIGHT AND THE DARKNESS – THE CHROMATICS


CONTEMPLATIVE HOWLERS
Rediscovering their Chromatic cousins was a turning point in howler history, not that the
howlers immediately recognized it as such. Howlers didn’t see Chromatics as anything but
easy prey. Only after consuming their first Chromatic victims did howlers learn that life held
more than just hunger and instinct. With their bellies full of psi-rich meat these howlers felt
their hunger abate and began to watch the Chromatics from hidden places and cracks too
small for Chromatics to contemplate howlers lurking within. The howlers witnessed Chromatic
social units and gatherings and began to wonder if they could also have what they saw.
Unfortunately, the hunger returned all too quickly, wiping contemplative thought from the
howlers’ minds but leaving behind an awareness that the howlers wanted more of this
prey, for reasons locked away behind the hunger.
Though they didn’t understand why, howlers passed along the knowledge of the richness
of Chromatic flesh to their offspring and allied packs. Over time, every howler knew Chro-
matics were a delicacy to be hunted whenever possible. None ever questioned the truth
of the knowledge, nor could they remember why the drive to eat more was so strong after
the rush of mental clarity faded.

Rise of the Chromatics 21


surroundings and become prey for the howlers. Young sources in the darkness. They adapted and learned
Chromatics listened — enough people died mysteri- and carved out their own dynasties.
ously or simply disappeared that the howlers seemed A rare few moved away from the protection of the
an ever-present threat, not just fantasy boogeymen in tunnels and caverns and explored some of the surface.
the darkness. Still, the Chromatics were careful, they They quickly discovered how dry the world above was,
worked together as people, not as beasts, and their civ- and how terrible was the radiation from the burning
ilizations prospered and spread further throughout the sun. Still, they couldn’t help but hold awe for the spirit
spaces below the surface. of light sapping at their psionic protections and burned
them with its terrible intensity. As the planet turned
THE CHROMATIC NATIONS these Chromatics marveled at the static pinprick light
Chromatics expanded their territories and hold- of stars and the fast-moving reflections from the rocks
ings this way for centuries. Population pressures and that once comprised the moon before its destruction
the growing need for more food and space drove the and now swirled around the planet and occasionally
creatures to explore their world. Social pressures fell to the surface with burning destructive fury.
and frustrations led many disenchanted or disen- Against these luminescent wonders the nations
franchised Chromatics to band together and set off had never seen or spoken of, Chromatic religions
to find their own fortunes — and hopefully their formed and prospered alongside the growth of na-
own breeding grounds. Old dynasties grew more ex- tions. Shared culture and religion forged new allianc-
pansive, while younger dynasties established them- es and understandings between dynasties, as much
selves. Trade, allegiances, and conflict drove the evo- as they drove schisms between friends for disagree-
lution of new structures and lifestyles. ments and disputes over interpretation of the will of
Chromatics drove deeper beneath the planet’s the gods of light, and which social mores were more
surface, exploring further away from the comfort- important than others. Chromatic nations warred
ing light filtering through crystal seams. The na- with each other over these differences, committing
tions founded by these intrepid explorers learned slaughter and atrocities against their own kind under
greater reliance on the glow worms and other light the banner of the interpreted will of the gods.

CULTURE AND RELIGION


The Chromatic presence continued to spread the species, from first hatching to last breath, rein-
across the world, founding new dynasties, nations, forced this feeling of being part of something greater
and alliances along the way. The explorers and disen- and more meaningful.
franchised brought their cultures but these adapted In understanding the roots of Chromatic culture,
over time to the needs of the new environments and though humanity calls these creatures Chromatics
experiences. So too did these growing and changing they don’t think of themselves by this term. By their
nations carry their religious beliefs, which similarly own reckoning and religious beliefs, Chromatics
grew and changed as the people incorporated new define themselves as the Bodied-Bright, or more
ideas and explanations to explain what they saw, commonly, “the people.” The Chromatics consider
heard, endured, and survived. With the spread of na- themselves as beings of light who presently suffer
tions and the growth of religion, Chromatic cultures, an incubation period encased in barely illuminated
beliefs, and practices split to meet the needs of the flesh. As the first stage of life is darkness encased in
people they governed. an egg, the young Chromatic emerges from the egg
Over time, religion and society became inter- into the light and begins their second incubation pe-
twined. Belief and worship of light gave Chromatic riod, which all living Chromatics currently endure.
existence meaning and enjoyment. Life had purpose As the hatching marks the first transition from dark
within the teachings the wise and pious Chromatics to light, so too does death mark the transition from
passed to the rest of their people. Societal structures flesh to pure light. At the end of every Chromatic’s
made Chromatics more introspective and self-aware, life the physical form encasing the light burns away,
and religion gave them a sense of awe and mystery. and if the Chromatic has been true to their family,
The constant flow of psi through every member of dynasty, and religion, they hope to emerge as pure

22 CHAPTER ONE: THE LIGHT AND THE DARKNESS – THE CHROMATICS


light and join the other illuminated beings in the sky.
If the Chromatic hasn’t lived up to his or her ideals,
HOWLER FAITH
their light instead submerges back into the darkness
AND RELIGION
and fails to illuminate. Driven by instinct and usually blind to thought
While this is the root of Chromatic religion, re- not driven by hunger, howlers have no reli-
gional and national variations exist. In some cul- gion or need for gods. Howler faith resides
tures, the dimming of an unworthy Chromatic’s within their own abilities, a near-fanatical
light is the ultimate end to their existence, and in- refusal to believe they can’t find some way
dividuals have one chance to live to the standards to accomplish their goals through changing
and ideals to reach their goal. Other dynasties in- their bodies to meet the need.
stead believe a dimmed light re-emerges from the Howlers who have eaten Chromatic flesh
darkness and the failed Chromatics gain another gain a different kind of faith. Having expe-
chance in their next life. Such nations often incor- rienced the clarity and ability to think they
porate elaborate ceremonies and reading of signs know there is something more than instinct
occurring in the world around them when new
and the next hunt. They may not recall what
this state is, but they have absolute faith that
hatchlings emerge from their eggs. In this way,
it exists and is something to strive toward.
these Chromatics try to link the existence of an- Howlers pass this faith along to other howl-
cestors to the new life, thereby determining who ers through their chemical signals. Howlers
may have ascended and who continues to live the trust that pheromones don’t lie — few have
cycle of darkness and illumination. ever developed sufficient Psychomorphing
The surface-dwelling Chromatics of the Shifting strength to alter their chemical signature and
Sands dynasty believe that not all light is benign, but deceive. Believing pheromones could lie
every source seeks to teach. To these people, the bak- would be an act of reasoning, not instinct,
ing, high radiation glare of the sun seeks to punish
and beyond any but recently fed howlers.
the Chromatics and challenges them to learn how
to endure its intensity. These tribes believe the oth-
earned early release from their penance, but delib-
er nations to be ignorant in their worship of lesser
erately taking one’s own life — or facilitating the
stars and dimmer lights. If the Bodied-Bright truly
death of others without honor — further punishes
seek to transcend their flesh and join the illuminated
the divine being and sends them even deeper into
they need to meet the expectations of the greatest of
the darkness. A few Chromatics even believe these
all lights, not just the gentler teachings against the
greatly fallen illuminated are the origins of the de-
nighttime darkness.
monic howlers, who are truly far from redemption,
Some Chromatics believe encasing the light with-
but must logically contain some spark of their orig-
in flesh is a punishment meted out by the divine illu-
inal grace.
minations against their own who have transgressed
Conversely, and possibly sacrilegiously, some
the unknown laws of light society. With this belief,
Chromatics of the dynasties surrounding the Black
the essence of every Chromatic is a sinner who must
Rock Deep holding believe both light and dark to be
redeem through action before regaining their di-
equal but opposite ends of divinity, and Chromatic
vine grace and ascending again to the ranks of the
existence is merely an expression of gods taking
illuminated. These doctrines teach that early death
flesh the better understand both themselves and the
through adventure, bravery, or misfortune are indi-
cosmos.
cations that the Chromatic in question had somehow

COMPETITION, CONFLICT, AND WAR


Unfortunately, civilization didn’t bring a glut of violently eradicating the competitors gave the con-
extra resources for the people to survive on, and quering nation more resources and usually fewer
competition for food, water, and breeding grounds mouths to feed, as warfare inevitably brought death
remained as fierce as ever. Dynasties would more alongside it.
quickly turn to aggression than diplomacy, as While Chromatic civilization was just beginning to

Competition, Conflict, and War 23


emerge into the light it faced a new dark age. Conflict numbers the howlers overran the Chromatic defens-
once again made family and tribe more important es and slaughtered or carried off entire dynasties
than any other dynastic relationships. The dynas- who couldn’t muster enough defenses against yet
ties continued and survived, but each shrunk as the another offensive.
people clashed with each other more frequently than Caught in their own conflicts between and with-
ever. Increasingly greater numbers of refugees fled in dynasties, the Chromatics barely managed to
the bitter, genocidal wars, more willing to risk the mount a defense against the horrors striking from
horrifying unknown darkness than the near certain the darkness. Even when the tribes rallied to repel
bloodshed and death awaiting them within the dy- the howlers, their tactics proved to be only briefly
nastic territories. effective. Though shaken from terror at so many of
Some members of this diaspora found the peace the nightmares attacking at once, the Chromatics
they hoped for, moving far away from the dynastic believed they had numbers, tactics, and discipline
territories, and founding their own ways to survive on their side. When organized into effective squads
or thrive. Many more didn’t discover the solace deploying photonic force against their enemies, the
they sought, instead moving further and deep- Chromatics lit up the howlers and drove their survi-
er into the darkness, where the howlers prowled vors back into the darkness.
their own territories. The flow of these unfortu- Chromatic supremacy didn’t last long. The howl-
nate people attracted the attention of the howlers, ers disappeared from Chromatic scouting parties
who followed the spoor trail toward the surface, and eluded the people’s attempts to mount their own
and discovered the scents of plentiful violence, offensive and exterminate the howlers once and for
blood, and flesh. all. With a brief reprieve from conflict — while se-
cretly hoping the nightmares were gone and war was
THE HOWLER WAR over — the Chromatics took stock of their predica-
With so much for the taking, the howlers spilled ment. The howlers had shattered entire dynasties,
from the darkness in almost unbelievable num- overrunning them and leaving only handfuls of sur-
bers. The monstrous howlers attacked in frenzied vivors, with these living through luck, not any kind
swarms without coordination and thinking only of mercy from the monsters. Shock rippled through
of killing. Through sheer aggression and weight of nearly every Chromatic nation as the people worked

24 CHAPTER ONE: THE LIGHT AND THE DARKNESS – THE CHROMATICS


THE GREAT CHROMATIC HUNT
Howlers have little enduring species memory of nuance around the great hunt against the
Chromatics. What they do have are the pheromonal signals that continue to reinforce the
belief that eating Chromatic flesh is something positive for howlers.
These same pheromones were responsible for the great hunt. An unusually powerful howl-
er horror — the name given by Chromatics to denote the largest and most evil of their
hated foes — more capable than any who had come before her or since, united many dis-
parate packs under her leadership. Her pheromones caught the allegiance of every pack
wherever she travelled. Her scent caused a shift in their own chemical signals, allaying the
instinctive need to compete, and allowing them to exist as a massed horde. She led the
combined howlers to the Chromatics’ lands and urged them forward to feast.
With their bellies full, this howler called back her comrades and communed with them
on what more life could bring. She commanded them to raid the Chromatics again and
to take captives for food stocks. The thousands they captured maintained thinking and
awareness for many howlers, but only for a while. The howlers weren’t natural farmers or
herders and the livestock dwindled quickly, forcing more raids to stave off hunger.
Through raiding parties and rationing food, the howler’s leader kept the first howler nation
together for almost a decade. She taught them how to unite and coordinate their efforts,
to observe the Chromatics’ tactics and develop strategies to counter them. She prepared
them for a second great hunt, planning to take over the Chromatic lands everywhere and
maintain the livestock to safeguard the howlers’ newfound reason.

to come to terms with the grief of so much loss and Previously, the Chromatics had made no distinction
how they would continue to survive with so few peo- — war continued through any means necessary until
ple to defend their territories. one side exterminated the other or forced them to
The Chromatics didn’t yet know that what they’d surrender. Now, the people needed boundaries that
survived was only the howlers’ first wave of attacks. would allow them to survive.
Few nations survived the howler strikes untouched,
and none were free of the decades of war between BRIGHT AND DARK WARS
the people and within their own dynasties. Whole The concepts of dark war and bright war came
nations were now gone, so many family members from these negotiations. Dark war was the same as
and loved ones were dead or disappeared, dragged war had always been — uncivilized, brutal, and with
away screaming. Once, the nations who warred with no quarter asked or given. Wars against beasts who
the dead dynasties would have celebrated their vic- couldn’t understand civilization and rules, or who
tories and taken their territories, but the decades of threatened Chromatic existence, were dark wars.
bloodshed capped by sudden, sheer terror made the The Chromatics barely needed to discuss that war
survivors pause and think. against the howlers would always be dark and no
Exhausted and shocked, the surviving Chromatics Chromatic was truly safe until they eradicated these
realized they faced the real possibility of extinc- nightmares.
tion. The Chromatics weren’t strangers to the con- In contrast, bright war was war between the
cept of genocide; they’d wiped out entire species of Bodied-Bright, the thinking, civilized people. Bright
dangerous predators or those who threatened their war included rules and agreed-upon conditions. The
eggs many times before. What the Chromatics had dynastic representatives didn’t go so far as to dictate
never faced was the prospect that they could also what the terms would be for any given conflict. The
suffer such a fate. Facing the real prospect of extinc- parties involved in the fighting would know best
tion, leaders from neighboring dynasties came to- what risks they were willing to take and how far they
gether and negotiated civilized boundaries for their were willing to take a dispute. Bright wars wouldn’t
conflicts and disagreements. All Chromatic repre- limit the tactics and measures available to a dynas-
sentatives agreed the people were different from ty, but every combatant would know the limits of
the beasts around them and needed different rules. their actions from the outset. Even the possibility of

Competition, Conflict, and War 25


complete extermination of a nation remained avail- territories and restored their rightful owners. But
able, if all parties involved agreed to those stakes. the offensive didn’t stop there. The rogues were a
The concept of bright war also accepted that circum- threat to all civilized Chromatics, and they had initi-
stances could change, and tactics could be renegoti- ated dark war. The massed armies continued onward
ated. However, if one side went outside the agreed and wiped out these rogues, killing off their more
boundaries, they risked incurring the wrath of other limited bloodlines for the benefit of all Chromatics.
nations who would side with the aggrieved party. When the bloodshed stopped, those within each
The representatives from each dynasty returned alliance waited with nervous anticipation to see how
to their nations and spread the message of a new age their civilized structures reacted to the vacuum.
of negotiations, alliances, and bright and dark war. The forces of each nation silently prepared to fight
Most Chromatics understood and agreed with the those they called allies just before, for the expanded
boundaries, but a few recalcitrant tribes refused to territories and breeding grounds. To these soldiers’
submit to these new, civilized ways. These nations surprise, their dynastic masters called for the retreat
wouldn’t agree to terms and would war as they al- of all forces. The dynasts gifted the conquered and
ways had. The other Chromatic dynasties worried at cleansed lands to the victims of the aggression and
continued aggression but soon saw the first benefits retreated back to their own territories. They gave
of the negotiations. up valuable breeding grounds, food, and resourc-
The more civilized dynasties left the outsiders es without pause or conflict, as they vowed to do at
to their lives, refusing to engage with or discuss the grand negotiations. So many massed Chromatics
such beasts. Neighboring states tried to convince witnessed the strength of purpose in their unity and
the outliers of the benefits of joining the larger none wanted to break the new order.
Chromatic structures, but their envoys were at Word quickly spread to the nations who weren’t
best rebuffed, but were more often captured, tor- themselves witnesses to the battles. Within a gen-
tured, and murdered for their trespass on the dy- eration, the old dynasties who refused to commit to
nastic territories. The more organized Chromatic civilization have ceased to exist, either destroyed or
dynasties took note of such insults, but if the of- reluctantly converted to the new ways of the world.
fenders remained within their own borders, they
let them be. THE SECOND WAVE
The situation couldn’t remain stagnant forever, The Chromatics tell their history with a single war
and it wasn’t long before the aggressive outsiders against the howlers, but the conflict occurred in two
decided they could take the territories and breed- waves separated by almost a decade. The spoils of
ing grounds from their ‘weaker’ neighbors. Despite the howlers’ first war — in terms of Chromatic flesh
a lack of coordination and distance between ter- — devastated the Chromatic and filled the monsters’
ritories, the first offensives began at roughly the stomachs for long periods. During this time, the
same time. Nearly a dozen aggressive dynasties, howlers contentedly returned to the deep darkness
scattered across the world, independently decid- and left the Chromatics with an uneasy, paranoid
ed the time was right to take what they wanted. silence.
Their neighbors repelled the attacks where they Though the Chromatics didn’t know it, as apex
could and fell back where they couldn’t. These predators the howlers’ instinctively understood the
Chromatics surrendered their lands rather than need to allow enough of the prey to recover their
face annihilation and retreated to their more civi- numbers. The Chromatic meat was a delicacy and
lized neighbors. the howlers killed and ate their war through an as-
When the first refugees arrived and the civilized tonishing number of Chromatics but the creatures
Chromatics knew the time they feared had come, retreated before the Chromatics could organize
the response was swift and brutal. Allied nations their counter attack and possibly significantly harm
across Chrome Prime marched in the tunnels and the howlers, and to ensure sufficient breeding stock
caverns and brutally slaughtered every uncivilized survived to raise a new generation for later slaughter.
Chromatic “beast” they could discover. The aggres- Sporadic howler attacks claimed the lives of un-
sors had made this dark war by their actions, and for wary or outnumbered Chromatics, as it had always
their own folly they paid a terrible price. The allianc- been, but the nightmares didn’t return in the same
es repelled the rogue dynasties from the captured overwhelming numbers as during the first war.

26 CHAPTER ONE: THE LIGHT AND THE DARKNESS – THE CHROMATICS


Eventually, the howlers’ appetites grew beyond their THE SECOND GREAT HUNT
ability to control and the Chromatics’ numbers re-
covered enough to sustain another feast. The howlers weren’t alone in learning
The howlers swarmed from the darkness again, and preparing for the second conflict. The
overrunning those dynasties they encountered first.
howlers’ renewed savagery and improved
strategies and tactics smashed against the
The dynasties with the deepest territories were often
Chromatics’ defenses, but the Chromatics’
the hardest hit in this initial assault, but they weren’t preparations and holdings were equal to
alone. The Chromatics had little ability to predict the task. The howlers’ lost some of their drive
precisely where the howlers would access their tun- with the diminishing of instinct and were
nels and caverns, and often had no luck even discov- more prone to withdrawing in the face of
ering how the howlers approached so close before Chromatic supremacy.
the Chromatics could detect their presence. After many years of fighting, the Chromatics
The second phase of the war began much like the had a lucky break when a special strike team
first, with howlers appearing from nowhere to attack ambushed and kill the howlers’ leader. With
the unprepared Chromatics. However, the monsters’ her death the pheromonal triggers faded and
tactics soon changed. The howlers became organized, washed from the other howlers. They had
they observed Chromatic defenses and planned ways their mental faculties and the skills she taught
to overcome or circumvent them. The howlers even
but without her drive the packs began frag-
menting and unity frayed. This was the begin-
deployed small unit tactics in coordinated strikes and
ning of the end for the howlers’ second great
took care to protect their own and withdraw when the hunt, and the creatures withdrew before the
odds of success turned against them. Chromatics could exterminate them all.
Even with the collaborative efforts of their alli-
ances, the Chromatics lost ground and people to
the howlers. In the dark war, the Chromatics fought The holdings quickly became strategic mobiliza-
without quarter and with the sole intent of destroy- tion sites. As the howlers surged, the Chromatics
ing the howlers. Still, the howlers overran the dynas- fell back and drew them into ambushes and traps to
ties’ territories, too expansive and with too many ap- kill them from protected vantage points. When the
proaches to defend. In response, Chromatics skilled howlers retreated to recover and figure out different
in building and modifying tunnels and caves devel- approaches the Chromatics would spill out and mur-
oped the concept of “holdings.” der the retreating monsters.
By identifying secure caverns or adjoining series of Slowly but surely, the Chromatics gained the upper
caves, with minimal, easily controlled approaches, these hand in the war. Fewer Chromatics fell to the howl-
holdings became communal defensive sites. The select- ers’ assaults and the creatures became less coordi-
ed caverns were generally located close enough to one nated and focused, and more instinctive and savage,
or more dynasties to allow swift retreat to a fortified line with each passing day. Howler corpses rotted in huge
when needed. The holdings belonged to no one dynasty numbers in tunnels and caverns across Chromatic
but were freely available to any Chromatics who needed territories. The now near mindless monsters kept
them against the howlers’ attacks. throwing themselves at the inevitable death awaiting
The holdings had difficult to penetrate entrances them at the holdings, but their efforts were ineffec-
with multiple defended positions from which the tive against the now prepared Chromatics.
photokinetic Chromatics could assault any howlers After several years of fighting and surviving, the
trying to push their way through. Within the space, tunnels finally fell silent and the howlers were gone.
Chromatics built further defended positions, rock The Chromatics stayed within the holdings for lon-
walls and stone dwellings for soldiers to attack and ger out of caution, but the monsters from below were
repel invaders, and for weaker, injured, or exhaust- dead or disappeared. Chromatics from the many dif-
ed Chromatics to rest. The builders deployed their ferent dynasties who had fought and lived together
skilled laser wielders to plumb water from nearby for so long made their farewells and departed peace-
sources to the holdings and carved out rock pools fully to their territories to reclaim and repair what
and deeper wells to stock with fish-like creatures was theirs. The Chromatics’ civilized ways had tri-
and cultivate water weeds and other foods to with- umphed over the bestial savagery of their most bitter
stand protracted sieges. enemies.

Competition, Conflict, and War 27


FROM FORTS TO CITIES
The end of the Howler War brought more chang- who barely knew their dynastic lands and paid only
es to Chromatic society. The people didn’t only have lip service to distant rulers ran the tunnel-like streets
new social structures to negotiate their conflicts and of the holdings. The power structures of the dynas-
peacetime, they had sophisticated, centralized con- ties were too entrenched in Chromatic minds to dis-
structions, conveniently accessible to neighboring appear, but the holdings emerged as a political power
dynasties. Furthermore, thousands of Chromatic of their own.
survivors associated the holdings with safety and a
sense of community stretching beyond the immedi- THE CORRUPTERS’
ate aspects of family, tribe, and dynasty. Though the ARRIVAL
Chromatics bought the development at the cost of
Following the Howler Wars, the Chromatics con-
thousands of lives, the holdings belonged to every-
tinued their development and rise of civilization.
one and no single dynasty, and served as a neutral
They built new holdings and cities, spread further
ground where Chromatics of many different dynas-
across the planet, evolved their religious, social, and
ties could come together to trade, share news, and
technological concepts to meet the needs of the dy-
shelter during long journeys.
nasty and the environment. More of the near surface
Over time, a new section of Chromatic society
dwellers braved brief forays to the surface, either for
emerged. These people largely eschewed their dy-
exploration or for religious pilgrimages to stand be-
nastic territories and instead maintained a per-
fore the punishing rays of the Great Radiance above.
manent presence within the holdings. Many only
This state endured for almost two thousand years be-
returned to the dynasty to participate in important
fore the scions of humanity arrived and irrevocably
family rituals or for political requirements. They
changed the course of Chromatic fate.
arranged for more Chromatics to travel from the
Nearly 40 years ago, in 2085, a group of just under
territories to the holdings and bring food, supplies,
100 weary travelers arrived on Chrome Prime. By
artwork, and other goods to the holdings to trade.
their own reckoning these novas had left their own
The new merchant class attracted numerous young
home planet of Earth to escape persecution from
Chromatics who saw this as an opportunity to — lit-
ungrateful lesser beings who hated and turned on
erally — make a name for themselves.
those who would deliver divine quantum grace to
Alongside the new merchants, the post-war dynas-
those who accepted and understood their place. In
ties recognized the need for structured engagement
truth, these Aberrants fled Earth under threat of the
between their powerful elite. These interactions
Chinese Ultimatum as they grew increasingly unsta-
weren’t always peaceful; often the negotiations per-
ble and enacted ever-harsher punishments on the
tained to what parameters to adhere to in the latest
human victims trapped within the mad theocracies
bright war. However, all sides valued maintaining a
they carved from other nations.
place where these discussions could take place with
This cult — the Seraphim — followed the mad
relatively little risk of foes murdering envoys before
teachings of Uriel, an Aberrant warped by quantum
they could deliver their messages.
fires who glowed with burning brightness and who
As the dynasties’ populations replenished, the
could warp the congregation through tunnels of light
holdings became crowded. More merchants estab-
he claimed connected each star in the sky. Uriel was
lished their positions, constantly followed by new
also the prophet of the Seraphim, following visions
hopefuls seeking their own fortunes. Diplomatic
from God that would lead the group to the paradise
missions with large presences replaced the singu-
of “new Canaan” where they would discover new
lar messengers accompanied by a few bodyguards.
servants fated to suffer whatever twisted delights
Skilled Chromatic builders and other artisans made
the Seraphim decided to inflict upon them. The
their trade within the holdings, expanding the core
Seraphim travelled for nearly two decades from one
design to accommodate more Chromatics and en-
unsuitable planet or dead system to another before
larging the boundaries while maintaining adequate
they arrived on Chrome Prime.
defensive positions and water supplies to the emerg-
At first, the Seraphim believed Chrome Prime
ing cities. Before long, generations of Chromatics
to be another pointless step in their journey. The

28 CHAPTER ONE: THE LIGHT AND THE DARKNESS – THE CHROMATICS


planet had a breathable atmosphere, which was use- weakened or vulnerable. Instead, he said the novas
ful, but this was becoming less of a requirement for couldn’t know what technologies and defenses the
many of the Aberrants as they succumbed further to lizards maintained below ground, and they wanted
Corruption. The Seraphim grew increasingly dissat- servants, not a blasted wasteland with nothing to
isfied with Uriel’s leadership and vision, but he was rule over. Uriel agreed with Gabriel’s point and the
the only one of their number with the ability to warp other Seraphim reluctantly followed his lead.
the group interplanetary and interstellar distances. The Chromatics and Aberrants met dozens of
Other Aberrants tried to force their corrupted evolu- times over the next months. The Chromatics ques-
tion along this path and allow them to usurp Uriel’s tioned the Aberrants’ appearance and their inner
rule — or at least go their own way — but they discov- light, curious about how no Chromatics had seen
ered their ability to manifest new quantum powers such messengers before. The Aberrants maintained
and not just advance what they already had dimin- their friendly overtures though their bewilderment
ished the longer they were away from Earth. at the lizards’ alien viewpoints continued — and
The Seraphim surveyed their new potential do- more Aberrants experienced a “looseness” to their
main and found it wanting. The ground trembled powers in the lizards’ presence.
with frequent seismic activity, and the thirsty dirt Eventually, the Chromatics rewarded the
swallowed any hint of water. The radiation from the Aberrants’ feigned friendship with an invitation to
harsh sun irritated many of the Aberrants and the enter their subterranean world and guided them
creatures wandering this forsaken hell were appar- to the nearby dynasty for a celebration of unity be-
ently mindless and ill-suited to serving the Seraphim. tween different Bodied-Bright. Unfortunately for the
Even tormenting and torturing the native lifeforms Chromatics, the Aberrants saw what they needed to
brought little joy to the immensely bored Aberrants. be able to cast off their charade. Looking across the
The Seraphim prepared to unite and force Uriel to crystal-lit cavern and the shores of the subterranean
transport them elsewhere when a scouting party re- lake, the Aberrants saw nothing but primitive cave
turned with news of discovery. They encountered hu- dwellers with practically no technology beyond wo-
man-sized lizard creatures who seemed somewhat in- ven baskets and crude stone knives. The Seraphim
telligent, although likely primitive. The group reported agreed the lizards were no threat but possessed
the lizards were hesitant but appeared awed by the no- sufficient intelligence to make adequate slaves. The
vas — particularly those who glowed with their burn- host dynasty had invited representatives from many
ing Quantum fires. Gabriel, the leader of these scouts, neighboring territories and Chromatics from many
possessed the power to sense and emulate biological domains flocked to the strange creatures, welcoming
neural networks. Through this he was able to establish the Seraphim in what appeared to be a religious, al-
a limited communication with the creatures, learning most worshipful manner.
they believed the Aberrants to be divine Bodied-Bright As the gathered Chromatics offered food to the
beings and not “dark howlers.” Gabriel reported dif- Seraphim and began the ceremonies of welcome
ficulty in establishing clear contact, a cloudy quali- and alliance, the most hot-headed Seraphim could
ty when pushing his powers toward the lizards. The wait no longer. In their mad thirst for power and
Aberrants dismissed this as some byproduct of differ- subjugation they filled the cavern with quantum
ences between lizard and human neurons. fires and commanded the Chromatics to bow down
Gabriel also gained image flashes of lush green- before them. Others casually murdered the closest
ery and plentiful water illuminated by colorful light Chromatics to make their point and cow the others
sources across the visible spectrum. The lizards were into submission while still more Aberrants moved
reluctant to lead Gabriel and the other Aberrants to to secure the exits they knew of and prevent the
their beautiful den but agreed to meet again. Chromatics from escaping. The betrayal that became
The Aberrants debated their course of action. known as the “Night of Lies” began.
One group demanded action, to capture the lizards The Chromatics first tried to flee the onslaught
and force them to guide their new gods to paradise. but the Aberrants blocked exit passages and mur-
Another group counseled patience, to supplicate the dered those they could reach. Others hid but impos-
lizards and gain their trust. Gabriel urged caution — sibly strong Aberrants or invisible Quantum forces
he worried at the fuzziness of his powers against the dragged the terrified Chromatics to slaughter. In less
lizards but couldn’t let the other Seraphim see him than an hour, more than one thousand Chromatics

From Forts to Cities 29


were dead and the Aberrants appeared to be enjoy- spears of light pierced Uriel’s body, searing his
ing this mass murder. flesh and roasting his organs from the inside. The
The Seraphim were unfamiliar with the under- Seraphim watched, stunned, as their leader fell from
ground network and couldn’t prevent all Chromatics the sky and his body sank beneath the lake’s dark
from escaping. This didn’t overly concern the mon- waters. The Aberrants waited for Uriel to reemerge
sters as they figured they’d have plenty of time to ex- and take his vengeance on the savages but the waters
plore and conquer after they’d had this initial fun and remained still and silent.
slaughter. Only a handful of the gathered Chromatics The shaken pause cost the Aberrants their mo-
managed to flee the area, but it was enough. Away mentum and the Chromatics regrouped as more
from the bloodshed and able to gather their wits people close enough to reinforce the dark war surged
from the initial shock, these escapees called for help. through the tunnels and into the cavern. Countless
They pulsed holo-encoded light signals down crystal photonic blasts lit the underground dwelling with
seams the builders had painstakingly threaded be- strobing intensity. With dark war decided, the people
tween dynasties and holdings over the past several worked together against the enemy without care for
centuries. Within minutes the surrounding nations normal family or dynastic allegiances. Their blasts
knew of the peril facing the Chromatics and passed brought down nearly a dozen of the treacherous and
on the message throughout the network at the speed now confused Seraphim before the monsters could
of light. collect themselves to understand the threat the liz-
Chromatics from surrounding dynasties surged ards posed. Gabriel, targeted by the Chromatics
toward the conflict. The few caught within the bat- as the corrupters’ mouthpiece and almost mortal-
tlefield who were able to access the crystal channels ly wounded, called for the Aberrants to retreat but
made clear what was happening. These creatures too many of his peers followed their pent-up fury
who they mistook as Bodied-Bright were no more and bloodlust and refused to yield to the primitives.
than cunning beasts. They killed and maimed with Gabriel and a few of the more levelheaded Aberrants
a frenzy not seen since the Howler War. These cor- fled in the confusion while the bloodthirsty inadver-
rupter beasts were uncivilized and deserved no mer- tently covered their escape.
cy for their treachery. This was a dark war. The Aberrants lost to their unearned need for ven-
The trapped Chromatics weren’t entirely helpless. geance enacted a heavy toll on the Chromatics but no
Though thousands had already died at the hands and matter how many lizards they killed, more streamed
fire of the beasts, some managed to fight back. The from the darkness below to take up the fight. The
Aberrants laughed at first at the Chromatics’ feeble Aberrants drew upon their most devastating powers
lights. They’d witnessed the holography and light and the cavern shook with Quantum fury rivaling
shows the creatures used to communicate with each the violent earthquakes that accompanied asteroid
other and thought little of the displays. Quantum impacts on the planet.
armor and shields protected the Aberrants and had The battle raged all night and spread beyond the
withstood much of what human laser technology cavern into the tunnels as Aberrants tried to press
could throw at them. their advantage and Chromatics worked to draw the
The Chromatics showed the Aberrants the cost of hated foes into ambushes and isolate them through
their arrogance. Soldiers and bodyguards worked to superior knowledge of the terrain. Finally, the vio-
protect their weaker members. They coordinated their lence ceased. Nearly twelve thousand Chromatics
attacks and threw everything they could into their pho- were dead, including the cores of several dynas-
tonic blasts. The Chromatics’ counter attack shocked ties, in exchange for the lives of over two dozen
the Aberrants. The monsters were smugly confident Aberrants. The Chromatics had won at tremendous
with their armored bodies and unfamiliar with the in- cost, and the psychological scars inflicted by the cor-
teractions between psi and Quantum. The Aberrants rupters’ betrayal left a clear mark on the people’s
didn’t expect the Chromatic’s psi-powered blasts to cut views of humanity.
through their defenses as easily as they did.
The first Chromatic ripostes concentrated their THE SALVATION OF
blasts on Uriel, who was clearly the corrupters’ THE BODILESS ONES
leader and who now hovered above the carnage The dark war against the corrupters didn’t
and laughed at the Chromatics’ suffering. Dazzling end with chasing them from the Chromatics’

30 CHAPTER ONE: THE LIGHT AND THE DARKNESS – THE CHROMATICS


subterranean homes. The beasts fled to the surface beliefs coincided wonderfully with the Doyens’
and retreated to the high mountains, hiding from the needs.
Chromatics in the burning light where the people After the coming of the Corrupters, the Chromatics
rarely ventured. The Chromatics mounted raiding faced threats from above and below. Chromatic soci-
parties to scout the corrupters’ position and figure ety shifted again to fill the void left by lost dynasties
which tunnels ventured closest to them. They staged and build holdings and defenses toward the surface
raiding parties under cover of darkness and man- world where they’d never faced such danger be-
aged to pluck off another few Aberrants before the fore. In this period of despair and rebuilding more
monsters called on tremendous Quantum energies Chromatics left their territories and dynasties, and
and melted the rock all around their encampment to embarked on holy pilgrimages to find more meaning
glass. The Chromatics continued to opportunistical- in life. The Doyen watched and schemed.
ly harry their enemies, but they ceased deliberately The Doyen appeared before chosen Chromatic
hunting the Aberrants as the cost in Chromatic lives pilgrims as bodiless spirits of shining light. They por-
continued to grow. trayed themselves as Bodiless Ones, more evolved
Unknown to the Chromatics, the vast quantities than the Chromatics’ Bodied-Bright and essential-
of Quantum power channeled by the Aberrants ly gods of light. The Doyen made a display of pho-
caught the attention of the Doyen. Cautiously, tokinetic powers beyond the Chromatics’ grasp to
these aliens surveyed Chrome Prime to decide if establish their credentials and offered the chosen
they needed to bombard the planet with teleki- Chromatics the power to destroy the Corrupters if
netically directed asteroids and destroy the bur- they heeded the teachings and wisdom the Bodiless
geoning Quantum-powered species. Discovering Ones brought.
the Quantum-fueled humans so far from Earth These chosen Chromatics accepted the offer and
terrified the Doyen, who prepared to destroy them became the Witnesses to the Bodiless Ones. These
from afar. Closer clairsentient surveys revealed the pilgrims weren’t random — the Doyen had scanned
presence of millions of beings of limited psionic them via a barrage of psionic techniques and select-
abilities at war with the human Aberrants. These ed those individuals with high intelligence, excep-
beings were no threat to the Doyen and appeared tional imagination, and a dedication to their religious
to have the upper hand on the Aberrants. Content faith beyond many of their peers. These Doyen noet-
that the population wasn’t the existential threat ically enhanced the Witnesses much like the other
the Doyen initially thought, most of the species faction had altered the human proxies. The changes
took note of its location and shifted their attention to the Chromatics were far less dramatic than those
elsewhere. A few kept a distance watch over the that transformed psionically latent humans into po-
Chromatics’ progress against the Aberrants and tent psions, but they made the Witnesses stronger,
learned more of their culture and religious be- smarter, and with improved command of their pho-
liefs. This group of Doyen became the core of the tokinetic abilities. These alterations also made these
Chromatic Tenders faction (p. 126). Chromatics more susceptible to Doyen manipulation
Decades later, the Chromatic Tenders Doyen de- and control.
cided to use the scars of the Chromatics’ first en- The Bodiless Ones implanted complex instruc-
counter with humanity to manipulate the aliens tions in the minds of the Witnesses that would lead
into shedding blood and suffering loss of life on the them to draw together cults of faithful Chromatics
Doyen’s behalf. Opposed to the Humanity Tenders to begin building structures and technologies the
but allied with several other factions who fear hu- people had never dreamed of. The Doyen selected
manity’s threat, the Chromatic Tenders decided to 30 Witnesses and gave each specialized knowledge
build their own army to wield against the humans of a single area of technology or industry. By work-
and see which philosophy prevails. ing together and leading the Chromatics drawn from
The decades of observation gave the Doyen a many dynasties, the Witnesses drove the Chromatics
well-developed understanding of the foundations to a biotechnological industrial revolution that cata-
of Chromatic religion. Though regional variations pulted them to becoming a star faring species in less
and dogmatic differences existed, all Chromatic re- than 20 years.
ligions included reverence for light and most strove With the planet’s sole industry turned toward
to achieve bodiless luminescence in death. These interstellar war, the Witnesses revealed the next

From Forts to Cities 31


phase of the Bodiless Ones’ plan. The gods showed the beasts and held them in caves specially prepared
the Witnesses the origins of the Corrupters and told to the Bodiless Ones’ instructions.
them they had the power to eradicate the beasts The Doyen accompanied the Chromatics on sev-
as dark war demanded. The Witnesses saw the eral more raids, collecting almost two dozen human
Corrupter’s species lived in many different places teleporters before they withdrew from such overt
across a cold sea of darkness. This truth terrified the participation in the Chromatics’ war. Being so close
Chromatics, but dark war demanded they commit to the action scared the cautious and somewhat cow-
fully to eradicating the enemy. ardly Doyen, but they now felt satisfied that their
new slave warriors could finish the task and eradi-
INTERSTELLAR WAR cate the threat of humanity.
The Doyen further facilitated the first acts of ag-
gression. They commanded the Witnesses to draw BIRTH OF A NEW GENERATION
together 20 of their most skilled warriors and pre- Unexpectedly, the environmentally controlled
pare them to meet the enemy. The Bodiless Ones conditions within the bioships and off-world
insisted that the Chromatics needed to capture spe- holdings are ideal for gestating Chromatic eggs.
cific beasts and not simply kill them. The Witnesses Combined with this, the loneliness of isolation far
protested, as did the Chromatics who received the from home brings even the most focused Chromatic
orders. However, they soon learned the truth of the warriors together. As these Chromatics come to-
Bodiless Ones’ words when the Doyen teleported gether to find solace and comfort from each other,
the Chromatic raiding party to the heart of an un- they’ve inadvertently paved the way for a new chap-
prepared Upeo wa Macho exploration party. The ter in the Chromatic’s place in the galaxy. On moth-
Chromatics used the ambush to swiftly murder the erships and isolated holdings far flung across space,
party’s non-teleporters while the Doyen telepathi- the first generation of Chromatics without connec-
cally assaulted the group’s teleporters and prevented tion to Chrome Prime have hatched. As these hatch-
them from fleeing or counterattacking. The attack lings come of age, Chromatic society must contend
was over almost as soon as it began and the Doyen with finding a place for people they never expected
returned the Chromatics home, along with their cap- to exist.
tives. The Witnesses secured special harnesses on

32 CHAPTER ONE: THE LIGHT AND THE DARKNESS – THE CHROMATICS


CHROMATIC LIFE
In many ways, Chromatics are more like hu- images almost appear to possess a life of their own, to
manity than humans are to their Qin allies. The the delight of onlookers.
environmental pressures that shaped the species
are different to those experienced by humans NAVIGATION
in their specifics. However, the generalities of Spending most of their lives underground,
grouping together against predators, finding Chromatics are highly sensitized to light and can
strength in community against the darkness, and detect minute traces far beyond where a neutral
working together to dominate their world shares human would believe a location to be pitch black.
much in common with humanity. As such, hu- As such, Chromatics have little use for human reck-
man researchers can understand many aspects of oning systems. Instead, they describe their cities
Chromatic psychology. by depth and angle to the sun. At the depths of the
darkest Chromatic cities these aliens appear to be
THE SUPREMACY OF LIGHT able to sense the general direction of the sun during
Chromatic tales inevitably cast darkness as evil the day and know when it’s night above. Through
and feared. For creatures who carry their own light this sense — likely some instinctive photokinetic
wherever they go, the thought of not having this il- channeling — Chromatics have an accurate sense
lumination is terrifying. The Chromatics’ subter- of latitude and depth and use this to easily navigate
ranean existence and evolution makes them more their underground world much like species of Earth
sensitive to light, but the acuity of their vision is less birds use the planet’s magnetic field to find their
than a human’s. Chromatics can see a greater range way between distant nesting grounds.
of wavelengths and have a broader field of vision via This sense doesn’t unfailingly endure regardless of
the eyes on the sides of their heads as well as at the depth. At a certain point the direction sense begins to
front, but their ability to see detail and distance is in- fade from the sheer weight of rock blocking the light
ferior to normal human vision. from above and Chromatics find it difficult to know
Interestingly, the Chromatics’ eyesight com- where they are. Chromatics don’t have a unitary mea-
bined with their instinctive photokinetic abili- suring system like humans use so the precise depths
ties means the aliens don’t consider white light at which this occurs is unknown. What Chromatics
to be “pure,” like humans tend to. They innately
sense the different wavelengths within. This also NOETIC EVOLUTION
applies to most colored light, which contains mi-
nor wavelength imbalances appearing obvious to While physical evolution requires thousands
Chromatics, much like certain trace scents can up- of years and countless generations, the no-
set humans even when hidden among more pleas- etic capabilities of the Chromatic and howl-
ant odors. This ability to individually process and er ancestors were much more fluid. As such,
draw out differing wavelengths makes Chromatics new generations of Chromatics sometimes
truly appreciate pure wavelengths and colors, manifest powers from unfamiliar Modes in
which they often consider holy. response to environmental pressures. This has
allowed some Chromatic tribes to endure on
Chromatic understanding of light fuels their art
Chrome Prime’s surface, and those within
and appreciation for beauty. Chromatic “choirs” the deepest darkness to gain some clairsen-
perform intricately alluring symphonies of light, tient awareness of their surroundings. What
combining wavelengths across the spectra with pho- changes, if any, subsequent generations of
tokinetic manipulations to build complex interplays space-birthed Chromatics manifest are yet
or surpassing any similar art produced by humans. to be seen.
While Chromatic wall paintings and cave art may ap- Howlers don’t appear to share this rapid de-
pear crude to human eyes, the complexity of layered velopment. While they may have once, their
colors reflect wavelengths when subjected to shift- biokinesis meets so many needs and para-
ing frequencies. Under these conditions, which even doxically resists permanent change to the
young Chromatics can achieve, the seemingly rough howlers.

Chromatic Life 33
can hear — and the echoing approach of howlers on
HOWLER LANGUAGE the hunt alerts and terrifies the people — they don’t
possess a human appreciation for sound. The aliens
Howlers use and rely on sound more than
breathe through oxygen transfer across almost their
Chromatics — especially with their echoloca-
tion abilities — but they don’t more than the entire skin surface, not via air sucked in through
rudiments of a spoken language. Most howl- the mouth and transported to lungs. As such, their
er communication occurs via chemical pher- chest-based mouth is for eating and not producing
omonal signals that subconsciously adjust to complex sounds. This limitation, plus their skill with
match the howler’s mood and intentions. Howl- holographic imagery, sensitivity to slight wavelength
ers are incredibly direct because of this and variations and ability to pick out specifics from ka-
have almost no capacity for subterfuge. When leidoscopic color arrangements, means Chromatic
dealing with other creatures, or if needing to languages focus on visual cues and physical gestures
communicate beyond pheromones, howlers more than sound variations.
use crude grunts and gestures to get by.
Much like humans, Chromatics don’t have a single
culture sharing one true belief and language spread
across the world. The basic environmental truths
do know is only their most intrepid explorers ven-
of Chromatic existence leads to similarities, which
ture deeper than this, and few find their way back.
probably stand out more to external observers than
Some become lost and never manage to discover
they do to the Chromatics. However, photokinetic
another pathway toward the surface. Others fall vic-
ability and the universal use of holographic imag-
tim to rockfalls or starvation as their food and water
ery in their communications means that Chromatics
supplies run dry. And still others die at the hands of
from vastly separated nations can usually still un-
predators just as strong as Chromatics.
derstand each other — at least when attempting to
Below these depths where Chromatics fear to
communicate simple or universal concepts. In effect,
tread is the domain of the howlers.
humans exposed to different Chromatic languages
would probably view them as regional dialects of one
SOUND AND LANGUAGE language and could make translators that communi-
Unlike their faculties with light, Chromatic use cate basics between each other.
of sound is much more limited. Though Chromatics

CHROMATIC COMMUNITY
Most Chromatic communities prefer territo- and luminescent markings to the places where the
ries in the near surface levels near plentiful sup- water reappears with the subterranean version
plies of water. Where possible, dynasties spread of seasons. Wise Chromatics — the shamans and
their populations across caverns on the shores of storytellers — keep the knowledge of these routes
the lakes and subterranean seas. Small villages and how to divine the next water source, passing
find their places along underground rivers and them to apprentices in a visual form of human oral
springs, while nomadic family clans move with traditions. In settled regions, Chromatics write
shifting water flows, following holographic maps and draw maps and diagrams using brightly col-
ored inks. Literacy among the Chromatics is most-
ly limited to scholars, story tellers, scribes, and
ABATING HUNGER clerks, but most settled Chromatics know how to
read maps.
The first level of the Vitakinesis Iatrosis Mode,
Relief, can ease a howler’s hunger and give The largest underground seas are along the plan-
the creature freedom for higher thought. Hu- et’s equatorial region and deeper beneath the surface.
man biotechnicians would have little trouble The extra protection of the layers of rock and dirt
creating Rank 1 bioapps to replicate this above keep the environment close to the Chromatic
effect in formatted users, if they knew of the ideals, and the people traditionally avoid the surface
howlers’ affliction. as much as possible, as the equatorial regions bake in
the harshest sunlight.

34 CHAPTER ONE: THE LIGHT AND THE DARKNESS – THE CHROMATICS


EVOLUTION OF HOLDINGS LINGUISTIC DRIFT
Modern Chromatics — those generations within
the last few hundred years — have increasingly built The interstellar war has brought more Chro-
holdings along the shores of these water sources matics together from so many different dy-
as well. In contrast to the first holdings that were nasties from across the world more than any
highly defendable and protected by tons of rock other event in Chromatic history. This has
and limited access paths, the holdings have evolved
led to a melding of Chromatic languages to
generate a bastardized form that is highly
with Chromatics’ needs. Recent holdings, and those
effective at communicating military and vio-
older constructions that have been renovated and lent concepts between warriors, but limited
expanded, are the towns and cities forming the nex- in its ability to share softer, more intimate
uses of dynastic power within a territory, or are the thoughts and feelings.
semi- or wholly-independent city-states between This unfortunately compounds the isolation
dynasties where Chromatics of different nations can and loneliness experienced by so many
meet and conduct diplomacy and trade. Much like Chromatics undertaking their holy mission
feudal territories of ancient Earth, most Chromatic on behalf of the Witnesses and Bodiless
citizens live and work the lands surrounding the Ones, which leads to more psychological
cities, with the merchants, chieftains, and diplo- injury and misery. It also means that even as
mats maneuvering to serve their interests within humans begin to decipher Chromatic lan-
the holdings. But despite the shift in requirements guage and develop understanding of their
for building new holdings, when trouble threatens, foes, this is heavily biased and less likely to
all friendly Chromatics may shelter within, as dic-
lead humanity to considering Chromatics
as anything other than aggressively unrea-
tated by (now) ancient custom.
sonable aliens. The Doyen are unlikely to
The age of interstellar war has again demanded care about these issues, even if they become
an evolution of holding design and purpose. The first aware of them.
and most well-known of these new holdings is the
industrial zone of the White Sands Holding (Distant
Worlds, p. 77), but other, stranger holdings exist, some The numbers of pilgrims reaching Black Rock
among the asteroids circling Chrome Prime, with oth- Deep has dwindled in the past decades as the inter-
ers somewhere inconceivable to ordinary Chromatics, stellar war effort took the interest of young warriors
in the deep blackness far from the safety of home. and builders and gained the zeal of the religious. The
leaders of Black Rock Deep don’t understand why
BLACK ROCK DEEP HOLDING the Witnesses and Bodiless Ones are so uninterested
Black Rock Deep was the first holding con- in the importance of the holding, but they are aware
structed by the Chromatics. Built to defend against — and concerned — about how many Chromatic sol-
the howlers in the ancient war, Black Rock Deep diers left Black Rock Deep to join the war against the
shows its age in construction techniques and de- corrupters. This has left Black Rock Deep Holding
fensive designs. This ancient holding is renowned exposed to attack, and its leaders desperately hope
among every Chromatic population and draws the howlers remain ignorant of this fact.
many curious or pious Chromatics each year.
Young Chromatics interested in building and con- BROKEN CRYSTAL HOLDING
struction of new holdings and dynastic cavern Built in the cavern where the Corrupters be-
features undertake pilgrimages to study the histo- trayed the Chromatic people’s good faith overtures,
ry of the place and learn from the past. Similarly, the Broken Crystal Holding defends the once open
Chromatics with an interest in the roots of their routes revealed to the Seraphim to bring them from
society or religion also travel to Black Rock Deep the surface to the Chromatic domains. Rather than
Holding to learn more of their past and use this collapse the tunnels and cut themselves off from the
knowledge to inform their future. These travelers opportunity to go above as needed, the neighboring
usually accompany merchant groups and diplo- dynasties all contributed toward construction of the
matic entourages for protection as they move from Broken Crystal Holding.
ancient to more modern holdings as part of their The Chromatics’ affirmed their decision to build
education and apprenticeship. the holding when the angry and vengeful Seraphim

Chromatic Community 35
tried to return to the underground caverns through to dig temporary tunnels between the dwellings to
these tunnels. The watchful Chromatics have re- protect themselves from the sun’s radiation. So far,
pelled them each time. After each attack the human clairsentient surveys haven’t seen the no-
Chromatics redesign the specific traps and hard madic holdings, and the Seraphim haven’t noticed
points to ensure their enemies can’t learn any weak- their difference from brainless sifters in their rare
nesses in their defenses and take advantage of them. aerial surveys of regions beyond their more equato-
The Seraphim have learned this the hard way, los- rial territories.
ing another four of their members in their assaults.
Unfortunately for the Chromatics, the Seraphim are OFF-WORLD HOLDINGS
also using their powers to carefully tunnel from di- The Chromatics adapted their concept of hold-
rectly above the holding and build their own strong- ings to the interstellar campaign, using Doyen-
points from which they can throw quantum fire inspiration, adapted biotechnology, and their own
down upon the hated creatures. Balancing the odds photokinetic abilities to construct space bases. Each
this way makes it impossible to know who’ll triumph is carved from asteroids riddled with artificial tun-
in this confrontation. The united Chromatic efforts nels and caverns for Chromatic living spaces, armor-
should be enough if they can throw off surprise from ies, and fighter bays. These space Holdings are crude
the attack and regroup, but the Seraphim intend to by human standards but give some psychological re-
overwhelm their opponents through massive over- lief to the creeping terror afflicting Chromatics fight-
kill tactics. ing the interstellar war in deep space.

SHIFTING SANDS HOLDING RADIANCE ABOVE HOLDING


The Shifting Sands Holding is alien to most The Chromatics’ first off world holding, built un-
Chromatics. This holding largely exists on the der close guidance from the Witnesses responsible
planet’s surface, and like the surface-dwelling for the knowledge of life support systems and orbital
Sand Walker tribes contributing to its maintenance mechanics, the Radiance Above Holding compris-
and trade, the Shifting Sands Holding is nomadic es eight of the largest asteroids in the ring orbiting
and rarely spends more than several weeks in one Chrome Prime. In a divine display of their power, the
location. Bodiless Ones brought these asteroids into proximity
Unlike other holdings carved from rock far be- and held them close while the Witnesses and their
neath the ground, the Shifting Sands structures are followers tethered the rocks to each other with bio-
akin to tents or huts. The nomadic Chromatics build technology cables manufactured in the White Sands
frames from thin cactus-like stems, dried to a hard Holding’s factories on the planet far below. Wearing
timber and lashed together with ropes woven from new and unfamiliar biotech spacesuits, Chromatic
water weed, traded from dynasties along the un- builders carved out tunnels using their Photokinesis
derground seas. They make the leather canvas from and strange new tools provided for the task. They
preserved sifter (Distant Worlds, p. 74) skins rein- environmentally sealed the interior and implanted
forced and insulated with fern-like fronds glued to embryonic shipyard factories to grow and expand
the skin with a sticky resin melted down from the throughout the artificial caverns and spaces. With
sand eaters’ feces. limited awareness of the science giving life to the
The Shifting Sands Holding, and a few similar bases, Chromatics continue to follow this process
holdings also located in the cooler polar regions, when constructing new off-world holdings.
move along seasonal circuits, and set up at tunnels Radiance Above Holding is now the primary ship-
leading to the subterranean territories of more tra- yard for the Chromatics’ space fleet and serves as a
ditional Chromatic dynasties. Here the different na- temporary home for thousands of Chromatics sup-
tions trade with each other, with both valuing the porting the war effort. A constant stream of ships
rare materials they can’t obtain from their own lands moves between Radiance Above and Chrome Prime,
and lifestyles. resupplying the station and moving Chromatics back
To most observers, these nomadic holdings appear and forth. Radiance Above Holding serves as a first
as herds of smaller sifters. They appear nothing like stop for most interstellar soldiers before they deploy
buildings and their Chromatic residents spend little to battle fronts far from home through the endless
daylight time moving outside the tents and prefer dark sea. This gives them a chance to acclimatize

36 CHAPTER ONE: THE LIGHT AND THE DARKNESS – THE CHROMATICS


before the terror of being even further from Chrome which were less effective than predicated as the hu-
Prime and identifies those incapable of controlling mans adapted quickly and evolved new tactics and
their fear. defenses. Nonetheless, the people were winning un-
til 2117, when the Corrupters returned.
SHINING CLOUD HOLDING That the humans brought Corrupters to save
The Chromatics of Shining Cloud Holding are them terrified the Chromatics and reaffirmed their
desperate and afraid. After Radiance Above Holding, justification for dark war. The Corrupters obliter-
Shining Cloud was the second off world holding and ated a huge portion of the people’s strike force in
the Chromatics’ first extrasolar construction effort. an instant which panicked the Chromatics into
Unfortunately, Shining Cloud Holding has become retreat. Even more devastating to the Chromatics,
far more permanent than originally intended. the Doyen overseeing the Chromatic offensive
When the Witnesses guided the first strike fleet to the — without the knowledge of the people — pan-
Crab Nebula in 2115 at the instruction of the Bodiless icked at this development and fled the nebula.
Ones, they had no intention for this to be a protracted Soon afterward, the Bodiless Ones informed the
battle front. The Chromatic strike force aimed to over- Witnesses of the demise of Shining Cloud Holding
whelm human defenses with their devastating first to the Corrupters, and that Chromatics couldn’t
strike and then triumphantly return to Chrome Prime. return to the area.
The humans proved more resilient than the Chromatics Now, the Chromatics of Shining Cloud fight
estimated, fighting with a desperation culminating in to survive. Driven by dedication to the rightness
them sacrificing an important part of their own holding of their cause, reinforced by the appearance of
to repel the Chromatics and force a stalemate. Corrupters at Karroo, the people are unwilling to
The Chromatics withdrew to Chrome Prime and surrender or to not fight the enemy. Their morale
the Witnesses hatched a revised plan. the humans erodes further each day and their food supplies
only had so many parts of their holding to lose; the dwindle ever further. Now, unexpectedly, the sol-
people would win by attrition. The Witnesses re- diers of Shining Cloud have birthed a new gener-
turned a fleet to the shattered asteroid field near ation, the first eggs to hatch away from Chrome
Karroo and cobbled together Shining Cloud as a tem- Prime. These young are their only respite and joy,
porary resupply point. Afterward, the Chromatics apart from watching the beautiful lights of the Crab
launched waves of attacks from Shining Cloud, Nebula swirling around them.

CREATING CHROMATIC CHARACTERS


Creating a Chromatic character follows many of — can rise to Tier 3 through Experience. Such char-
the same steps as human characters with the chang- acters have a greater command of Psi and a more ex-
es listed below. Importantly, players must check with tensive range of psi powers than others.
their Storyguides on the suitability of players using
such characters for their stories. NAMES
Chromatic infants don’t receive their own name
STEP ONE: CONCEPT from birth. Instead, they must earn their name
At the concept stage, the player should decide through deed. Until this point, most Chromatics
what kind of character she wants to play. She should refer to the youngling by their dynasty, clan, and
consider how far beneath the surface her character family names, possibly adding a birth order if they
hatched, whether she belongs to a dynasty, a holding, require specificity. Parents have minor affectionate
or is part of the war effort, and what role she plays in- names for their offspring, often based on some em-
side this society. These decisions inform the player’s barrassing misadventure or unfortunate attribute
choice of Paths for the character. the child displays. Such nicknames aren’t insulting,
but reinforce to the child the need to establish them-
TIER selves as an individual with their own deeds.
Chromatics begin as Tier 2 characters, but heroic
and driven individuals — such as player’s characters

Creating Chromatic Characters 37


CHROMATIC PSI TRAIT
Mode Target Psi
Psi Description Maximum* Attunement Range Number Points
• Juvenile Chromatic 2/1/1 Close 8 5
•• Young Chromatic 3/2/2 Short 8 7
••• Adult Chromatic 5/3/2 Medium 8 10
•••• Wizened Chromatic 5/3/3 Long 8 15
••••• Heroic Chromatic 5/4/3 Extreme (1 kilometer) 8 20
••••• • Pinnacle Chromatic/ 6/4/4 Extreme (10 kilometers) 7 30
Witness
* Refers to Photokinesis/Thermokinesis/Electromanipulation, in that order.

STEP TWO: PATHS


During step two of character generation, the play-
er chooses Origin, Role, and Society Paths for her
character. Chromatic characters raised on Chrome
Prime usually choose from the traditional Paths
beginning on p. 40, but Chromatics with unusu-
al backgrounds or concepts — such as those raised
off-world as part of the interstellar dark war effort
— can choose from the Origin or Role Paths from the
Trinity Continuum Corebook (pp. 41-44), with the
Storyguide’s permission.

STEP THREE: SKILLS,


SKILL TRICKS, AND
SPECIALTIES
Players complete this step as explained in the
Trinity Continuum Corebook (p. 37).

STEP FOUR:
ATTRIBUTES
Players complete this step as explained in the
Trinity Continuum Corebook (p. 37-38).

STEP FIVE: APPLY


CHROMATIC TEMPLATE
These rules replace this step from the Trinity
Continuum Corebook (p. 38). Unless players
are deliberately creating characters as children,
Chromatic characters begin with Psi Trait 2 and
two dots in Photokinesis, as well as two addi-
tional dots to distribute among the Photokinesis,
Thermokinesis, or Electromanipulation Modes.

38 CHAPTER ONE: THE LIGHT AND THE DARKNESS – THE CHROMATICS


CHROMATIC EXPERIENCE COSTS
Trait Change Cost
Psi Trait Add one dot to the character’s Psi Trait (Psi 1 to Psi 5) 12 Experience
Psi Trait Add one dot to the character’s Psi Trait (Psi 5 to Psi 6) 30 Experience
Mode Dot Add one dot in Photokinesis 6 Experience
Mode Dot Add one dot in a non-Photokinesis Mode 8 Experience

Unlike humans, Chromatics don’t suffer psionic


Dysfunction (Trinity Continuum: Æon, p. 208).
CHROMATICS AND
Chromatic characters gain the Basic Powers of all
AUXILIARY MODES
Aptitudes in which they have Modes. Though most Chromatics only have their
Additionally, every Chromatic character auto- standard Modes, up to 10% of the popula-
matically gains the Natural Photokinesis, Thermal tion can purchase single dots in Technokine-
Sensing, and Zero-G Familiarity Edges at no cost. sis, Telekinesis and Perikinesis as Auxiliary
Modes. This includes all player’s characters.
Chromatics with Psi 6 can purchase up to
two dots in these Auxiliary Modes.

Chromatics can’t take Favored Mode


(Trinity Continuum: Æon, p. 128) for
Photokinesis but can purchase this Edge for
one of their other Modes.

STEP SIX:
FINISHING TOUCHES
Gain bonus traits (Trinity Continuum Corebook,
p. 38), and calculate Health and Defense rating.

CHARACTER
ADVANCEMENT
While Chromatic characters mostly advance
the same as other characters, some differences ex-
ist. Unless otherwise specified in the table below,
Chromatics use the same experience costs as psion
characters (Trinity Continuum: Æon, p. 124).

CHROMATIC EDGES
Chromatics can learn most Edges available to
psions but can’t gain Augmentation Edges except
Increased Tolerance (Trinity Continuum: Æon, p.
127) without the Storyguide’s approval.

Creating Chromatic Characters 39


NATURAL PHOTOKINESIS (••) ZERO-G FAMILIARITY (•)
Prerequisite: Chromatic only Prerequisite: Chromatic only
Chromatics exhibit an astonishing degree of con- Your character is more comfortable in mi-
trol over their ability to absorb and channel light. cro-gravity environments than humans. She gains 1
While they’re not necessarily capable of feats beyond Enhancement to make zero-g maneuver rolls.
human capacity, their ability to manipulate light is
as natural to them as walking. The character gains CHROMATIC PATHS
2 Enhancement to any rolls involving Photokinesis, The following Paths are generally only available to
and reduces the psi cost by 1 (to a minimum of 0). Chromatics.

RADIANCE WALKER (•••) BIOSHIP PILOT


Prerequisite: Chromatic only, Surface Origin (CHROMATIC ROLE)
Path only.
Prerequisite: Chromatic character
Your character belongs to one of the unusual
Your character is part of a new type of warrior,
tribes who live much of their lives on the surface.
taking to the skies and stars in one of the Witness’
The evolutionary pressure on the generations who
new bioships. Many warriors dedicate some of their
lived and died on the surface have changed their de-
time learning to pilot these vessels, but you focused
scendants. Your character can take up to two dots in
on nothing else to become the best and earn your
the Biokinesis Adaptation Mode, though this Edge
name.
doesn’t provide any free dots. Your character also
Example Connections: Bioship technicians,
gains the Biokinesis Basic Power Biosense (Trinity
cocky pilot cliques, interstellar ground warriors, ori-
Continuum: Æon, p. 210).
gin tribe members
THERMAL SENSING (•) Skills: Athletics, Aim, Pilot, Technology
Prerequisite: Chromatic only Edges: Ambidextrous, Breath Control, Danger
Sense, Direction Sense, Hair Trigger Reflexes, Hardy
The character can sense light and heat through
•-••, Iron Will •, Lightning Calculator, Keen Sense
the eyespots on her body, including body heat, which
(Sight), Small Unit Tactics, Tough Cookie
makes it difficult to sneak up on her. Your charac-
ter can make an Awareness roll to notice someone’s BUILDER (CHROMATIC ROLE)
presence no matter from what direction they ap-
Prerequisite: Chromatic character
proach. If successful, the character perceives the
thermal signature and may react appropriately. Heat Your character is a Chromatic interested in con-
suppressants (such as flame-retardant foam or ap- structing holdings, designing defenses, customiz-
propriate psi abilities) increase the Difficulty of such ing caverns, and inventing new ways of improving
rolls by 3. Chromatic life. Whether inventor or architect, she
specializes in identifying problems and developing
TRUE SEER (•••••) solutions. Dynasties have high regard for Builders
and their skills, as does the war effort as Builders
Prerequisite: Chromatic only
turn their talents toward unlocking biotechnology’s
Your character possesses a rare mutation providing
secrets.
access to up to two dots in each of the Clairsentience
Example Connections: Merchants, dynastic
Modes as well as the Clairsentient Basic Powers. The
planners, esoteric materials Gatherers, military
character doesn’t gain any free dots in those Modes
biotechnicians
and must purchase these from either the character’s
starting allocation or with Experience. Chromatic Skills: Culture, Enigmas, Persuasion, Technology
dynasties value people with this gift but also treat Edges: Artistic Talent, Direction Sense, Fame
them with suspicion and fear. After all, only mon- •-••, Library, Patron, Photographic Memory •-••,
sters from the darkness see without light. Few dy- Weak Spots
nasties allow these characters to gain positions of
power or authority.

40 CHAPTER ONE: THE LIGHT AND THE DARKNESS – THE CHROMATICS


DEEP Example Connections: Caverns explorers, hold-
ings traders, nomadic wanderers, roving warbands
(CHROMATIC ORIGIN)
Skills: Athletics, Culture, Enigmas, Persuasion
Prerequisite: Chromatic character
Edges: Always Prepared, Animal Ken, Breath
Your character comes from the dynasties residing
Control, Danger Sense, Direction Sense, Hair Trigger
in the deepest territories, far from the surface light.
Reflexes, Hardy •-••, Iron Will •, Keen Sense (Sight),
These Chromatics make do in dryer climates than
Keen Sense (Scent), Photographic Memory •, Skilled
those above them, with few water sources filtering
Liar
down to the deeps. These territories are still much
shallower than the unknown black depths where HOLDING DWELLER
howlers dwell, but those nightmares make common
enough appearances that these Chromatics are con-
(CHROMATIC SOCIETY)
stantly alert to the danger. Prerequisite: Chromatic character
Example Connections: Darkness trappers, howl- Your character lives apart from dynastic lands
er seekers, illumination tenders, territory defenders and dwells within one of the legendary holdings.
Skills: Athletics, Close Combat, Enigmas, Survival She may be a merchant, provide services for trav-
elers or other holding dwellers, or prey on the
Edges: Always Prepared, Danger Sense, Direction
unwary to steal their goods. Whatever role she
Sense, Hair Trigger Reflexes, Hardy •, Iron Will •,
plays, the holding dweller is keenly attuned to
Keen Sense (Hearing), Swift, Tough Cookie, True
the frequent shifts in the holding’s complex social
Seer
interactions.
DYNASTIC LEADER Path Concepts: Holographic entertainer, mer-
chant trader, name seeker, thief
(CHROMATIC SOCIETY)
Example Connections: Defense Builders, dynas-
Prerequisite: Chromatic character
tic entourage, light artists, mercenary companies
Your character leads traditional Chromatic soci-
Skills: Culture, Empathy, Medicine, Survival
ety and adheres to the principles of civilization and
Edges: Animal Ken, Artistic Talent (Any) •,
diplomacy. Some leaders seek power for their own
Direction Sense, Hair Trigger Reflexes, Hardy •, Iron
benefit, but many dynastic leaders want peace and
Will •, Library •, Patron •, Photographic Memory •,
prosperity for their people and must trade and make
Safe House, Skilled Liar, Wealth •-••
difficult decisions to accomplish this. The sudden
shift in Chromatic society by the Witnesses unsettles
LORE-KEEPER
dynastic chiefs, especially losing so many of their
people to a war they can’t see. (CHROMATIC ROLE)
Path Concepts: Diplomatic envoy, heir apparent, Prerequisite: Chromatic character
minor noble, tribal peacemaker Your character specializes in learning the his-
Example Connections: Dynasty soldiers, foreign tory and stories shaping Chromatic civilization,
envoys, holdings power brokers, loyal spies and using this knowledge to educate the people
Skills: Command, Empathy, Integrity, Persuasion around her. Lore-keepers frequently travel be-
tween holdings and dynasties, collecting new
Edges: Fame, Iron Will •-••, Patron, Safe House,
information and trading with what they already
Skilled Liar, Striking, Wealth •-•••
know. The lore-keeper’s welcome usually depends
GATHERER (CHROMATIC ROLE) on the scandal or sedition she spreads with her
knowledge.
Prerequisite: Chromatic character
Example Connections: Mercenary companies,
Your character serves a vital but often overlooked
nomadic shamans, religious wanderers, tribal healers
role in Chromatic society. She doesn’t stand on the
Skills: Culture, Empathy, Humanities, Medicine
front lines or design new holdings. She ensures pop-
ulation survival by finding minerals and other re- Edges: Artistic Talent (Performer), Direction
sources, tending and harvesting nutritious or medic- Sense, Library, Photographic Memory, Iron Will
inal plants, and hunting animals to feed the largely •-••, Fame
carnivorous Chromatics.

Creating Chromatic Characters 41


OFF-WORLD surface. Despite the name, these levels descend sev-
eral kilometers beneath the surface, and include
(CHROMATIC ORIGIN)
those areas where underground rivers, seas, and
Prerequisite: Chromatic character oceans are most plentiful.
Your character is one of the newest generation Example Connections: Dynastic and holdings
of Chromatics, a surprise the people never expect- envoys, surface nomads, wandering pilgrims, war ef-
ed. You may be one of the first who has just made a fort recruiters
name for herself, or you may be coming into adoles-
Skills: Athletics, Persuasion, Medicine, Survival
cence and yet to distinguish yourself. You are home
Edges: Ambidextrous, Animal Ken •, Artistic
in the war effort’s artificial biotechnological environ-
Talent, Breath Control, Direction Sense, Enhanced
ments and your only connection to Chrome Prime is
Attunement, Favored Mode, Hair Trigger Reflexes,
through stories and legends.
Hardy •-••, Iron Will •, Swift
Example Connections: Biotechnicians, warrior
squads, Witness preachers, zero-g Builders SURFACE (CHROMATIC ORIGIN)
Skills: Athletics, Pilot, Survival, Technology
Prerequisite: Chromatic character
Edges: Always Prepared, Ambidextrous, Breath
Your character is a member of the rare tribes who
Control, Danger Sense, Hair Trigger Reflexes, Hardy
either dwell on the planet’s surface, or spend much
•-••, Iron Will •, Lightning Calculator, Photographic
of their time above ground and live in tunnels just be-
Memory •-••, Small Unit Tactics, Swift
neath the surface. Many of these Chromatics evolved
noetic capabilities to survive Chrome Prime’s harsh,
RELIGIOUS PILGRIM
dry surface environment.
(CHROMATIC SOCIETY)
Example Connections: Corrupter trackers, sand
Prerequisite: Chromatic character hunters, Shallows dynasts, war effort traders
Your character seeks meaning in this flesh- Skills: Culture, Close Combat, Survival,
bound stage of Chromatic existence. She may Technology
search for her own epiphany or enlightenment,
Edges: Adrenaline Spike, Danger Sense, Direction
or perhaps she follows the Witnesses and ac-
Sense, Hair Trigger Reflexes, Hardy •-••, Iron Will •,
cepts as truth the wisdom passed down from the
Small Unit Tactics, Radiance Walker, Tough Cookie
Bodiless Ones. Religious pilgrims are common
travelers between dynastic territories and form a WARRIOR (CHROMATIC ROLE)
considerable portion of the war effort’s support
Prerequisite: Chromatic character
workforce.
Your character is the classic Chromatic from hu-
Path Concepts: Follower of old ways, truth seek-
man tales. She could be a soldier in the Witness’ in-
er, wandering prophet, Witness disciple
terstellar war, a member of a dynastic army or guard,
Example Connections: Holdings merchants, or maybe a wandering adventurer selling her ser-
interstellar warriors, knowledge seekers, religious vices between holdings and territories.
flock
Example Connections: Dynastic companies,
Skills: Culture, Empathy, Enigmas, Survival holdings mercenaries, howler hunters, war effort
Edges: Artistic Talent (Performer), Direction recruiters
Sense, Hardy •, Iron Will •, Library •-••, Patron, Skills: Aim, Athletics, Close Combat, Integrity
Photographic Memory •-••, Skilled Liar
Edges: Adrenaline Spike, Ambidextrous, Breath
SHALLOW (CHROMATIC ORIGIN) Control, Danger Sense, Direction Sense, Hair Trigger
Reflexes, Hardy •-••, Iron Will •-••, Small Unit
Prerequisite: Chromatic character
Tactics, Tough Cookie
Like most Chromatics, your character grew up
in the tunnels and caverns close to Chrome Prime’s

42 CHAPTER ONE: THE LIGHT AND THE DARKNESS – THE CHROMATICS


TELLING CHROMATIC STORIES
Of the three species of playable aliens described abandoned the inhabitants of Shining Cloud Holding
in this book, the Chromatics are the most challeng- in the Crab Nebula, cutting them off from their
ing to incorporate into scenarios and campaigns, home world. While they could easily fight humans
because currently the Chromatics are at war with to the death, perhaps some of them begin to question
humanity. There are several ways to deal with this the edicts of the Witnesses and the Bodiless ones.
issue. The simplest is to set the story after the in- Alternatively, peace could start with an accident.
vasion of Chrome Prime (see Trinity Continuum: The Crab Nebula is far from safe, and maybe a small
Æon, pp. 364-365 for a brief outline of this invasion). Chromatic vehicle and a human asteroid mining ves-
At this point not only is Chrome Prime conquered, sel from Karroo both crash on the same asteroid —
but at least some Chromatics have seen the Bodiless possibly because the Chromatic vessel was attempt-
Ones are only using the Chromatics and won’t hesi- ing to attack the human spacecraft. At this point,
tate to kill them. A growing number of Chromatics the humans and the Chromatics must cooperate
have also learned that most humans are also the foes to get off the asteroid. Such an incident could help
of the Aberrants who attacked them. build trust between the humans on Karroo and the
One possible start to a story with one or two Chromatics on Shining Cloud Holding. Maybe the
Chromatic characters would be for them to be Chromatics and the people of Karroo Mining Colony
working with Legion or Æon Trinity forces to can make peace. Perhaps some of the Chromatics
hunt down the remaining Seraphim. This mission end up working with Æon Trinity to attempt to lib-
would help build trust between the Chromatics erate Chrome Prime from the Doyen, and free the
and the humans they are working with, and could captured teleporters.
lead to these Chromatics working with the same Scenarios or stories involving Chromatics do
team of humans to fight Aberrants on Khantze Lu not need to involve war. Perhaps six months or
Ge, or some other world, like Scream (see Distant a year after the Chromatics from Shining Cloud
Worlds, p. 98) which is infested with Aberrants. Holding make peace with the humans in Karroo
Also, there’s always the solution that Otha Herzog, Mining Colony, one or two of the Chromatics want
or one of the other senior clears in ISRA has a vi- to join an interstellar scouting mission. A telepath
sion of one or two individual Chromatics working can make certain their desire to help explore the
with a specific team of psions or other humans galaxy is sincere, and a clear could even reveal
to accomplish some important goal. In this case, their presence might be crucial to the success of
it’s reasonable to assume any Chromatic who ap- one or more missions. However, both Storyguides
peared in such a vision would be almost certain to and players need to keep in mind that any scenario
agree to join such a team. involving humans working with Chromatics will
There’s no necessity for Chromatic characters to be one of the first missions of its kind. Both the
only appear in a story after the invasion of Chrome humans and the Chromatics involved in any such
Prime. A story could entirely consist of Chromatics missions will have difficulty trusting each other,
on Chrome Prime who start off attempting to hunt since both sides were involved in a particularly vi-
down the remaining Seraphim, and eventually wit- cious war no more than a year before. Regardless
ness evidence of Doyen duplicity. After this reve- of the nature of the scenarios or the story as a
lation, these Chromatics might work to oppose the whole, an important part of it will be the humans
Bodiless Ones and their Witnesses. They could and Chromatics gradually learning to trust and
even discover a way to sabotage the teleporta- rely upon one another. Also, both the humans and
tion dampeners (Distant Worlds, p. 77), and free the Chromatics involved in any such scenarios will
some or all of the imprisoned teleporters. These face doubt and criticism from other members of
Chromatics might then need to flee the wrath of their species because they are working with “the
the Bodiless Ones, and could end up on Earth in enemy.”
the company of one or more teleporters indebted Even once humanity has driven the Doyen off of
to them for their freedom. Chrome Prime and the war with the Chromatics
Other options are also possible — the Doyen is over, building large scale trust between hu-
mans and Chromatics will take years. Chromatic

Telling Chromatic Stories 43


characters visiting Earth or Luna, except as part for Chromatic characters, but their understanding of
of special diplomatic missions where they have and ability to work with technology is far more lim-
minimal contact with the public, simply does not ited than that of humans, Coalition phyle, Listeners,
make sense — the potential for violence is too high. or Qin.
Similarly, humans visiting Chrome Prime, except In contrast, scenarios involving personal honor,
as part of a carefully managed UN or Æon Trinity and conflicts between loyalty or friendship and
program also does not make sense. However, even honor are excellent choices. Also, the Doyen are
within these constraints, it’s possible to create using and deceiving their entire species. Scenarios
situations where a mixed group of human and where one or more characters must decide what
Chromatic characters makes sense. is true and what they should do in response to re-
alizing this truth in the face of conflicting infor-
CHROMATIC THEMES mation and loyalties are also excellent choices for
In addition to having potent noetic powers and be- Chromatic characters. Chromatics are not feudal
ing naturally gifted at Photokinesis, Chromatics also knights with four eyes and impressive noetic pow-
belong to a Bronze Age culture based on personal ers, but stories of knights and honor can be an ex-
honor and clan loyalty. While they’re industrializing, cellent source of inspiration for scenarios involv-
and Chromatics are just as intelligent and possess ing Chromatic characters.
just as much innate ability to understand science Every Chromatic must earn their name through
and develop new inventions, they began industrial- an impressive deed. A Chromatic character may
izing very recently and even most of those who use not yet have earned their name, and this could pro-
the noetic biotech the Doyen gave them have little vide excellent motivation for this character’s ac-
understanding of how it work, or what they might tions. Defeating Aberrants or similarly deadly foes
be able to do to improve or modify it. Scenarios in- is one obvious method of earning their name, but
volving science and technology can potentially work combat is far from the only way. A Chromatic who

44 CHAPTER ONE: THE LIGHT AND THE DARKNESS – THE CHROMATICS


discovered a new world where Chromatics could earn a name. However, less world-shaking deeds
live and then found a way to convince humanity can also serve the same purpose. A Chromatic
to allow their species to use this world could earn could earn a name by creating a useful new in-
truly incredible amounts of acclaim and be ever vention. Alternately, perhaps the character is one
after known as Worldbringer. Helping to discov- of the few Chromatics with clairsentience and
er the truth about the Doyen or to make peace pilots a Leviathan jump ship, earning the name
with humanity would also be impressive ways to Starjumper.

Telling Chromatic Stories 45


You like being ordered about?
It is all we crave.
Why’s that, then?
We have nothing else in life.
Yeah, well, I used to think like that. Long time ago.
– Rose Tyler and an Ood; Doctor Who, “The Impossible Planet”

WANDERING IN THE VOID


The Coalition have largely forgotten the name of themselves in the target’s own language. If the dis-
their homeworld. It exists in historical records, but covered species has spread beyond its homeworld,
none have spoken of it in centuries. The progenitors the Coalition approaches an outpost or space station
fled that place millennia ago, rejecting noetics to first. Envoys then reach out via signals or a shuttle to
seek perfection via genetic engineering. They streak make contact.
through the universe in more than a dozen Arks at Any diplomacy is a ruse, intended to determine
near-light speed, stopping only to ransack worlds for other species’ capabilities, find out what they have
biological material to improve their own genetic mix to offer, and how easily Coalition forces can subdue
and species to enslave and engineer into living tools. them. Communication with worlds of Industrial Age
They continue to spread out this way (barring those or earlier development rarely progresses beyond a
on Yarran, see below), and it is humanity’s good for- token gesture for observation purposes. The envoys
tune to have only encountered one Ark thus far. hold their cards close to the chest such that most tar-
The Coalition’s ship-bound civilization travels gets don’t even know the progenitors exist until it’s
between worlds like locusts, feeding and leaving be- too late. The Coalition can be patient, it’s willing to
hind wastelands as their own culture stagnates. The spend months to discover or engineer a vulnerabili-
progenitors continually modify themselves and their ty. Envoys look for fracture points in a tense political
servants, but will likely never reach a point where structure, while sasqs might seek gaps in a planet’s
they decide they can stop or change. The Arks some- defense grid.
times cross paths with each other and share servi- Once they confirm the world is unequipped to
tors, but for the most part each ship likely looks like a defend itself, they move straight to conquest. They
completely different civilization inside until a visitor strike hard and fast, bombarding from the air (re-
reaches the dark heart of the vessel. sorting to fusion bombs or worse against advanced
The Coalition moves from star to star, seeking or psi-using societies) and sending down seeming-
signs of civilization. As they travel, they watch for ly-endless armies of spinals. When a civilization
any hints of unfamiliar technology. This might be as can properly fight back, after an opening battle the
simple as a broadcast signal or a probe seeking alien Coalition may capture a colony or outpost. They typ-
life. It could be a spaceship on an exploratory mis- ically offer to break off hostilities and move on, in ex-
sion or a derelict to be picked over. They analyze it to change for a tribute of captives. Sometimes this is a
find out where it came from. If it’s a ship with a live ploy to buy time for a larger attack, but if the return
crew, they suffer a “regrettable accident” due to a on investment for a full siege looks bad, then the of-
“‘misunderstanding” so the envoys can make a show fer is sincere.
of both vulnerability and strength when they contact If the attack continues, the progenitors quick-
the ship’s home planet. ly take apart everything that might be useful. They
When a Coalition Ark discovers a system hosting send machines called “threshers” to churn up swaths
sentient life, they determine their level of advance- of the planet’s surface, sifting useful biomatter sam-
ment and if they might be open to diplomatic over- ples out of the mess. Meanwhile, drones and sasqs
tures. This is easy enough, especially if they come retrieve whole plants and animals that may be use-
armed with sufficient information to introduce ful for experimentation. The progenitors’ forces also

Wandering in the Void 47


capture native sentients for study, either to serve as were already extremely advanced when they began.
fodder for genetic modifications or with the intent Most of the time, all that survives are genetic data-
of reshaping them into yet another of the servitor bases and archives of the conquered worlds’ digital
phyle. They’ve been doing this a long time, and they media, saved for personal entertainment.

SOCIETY IN A BOTTLE
The Arks are more than 70 kilometers long and and again a vault will serve as a prop in a diplomatic
capable of comfortably housing a billion life forms, performance to impress guests.
with interior sections layered like an onion. Cargo The progenitors engineer, remix, and “perfect” the
bays, hangars, and mineral processing areas lay parks’ life forms for their own amusement, creating
against the outer hull. The next layer inward consists them from samples taken from encountered worlds.
largely of massive dormitories, each one resembling Like genetic bonsai, the progenitors build improved
a self-contained arcology and housing one of the examples of plant and animal species simply to prove
servitor phyle types and enough support and tech- they can, and to demonstrate mastery over their sci-
nical staff to maintain it. The bulkheads and inner entific skills. Servitors with clear heads and strong
walls are decorated with flowing script, a written wills are learning to appreciate these quiet places to
form of the Coalition language that conveys meaning reflect — and hide, when necessary.
through form and color. The written messages, most- The Arks are entirely hardtech, owing to the pro-
ly navigational aids the servitors don’t need, are in- genitors’ rejection of noetics (Trinity Continuum:
tended to give outsiders the impression of a peaceful Æon, p. 362), but they are centuries in advance of
craft crewed by multiple species working together in anything neutrals can create or even fully under-
harmony. stand. The Coalition scavenges for materials and
A handful of sections devoted to diplomatic quar- technology to repair or improve the ships when
ters straddle the informal boundaries between the necessary, but some structures date back to the
outermost area and the servitor dormitories. Readily Coalition’s original exodus from their homeworld.
accessible from the cargo bays and hangars on one Zero-point cells power the ships by drawing energy
side and envoy dorms on the other, the rooms easily from fluctuations in the vacuum of space. Magnetic
reconfigure to accommodate guests’ environmental scoops collect interstellar hydrogen to feed into the
needs and can house individual visitors as well as ex- engines where the accelerated hydrogen plasma can
tensive entourages. Ballroom-sized chambers, dec- take an Ark to remarkably close to the speed of light.
orated and furnished, receive ambassadors who’ve The Coalition’s larger equipment and vehicles run
yet to realize the Coalition’s plans for them or their on miniature hyperfusion reactors and high density
world. batteries depending on power needs.
The core contains the control and engineering Ark computers are intuitive, interfaced via neural
sectors, various scientific workshops and medi- link through skin contact with a control surface. The
cal facilities, and the progenitors’ living quarters. ship has displays but normally transmits data to the
Hydroponics labs and installations akin to farms sit user across the link, where it manifests as visual and
at the borders of the core and servitor living areas, auditory hallucinations similar to augmented reality.
where progenitors can tinker with the food supply When progenitors need to securely move data be-
from one end and workers can enter from the other. tween devices, they have portable drives the size and
Depending on their ranking and assignments, a giv- shape of a marker, with capacitive surfaces on the
en progenitor may go years without passing into the tip and at the base, through which the user accesses
servitors’ living space. the system and then draws data into the drive like a
Parks and gallery-like vaults fill in gaps between syringe. Non-progenitors can use the drives, though
larger chambers throughout the servitors’ layer. they rarely have legitimate reason or opportunity to
These sections house creatures and artifacts taken do so.
from worlds that suffered the Coalition’s presence. The computers’ automated systems are roughly
The ersatz trophy rooms often go neglected by pro- comparable to typical Earth SIs in function. They
genitors content to know they’re there. Every now lack the personality and responsiveness ascribed

48 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


COMPATIBLE SOFTWARE THE ONGOING WORK
Most servitors’ days are simple. The progeni-
The Coalition’s computers are not restricted tors send envoys to assign tasks to the other phyle
by species — to accommodate the sheer based on their engineered specialties — basic labor
number of existing and potential phyle, for drones, technical repair and maintenance for
any sapient being with capacitive skin, a sasqs, and security for spinals. Different phyle types
compatible carbon-based biology, and a
normally only interact when work requires it. The
nervous system can access them. For most
outsiders, the strangeness of the experience Coalition’s current degree of engagement deter-
results in a level 4 Complication to using mines the exact tasks, but nobody gets time off just
Coalition computers, until the Storyguide because they are not currently pillaging a world.
deems them experienced enough to reduce The progenitors largely leave the other phyle alone,
or bypass it ― failure to buy off this Compli- as long as quotas get met, nobody breaks anything
cation results in either finding only partial in- big, and none of the progenitors don’t have an itch
formation about a topic or making changes to experiment.
that either only do part of what is desired or The Arks’ day-cycle approximates their planet of
which instantly alert the sasqs or progenitors
origin’s 22.23-hour day. The servants spend most of
monitoring the computers that someone is
making unauthorized changes. Edges and it toiling with little complaint, conditioned to see the
Gifts reflecting technological proficiency ap- work as fulfilling. They’re not robots, but the work-
ply to these rolls as normal, and at the Sto- place rivalries and internal politics seen among oth-
ryguide’s discretion other factors may affect er races are rare among servitor phyle and few phyle
the Difficulty. Language barriers impose no even understand ambition as a concept.
additional Difficulty or Complications to use Relationship pairings are traditionally between
the system itself. Either the systems being ac- caste members, based on compatibility as workers
cessed can handle their own translations, or or the desire to produce strong offspring. Same-sex
the language barrier is a drop in the bucket or interphyle pairings are not punished, but they are
compared to other issues.
quietly (and unsuccessfully) discouraged as “point-
Technokinesis works normally on Ark sys- less” by their masters. No phyle are forced into any
tems, and anyone with one or more dots in sort of relationship, nor are they forced to breed.
the Mode can ignore the Difficulty increase.
In addition, the Computer Enhancement Workers eat in what can best be described as a
Edge (Trinity Continuum: Æon, p. 126) commissary, issued bowls of slurries and pastes made
not only negates the penalty altogether but of a blend of farmed meat and vegetables, vat-grown
still applies its usual bonuses. Both Technoki- proteins, and recycled biomatter. The exact mix-
nesis and the Computer Enhancement Edge tures change but remain perfectly balanced for their
provide means of connecting personal mini- needs, and the phyle neither know nor care where it
comps to the Ark computer. Otherwise, ap- all comes from. They receive a daily ration of a thick,
plying hacking tools or other software to a beer-like liquid to promote docility in the populace.
Coalition computer is possible but requires The water is recycled through extensive mechanical
equipment and time.
and biological systems. While there are creatures
analogous to cattle on the ship, only the progenitors
get traditional meals of meat and vegetables by Earth
to Earth agents, and this is by design. The progen-
standards; the dregs go into the servants’ slurry.
itors don’t trust anything they cannot mutate into
compliance or influence with pheromones, so many RANK AND FILE
living servitors (particularly envoys) perform tasks
Rank among the servant phyle is based on age and
other cultures have long-ago relegated to automated
experience with each caste having its own hierarchy,
systems. Some progenitors’ private servers and file
typically broken down into four tiers. Specifics vary
spaces may host custom agents, but these are rarely
by phyle and sector, but the basics remain the same:
used for anything more than organizing and protect-
Older individuals direct the younger ones, delegat-
ing personal files.
ing responsibilities and assigning specific jobs as ap-
propriate. The working phyles’ clothing is designed

Society in a Bottle 49
around this — the higher the rank, the brighter the consuming digital entertainment, the progenitors
fabric, to make it easy to find who’s in charge in any experiment with building better servitors or crea-
given grouping. tures for the parks. They endeavor to build life forms
The caste in charge varies by context. Sasqs oversee as aesthetically pleasing under the microscope as
highly-technical tasks, utilizing other phyle as needed. they are viable survivors. Many such experiments
Spinals aren’t leaders, but when they unfurl their blade- wind up recycled into fertilizer for the hydroponics
like arms they become the center of the room. Envoys or biomatter for the servitors’ food systems. Often
are at the forefront of any diplomatic efforts, and out- there’s nothing really wrong with them, especial-
siders often mistake them for Coalition leadership until ly with servitor experiments, but they’re discarded
they learn otherwise. Outside of that scenario, to say an merely for being unimpressive.
envoy outranks a spinal is to say the radio outranks the
soldier. Drones, lacking any specialized skill set, are the THE LIFE CYCLE
lowest in any situation. The makers create workers in a lab using artificial
The progenitors possess a stricter hierarchy, orga- womb-tanks they’ve perfected over the centuries,
nizing themselves into four ranks, named (from low- and they do so in one of two ways. Usually, progen-
est to highest) “scalpel,” ”syringe,” “vat,” and “hands.” itors make servitors in batches of about 500 (de-
The lowest ranks are assistants and tool-holders, pending on how stable the batch is), genetically di-
while the highest get to make top-level policy deci- verse enough to sustain a breeding population. They
sions and reorganize experiments and projects. The can create or selectively alter individual phyle, but
higher one’s rank, the more important/interesting usually produce more experimental designs in test
one’s duties and the more freedom to pursue person- batches of up to 20 sterile individuals. A given lab
al projects. will often only ever produce one specific caste, bar-
Movement between progenitor ranks happens ring reorganizations. Each individual is numbered
through an ongoing intrigue of political maneuver- and the batch is folded into an existing dormitory or
ing, scientific achievement, and the occasional assas- given an empty one, and a few older members of the
sination. Conspiracy to them is like a sport without same species from another batch train them.
end, complete with an arcane point system that only The phyle are crafted with two biological sexes, are
makes sense to those raised within it. Even most capable of sexual reproduction with others of the same
envoys don’t get to see enough of the progenitors’ species, and experience live birth. This makes it easier
machinations to decipher it. to track specific bloodlines and let the phyle breed on
their own without needing any sort of medical interfer-
OFF-DUTY ence. The phyle experience short pregnancies, one to
The servitor phyle have an awkward relationship three months depending on caste and whatever mods
with the idea of leisure. Millennia of genetic engi- have been applied, and can work for most of that time.
neering and pheromone-backed conditioning have Each dorm has birthing facilities where a progen-
suppressed a lot of natural instincts towards play itor (low-ranked or on a punishment detail) is sum-
time and creativity. Some servitors compete in phys- moned to deliver and register the offspring. Most
ical contests using their skills to pass spare time not natural births among the phyle consist of one off-
spent eating or sleeping. spring for sasqs and envoys, sometimes two for spi-
On rare occasions, sasqs and envoys smuggle out nals, and two to four for drones. Natural-born phyle
enough of the progenitors’ media archives to have are raised by the dormitory as a whole, though they
an impromptu “movie night” with the other phyle usually know who their parents are.
in their dorm. The cleverest servitors filter out the The servant phyle identify themselves by individ-
good-natured entertainment for their fellows, leav- ual number (assigned by birth order within a batch
ing less-pleasant material by the wayside. The pro- for natural-born phyle), the lab that sourced their
genitors, by contrast, view it all with the same callous ancestors, and how many generations removed from
lens, engrossed with fiction and tragedy alike, until the original batch. The lab designations are listed by
they get bored and move on to the next thing they section and numbered. The point is the progenitor
can scavenge for entertainment. can look up a worker’s genetic history to keep track
Things are easier on the servitor phyle when the of mutations, abnormalities, and the results of modi-
progenitors can entertain themselves. When not fications implemented in each new batch.

50 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


For example, if asked, a random phyle may identi-
fy as “1794 of S-3, Generation 8” or “1794 S-3-8” for
“MASTER” IS ALL YOU
short. Phyle who’ve been assigned full-time to a pro-
NEED TO KNOW
genitor, particularly (but not limited to) envoys, like- Other than envoys, servitors rarely have
ly include an “in service of” tacked onto the end of reason or permission to use or know the
their name. Such phyle are unlikely to use any short- progenitors’ proper names. In the Coalition
ened form or nickname. language, the makers’ names roughly trans-
The workers receive regular physical examina- late to medical concepts and expressions,
tions and medical reviews. Servitors who suffer sometimes based on accomplishments or
physical infirmity from age or injury are quietly specialties. Names like “Virus Tender,” “Bril-
culled and recycled back into the biomatter system. liant Injection,” and “Shaper of Nerves” are
The progenitors take regular DNA samples to de-
common.
termine what changes have worked and which ones
haven’t, but also to carefully monitor how bloodlines
population, a few are chosen to train an incoming
develop.
batch while the rest are mixed in with another dor-
Some phyle lines develop a natural resistance to mitory for whatever time they’ve got left. If they can
the progenitors’ pheromones despite their masters’ help it, progenitors avoid cross-breeding different
best efforts. The makers regularly adjust their own populations when they can control more variables
genetic codes and those of their creations (supple- by simply culling and creating a custom batch.
menting them with DNA from other worlds) to fore-
The progenitors are unaware of Talents as a
stall such an occurrence, but there reaches a point
phenomenon, and the ones headed towards Earth
where a given batch must be dealt with.
couldn’t have foreseen their association with
If a batch’s bloodlines grow too strong, develop in Aberrants is weakening them from within. (The pro-
an otherwise undesirable fashion, or their traits are genitors of Yarran have their own problems in this
deemed obsolete, things change. Culling standards regard.) By the time they become aware of such a
get tighter, and the rest of the batch is quietly ster- problem and find the means to counter it, it may be
ilized. When a given dormitory falls below a certain too late for the makers’ regime.

Society in a Bottle 51
DRONES shown by one drone will trigger a reflex in others
to follow along.
The first and most common of the progenitors’
engineered servants, the drones remain the clos- ENVOYS
est to their earliest iterations despite extensive ex-
Envoys easily see the most modification and varia-
perimentation. They’re the simplest in most ways
tion of any phyle as the Coalition moves from world
that matter, making them ideal for tinkering, but
to world. Their pheromones, intended to loosen the
few changes ever make it into the ‘mainstream’ ver-
tongues (or equivalent) of diplomats and leaders from
sions. They reach physical maturity by about 2 years,
various worlds, require regular updates to accom-
though they’re capable of working before then, and
modate new species. A major priority in first contact
easily live 40 years on average.
with a new civilization is acquiring DNA samples to
They’re built for menial labor, pure and simple.
develop an envoy tailored to the newcomers.
Originally, they were extra pairs of hands and pack
Normally an envoy requires one to two years to reach
animals, and at one point that was good enough when
full maturity and readiness for their role. This is usual-
paired with the progenitors’ genius. As the earliest
ly plenty of time when traveling at sublight speed and
servant phyle and having to work without outside
the Coalition has made contact with a society exploring
supervision, the makers made them smart enough to
space or spread out across multiple colonies. Envoys
creatively interpret orders, analyze unusual scenar-
typically live 15-20 years, but favored personal assis-
ios, and find innovative solutions to problems. This
tants receive anti-aging drugs as long as their masters
intelligence remains to this day, as any attempt to
don’t get bored with them (see below). In an emergen-
breed it out creates drones that require a frustrating
cy, a progenitor can produce a quick-grown envoy ca-
amount of guidance to function. It’s easier to leave
pable of basic diplomacy within six months but these
them slightly smarter than they need to be, than to
creations last at most three to five years.
have to constantly hold their hands.
When the Coalition encounters a new world, a
Millennia of conditioning and genetic develop-
new subspecies of envoy is inevitably grown with
ment make the drones dependable and patient. Most
their DNA and shows obvious physical aspects taken
casually work an entire day’s shift without com-
from the new species. The subspecies coexists along-
plaint, with groups of drones redistributing tasks
side the standard variety, and the progenitors assess
among themselves as necessary to get everything
them to learn if the new hybrids have any traits worth
done efficiently. The progenitors couldn’t tell the
keeping full-time. If not, the subspecies’ sequence is
difference as to who did what even when they su-
catalogued for reference and they’re allowed to die
pervised the drones directly, not only because of the
out normally if they haven’t become a problem.
workers’ pheromones or their relatively uniform ap-
pearance but because they can get things done with- Envoys are trained and bred for social flexibili-
out requiring scrutiny. ty. Even aside from their pheromonal capabilities,
they’re naturally talented at reading social cues.
The drones adapt the most quickly to new situ-
They have eidetic memory and use it to study others’
ations, thanks in part to their lack of focus. They
behavior, their language, and what resources they
don’t filter their experiences through a specialty,
may have to offer. They simply gather information to
and are more than capable of taking new problems
pass on to their masters without making judgements
as they come. It would take time and effort for one
or analysis about what they see. To a telepath, an en-
to match a sasq’s technical skill or envoy’s social
voy’s mind reads like a database of objective infor-
graces, but a drone is capable of learning many
mation and observations.
new things if given the reason and opportunity to
do so. With that knowledge, envoys are consummate so-
cial chameleons. They can take on the mannerisms
The drones have their limits, though. Even those
and quirks of different cultures, ingratiating them-
not fully resistant to the progenitors’ control find
selves and immersing into unusual diplomatic situ-
subtle ways to slow down larger projects, whether
ations. They become conversant with new languages
it’s out of any desire to thwart the masters’ plans
with remarkable speed. An ambassador can meet an
or because they want to drag out the current job
envoy for the first time and within an hour feel like
rather than have to deal with something else.
they’ve rediscovered an old friend, unprepared for
Drones’ propensity towards collaboration actually
the inevitable betrayal.
assists in these efforts, as even the slight initiative

52 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


On rare occasions, an envoy might actually experi- next week, and so on. Their ability to leave phero-
ence a sincere emotional bond with another world’s mone messages contributes greatly to this, making
representative. They’ll find ways to subtly warn their any surface a possible bulletin board. Some even ex-
counterpart of what’s coming. They know they can’t periment with a form of pheromone message poetry,
stop it, and if caught they can be easily replaced, but comparable to haiku, formed of concepts and ideas
they’ll help buy time for others to escape or mount a rather than strict wordplay or syllable count.
decent defense. While most sasqs lack a creative spark, they often
Between worlds, envoys are personal assistants find themselves with the most time to come up with
and secretaries to the progenitors, despite how over- ideas. Drones will always have more to carry and the
qualified they are for such a role. They serve as mes- progenitors always have some need the envoys can
sengers and go-betweens, bringing orders and re- satisfy, but sasqs can find themselves in a position
ports between their masters and the servitor phyle. where repairs have gone smoother than anticipat-
Envoys are often pawns in the progenitors’ political ed or a problem looked worse than it was. Some can
games, facilitating negotiations and engaging in es- (and do) find other things to work on in the same
pionage as appropriate. Envoys who can bring them- section, but just as often they reconfigure unused
selves to do so might play two progenitors against equipment and spare parts to produce alcoholic bev-
each other, despite the risk involved. erages or substances to enhance their dinner pastes.

SASQS SPINALS
The Coalition’s biggest strength is its hardtech. The intended life cycle of a spinal is nasty, brut-
Even their genetic science requires hardtech vats, ish, and short. They’re soldiers by nature, doing dou-
tanks, and advanced medical scanners to function ble-duty as defense forces and infantry as needed.
― noetic biotech would be anathema to the progen- They have short life spans, ready to fight and die for
itors. The sasqs constantly maintain and repair the the Coalition within six months. During long periods
technological marvel that is an Ark. They have a of peace, they might live ten years, but seeing active
lifting capacity rarely seen outside of construction duty shortens this as the stresses of constant readi-
equipment, though they lack the stamina to haul ness rapidly wear them out.
heavy objects commonly bred into drones. The sasqs The spinals are the simplest in many ways. They’re
use their strength, combined with their precise fin- built for combat, to find targets and kill or subdue
gers and wrist-tentacles, to work on anything from them as need be. Their friend-or-foe protocols are
delicate medical equipment to the largest compo- largely oriented around scent, and most of the time
nents of the ship’s engines. They also develop and their response is based on whether an individual
age the slowest, reaching physical maturity at three bears a “correct” pheromone. A potential target is
years and living to 60, barring accidents. safe as long as they smell right — whether they’re an-
The progenitors have been very careful with the other phyle, an ambassador wearing a treated cloth
sasqs’ intellectual development. They can repair patch, or a skilled biokinetic.
or even improve almost any technology, even casu- Spinals on Arks spend their time on guard duty,
ally studying ‘alien’ tech and incorporating it into which thanks to Coalition conditioning consists of
Coalition systems, but they are maintainers, not standing around looking and smelling intimidating.
creators. While it’s not impossible that a sasq can When one sees action, it’s putting down the rare
develop new technological designs and principles rogue servitor or escaped park animal. They run
from scratch, those capable of doing so are few and tactical drills and spar with each other during down-
far between. The progenitors put a lot of work into time. This includes training in a gesture-language
making sure the sasqs can’t expand their own capa- using their large blade-arms so packs of spinal troop-
bilities without supervision or explicit direction, but ers can communicate and coordinate when shouting
Inspiration thwarts their best efforts. isn’t viable.
The sasqs are the most social among themselves of When spinals see combat, they’re given easy-to-un-
all of the phyle types, due to how often their tasks re- derstand orders with basic objectives and turned
quire coordinated efforts and comparing notes. They loose. They follow memorized, preplanned tactics
inform each other of what different systems are or like something out of a sports playbook. Their innate
aren’t doing, what needs fixed, what can wait until capacity for violence requires little else in the way of

Society in a Bottle 53
they’re usually in a special harness attached to a con-
TOO OLD FOR THIS trol panel where they’re easily mistaken for a biolog-
ical component.
Envoys and spinals, not to mention other
phyle not detailed here, live short enough Navs can take in more data from the sensors than
lives that some players may see this as a most organic or electronic minds can and envision
barrier. Inspiration provides many benefits, an accurate, predictive, three-dimensional map of
though, and phyle Talents enjoy natural life nearby space. The pilots handle navigation for the
spans closer to a human standard, but In- Ark itself as well as the larger transport ships. In a
spired spinals are still relatively short-lived. pinch, they can fly combat missions, but only when
Finding someone who can solve the prob- conditions necessitate flying entirely by sensors.
lem — possibly on Earth — could be a story They’re amphibious by nature and their dormito-
hook. ries are largely aquatic, but when they’re out of the
The progenitors hold the simplest solution. water and at work, they give off their own signature
Makers on a functioning Ark use drugs to live pheromone that soothes passengers and prevents
for centuries and the majority only die by as- motion sickness.
sassination. To accommodate their regimen
of genetic modification, progenitor pharma- STARGRIPS
cology is compatible with all Coalition phyle
(though no other species). These drugs might Even more specialized are the “stargrips,” an am-
make for a good McGuffin, either for direct phibious phyle resembling an octopus combined
use or for study by non-Coalition allies. with a starfish. They have a round central body a
little over a meter across covered with red skin and
adhesive tentacles protruding all over. They possess
strategy. This applies whether they’re on the ground, a mouth tucked between the tentacles, and are capa-
in a ship’s corridor, or flying one of the Coalition’s ble of squeezing into tight spaces while being strong
single-person fighters. (Trinity Continuum: Æon, enough to move debris. They’re released following
p. 350) accidents to search for survivors and retrieve bod-
ies by getting underneath rubble and lifting it aside.
SHARPER FOCUS They also help clean up such scenes afterwards, as-
In addition to the common phyle that handle the sisting drones assigned to the site.
Coalition’s heavy lifting (literal and metaphorical), They can see through sensory organs in their skin,
the progenitors maintain even more specialized ser- but they primarily navigate by sensing vibrations as a
vants. New phyle varieties come in and out of vogue, form of sonar. Their skin is resistant to fire and elec-
often after an Ark encounters a world with some- tricity, and they are capable of remarkable feats of re-
thing worth incorporating into themselves or their generation. However, their regenerative process can
servitors. Sometimes a common phyle will be re- produce deformities and they’re prone to mutation.
made into or replaced by something else, only for the This makes them easy to wear out, and they require
progenitors to go back to the earlier “model” later on closer monitoring than other phyle, and thus they’re
a whim. Many specialist phyle are focused in areas bred in relatively limited numbers. Their popularity
of the Ark that no human has yet seen, but here are among the progenitors waxes and wanes as the mak-
a handful that humanity may encounter in the future ers try to balance the phyle’s demanding care with
on either the Earth-bound Ark or another one. their utility in emergencies.
Like the navs, the stargrips also produce a calming
NAVS pheromone, to encourage the wounded to stay still
Humanity has had little opportunity to see the and prevent others from panicking.
Coalition’s pilot caste, the “navs,” up close. They re-
semble a green shrimp the size of a large dog cov- SWOOPS
ered in leather rather than chitin, using thin tenta- Spinals excel at killing, but sometimes the Coalition
cles to manipulate ship controls. The pilots’ brains needs hunters. The “swoops” are a rare flight-capa-
are particularly suited for processing sensor array ble phyle, mostly kept in stasis when between worlds
data, predicting the movements of planetary bodies, as they have almost no use away from a planet. Their
and plotting courses. When outsiders do see them, central bodies are about a half-meter wide by a meter

54 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


long with gray, vinyl-like skin and a long head with UNWELCOME GUESTS
forward-facing eyes, tall ears, and a muzzle. They
Since their first contact with Aberrants, the pro-
have a membranous wing encircling their body from
genitors craved their powers. They could tell their
shoulder to shoulder, stretched across six limbs.
experiments on the first weak Aberrant they encoun-
They can walk and climb using these limbs, but they
tered decades ago were merely the tip of the iceberg,
can also fly and glide long distances and even spread
and the Ark has sought Earth (and more Aberrants)
the wing out to float on water.
ever since. They’ve met more as they’ve traveled,
They’re designed to use their senses to track prey and cautious negotiation has led to an uneasy part-
from the air, seeking out settlements and escaped nership. Neither the Aberrants nor the progenitors
prisoners alike. Swoops leave behind a pheromone are interested in sharing power in the long-term, but
trail that other phyle (particularly spinals) can iden- each has something the other wants right now. The
tify and follow from the ground. They don’t engage Aberrants see the Coalition as a potential tool against
in combat if they can help it — they’re advanced Earth, and the progenitors see the Aberrants as the
bloodhounds, not attack dogs. means to achieve the power they’ve sought ever
since they left their homeworld.
CATTLE
At any given time, several Aberrants reside on the
While not sapient, the “cattle” are smarter than Ark, living it up. They treat the servitor phyle much
their nickname suggests, existing in that gray area oc- like the progenitors do, and some servants (especial-
cupied by Earth’s corvids, cetaceans, and elephants. ly the Talents) find careful ways to push back against
They’re primarily used as a food source for progen- this treatment as long as they can avoid messy con-
itors and the rare ambassador, but they also serve as sequences. Nobody realizes the quantum energies
beasts of burden to assist drones. Accordingly, their now found on the Ark are contributing to the rise of
quarters are easily recognizable as farms. Talents among the phyle.
The most common cattle species are quadrupeds The Aberrants know what the Coalition are and
a little smaller than an Earth horse and resemble a what they do. In the last few decades, a few of them
broad-shouldered bison with feet like an elephant. have even been present to see how the progenitors
Their outer skin has a tough, spongy texture like deal with other worlds, taking note of their brutal
a mushroom’s cap. The meat underneath is dense efficiency at conquest and gladly assisting. Resistant
but can be prepared a variety of ways. What real- phyle have been understandably concerned about
ly marks them as a uniquely Coalition creation is their masters’ powered allies, and a few have sac-
that they have their own pheromone that encour- rificed themselves (directly or in reprisals) in an
ages hunger, making sure others associate the cattle attempt to find ways to kill the Aberrants or drive
with food and making outsiders comfortable with them off.
the idea of eating them.

YARRAN
The Coalition’s history on the Earth-like planet they can. The populace, about 100 million strong,
Yarran begins about 800 years ago, when one of the lives in cities with an average technology level com-
Arks came too close to the planet and its mysterious parable to 1930s Earth, with radios, vacuum tubes,
inhabitants used their unknown technology to pull and battery-powered vehicles. Most cities run on
it from the sky. They fought a great war against the wind and water power, but the biggest are powered
natives, known as the Yarra. The Coalition won, wip- by zero-point energy cells taken from the Ark. The
ing out all life on the supercontinent where the Yarra progenitors issue orders and manage the populace
ruled, but at the cost of damaging the Ark such that from high-rise towers in the largest cities. Outside
it could not take off again. They’ve since rightfully of the cities, particularly on the island nations, the
claimed the world as the victors. progenitors live in sprawling complexes.
The Coalition has made the best of the situation by The phyle have preserved almost a hundred gam-
maintaining some working technology from the Ark, ma rifles (Trinity Continuum: Æon, p. 350) and a
and rebuilding or reverse engineering anything else handful of hyperfusion-powered air cars from the

Yarran 55
Conductor, located between Landing and Slate,
OR SO THE STORY GOES... sends occasional fruitless expeditions to the su-
percontinent seeking any technology the Yarra left
The loss of the Yarran Coalition’s advanced
medical science means no progenitors are behind. They also send raiding parties and spies to
old enough to remember what happened, Landing to steal technology from the progenitors
and those currently alive only know what there or the Ark itself. Deviation is more or less on
they’ve been told. For more information on the opposite side of Landing, and they spend more
the planet Yarran and what really happened time trying to rebuild and develop their own tech-
between the Coalition and Yarra, see Dis- nology. They do have spies on the other continents,
tant Worlds, p. 113. though, just in case.
Conflict between the nations is partially an ex-
tension of the ongoing political game progenitors
Ark (see Distant Worlds, p. 136), but these are heav- play with each other. The actual policy and resource
ily restricted in use and not in the best shape after debates are largely vestigial in what’s essentially a
seven centuries of patches and repairs. Some of the struggle for petty dominance. Violence isn’t out of
Ark’s technology still functions, but the ship is large- the question, though. On at least one occasion the na-
ly abandoned aside from the occasional progenitor tions have used fusion bombs on each other, turning
leading a crew of sasqs to scavenge something. stretches of land into glassy wastes, and engaged in
Native life forms on Yarran lack any real distinc- fighting that badly damaged the already ruined Ark.
tion between plants and animals. Some are mobile, The progenitors, while enjoying none of the tech-
but most will root in the ground during stages of nological advantage they held on the Ark, are still
rapid growth or breeding in their life cycle. They trying to rebuild, redevelop, and reverse engineer
lack skeletons and most have tentacles. In some their old technology. This mostly means coordi-
species, the tentacles have evolved into wings, nating sasqs to do the actual work, but they also
gliding membranes, or fins. They’re edible to custom-breed local plants and animals for food, re-
Coalition phyle (and humans) with a little effort, search, or showing off their creations in the social
and are supplemented with plant life originating arena. They maintain farms with livestock of both
in the Ark’s hydroponics labs and now growing on their own making and native wildlife they’re trying
the planet. to shape. The progenitors can and do still bear cus-
The population is spread between three conti- tom offspring directly, to try and breed specific traits
nents, one roughly the size of South America and two into the phyle population, but it’s an inefficient pro-
a little larger than Australia. The aforementioned su- cess generally foisted off on the lower ranks.
percontinent, twice the size of Eurasia and currently The majority of the phyle live in towns and cities
called Slate, remains uninhabited. The conflict with constructed around the biggest buildings containing
the Yarra rendered it lifeless and uninhabitable, as the progenitor ruling class. They’ve traded dormi-
not even basic soil bacteria survived the calamity. tories for apartments and group homes, depending
In the wake of the Ark’s forced landing and the on what the local terrain can support. Gone are the
phyle settling on the planet, Coalition society has bowls of nutrient slurry in favor of farmed and fac-
splintered into five nations, each led by a council of tory-processed meat and vegetables, supplemented
progenitors. Three nations share the larger conti- by hunting. Things run slower and simpler, but an-
nent where the Ark sits, while each of the other two other Ark’s phyle would recognize the “shape” of the
nations rules one of the other continents. society.
The continent where the Ark rests is simply called When the progenitors realized they were stuck on
Landing, in the Coalition language. The Ark itself the planet, one of the first things they did was desig-
sits at the center of the three nations, named Hybrid, nate specific settlements to “represent” portions of
Cortex, and Architect — derived from the progeni- the Ark and moved the servant phyle from those sec-
tors who staked the initial claims. The three nations tions to the settlements in question. The progenitors
bicker and squabble over how best to use and distrib- moved their labs to the surface, and since then those
ute the Ark’s remaining technological resources. labs have grown into hospitals and clinics. The terri-
Things work a little differently on the other two tory itself has been carved into a rough feudal hier-
continents, each of which hosts a single nation. archy, with servant phyle answering to progenitors

56 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


who answer to higher-ranked progenitors all the way on the technology available in the region. (Even if
up to a national ruling council. gamma rifles weren’t utter overkill for hunting, the
The servitors’ names have changed, dropping the progenitors aren’t going to authorize their use for
generation component but still registered as one’s something so mundane.)
birth number within their settlement and specific Drones make up a large segment of the popula-
phyle type, including the name of the settlement. tion since they naturally breed in greater numbers.
Each is registered to a specific progenitor (though As their talents of distributing work have held steady
they rarely have direct contact), and the master’s and they don’t have a ship to maintain at all hours,
name becomes part of their designation. As a ran- they’ve had more time to explore themselves. Simple
dom example, one phyle might give their full name art and music have sprung up in drone communi-
as “9337 D-20 Venom Graft,” assuming they haven’t ties, and when the weather is nice the smaller towns
taken on some nickname like “337 D” when the pro- may light a bonfire in a central square for gatherings
genitors or their envoys aren’t around. where music and dance entertain the crowd.

DRONES ENVOYS
The drones had to adjust the least to Yarran. Basic The Yarran colonization has eliminated much of
labor is still necessary for farm work, factories, and the envoys’ purpose, but they still prepare for the day
construction. The biggest change is that the drones they will encounter another species, where they will
now use weapons to hunt for food. Subsistence hunt- begin the delicate diplomatic dance once more. The
ing sometimes requires a little more finesse than the envoys dread that day because they know they will
spinals are intended for, so most hunting parties are be negotiating from a position of weakness, even if
made up of six or seven drones (and sometimes a the progenitors haven’t fully accepted that yet.
sasq if traps are being used) and a single spinal for Their middle-management duties are even more
emergencies. They carry primitive slug thrower ri- important when mass communication is limited by
fles, crossbows, or even use a bow and arrow based technology. Envoy “runners” spend all day carrying

Yarran 57
messages back and forth at their masters’ behest. busy. Many are expected to simultaneously maintain
Even with radio communications, it’s a full-time job. higher technology like the aircars or gamma rifles in
The Yarran envoys are also tasked with lorekeep- addition to more mundane repairs. And those that
ing, a job not found on a Coalition Ark. With the aren’t ordered to do so still do so anyways because it
Ark’s computers inoperable, the most reliable form has to be done. Water pumps and furnaces don’t stop
of casual information storage is an envoy’s eidetic breaking down just because a sasq had to spend six
memory. The progenitors use physical records, but a hours jury-rigging replacement parts for a progeni-
maker can have an envoy follow them around, mem- tor’s favorite vehicle.
orizing and reciting data as appropriate. Even with Sasqs that can scrape together time for them-
the envoys’ precision, over the centuries the limita- selves spend it on personal projects. They improve
tions of oral tradition have slowly turned history into their tools to save work later, build toys for the young
mythology as details fade. (And that’s before taking phyle, and co-opt factory equipment for personal
into account whether or not the envoys were told ev- reasons (like the stills of their Ark-bound cousins).
erything to begin with...) Some even experiment with physical art like sculp-
This also means the envoys are tasked with the job ture or woodworking, just to keep their hands and
of keeping the progenitors entertained, as they can tendrils busy.
memorize and recite the makers’ favorite stories. On
rare occasions, the envoys are tasked to have servi- SPINALS
tors put on a low-budget theatrical presentation of Yarran spinals are busier than those on an Ark.
these Coalition legends for the most elite among the They protect settlements and progenitor resourc-
progenitors. The entertainment value is both in see- es from wild animals as well as spies and saboteurs
ing the story performed, and to watch the servitors from other nations. They skirmish with spinal forc-
try to do things they were never bred or trained to do. es of other nations when the progenitors’ political
A Yarran envoy spends downtime “slumming it” games throw away the lives of “lesser beings.”
with the other servant phyle. Some share the pro- The spinals must also deal with the Resistant:
genitors’ stories with other servitors, whether to bands of rogue servitors who can resist the phero-
practice their craft for their masters or just as a mi- mones of their brethren and masters. They guard
nor act of rebellion for those with clear heads. Some towns from attacks and raids, and are sent to hunt
servitors are slow to share their leisure activities down the Resistants’ hidden enclaves. Few question
with envoys for fear they’re reporting everything to why they’re sent to attack other phyle at all, but ev-
the masters, but even loyal envoys need a break badly ery now and again one or two spinals vanish into the
enough they’re willing to show discretion unless ex- wilderness to side with their would-be victims, or a
plicitly ordered otherwise.

SASQS A VARIETY OF PHYLE


Yarran sasqs are continuously torn between
maintaining and improving their limited techno- Not all Coalition Arks have the same selec-
logical resources, and scavenging from the Ark at
tion of phyle seen here. The Ark that land-
ed on Yarran and the one bound for Earth
the whim of the progenitors. Very little on the Ark
crossed paths almost 4,000 years ago and
works, and what does work is in limited supply, but exchanged servant phyle, creating overlap
the three progenitor councils of Landing often send in their phyle types. In addition to the com-
expeditions of sasqs and drones in to find things mon varieties listed here, Yarran also has the
they can make work outside, or study to reverse en- swoops and versions of the cattle described
gineer. After nearly eight centuries, most of what’s on p. 55. Although they have allowed the
useful in the Ark amounts to physical materials that stargrips to go extinct, the Progenitors on
can be pried loose, like bulkheads or certain pieces Yarran also keep a small number of navs
of lab equipment. around to pilot their flying cars, and in the
hopes that someday the phyle on that world
The sasqs would rather put the effort into improv-
will return to space. Yarran may have even
ing what limited technology they have, not that the more phyle waiting to be discovered based
progenitors ask their opinion. As compared to sasqs on the needs of your game.
on an Ark, Yarran colony sasqs are almost constantly

58 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


Resistant spinal might insinuate themselves into a they can’t customize their servants, it means they
squad that doesn’t get that it’s bringing traitors back
can’t monitor the bloodlines and update their pher-
into their midst. omones to maintain their potency. As a result, more
They’re not allowed much leisure time and have and more phyle can reject progenitor or spinal pher-
little idea of what to do with it when they do, but omones and clear their heads to fight back. In addi-
tion, the planet itself is bathed in residual subquan-
spinals still become part of Coalition activities. They
help defend the other servitors at their gatherings, tum energies from the now-vanished psionic Yarra,
where they get to hear the stories and watch their and this has led to emerging Talents. The Talents are
dances. They study the dances and try to emulate at least as resistant to the progenitor pheromones
them with varying degrees of success, and the smart- as humanity, as described in Trinity Continuum:
er spinals (particularly Talents) sometimes experi- Æon, p. 347. Yarran has almost 2,000 Talents, over
ment with blending combat and dance in a manner half of whom are hiding out in the free enclaves
humans might compare to capoeira. A grateful drone of the Resistant. More than half of the remainder
or sasq will sometimes share a jug of some concoc- are still hiding out in progenitor-controlled cities,
tion with the guards. freeing other servant phyle and engaging in espio-
nage and sabotage. The remainder are still loyal to
EVOLUTION IN PROGRESS the progenitors of their own free will. Most of the
The biggest change to the progenitors’ situation Talents are drones, envoys, or sasqs, but some are
on Yarran is the loss of almost all of their genetic spinals. Their numbers grow, and with them a seri-
engineering capabilities. Not only does this mean ous threat to the progenitors’ dominance.

THE RESISTANT
Both the Earth-bound Ark and Yarran are home drawing the attention of the progenitors or the spi-
to a small population of the Resistant: phyle capa- nals. If other Resistant, Talents or not, don’t quickly
ble of rejecting the progenitors’ control. On Yarran find them and rein them in or spirit them off to a hid-
in particular, this is due to the makers’ lack of abil- den enclave, they can provoke massive scrutiny from
ity to stop them, and as a result those numbers are their masters.
growing. The Ark’s resistance is centered around
phyle who’ve become Talents from exposure to the RESISTANT DRONES
Aberrants. Those Talents then seek out allies from Resistant drones take advantage of their natural
among the other phyle. state of being overlooked. Drones on the Ark and still
While all Talents are Resistant, not all Resistant in Yarran cities engage in various microaggressions
are Talents. Most Resistant are naturally born that and sabotage. They know exactly how long they can
way, the vagaries of genetics creating the right com- drag their feet on assigned tasks, or just how incom-
bination of traits to give them the same ability to re- petent they can appear before being reprimanded.
sist as any other species. Some may become Resistant Like the black-clad stagehands of kabuki theater, the
after an experiment gone awry or a period of illness. other phyle are used to ignoring them unless some-
They eventually realize they’re a little different and one forces the issue.
quietly test out what that means and what they can Their genetic gifts apply to stealth, even beyond
do. They wonder if they’re alone and pretend to play their pheromones. They mostly look alike to the pro-
along, until they find someone else who’s clearly fak- genitors and other servitors, and can downplay their
ing it themselves and discreetly reach out. intelligence to avoid consequences or deflect blame
Talents, if they weren’t already Resistant, become when something goes wrong in a drone’s assigned
so upon Inspiration and the difference for them is section. Over time they gain intimate familiarity with
startling. It’s like a fog lifts, and what appeared to the structures they work on and around, giving them
be a tiny world consisting of their home and their access to bolt holes and secret passageways (some-
job becomes bigger and full of wonder. Even if they times found, sometimes manufactured). In addition,
don’t consciously realize they’re “special” now, some they’re patient, capable of spending weeks smuggling
may lash out or do something drastic or unexpected, out enough parts for a sasq ally to build them a device.

The Resistant 59
Drone Talents lean on their flexibility and poten- or altering a spinal’s gamma rifle during a “mainte-
tial. They learn various physical skills outside their nance check.” Even free-willed phyle likely wouldn’t
normal set, whether self-taught or via instruction think twice if a sasq they’ve known for years sudden-
from their Resistant (or even human) allies. They’re ly showed up claiming that a camera is acting up and
the most likely to experiment outside their tradition- they have to take a look.
al caste roles. Sasq Talents often find the creative spark denied
them by the progenitors’ machinations and swiftly
RESISTANT ENVOYS experiment with new technologies to expand their
Envoys with clear heads become more discreet capabilities. A particularly clever sasq Talent with
with reports to their progenitor masters. They’ll access to a proper workshop of tools and supplies
carefully edit accounts of events or their analysis of can make all manner of useful gizmos from filter
a situation to tell the makers what they want to hear, masks to hidden weapons. In addition, some sas-
and then share the full story with other Resistant. qs also work out tricks they can perform with their
Their official duties to deliver orders and messages pheromones, like subtly masking who’s left a ques-
to phyle in many different roles means they have an tionable message or carefully “wording” their mark-
excuse to talk to almost anyone currently undercover ings to disguise their true meaning.
as a loyal worker.
Some of them, especially when unwitting pro- RESISTANT SPINALS
genitors task them to unearth rogues, are forced to Resistant spinals are vital to the ongoing cause
concoct scenarios where they seem useful without of freedom. Even with the sasqs’ capability to build
getting anyone hurt. Sometimes this means identi- weapons, they cannot stand up to a full pack of loyal
fying their fellow Resistant but giving them time to spinals. Such a feat requires Resistant spinals capa-
get away. Other times this means potentially fram- ble of fighting back, or plants within the pack to lead
ing an innocent or making an enemy of an Inspired them off-course. Spinals need the most care when
loyalist, and these decisions weigh heavily on their engaging in espionage, as being able to resist the
conscience. progenitors doesn’t suddenly make them masters of
Envoy Talents often find themselves capable of subtlety.
doing interesting things with the data they accu- Spinals become the most useful to the Resistance
mulate. They already know who’s doing what and when they become Talents. Spinal Talents, while
where, and what the progenitors’ web of intrigue rare, can become even deadlier warriors, clever tac-
looks like. They know the progenitors rely on them ticians, or combat instructors. Clear-headed spinals
to be their eyes and ears at a distance. Many envoy sometimes struggle with the notion of striking down
Talents become masterminds and plotters, no longer other phyle just as a drone or envoy might. At the
merely observers of the board but also unseen play- same time, their engineered instincts make them the
ers in the game. most capable of bearing that weight, which is an un-
dervalued ability for a freedom fighter.
RESISTANT SASQS
Sasqs capable of resisting the progenitors find RESISTANT ENCLAVES
themselves with the unique position of being able Given the greater (and growing) numbers of
to leave messages that only other sasqs can read. Resistant on Yarran as opposed to the Ark, the vast
Their temporary pheromone messages turn them majority of strictly-Resistant communities are lo-
into an information network for the Resistant. Any cated on that planet. They’re tucked away in jungles
surface that can be a bulletin board can also be a or hidden in isolated mountain valleys. Thousands
dead drop. of Resistant phyle of all varieties live in these hid-
They’re also capable of working with machines den towns, ranging in number between a few dozen
and computers to set up secret caches and means and several thousand making a life for themselves.
of carrying information, passing tools with hidden They’ve stolen machinery and smuggled out plants
compartments to drones and fellow sasqs. Sasqs are and animals for farming. Some keep on the move to
also more than capable of their own feats of subver- survive, but many hide, thanks to the help of Talents
sion, rigging machinery to fail at just the perfect time among their number (who make up three percent of
(long enough that nobody would suspect tampering) the enclaves’ population).

60 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


These Resistant settlements vary in sophistica- easily keep in touch with each other without draw-
tion from tent villages at the smaller end to full-on ing attention to themselves, so they remain as allied
towns with cabins and windmills, watermills, and towns rather than a larger community.
solar boilers to generate electricity. Many maintain For the moment, most settlements follow a similar
their own farms or raid larger towns for supplies. model of leadership to each other. Each enclave is
All Resistant are expected to work if they can for the run by a council with one of each of the major phyle,
good of their community, but regardless of circum- and they divide up responsibilities into rough depart-
stances all are fed and taken care of. ments based on their natural skill sets: defense, tech-
In Resistant communities, sasqs often take the un- nology management, planning and coordination, and
expected role of medics once the phyle are away from physical resources management. (Phyle outside the
the progenitors. Envoys who’ve observed and mem- four most common get filed away into one of these or
orized progenitor procedures can sneak out copies are just treated outside the hierarchy and handled on
of reference materials to help sasqs get up to speed a case by case basis.) Councilors are chosen by pop-
on medical techniques and technology. The envoys ular opinion — not a strict democratic vote, but close
themselves and drones pitch in when possible, but by enough — and serve until death or they step down.
and large the sasqs’ technical skills and precision are The councilors are almost universally Talents.
asked to substitute for what the Coalition considers The Coalition aren’t aware of Talents and even if
“traditional” medicine. they were, they wouldn’t automatically put them in
The enclaves are still figuring a lot of things out, charge. All other things being equal, Talents are the
and are slowly sorting out details of their system of most likely among the phyle to be competent and
government. Thanks to the envoys, some of them charismatic enough to earn the others’ confidence.
know stories of systems other species in the galaxy Each councilor has advisors (often elders of their
use, but not enough to build institutions on. A hand- caste), and major issues are hashed out in committee
ful of enclaves have survived long enough to send or resolved by democratic vote following a period of
messages back and forth, but these communications debate, depending on the size of the enclave and the
are laced with the paranoia that comes with hiding severity of the issue. Each councilor is responsible
from the regime that literally made you and knows for resolving legal matters involving their caste and
your tricks. Even if that weren’t the case, they can’t represents their interests to the rest of the council.

The Resistant 61
They’re making up a lot of the little details as they The Resistant enclaves are also figuring out culture
go, and beyond a few common sense issues regarding for themselves. With their changed circumstances,
murder, assault, and theft, policy is kind of a moving many take their early explorations of art, music, and
target. Different settlements primarily diverge on dance from the “official” settlements and expand
smaller issues. them. They build simple instruments or experiment
The ruling councils are also responsible for gath- with pigments. Their artwork depicts events from
ering information about what needs done in the en- the enclave’s history, their heroes, and great achieve-
clave and distributing tasks to those willing to do ments. The styles between enclaves vary and are ev-
them. Many phyle volunteer to do their part for the er-evolving, but in general they celebrate Resistants’
greater good, but some difficult or tedious jobs come achievements with morale-boosting tales of events
with offered rewards. Resistant enclaves don’t have and figures that become somewhat mythologized to
any form of currency, but they do have a rough barter encourage the new generations.
system where favors, extra food, or other items can Much of the music resembles the ancient songs
be traded in exchange for certain tasks. Favors are humans from traditional cultures sing as they work
often called in for skilled labor like home improve- and some of Earth’s simpler folk songs that express
ment or repair, or joining the phyle on a hunting or appreciation for what they currently have. The mu-
scavenging expedition. sic sometimes contains the same sort of storytell-
Part of the newfound freedom of the Resistant ing as in their artwork, sharing tales of heroes and
enclaves is room to find one’s own path. While not dramatic deeds of the past few centuries. Songs of
common by any stretch, a noticeable number of daring escapes from the progenitors’ settlements or
phyle spend time and energy cross-training into strikes against the makers’ regime are common and
specialties outside their birth caste. Whether a de- popular, and sometimes used to help teach their chil-
sire to be well-rounded or a natural curiosity, many dren about who came before and the possible future
Resistant phyle (particularly Talents) seek out some- of resistance awaiting them.
one to train them. Most often these phyle are drones Many escaped Resistant cast off their old names
looking to branch out into technical or defense tasks, when they settle into a community. They take on
but it’s not uncommon in some towns to see sasqs monikers inspired by great deeds or an image or event
with jury-rigged weapons standing guard alongside that somehow resonates with them. A drone who col-
spinals or drones learning the logistics of resource lapsed a mountain pass with an avalanche to stop an
management. attacking pack of spinals may now be Rock-Shaper.
Phyle who undergo such a shift can (and often do) Phyle born within the community are often named
address the council to have their responsibilities as- after natural features — Golden Sunrise or Crashing
signed to their preferred caste. As long as the phyle Storm, for instance — and take on another name later
can demonstrate competence in their new specialty or simply make their birth-name their own.
or find a teacher willing to vouch for their contin- Some phyle among the Resistant enclaves mythol-
ued training, they are considered part of the “new” ogize the Yarra people who claimed the planet before
caste in every way that matters. Over time (and per-
haps already happening in the larger, older enclaves),
this should eventually result in a caste system based
ON THE PROPRIETY
entirely around a learned skill set and duties rather
OF “DRONE”
than genetic predisposition. The phyle don’t con-
The term “drone” seems like an increasingly
sciously realize this and likely wouldn’t mind if they inaccurate one in the context of the Resistant
did, given that it rejects the destinies originally writ- phyle achieving independence from their
ten for them in the progenitors’ labs. masters. It’s important to remember that this is
Similarly, some Resistant phyle explore roman- a designation primarily used by humans with
tic pairings and larger family units than the oppo- a limited understanding of the Coalition. Hu-
site-sex pairs encouraged by Coalition society. Some manity may one day rethink their terms when
Resistant experiment before going back to some- the Resistant are more wildly known, but
thing more “traditional,” while a roughly equal num- that’s a little beyond the scope of this book.
ber find they work better in polyamorous and/or in-
For simplicity’s sake the text will stick with the
common vernacular for now.
terphyle unions.

62 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


the Coalition. The true story of the Ark’s landing and
the Coalition’s conflict with the Yarra is lost to time
SILENT PARTNERS
(barring some records that may exist on the Ark),
The exact identities of the humans on the Ark
and the Resistant question the official story. Nobody are not going to be explored here. As per
has any better theories as to what really happened, Trinity Continuum: Æon, p. 365, there
and phyle speculation leans more on why and how are about 20 of them and at least some of
the Yarra did what they did. them are psions. For now, these are being
Specifics vary from town to town, but common left as a blank spot for potential player char-
legends revolve around the Yarra as enlightened acters to fill, perhaps in your game. The most
beings who brought down the Ark with powerful obvious concepts are diplomats, first contact
technology with the intent to free the servitors and specialists, alien technology researchers,
bestow the planet to them. In some stories, they
and security forces, but any character idea
the Storyguide finds acceptable could have
simply underestimated the progenitors — which
a place in the story.
encourages young Resistant not to do the same.
In others, the Yarra always intended the servants
to finish the job and rise up to take the world for not with the expectation of any long-term habitation
themselves — to suggest the notion that the phyle (with a major exception described below).
are destined to succeed.
All Resistant on the Ark (and those still hiding out
Almost everyone who mythologizes the Yarra be- in the cities on Yarran) must lead double lives, care-
lieves they did something to free the Resistant from fully hiding their resistance in the face of envoys or
the progenitors’ pheromones. The phyle of this spinals who may take notice. They quietly fight back,
particular Ark, not knowing of psions or Aberrants, often through simple acts of sabotage but more and
have little context for those sorts of powers and in- more often engage in violent raids and strikes on par-
stead imagine some miraculous technology. That the ticularly cruel progenitors (mostly ascribed to their
Ark once held scientific wonders now lost (perhaps rivals’ machinations, for now). In particular, they
taken by the Yarra, in some myths) encourages this worry about the progenitors’ plans to incorporate
belief. Some phyle who live charmed lives (Talents) Aberrant powers into the servitor phyle and eventu-
are thought to be blessed or actively helped by hid- ally themselves.
den Yarra or have somehow been enhanced by their
A handful of humans assist them. They were
mythical technology.
trapped on the Ark after the second contact mission
Some of these stories make their way back to went awry. The humans have quietly encouraged the
Coalition civilization during occasional contact be- Resistant to explore their freedom and discover their
tween Resistant messengers and undercover opera- own culture. They’ve also informed their phyle allies
tives still in the cities. While rarely taken seriously by of the full dangers of the Aberrants and of Earth’s
those still in the progenitors’ thrall, discussion of the ongoing conflict with them, which has encouraged
theories and legends has become a surprisingly-ef- them even more to fight back against the progeni-
fective tool for propaganda and recruitment. tors’ plans for quantum enhancement.
The humans hide out in the little bolt holes and
RESISTANT ON THE ARK spaces that the Resistant have set aside, where they
While not as numerous, and having fewer places have kept contact with the rest of the Ark to a min-
to hide when they do emerge, the Resistant on the imum for safety reasons. Their presence alone has
Ark have explored independence and culture in their been a boon to some phyle who see in them glimps-
own way. They must remain subtle about it — drum- es of a free future. For example, upon learning the
ming circles and bonfires are going to be noticed on humans have names that aren’t just medical designa-
the Ark — but they will still find private places they tions, the Ark Resistant are experimenting with their
can carve out as their own. Neglected parks and oth- own names — in a case of parallel development, they
er “natural” spaces are common choices, as are facto- take names of inspiring events or deeds they’ve per-
ry complexes that have been shut down and officially formed, like their Yarran cousins. A few have been
abandoned rather than rebuilt. Resistant drones and given nicknames by their human guests (sometimes
sasqs discreetly make these bolt holes livable, though facetiously) and have adopted those monikers as
more for temporary hiding and meeting spaces and badges of pride.

The Resistant 63
both might be reminded of siblings separated at birth
LAST TRANSMISSIONS but having similar lives.
OF LOST WORLDS
In return, the Resistant servitors share their illicit
It’s a safe bet that most of the Coalition’s caches of interstellar digital media with the humans.
archived media comes from worlds they’ve The visitors’ understanding is hampered by language
conquered and harvested. However, that barriers, but depending on how the burgeoning con-
doesn’t apply to all of it. Some of it is taken flict with the Coalition resolves, humanity could
from probes, broadcasts beamed into space, learn a lot about the larger galaxy. The revelation of
or ships originating from living worlds the how much of this media is ripped from worlds that
Coalition hasn’t found yet. As has been es- the Coalition has harvested has also impressed upon
tablished, there are worlds where the Coali- the humans the threat the progenitors present.
tion took a sampling of locals and quit while
they were ahead. Any number of potential The progenitors’ missteps have given both pop-
plot seeds and first contact stories could be ulations of Resistant an opportunity to seize their
sitting on a stolen portable drive. own destinies and overthrow the monsters that have
turned so many species into fossils of their long-
dead worlds. Each of the servitors is derived from
The humans, aware of the dangers of unintention- some species taken from elsewhere in the galaxy.
ally imprinting their cultures on the impressionable Some may effectively be uplifted animals, but many
phyle, are careful about discussing their own home- descend from people who now only exist as a useful
lands and lifestyles. In that regard they limit them- feature grafted into the servitors or reshaped into a
selves to comparing features on the Ark to concepts phyle all their own. Buried somewhere in the Arks’
they know from Earth, like the progenitors’ parks. computers may be information on the worlds and
By and large, they mostly encourage the phyle to species now echoed in the phyle. The Resistant’s
explore themselves and to try new things. This has recent clear-headedness (and, in some cases,
led to early experimentation in art and music similar Inspiration) gives them the room to consider taking
enough to the Yarran Resistant that an observer of that back for themselves.

CREATING COALITION
PHYLE CHARACTERS
Creating a Coalition phyle character follows all triggers. Coalition characters represent a fascinat-
the steps for creating a human character. However, ing means of exploring what it means to be sentient
the deeply alien nature of Coalition phyle characters individuals but should be handled with care as a
permeates all stages of character creation, and does result. Part of this discussion should also include
not simply begin with applying the template in Step whether all the characters will be Coalition phyle, or
Five. Players should read all six steps before begin- if the campaign will consist of a mixture of Coalition
ning creation of their phyle character with Step One. phyle and other characters.
Example alien concepts: Drone xenophile,
STEP ONE: CONCEPT youngest of a spinal pack, sasq engineer, Envoy re-
First, each player determines what kind of sistance leader
character he would like to play. For Coalition
characters, an important part of this decision is de- COALITION PHYLE
ciding what phyle the character belongs to. Players NAMING CONVENTIONS
should summarize their character concept in a few Most of the Coalition phyle eschews the concept of
words or a phrase. A more specific concept helps individual designations beyond the sort of numerical
players later assign dots and choose or create their designation necessary to avoid confusion. Likewise,
character’s Paths. This discussion is especially im- the existence of pheromonal markers means that for
portant when dealing with concepts which may most of the Coalition phyle, “names” are a strange
be upsetting to other players, such as pheromonal and alien concept. They don’t need names, be-
markers, which sometimes touch on “mind control” cause they understand by instinct the smell of their

64 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


fellows, and that alone makes it possible for them to
understand who’s who. However, the Coalition phyle
CHARACTER LIFESPANS
individuals on Yarran have, by exposure to alien con-
Without access to the progenitors’ anti-ag-
cepts, come to understand the concept of names, and ing medicines, drones normally live for 40
Resistant phyle on the Ark headed for the solar sys- years, envoys for 20, sasqs for 60, and
tem have learned about names from the humans who spinals for a mere decade, because the
are helping them. As a result, all Coalition characters progenitors designed most phyle not to live
should have names. long enough to both learn and act on poten-
Envoys often choose highly figurative and rather tially dangerous (to the progenitors) ideas.
poetic names for their offspring based on the condi- Becoming Inspired removes some of these
tions surrounding the Envoy’s emergence into the limitations. Inspired drones typically live for
world. Sometimes, this concept of the importance
60 years, Inspired envoys live for 40 years,
Inspired sasqs live for 80 years, and inspired
of emergence means a grown Envoy may choose a
spinals live for 20 years ― assuming they
new name based on an important event in their life. don’t steal, reverse engineer, or invent drugs
Oftentimes, they take on shorter versions of their to enhance longevity.
names when among non-Envoys. Using an Envoy’s
full name is both intimate and an indication of
formality. Light On Old Roots, Shimmering Upon TIER
Blasted Landscapes, and The Stars In A Pleasing
All phyle characters covered by this section are
Arrangement might go by Roots, Shimmer, and
Talent-Tier characters. While lower-Tier phyle in-
Stars, respectively.
dividuals surely exist, unless the Storyguide has cre-
Sasqs and Drones get their names from their
ated an entire chronicle aimed at uninspired phyle
intended function within society, and like Envoys,
characters or have the characters’ inspirations hap-
often change their designation as their role evolves
pen during play, player characters are assumed to be
upon maturity. Designation changes do not sur-
Talent Tier characters.
prise Coalition phyle members on Yarran – this is
as normal and natural to them as any other portion
of their life. One often finds sasqs with names like
STEP TWO: PATHS
Drive Shaft 37 Maintenance, or Delicate Mechanism Like other Trinity Continuum characters all
Construction, or drones named Sixth of Seven (for Coalition phyle characters possess three Paths:
their hatching order). As with Envoys, they often Origin, Role, and Society.
choose an acronym of their name, go by initials, or The Origin Path represents a character’s back-
by a shorter version of their name, such as DS37, ground, delineating where and how she got started.
Delicate, or Six. While origins may refer to a character’s upbringing,
Spinals often begin with no designation other it does not necessarily have to. Players should rath-
than smell – since most of their communication oc- er consider her character’s backstory and use the
curs within their packs, they generally only chose events most formative to her character.
something resembling a “name” when they have to Examples: Descended from the First Civil War,
interface with others. Upon maturity, many of them Utterly Loyal to the progenitors, Orphan Drone
choose names from their favorite small unit tactics, Raised by Sasqs, From a Rogue Envoy Cluster
a place which is important to their pack, or even a The Role Path is the character’s occupation or
favorite bit of wildlife or food. As most have no real primary area of expertise. The role is not just your
attachment to their names, spinals may change their character’s job but forms an essential section of her
designations upon a whim. Some spinal packs come self-definition. She seeks out opportunities to prac-
up with their own very elaborate naming rituals and tice her profession and hone her skills related to it.
customs: perhaps your spinal’s pack appends a new Examples: Sasq Technophile, Envoy Pheromonal
designation upon a great victory or milestone, or Psychologist, Drone Infiltrator for the Progenitors,
everyone in the pack has a unique first name and Spinal Drill Sergeant
then carries as a series of surnames the names of all The Society Path represents a connection each
other spinals from their pack who have died within character has with a larger organization. Whether
their lifetime. positive or negative, this affiliation must be

Creating Coalition Phyle Characters 65


significant to the character and her self-im- and generations of ordinary reproduction
age. If the connection is negative (e.g. “sworn have given rise to exceptional members of
vengeance against...”), the character should every caste within the Yarran Coalition
still have some connections within that or- society.
ganization or leverage that she can bring
to bear via her connection to it, such as STEP FIVE:
using that negative affiliation to influ- APPLY TEMPLATE
ence other groups, e.g. “the enemy
Characters in the Coalition phyle
of my enemy”.
are not human, but instead one of
Examples: Loyal to the
a diverse number of alien spe-
Progenitors, My Pack
cies, or phyles. All play-
Above All, For the
able characters come
Resistance, Attempts At
from one of the phyles
Reconciliation
developed and ge-
For more infor- netically modified
mation on build- by the progenitors.
ing a Path as well Enhanced spinals
as example Paths, and progenitors (see
see Path Creation Trinity Continuum:
(Trinity Continuum Æon pp 345-349) are
Corebook p. 40). solely for Storyguide
use.
STEP The first task is
THREE: understanding the
SKILLS, difference between
the various Coalition
SKILL phyles. Envoys are
TRICKS, AND small and physically
SPECIALTIES weak but excel at men-
tal and social interac-
Players complete this step as explained in the
tions. Sasqs are large and
Trinity Continuum Corebook (p. 37).
strong, capable of carrying
large burdens while they work, but are also bril-
STEP FOUR: ATTRIBUTES liant technicians capable of delicate manipulation.
When ranking the Arenas to determine Attribute Spinals loom above their counterparts: the shortest
distribution, players should pay special attention to spinal stands approximately seven and a half feet tall
the phyle their character belongs to. While, drones are at maturity, while truly massive examples exist, a
highly variable, generally speaking, envoys rank their full nine feet tall. Two of every spinal’s four arms are
Social highest, sasq rank their Mental highest, and spi- deadly melee weapons. Lastly, the sturdy and versa-
nals rank their Physical Attributes highest. However, tile Drones may seem at first glance like the labor-
player characters often represent the exception to ers everyone ignores, but easily shift their focus and
Coalition hierarchy. Exceptional characters may have grow more organically than their counterparts.
exceptional reasoning for their Attribute allocation,
None of the above should suggest that phyle char-
and as long as players can reasonably explain why
acters cannot take unusual journeys through their life
their envoy has ranked his Mental Attributes highest,
story, or that only drones can break free of their con-
or their spinal exhibits exceptional Social prowess,
ditioning. Genetics is not destiny, as many phyle quote
the Storyguide should encourage characters to be
from the well-known writings of the envoy The Stars
exceptional representations of their type. This is es-
In A Pleasing Arrangement, but genetics will always in-
pecially true on Yarran, where a lack of genetic engi-
fluence phyle lives. A spinal could very well lead a pac-
neering technology has caused increasing numbers of
ifist life as a search and rescue worker, just as an envoy
Coalition phyle to resist the commands of progenitors,
could spend his life as a heroic warrior, but that envoy

66 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


INNATE PHYLE ABILITIES
Almost all sasqs are quite strong, just as most Envoys are physically weak, but exceptions are
possible ― perhaps as the result of a progenitor experiment, or simply an unusual degree of nat-
ural variation. Also, almost every phyle possesses their phyle specific pheromones ― Evasionary
Pheromones for drones, Interrelational Pheromones for envoys, Mnemonic Pheromones for sasqs,
and Confrontational Pheromones for spinals, but again exceptions are possible, if also quite rare.
Also, all Resistant phyle, including all Coalition phyle who are talents automatically gain one
dot of the Iron Will Edge for free, and may purchase additional dots as if it were a Path Edge. In
addition, they suffer the same level of Difficulty or Complication from Coalition pheromones as
humans. However, ordinary non-Resistant phyle other than progenitors all increase the Difficult to
resist or the Complication caused by Coalition pheromones by +3.
Finally, all phyle possess four free dots of Edges:
• Drones all possess three dots of the Hardy Edge, as well as the Swift Edge.
• Envoys all possess two dots of the Photographic Memory Edge and the Skilled Liar Edge.
• Sasqs all possess the Ambidextrous and Lightning Calculator Edges, and one dot of the Pho-
tographic Memory Edge
• Spinals all possess the Danger Sense, Swift Edges, and Tough Cookie Edges. In addition, they
possess natural armor, providing the character with two point of hard armor, two points of soft
armor, with the complete and defensive tags. All spinals also possess scythe arms, which are
innate weapons with the following tags: Brutal, Obvious, Piercing, Reach, Worn.

Weapon Type En Damage Type Tags


Scythe Arm 2 Cutting Brutal, Obvious, Piercing, Reach, Worn

will never cut as physically imposing a Intuitive, Reflective, and Destructive Facets of their
figure as the spinal, just from the basics Inspiration and then select four Gifts (see the Trinity
of their physicality. Continuum Corebook, Chapter Six: Talents). The
From a mechanical standpoint, Facets (Trinity Continuum Corebook, pp. 152-
every character from a specific 153) that Coalition phyle characters select
phyle must take a Role Path during this phase of character generation is
specific to their phyle (see partially mandated by their specific phyle
below or create your own as well. When selecting Facets for phyle
with your Storyguide). characters, the following guidelines
Every envoy must take apply:
the Envoy Role Path, etc. • Envoys must select one dot of
Likewise, one of their Edges Intuitive, as the progenitors have
must be chosen from the phyle engineered them over generations to
Edges, and one of their four Gifts better understand those with whom
must be a Purpose (phyle) Gift they are meant to work and speak
from their phyle. Coalition phyle on behalf of said progenitors.
members may resist genetics,
but they can never fully escape • Sasqs must select one dot of
the manipulation of the progenitors. Reflective, as they have been en-
gineered for their skills above all
FACETS & GIFTS else; this is where the progenitors
Like human Talents, Coalition phyle who have found value in that phyle.
are Talents must distribute three points into the

Creating Coalition Phyle Characters 67


• Spinals must select one dot of Destructive. The
progenitors made them as living weaponry, and
PHEROMONAL EDGES
so they remain at a genetic level no matter what
Many of the Edges granted to the Coalition
life choices individuals make. phyle deal with pheromones, and some deal
• Bred foremost for flexibility and adaptability, with the idea that pheromones can modify
only drones do not have a mandated Facet selec-
behavior, sometimes to a degree which feels
like mind control. While the phyle Edges are
tion. Players may place their dots wherever they
very explicitly not mind control, these pow-
like when creating a drone character. ers can make players deeply uncomfort-
Once the player has assigned Facets, they must able; please discuss with your fellow players
then select four Gifts, either from the permitted whether or not they’re fully comfortable with
Gifts in Chapter Seven of the Trinity Continuum these Edges before bringing them into the
Corebook, or from the phyle specific Purpose Gifts game.
(pp. 71-76). As was mentioned above, one of these A filter mask reduces the level of the En-
Gifts must be Purpose Gift from their phyle. hancement or Complication produced by all
pheromonal Edges by 1. A sealed filter suit
STEP SIX: FINAL TOUCHES negates them entirely.
The final touches of character creation include
distributing additional Experience and calculating a
ADAPTABLE GENETICS ••
character’s Health and Defense rating. Both Health
and Defense are calculated normally. Prerequisite: Coalition Phyle Drone or Yarran
Origin Path
GAIN BONUS TRAITS Your character’s genetic engineering allows her
Each character receives either one extra Attribute to make changes to her body on the fly. By concen-
dot to place in any Attribute, as long as it does not trating for one full round, she may give herself the
raise it above that Attribute’s normal maximum or effects of one of the following: Direction Sense,
the player can instead give the character five free Trained Memory •, Breath Control, Hair Trigger
dots of Edges, which may come from outside the Reflexes, or Hardy •. Invoking Adaptable Genetics
character’s Path but must follow any normal pre- again erases the previous use of this Edge; your char-
requisites. At least two dots of these Edges must be acter may have only one use of Adaptable Genetics
one of the Coalition phyle Edges listed below. The active at any time.
Storyguide may award additional Experience at her
discretion to further advance characters.
CONFRONTATIONAL
PHEROMONES ••
CHARACTER Prerequisite: Coalition Phyle Spinal or Yarran
ADVANCEMENT Origin Path
Coalition phyle characters mostly advance the The progenitors crafted spinals as terrify-
same as other characters. Use the same experience ing weapons of war. Attacking a character with
costs as human characters who are human (see Confrontational Pheromones at close range requires
Trinity Continuum Corebook, pp. 39 & 158). an Integrity + Composure roll with a Difficulty of 2.
Success allows the opponent to attack your character
COALITION PHYLE EDGES for a full scene, though all attacks made from within
close range suffer 1 Complication due to overwhelm-
Coalition phyle characters may learn any Edges
ing fear. Failure means your opponent is too terrified
except those only available to psions or psiads.
to follow through and must be at least short range
Because they are not novas or Aberrants, all Coalition
from a spinal to attack it.
phyle, including Talents can even gain the Increased
Tolerance Edge, although a human or one of the Qin EVASIONARY PHEROMONES ••
would need to supply them with noetic biotech and
Prerequisite: Coalition Phyle Drone or Yarran
format it for them. In addition, the following Edges
Origin Path
are available only to phyle characters.

68 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


Those within range of the drone’s pheromones COALITION PHYLE PATHS
suffer a 2 Complication on all rolls to observe their
The following new Paths are only available to
environment; drones should be neither seen nor
Coalition phyle characters.
heard in the minds of the progenitors. Unless oppo-
nents are directly looking for your character, or your
ORIGIN PATHS
character does something to call attention to herself,
they will not see her. The following are the most common, but by no
means the only possible Coalition Origin Paths.
INTERRELATIONAL PHEROMONES ••
ARK-BORN
Prerequisite: Coalition Phyle Envoy or Yarran
Origin Path Your character grew up on the Ark, under the di-
rect guidance of the progenitors. While she may no
Those within range of an Envoy who wants secrets
longer live under their sway, the progenitors left
revealed often have a hard time containing them. By
a much more direct mark upon her life than upon
taking a moment to concentrate, your character can
Yarran-Born. All Ark-Born live under the patronage
flood the air with pheromones which make it like-
of a progenitor responsible for them and their par-
ly that both foes and friends alike will blurt out the
ents before them.
secrets they most want to hide. Those attempting to
resist the Interrelational Pheromones roll Integrity Path concepts: Diplomatic bodyguard, Ark pilot,
+ Composure; failure imposes a level 2 Complication peace officer, Ark researcher, Embryonic monitoring
on all Social rolls to keep from blurting out import- engineer
ant and confidential information. The Storyguide Possible connections: Former diplomatic
may call for an Integrity + Composure roll in order contacts, Other pilots, members of other phyles,
to resist this urge on social interactions which do notYounglings you helped hatch
require a roll. Skills: Culture, Empathy, Science, Technology
Edges: Always Prepared, Covert, Danger Sense,
KEEN PHEROMONAL RECEPTORS •• Hair Trigger Reflexes, Keen Pheromonal Receptors,
Your character has been engineered to be attuned Keen Sense, Patron •, Safe House, Skilled Liar,
to the moods of others as expressed through pher- Tough Cookie
omones. Gain 2 Enhancement to all attempts to
uncover hidden emotions, concealed motivations, YARRAN-BORN
or outright lies, as long as your character is close Over the generations your character’s family has
enough to smell the individual she’s talking to ― typ- lived apart from the Ark, the Yarran-Born have
ically within close range. learned to take control of their own destiny, grant-
ing them greater flexibility, if not the protection en-
MNEMONIC PHEROMONES • joyed by those who live within the Ark. Yarran-Born
Prerequisite: Coalition Phyle Sasq or Yarran have learned to rely upon one another rather than
Origin Path the progenitors.
Your character may mark an item (not an individu- Path concepts: Brave explorer, Surface craft pilot,
al — living beings overwhelm these marks with their Den mother, Research scientist, Veteran of the first
own pheromones) with a sentence’s worth of infor- civil war
mation. While most commonly used for information Skills: Empathy, Humanities, Survival, Technology
such as “danger: unsafe floor, support beams rusted,” Edges: Adaptable Genetics, Big Hearted, Covert,
“use a left-handed actuator for this connection,” or Keen Pheromonal Receptors, Keen Sense, Lightning
passing along other basic mechanical or engineer- Calculator, Small Unit Tactics, Tough Cookie
ing information, the information left is not limited.
Yarran sasqs especially innovate in the information MANDATORY ROLE PATHS
they leave behind; there are entire clusters of Yarran Genetics isn’t destiny, but genetics puts her thumb
sasqs who have turned the Mnemonic Pheromones on the scale, especially where the phyle are con-
into poetry marks. Your character does not need to cerned. Every phyle character must select a Role
roll to read any Mnemonic Pheromones marks. The Path according to her phyle.
marks last for approximately a week before fading.

Creating Coalition Phyle Characters 69


DRONE SASQ
Prerequisite: Phyle Drone Most often employed as pilots, engineers, and
Crafted as the most adaptable of the Coalition maintenance crew, sasqs can carry heavy loads but
phyles, drones shift easily from role to role, taking also fix delicate equipment. They often prefer to
up whatever tasks the progenitors set for them. work alone but some sasqs have been modified to
These humanoid individuals work easily as a team pack bond as adroitly as drones. Many Yarran sas-
and find joy in communal living. They thrive when qs have branched off from their repair-and-mainte-
working in a group that understands one anoth- nance backgrounds and begun to push the edge in
er and wither when forced to live and work alone. experimental engineering and science.
Drones will pack bond with just about anything or Path concepts: Ark pilot, Maintenance crew,
anyone, and while envoys may get people to spill Experimental Yarran engineer, Bold Yarran explorer
their secrets, when drones come out of the shadows, Possible connections: Other sasqs,
they tend to bond quickly and deeply with just about Extraplanetary engineers, drones, Distant Yarran
anyone who’ll let them. developments
Path concepts: Unseen servant, Xenoculturally Skills: Athletics, Enigmas, Science, Technology
obsessed, Den mother, Rebel leader Edges: Danger Sense, Hardy, Keen Pheromonal
Possible connections: Ark resistance cells, Receptors, Mnemonic Pheromones, Ms. Fix-It,
Distant Yarran developments, Extraplanetary music Photographic Memory ••-•••, Speed Reading,
fans, drone superior, progenitor who crafted you Tough Cookie, Weak Spots
Skills: Athletics, Empathy, Integrity, Larceny
Edges: Adaptable Genetics, Big Hearted,
SPINAL
Evasionary Pheromones, Free Running, Keen Created for destruction and bodyguarding pro-
Pheromonal Receptors, Keen Sense, Ms. Fix-It, genitors, spinals stand eight to nine feet tall and loom
Tough Cookie over the rest of the phyles. Among the Yarrans, spi-
nals have begun to branch out, leading to a split be-
ENVOY tween those who feel that pacifist spinals pose a deep
Created by the progenitors to get information contradiction in terms, and those spinals determined
out of everyone they interacted with, envoys some- to live beyond their genetic determinations.
times find themselves having difficulty bonding as Path concepts: Search and rescue specialist, Pack
quickly or easily with others as their drone coun- leader, progenitor bodyguard, Rebel leader
terparts. This is not to say they don’t want to do Possible connections: Other spinals, Former
so, only that envoys often find it difficult to push Pack members, sasqs who look after spinal equip-
past surface-level interactions. A lifetime spent ment, Members of allied organizations
in diplomacy can make deep connections more Skills: Aim, Athletics, Close Combat, Survival
difficult, and if you’re genetically disposed not to Edges: Adrenaline Spike, Always Prepared,
bond deeply, it makes you less likely to give away Ambidextrous, Confrontational Pheromones,
an advantage. Direction Sense, Fast Draw, Hair Trigger Reflexes,
Path concepts: Would-be defector, Fanatically Hardy, Keen Sense, Small Unit Tactics
devoted to the progenitors, Experimental phero-
monal performing artist SOCIETY PATHS
Possible connections: Diplomatic contacts, spi- Coalition phyle have a wealth of possible Society
nal pack leaders, Diplomatic superior, other envoys Paths, below is one possible Path. Others are also
Skills: Culture, Empathy, Larceny, Persuasion possible.
Edges: Animal Ken, Covert, Direction Sense,
Interrelational Pheromones, Keen Pheromonal FREE PHYLE
Receptors, Keen Sense, Patron •-••, Photographic Your character is Resistant, and lives among oth-
Memory •••, Speed Reading ers of her kind. She may be in a remote and carefully
concealed town on Yarran, or living in a seemingly

70 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


abandoned section of the Ark, but in either case, she community. Whether as a laborer, a soldier, or a dip-
is one of the few phyle whose lives are in no way con- lomat, some Coalition phyle Gifts enhance a charac-
trolled by the progenitors ter’s innate ability to perform their given tasks, but
Path concepts: Clever scavenger, Rebel leader, only individuals who are Talents can gain these Gifts.
Storyteller, Like default Gifts, some are momentary and some
Skills: Culture, Larceny, Survival, Technology are constant. If a Gift has a Purpose type that does
Edges: Artifact •-•••, Artistic Talent, Big Hearted, not match the phyle character’s category, this does
Endurance, Hardy, Ms Fix It not mean they cannot purchase it. Instead, they pur-
chase all Purpose (phyle) Gifts appropriate to their
SECRET REBEL type at a discount. As Coalition phyle Gifts are de-
signed to reflect how the character was genetically
Your character is Resistant, but lives and works
created, they are often more focused than ordinary
around ordinary Coalition phyle, and pretends to be ut-
human Talent Gifts. A few Gifts are Purpose Gifts for
terly loyal to the progenitors, while secretly working to
two phyle, and are listed as Purpose (X or Y).
free his people from their control, while also helping to
locate and work with other Resistant individuals.
Path concepts: Careful saboteur, Resistant re-
DRONE GIFTS
cruiter, Spy These Gifts belong to the drone phyle and bolster a
character’s ability to perform labor or work in teams.
Skills: Integrity, Larceny, Persuasion, Technology
Edges: Adrenaline Spike, Always Prepared, BUILT TO WORK
Covert, Danger Sense, Innocuous, Keen Sense, Safe
Keywords: Constant, Purpose (Drone)
House, Skilled Liar, Speed Reading, Weak Spots
Prerequisite: None
SPECIAL EDGE: INNOCUOUS •• Their body is sturdy and capable. The progenitors
Prerequisite: Secret Rebel made them to perform labor and do so tirelessly.
You excel at appearing like you belong in any situ- System: Add the character’s Reflective Facet as
ation. Gain 2 Enhancement to any roll to cause peo- Enhancement to any roll to perform physical labor
ple to either overlook your presence or accept that or to resist the physical strain of hard work (such as
you belong somewhere. exhaustion). You may also add this Enhancement
to rolls made to lift or carry objects or another
XENOCULTURAL LIAISON character.
Whether representing the progenitors or a cluster of CAPABLE HANDS
Yarran society, your character spends most of her time
trying to interact with species far unlike her own. She Keywords: Constant, Purpose (Drone or Sasq)
has learned to adapt and improvise in order to convey Prerequisite: Technology •••
her wishes, or the wishes of the progenitor she serves. She knows all the ways to make or repair things.
She may represent her people as a diplomat or an art- System: When you craft or repair an object
ist, but she’s always aware she represents the phyle. on the fly, you suffer no increased Difficulty or
Path concepts: Yarran artist, Ark-Born diplomat, Complications due to having improper (or no)
Xenobiological researcher tools. You may also add your Intuitive Facet in
Skills: Culture, Empathy, Humanities, Integrity Enhancement to the same rolls when handling bro-
Edges: Adaptable Genetics, Big Hearted, Covert, ken or unfamiliar materials.
Interrelational Pheromones, Library, Photographic DOGGED DILIGENCE
Memory, Speed Reading
Keywords: Momentary, Purpose (Drone)
NEW GIFT CATEGORY: Prerequisite: None
PURPOSE (PHYLE) He doesn’t give up, not when there’s work to do.
System: Whenever you work on an extended
While human Talents rely on luck or skill to
action, you may Spend Inspiration and treat the
empower their Gifts, Coalition phyle characters
action as though you had successfully completed a
have been purpose-built to fulfill a role in their
milestone.

Creating Coalition Phyle Characters 71


MINE SHAFT FRAME PACK MULE
Keywords: Constant, Purpose (Drone) Keywords: Momentary, Purpose (Drone or Sasq)
Prerequisite: Athletics ••• Prerequisite: Might •••
His body is designed to fit into tight spaces, whether He carries his physical burdens with impressive
that’s a mine shaft or spacecraft maintenance hatch. strength.
System: Your character may always move and System: Spend Inspiration. Your character lifts with
function freely in any space he can fit his head into all her strength, able to lift or carry any object much
and suffers no penalty for doing so. He can make larger than herself. Gain 1 Size Scale to any single action
combat movement actions and gains any penalties to lift a large object or carry it a short distance.
that attackers may suffer from the confined space as
Enhancement to his Defense rolls. PROJECT MANAGER
Keywords: Constant, Purpose (Drone)
NOTHING UNFINISHED
Prerequisite: Command •••
Keywords: Momentary, Purpose (Drone) Her presence is enough to make a group work both
Prerequisite: Stamina ••• smarter and harder.
She can’t rest until she reaches her goal, ignoring System: When you lead any time of extended ac-
even critical injury. tion involving craftsmanship or labor, all the char-
System: Once per session, when you mark your acters involved may use your Skill rating in place of
Taken Out Injury Condition or would be instantly their own while making rolls. You must be present in
Taken Out by another effect, you may Spend Inspiration the scene for this Gift to function.
to continue acting until the end of the scene. This does
not apply to any other Injury Condition, and does not RELIABLE COMRADE
apply to any effect that involves the character volun- Keywords: Constant, Purpose (Drone)
tarily choosing to be Taken Out. Prerequisite: None

72 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


Her group efforts bolster the team much further System: The first time you use the benefit of any
than anyone anticipates. of your Bonds, you do not remove the first success
System: When you assist a teammate with any ac- from the pool. This still adds the success as normal.
tion, you may add your Intuitive Facet to the number
of Enhancement that you grant the leading character.
KNOWING CONNECTIONS
Keywords: Momentary, Purpose (Envoy)
SPECIALIZED TASK Prerequisite: Empathy •••
Keywords: Constant, Purpose (Drone) He observes people in the scene and from their
Prerequisite: Any Skill ••• interactions discerns the connections between the
He’s trained to do one thing extraordinarily well. characters.
System: When you purchase this Gift, choose System: When entering a social scene, you may
any Skill you have three or more dots in. Whenever roll Empathy + Composure to get a sense of the
you roll that Skill, gain 2 Enhancement to apply connections between characters involved. For each
any Skill-relevant Stunts (which can include gen- success, you may ask one of the following questions,
eral stunts for combat or procedural actions). You which the Storyguide must answer honestly.
may purchase this Gift a number of times equal to • What Attitude does this character have towards
your Intuitive Facet. another?

ENVOY GIFTS • What kind of relationship do they have (roman-


The Gifts for the envoy phyle — special capabili- tic, business, mentorship, etc.)?
ties for diplomats, leaders, and emissaries. • How can I interfere with this connection?
FAST FRIENDSHIP • What do they want from me or another charac-
Keywords: Constant, Purpose (Envoy) ter in this scene?
Prerequisite: Empathy 3 • Has there been any kind of exchange between
He makes friends quickly and easily. these characters (favors, money, gifts, etc.)?
System: When making the extended action to es-
tablish a bond with another character, you require KNOWING WHO’S WHO
one fewer milestone than normal. Keywords: Constant, Purpose (Envoy)
JUST A SMALL FAVOR Prerequisite: Composure •••
Her knack for understanding others makes it easy
Keywords: Constant, Purpose (Envoy)
to identify important information, just from making
Prerequisite: Presence •• small talk.
She makes a small innocuous request. It’s hard to System: During procedural scenes, you gain your
refuse. Intuitive Facet in Enhancement when you make the
System: You may ask another character to do Interview action.
something small for you: make a delivery, relay a
message, retrieve something important, etc. This MASTER OF MANY LANGUAGES
task can be important, but may not put the target Keywords: Momentary, Purpose (Envoy)
character at risk. When you do this, you automatical-
Prerequisite: Enigmas ••
ly succeed at an Encourage Behavior roll as though
Her presence helps everyone find a common tongue.
you had rolled 1 success over the difficulty.
System: Spend Inspiration. For the duration of a
LASTING TIES social scene, your envoy and all her allies (including
all other players’ characters) are capable of commu-
Keywords: Constant, Purpose (Envoy)
nicating with any other intelligent being in the same
Prerequisite: Empathy •••
scene as though they had a common language. This
She knows just how to get the most out of her emo- extends only to spoken or physically expressed lan-
tional bonds with others. guage (such as body language or sign language) and

Creating Coalition Phyle Characters 73


does not apply to the written word or any form of re- automatically succeeds. The member of leadership
corded communication. will contact your character as quickly and expedi-
ently as possible — though they may be less inclined
MERCIFUL INTERJECTION to treat your character with hospitality depending on
Keywords: Momentary, Purpose (Envoy) the nature of your demand.
Prerequisite: Empathy •••
After a friend’s faux pas, he steps in with just the
SASQ GIFTS
right words. Second only to spinals in size, sasqs combine
System: Whenever a friendly character in the physical strength with technical savvy and precise
scene fails a social roll, in addition to gaining manual dexterity, sasq phyle Gifts enhance these
Momentum, you may step in and take a social action existing qualities.
as a Consolation, rather than any other Consolation
CRAFTSPERSON’S EXPERTISE
that may be offered by the Storyguide. You may only
do this once per scene. Keywords: Constant, Purpose (Sasq)
Prerequisite: Intellect •••, Technology ••
PLEASANT PRESENCE Her skill with tech is unparalleled, and she can cre-
Keywords: Constant, Purpose (Envoy) ate incredible works in shocking amounts of time.
Prerequisite: Persuasion ••• System: Treat any Advanced or Inspired technol-
Even though his appearance may be strange, his per- ogy creation as having a rank one lower for the pur-
sonality makes it easy to be around him. poses of how often the character makes rolls.
System: Your character’s appearance and the ap-
DURABLE AS STONE
pearance of your fellow phyle characters may startle
some, but you know just how to make everyone open Keywords: Constant, Purpose (Sasq)
up. When you are present in a social scene, you may Prerequisite: Stamina ••
shift positively by 1. He’s as enduring as the earth itself, absorbing inju-
ries with ease.
RECEIVED WITH GRACE
System: Gain a level of Hard Armor (which does
Keywords: Constant, Purpose (Envoy) not stack with any other armor) for each Size scale
Prerequisite: Empathy ••• you have above 1. If you are larger than your oppo-
She’s always received as an emissary of whatever it nent, this Gift stacks with worn armor.
is that she represents.
EYE FOR DAMAGE
System: Wherever the character goes, someone
is willing to receive them. You and your group auto- Keywords: Constant, Purpose (Sasq)
matically receive a warm welcome, lodging, and food Prerequisite: Might ••
for the duration of your visit or your Intuitive Facet Her sharp gaze misses nothing, easily identifying
in days, whichever is shorter. During this time, your flaws in an enemy’s gear.
host treats you as a welcome guest so long as you and System: When choosing the Sunder stunt, reduce
your compatriots do not take hostile actions — vio- the success cost by 1.
lence especially.
FORCEFUL CONTROL
SPEAK TO AUTHORITY
Keywords: Constant, Purpose (Sasq)
Keywords: Momentary, Purpose (Envoy) Prerequisite: Might or Stamina ••
Prerequisite: Command •• When a vehicle goes off-course and damage threat-
He knows exactly how to speak to an underling or an ens to destroy it, he puts his back into every repair.
employee to get the job done. System: When your character acts in the Damage
System: When interacting with a member of an Control action station while using a vehicle, she may
organization, you may spend Inspiration to insist use Might or Stamina in place of Dexterity when de-
on talking to a member of that organization’s lead- termining her dice pool.
ership. This acts as an Encourage Behavior roll that

74 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


HOTWIRE TOWERING FORM
Keywords: Momentary, Purpose (Sasq) Keywords: Constant, Purpose (Sasq or Spinal)
Prerequisite: Intellect •• Prerequisite: Stamina •••
A little bit of quick ingenuity, and she can make any- He’s larger than most — even other members of this
thing with an engine go — even if she doesn’t have the phyle — purpose-built to be massive.
keys. System: When you purchase this Gift, permanent-
System: Spend Inspiration when your character ly increase your Size Scale by 1.
steals a vehicle or otherwise encounters a vehicle
without its keys or starter. The vehicle automatically THE WEAK POINT
starts and will run without issue for the duration of a Keywords: Constant, Purpose (Sasq)
short journey (this must not be an extended action). Prerequisite: Intellect ••
She knows just how to spot a flaw, and leverage it to
KEEN-EYED TECHNICIAN
sabotage someone else’s designs.
Keywords: Constant, Purpose (Sasq) System: Make a Technology roll to identify flaws in an
Prerequisite: Cunning ••• object or piece of technological equipment. Each success
He knows just how to fine-tune a crafting project in you earn on this roll grants Enhancement to any one sub-
order to get the most out of it. sequent Technology roll to break or sabotage the item.
System: When you purchase the Bells and
Whistles stunt, you do so at -1 success cost. SPINAL GIFTS
The largest and most martial of all four phyles, spi-
OVERWHELMING FORCE
nal Gifts focus on combat and harm.
Keywords: Constant, Purpose (Sasq)
Prerequisite: Might •• BRUTAL FOCUS
Her blows scatter enemies easily. Keywords: Momentary, Purpose (Spinal)
System: When you purchase the Knockback or Prerequisite: Integrity ••
Knockdown Stunts, you do so at -1 success cost, to a He focuses intently on fighting with all of his strength.
minimum of 1. System: Spend Inspiration. For the duration of
the scene, reduce the cost of all combat-relevant
SABOTEUR’S EYE
Stunts by 1, to a minimum of 1 — including Inflict
Keywords: Constant, Purpose (Sasq) Injury and Critical.
Prerequisite: Intellect •••
His engineer’s instinct grants him clever tricks in
CRASHING CHARGE
battle. Keywords: Constant, Purpose (Spinal)
System: When making an attack, you may replace Prerequisite: None
your relevant combat skill with your Science or Nothing can stop her once she’s in motion, not even
Technology. When you choose to do so, you may not solid walls.
select the Inflict Injury or Critical stunts. System: When you make a Sprint action and flurry it
with an attack, targets of lower Size reduce their Defense
TECHNICIAN’S KNACK
by 1 and you may smash through any obstacles in your
Keywords: Constant, Purpose (Sasq) way that are your Size or smaller. You do this without
Prerequisite: Cunning ••• risk of injury. Any obstacle that might be considered ex-
When she studies an object, a picture forms clearly pendable cover is removed from the Field this way.
in her mind. Yes, she knows exactly how to recreate it.
FEARFUL SPEED
System: When you make a reverse-engineer ac-
tion, you continue to add your Technology in en- Keywords: Constant, Purpose (Spinal)
hancement to each roll in the extended action, re- Prerequisite: Athletics •••
ducing its applied rating by 1 for each subsequent She bears down on her foes with horrifying alacrity.
roll until it reaches zero. Once it reaches zero, the System: When you make the Rush action, a target
Enhancement no longer applies. cannot choose to resist you unless they first succeed

Creating Coalition Phyle Characters 75


on an Integrity + Composure roll at a difficulty equal He fights toe-to-toe with even the largest, most fear-
to your Destructive Facet. some foes.
System: When fighting another character of equal
FURIOUS STRIKES Size, the character treats themselves as though they
Keywords: Momentary, Purpose (Spinal) were one Size greater. When fighting a character one
Prerequisite: Aim or Close Combat •••• Size greater, ignore the Scale comparison between them.
He moves with blinding speed, striking again before
THREATENING FIGURE
his enemy can react.
System: After all characters have taken their ac- Keywords: Constant, Purpose (Spinal)
tions in a round, you may spend 1 Inspiration to make Prerequisite: Athletics or Close Combat •••
one additional attack. This is only an attack action Her physical presence alone is enough to intimidate
and may not be part of a mixed action. This may be a others.
ranged or close attack, at your option. System: In a social scene, you may substitute
either your Athletics or your Close Combat for
IMPERVIOUS CHITIN Persuasion for the purposes of making Encourage
Keywords: Momentary, Purpose (Spinal) Behavior rolls involving intimidation, coercion, or
Prerequisite: Stamina ••• the threat of violence.
Her body is hard and tough, capable of shrugging off
TOWERING COMMAND
serious injury.
System: Once per session, you may spend Keywords: Purpose (Spinal)
Inspiration and declare that you do not suffer any Prerequisite: Presence •••
injury or harm from a single attack as though the Her overwhelming size makes others too afraid to
Inflict Injury stunt was not applied to you. ignore her orders.
System: Once per session, you may make a de-
SUPERIOR REACH mand of a target with a Size lower than yours via an
Keywords: Momentary, Purpose (Spinal) Encourage Behavior roll. The target may not refuse
Prerequisite: Close Combat ••• this demand and must comply to the best of their
Their frame grew to allow for impressive strikes at ability. You may not order a character to perform
long distances. harmful or suicidal tasks. This may not be used on
System: You may spend Inspiration to make Close another player’s character without their consent.
Combat attacks out to Short range for the dura-
UNSTOPPABLE
tion of the scene. If you use a Reach weapon in ad-
dition to this effect, add your Destructive Facet in Keywords: Constant, Purpose (Spinal)
Enhancement to attacks using it. When fighting an Prerequisite: Stamina •••
enemy that does not also have a Reach weapon, gain She’s too big to easily defend against the might of
another 1 Enhancement. her attacks.
System: As long as your Size is greater than the
THE GREATER WARRIOR targets attacking you, increase the cost of all the
Keywords: Constant, Purpose (Spinal) Stunts they purchase, including damage and defen-
Prerequisite: Aim or Close Combat •••• sive Stunts, by 1.

TAKING OTHER GIFTS


As Talents, Coalition phyle characters may take DRONE
appropriate Gifts from Trinity Continuum, starting
on p. 197. The following list includes Gifts from that • Don’t Scratch the Paint
section, which each phyle may take at the experience
• Easily Dismissed
discount, as though they were Purpose (Type) Gifts.

76 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


• Voiding the Warranty SASQ
• Instant Expert • Determined Defender
• Internal Thermostat • Destined for Damage
• The Late, Late Shift • The Late, Late Shift
• Last-Ditch Effort • Deep System Scan
• Cast-Iron Stomach • Enhanced Impact
• Iron Lungs • Cast Iron Stomach
• Containing the Calamity • No Stone Unturned
• Moving Target • Self-Sense
• Internal Compass • Slip the Cuffs
• Cut the Red Wire • Digital Crackerjack
• Quick Fix • Blind Spots
• Digital Crackerjack • Internal Compass

ENVOY • Quick Fix

• A Friend in Every Port • Iron Lungs

• Easily Dismissed SPINAL


• Fairweather Friend • Armor of Fate
• Impeccable Timing • Knee Deep in Brass
• Name in the Lights • Untouchable
• Rosetta Stone • Speak Softly
• The Room Where It Happens • Eyes Like a Cat
• Second Chances, First Impression • On the Head of a Pin
• The In and In • Theatre of Conflict
• Rousing Speech • Pretty Damned Fast
• Politico • Calm Blue Ocean
• The Right Climate • An Extension of Myself
• The Hook • Murderous Totality
• True Friendship • Lightning Reflexes
• Disarming Candor • Moving Target

• Enhanced Impact

• Steely Gaze

Taking Other Gifts 77


STORYGUIDING THE COALITION
The Coalition as a whole are a wild card in the free phyle could grow into powerful associates.
larger conflicts surrounding humanity. The progen- Introducing Coalition into a chronicle means po-
itors and their loyal phyle are serious threats in their tentially exploring a young culture finding its feet,
own right, even before counting them or sidekicks providing the opportunity for player characters to
to the Aberrants. The rise of the Resistant offers al- guide the Resistant into developing their own identi-
lies bursting with potential, whose knowledge and ty. There are many stories that could focus on finding
experiences could turn the tide when dealing with ways around the limitations placed on the servitors,
the progenitors. The current balance leans more to- or locating a place for them to build their own colony.
wards threat than boon, but a stable population of The ethics of humanity meddling in the physical or

78 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


viable worlds the phyle could settle. The assistance
could (and probably should) be sincere, but depend-
ing on the needs of your game perhaps the other
civilizations want to keep an eye on how humanity
handles this.
On the flipside, it’s important to remember the
progenitors deserve their own focus as antagonists.
While they can certainly be portrayed with some
depth, remember this is a species that thinks little
of ravaging a world, taking what’s useful or enter-
taining to them because they can, and discarding the
remnants. They tinker with the building blocks of
life for fun, and show off their skills at genetic sur-
gery for prestige. Some Storyguides may jump at the
challenge to delve more into their mindset and flesh
them out as individuals, but as written these are not
tragic figures lashing out at a world that doesn’t un-
derstand them. They’ve spent so long as the masters
of their domain they have difficulty conceiving of a
reality where they can’t do exactly what they want.

STORIES ON THE ARK


Players could portray the humans stranded on the
Ark after the second contact mission, or even a mixed
group of humans and phyle. Storyguides might even
want to dial back the clock and play out the second
contact mission itself, leading into a longer game of
survival and infiltration aboard the ship. Not only are
the progenitors and any loyalist Talents obvious en-
emies here, but any number of Aberrant antagonists
may turn up (perhaps even an ongoing chronicle’s
recurring villain).
Perhaps the larger conflict unfolds into a long-run-
ning chronicle of Earth’s heroes chasing the Ark with
a Leviathan. This could be a tense game with regu-
lar skirmishes both in space or on the Ark (thanks
to teleporters). Perhaps humanity discovers the Ark
about to attack another inhabited world and tries
to intervene, or locates a world with “natives” engi-
cultural evolution of another sentient species should neered as a trap by the progenitors.
feature prominently in such a game, even before con-
sidering whether rehoming the Coalition might dis- STORIES ON YARRAN
place or interfere with someone else. An expedition discovering the phyle on Yarran
For an interesting contrast, consider having the may see a different population of Coalition as a rare
Qin or the Listeners (see Chapter Three) available second chance at a first impression. Can they avoid
as a sort of Greek chorus to remark upon humani- the disasters that came from first contact with the
ty’s dealings with a species at such a disadvantage. Ark? How has losing the advantages of their space-
Both species have skills that could assist newly-freed borne cousins affected the progenitors’ ability to
phyle and thus have a place in proceedings. The Qin deal with other species? Will humanity have a de-
could assist with resolving their biological needs, stabilizing effect on the balance between the na-
and the Listeners might contribute information on tions and turn a cold war hot? Most of the same

Storyguiding the Coalition 79


pitfalls and dangers await a team from Earth as in constructs and apply that feeling to phyle who are
the original first contact with the Ark, but larger discovering their freedom.
possibilities abound. Newly-freed phyle may come across as naive, but
One major difference between Ark stories and they’re not stupid. By default, they’re created to be sin-
Yarran stories is that on the planet, the progenitors gle-minded, to fulfill a particular duty and be naturally
can’t hide in the bowels of a world-ship and let the good at the skills that go into it. Many castes, particu-
envoys do the social heavy lifting. They could poten- larly the common ones spotlighted in this book and
tially keep visitors at bay, but there are far fewer bar- Trinity Continuum: Æon, have the capacity to grow
riers between outsiders and the makers. The massive beyond that even if they’re discouraged from doing so.
complexes and towers from which the progenitors Even those phyle still bound to the progenitors and
wield power are too conspicuous to go unnoticed their castes already show signs of this.
from above, and there’s no need to navigate a ship’s Drones in particular are meant to be capable of
labyrinth to get there. looking beyond their exact literal orders to resolve
The progenitor-Resistant conflict on Yarran of- conflicts without supervision, and thus have a little
fers up many different potential story ideas, many more capacity for self-determination than one might
of them fraught with danger and deeper questions expect. Sasqs, of course, must be capable of impro-
of ethics and responsibility regarding the destiny of vising to diagnose and repair technical problems
the planet-bound phyle. A lot of the same questions that arise within an advanced starship or a primitive
apply regarding helping the Resistant or finding a water pump. Even when envoys play at diplomacy to
new home for them (either on another world or on get another species’ guard down, they must still go
Slate). A longer chronicle featuring the Coalition through the motions of understanding others to seek
could address the implications of bringing free phyle compromise and accommodation. And while spinals
from the Ark to join their numbers and integrate the aren’t necessarily challenged in this regard the same
two populations. The Yarran Ark is a McGuffin all its way other phyle might be, enough of them make
own, full of technology and secrets that may be easi- the jump from targeted killing machine to “tactical
er to find and retrieve than in the one headed toward squad leader” to suggest that the further challenge is
Earth (or, for that matter, the others out there). all they really need.
Playing the Resistant, especially on Yarran, allows
ALL-PHYLE STORIES an opportunity to explore issues of dysphoria. While
Whether on the Ark or on Yarran, a game with not extremely common, many phyle realize they ar-
primarily Resistant characters presents a chance en’t a good fit for the tasks or roles they’ve literally
for players to portray individuals building their own been bred for. How does a drone practice engineer-
identities and culture from the ground up. How does ing skills usually limited to sasqs? How does a spi-
someone newly freed from an oppressive regime find nal cope with a pacifistic urge? The phyle struggle
their own name? When the urge to create art comes with their own questions of nature versus nurture
over them for the first time, how do they express it? and some players may appreciate tackling those
How do they feel the first time they have to go under- questions in a game with a group they trust to treat
cover among loyalist phyle? it respectfully.
The most important thing to remember when por-
traying phyle is that even those still under the pro- SIDE-BY-SIDE
genitors’ thrall are not mindless zombies. They’ve Adding humans into the equation complicates
been drugged by pheromones and conditioned into things, whether player characters in a mixed game or
accepting a simple life where their food and hous- as Storyguide characters. Phyle tend to view humans
ing needs are met and they need little else as long as through the same lens they use for each other and as-
they follow orders. Think of how human society con- sign them castes based on actions and skill set. This
ditions its members and how people cope with that, means humans may have to spend time correcting
and apply some of those lessons to a people who’ve misconceptions from a first meeting. This also means
been actively held back from the self-awareness and humans who naturally exude leader-like qualities
critical thinking that we enjoy. Consider a time when may have phyle hanging on their every word and tak-
you had a profound realization about your place in ing their requests as orders. Even the Resistant may
the world, your faith (or lack thereof ), or societal have difficulty shedding those instincts.

80 CHAPTER TWO: SERVANTS AND MASTERS – THE COALITION


Of course, not all of the Resistant necessarily engineering prowess, perhaps, but they haven’t had
accept humans or their assistance. They’ve been much reason to fundamentally change the way they
through too much to trust blindly, and those with behave or interact with other life-forms, engineered
clear heads may resent or suspect the intrusion of or otherwise. If they stepped away from their culture
anyone seemingly interested in a leadership role. of conquest and oppression, they’d cease being pro-
Some may worry that if they accept humanity’s help, genitors and likely become unrecognizable.
then they don’t fight for freedom but to trade one Second, everything else is likely different. Each
master for another. One or two might even harbor Ark takes its own path through the cosmos and has
a theory that the humans are merely some new cre- encountered different worlds. Arks may meet up
ation of the progenitors meant to ferret out rogues. and exchange phyle for the sake of diversifying their
All of this potentially applies to the Resistant on capabilities (and showing off ), but for the most part
Yarran, as well, once they’ve made first contact with any similarities will probably be equivalencies.
humanity. Sure, another Ark may have something mechani-
A story touching on this sort of fear and paranoia cally identical to spinals, but these are more akin to
should start with a long conversation between the birds or lizards than insects. Perhaps the local coun-
players and Storyguide. It’s important to make sure terpart to sasqs are more like jellyfish. Each Ark is
everyone’s on-board and knows whether this chron- going to have the same or similar needs and likely
icle is about building trust between humans and the same rough castes to deal with them, but don’t
phyle or if there’s meant to be an ongoing mood of use that as an excuse to just reskin all of the common
underlying tension. It’s all too easy for a game like phyle. Take advantage of the rules elsewhere in this
this to fall into a trap of someone insisting on being book to build something strange and different from
difficult with the rest of the group because “it’s what what players know or expect.
their character would do.” Third, consider coming up with one major twist
on the assumptions of an Ark and seeing where
OTHER ARKS that leads. The Ark headed for Earth, minus the
Another possibility for a Coalition-focused chron- Aberrants, can serve as a template for a “typical”
icle is exploring one of the other Arks out in the uni- Coalition experience, and that can be a starting
verse. Maybe this is a long-running, ongoing game point. Maybe another Ark has seen a semi-suc-
and both the Earth-bound Ark and Yarran have been cessful revolt and the interior of the ship is divided
dealt with, and the Storyguide or players want to between Resistant and progenitor factions. Those
track down the rest. Maybe the Storyguide wants to factions could be at war, or they’ve worked out an
play with their players’ — and characters’ — expecta- uneasy truce for the sake of not destroying their
tions. Exploring the other Arks could be a book all its ship. Perhaps yet another Ark has seen a genetic
own, but here are three pieces of advice to consider experiment go wrong and a mutating plague ravag-
when running such a story. es the ship and the progenitors have to constantly
First, the progenitors are probably mostly the same. keep it under control, leaving them weakened and
Modified with special abilities from their genetic desperate. The possibilities are endless.

Storyguiding the Coalition 81


Religion to me is science, and science is religion. In that deeply-felt
truth lies the secret of my intense devotion to the reading of
God’s natural works. It is reading Him.
— Ada Lovelace

On a hot and humid world, where the seas The true secret of this clade’s dominance was
abound with life and the sparse land clutches des- not language, though, or even eir innate curiosity.
perately at the sky, one species evolved with a bit Somewhere in eir evolutionary chain, ey began to
more curiosity than eir peers. This served them anticipate the movements of eir prey, not merely
well as an adaptation, allowing them to predict the through cleverness but by knowing where the prey
movements of eir prey. Over eons, ey evolved into had been, was now, where it would be. This aware-
ambush predators, hiding within reefs, and snatch- ness extended not only into the future, but into the
ing whatever was unfortunate enough to swim by. past, allowing these little hunters to know when
One clade developed a rudimentary social struc- an opposing band had laid traps or ambushes of eir
ture, using calls to coordinate hunts, herd schools own. This creature, then, we may finally call the
of prey fish toward ambush, and so on. These calls anatomically modern Listener, the ancestor of all
grew more complex over time, but true language Listeners and the ultimate author of eir gnostic
developed only when ey learned to communicate by society, for according to the learned masters even
touch with eir cilia — a silent predator is, after all, a then the Listeners yearned to know the truth of
more successful predator. the universe.

RECORDED HISTORY
The recorded history of Listener civilization War, when the Listeners conducted it, took the
doesn’t begin with the advent of writing, or with form of meticulous planning followed by sudden,
oral or tactile storytelling; rather, recorded histo- swift, and brutal annihilation of the enemy, either
ry begins with the furthest observations made by due to successfully concealed aggression or the de-
enlightened sages in the never-ending quest for fender successfully anticipating and ambushing eir
universal knowledge. As methods and minds grow foe. As skill with clairsentience developed through
more powerful, sages push that line further and monastic teaching and study, so too did counter-
further back. For Listeners, who perceive time and measures against those practices. The Listener
causality as a topological medium rather than a sim- talent for hiding the noetic “footprint” of eir com-
ple line, history expands ever outward, both into munity originally arose as a form of counterintelli-
the past and into the future. gence, with dedicated collectives within monastic
The current earliest single-mind observation, groups undertaking ritualized contrarian behavior
made by E-Which-Seeks-the-Ancient-Wisdom of to nullify the wider community’s presence within
the Order of the Backward-Looking Torpedofish, topological causality. This practice, which Listeners
concerns one of the earliest bands of Listeners to refer to as “water-stilling,” tilted the balance strong-
develop sedentary life, and dates to roughly 80,000 ly in favor of the attacker.
years ago. These settlements developed in rap- This state of affairs — monastic communities sur-
id succession as Listeners’ natural clairsentience rounded by collectives devoted to more mundane
warned them of the advantages eir rivals would en- practices — survived for thousands of years more
joy as ey, in turn, adopted sedentary life. With set- or less unchanged. When these communities began
tled life came the centrality of monastic life, though to industrialize, however, the topology of the future
in these days such orders were for purely military rapidly grew complex and dark. Listener sages from
purposes, anticipating threats to the collective and every community were terrorized by nightmarish
seeking advantages against others. visions of Skete becoming a hothouse world similar

Recorded History 83
DOES WATER-STILLING MODERN SKETE
MEAN LISTENERS For all that Listeners are a scant hundred years or
ARE QUANTAKINETIC? so behind humanity in terms of technological devel-
opment, eir world bewilders and overawes practically
Short answer: No. Long answer: While the every human who has walked on it. Between the thun-
Listeners’ ability to water-still bears a super- derous cries of virtually every creature on the planet
ficial resemblance to the innate Quantaki- (including the Listeners themselves, whose unmodu-
netic power Psi Cloak, it does not function lated voices never drop below a shout) and the bril-
by directly affecting the noetic medium. liant colors Listeners favor in eir architecture and de-
Rather, it’s a learned and rigorous cultural sign, overstimulation is a serious problem for visitors.
practice, made possible only by the Listen-
ers’ native grasp of clairsentience. Individu- For the Listeners themselves, however, the world
al Listeners cannot offset eir own presence is perfect for them. Their range of hearing is surpris-
in causality; only by acting as a group can ingly low, with the average human voice occupying
ey screen out the actions of others. Roughly its higher reaches (indeed, some elder Listeners’ are
one in ten Listeners serves in this capacity at unable to hear humans with high voices speak at all),
least part-time; many of them serve full-time. and eir eyesight fixates better on movement and col-
It may seem strange to dedicate so much of or than on perspective and silhouette. Touch, taste,
eir population to the task, but to Listeners it and smell are by far eir strongest senses, and ey have
makes perfect sense — anything less would built a world around those senses.
be reckless (and in the context of the wider
universe, haunted by countless dead civili- Walk down the central avenue of a Listener city.
zations, nigh-suicidal). Beneath your feet is a pebbly blacktop of crushed
and lacquered shells, both firm and providing am-
ple traction. To either side, rising to a few stories on
to Venus, or of biological agents gone awry annihi- average, are coral structures immaculately grown in
lating the biosphere, or of fields and fields of the organic shapes. Doorways are low and broad, and if
dead, eir insights forever lost. Ey knew ey could not you care to step inside any of these buildings, you’ll
allow the status quo to proceed. It was plain for all likely have to squat — Listeners are only about a me-
to see that a new way was necessary. ter tall, and don’t seem to suffer from claustropho-
Ey discussed these changes for centuries, and bia. Passageways are, thankfully, usually very broad.
finally codified roughly 700 years ago. All of Skete You will be touched. Every human who comes to
is now bound into a single collective of collectives, Skete learns this, first from old hands at mandato-
with a representative body drawn from all monas- ry orientation, then from the Listeners themselves.
tic orders, the Monastic Synod of Skete, overseeing Listeners habitually touch everything ey can reach,
the whole. Together, ey ensure peaceful existence both to investigate the world around them and as a
and prosperity for eir flocks, and manage the task social act — effectively saying, “Hey, I’m here,” with
of hiding Skete’s noetic signature from the rest of the same sort of social weight humans might give
the galaxy. to meeting someone’s eyes and nodding in passing.
There are no markets in the plazas of Skete’s cit-
ies, no merchant class — because there’s no need for
BACK TO SCHOOL? them. All economic activity is noetically predicted
and centrally planned. Warehouses, both above and
A group of Listeners is, in English, referred
below the waterline, stock and distribute goods, with
to as a constellation or a galaxy, after the
group nominative for Terrestrial sea stars. every Listener familial unit receiving eir necessary
The Listener term, of course, is wholly differ- share. Instead, the open spaces of Listener cities are
ent (and very difficult to translate), but ey do devoted to debate, education, and the meeting of
enjoy the English appellation, and given eir minds. These fora are common and virtually never
own affection for the stars consider it some- entirely deserted, for Listeners love to argue, even
thing of a cultural compliment regardless of those who have not joined a monastic order.
its origins. It’s even catching on as a neolo- Industry commands the vast majority of Skete’s
gism among younger Listeners. land surface area — cities are instead built upon

84 CHAPTER THREE: ALIEN WISDOM – THE LISTENERS


shallow atolls or coral reefs, and virtually all of attendant friction of old and new all the while.
Skete’s food supply comes from intensive aquacul- The broader monastic government itself is man-
ture. Unlike human industry and farming at the aged by representatives, with one parentarch cho-
Listener’s relative technological level, on Skete these sen from each order — traditionally, the wisest and
practices are undertaken with extreme care to avoid most recognized member of that order. Popularity
damaging the natural environment. Consequently, of an order in terms of population is considered
even though Listeners have been slowly industrial- but ultimately not weighted — a small order sends
izing for centuries, eir atmosphere and hydrosphere a single parentarch, as do the largest and most in-
are relatively uncontaminated with the usual sort of fluential, though the latter often receive far more
effluents and byproducts one might expect. attention when it comes time to argue eir position.
And argue ey do: the Monastic Synod of Skete has
LISTENER GOVERNMENT been in session for over 300 years (dating to a brief re-
A significant minority (nearly 25%) of Listeners cess taken for communal observation of a close-pass-
are full-time members of a monastic order. ing comet), with parentarchs debating prophetic vi-
Traditionally, these disparate orders governed for sions alongside policy, for the two are often one and
the benefit of eir associated constellations of believ- the same. While early meetings of the Synod were
ers. On modern Skete, ey instead govern regions or conducted orally, modern proceedings are much qui-
sectors of industry and aquaculture as part of the eter thanks to the development of repeaters similar to
broader monastic government. These posts are not braille displays, where parentarchs can rest a single
the sole property of a given monastic collective — if tentacle to receive every word inscribed by the cur-
mismanaged, or if the collective’s political sway rent speaker on a central interface. This shortens the
weakens, ey can and often are reassigned. Since length of a given debate significantly — consequently,
the Listeners take such care to avoid disruption to the number of topics debated balloons to match the
the systems of eir everyday life, however, these re- available time, giving the Synod a wide-ranging and
assignments can sometimes require upward of five highly detailed level of comprehension and control
years of transitional dual-management, with the over Listener culture and the planet at large.

THE NAMING OF LISTENERS


Listener Tactile Sign Language (LTSL) is capable of multiple simultaneous independent
statements, owing to the decentralized nature of the Listener brain. Humans, with bilateral
brains and a hopelessly linear view of time (by Listener standards), are unsurprisingly of-
ten confused by translations, which generally come across as extremely abstruse. Listener
names are no exception, containing multiple segments arranged in a fashion Listeners
find artful and which humans are barely able to perceive. For the ease of humans, Listen-
ers often only state the central thesis of eir name in common parlance, and are sometimes
subsequently confused when humans shorten eir names yet further.
Consider the example of E-Which-Seeks-the-Ancient-Wisdom. E’s real name would oc-
cupy this entire sidebar, would require footnotes, and would contain multiple cultural ref-
erences that a human reader would not have a hope of understanding without a lengthy
lecture beforehand; a somewhat less abbreviated translation might be E-Which-Seeks-the-
Ancient-Wisdom, Cutting-Child of Venturing-Into-Infinity-Unprepared, Advised in Part by
Wonderer-at-the-Wild-Waves, Future Advisor of Litany-of-Wisdom-Yet-Unknown, Known
Well For Parting the Ancestral Veil, Member of the Order of the Backward-Looking Tor-
pedofish. Listener names change frequently over eir lives, especially if ey join a monastic or-
der, at which point ey become part of a long scholarly tradition that, in ceremonial contexts,
must be recited in full. Ey report no difficulty in adjusting to new names — indeed, Listeners
often wonder how humans tell one another apart with such short names.
Listeners commonly use the central thesis of names as effective pronouns for referring to
others, as maintaining distinct pronouns for each of eir 120 potential sexes would be lu-
dicrously complex even for them. Human translators render this as gender-neutral Spivak
pronouns: e/em/eirs.

Recorded History 85
RELIGION
Listeners’ faith is impossible to separate from eir
politics. It’s the underlying complexity behind vir-
tually every position, every policy, every argument,
and every relationship. It informs how the Listeners
view themselves and eir reality. It is, in short, the
bedrock of life on Skete.
Early Listener religions centered on the stars;
with eir relatively underdeveloped eyesight and
with Skete’s thick atmosphere, Listeners could
only see the brightest of the stars and planets in eir
night sky. Ey called these lights, which ey could not
understand, gods; Swimmer-Against-the-Current
(actually Skete’s closest neighboring planet, which
orbits counterclockwise), the contrarian rebel with
boundless compassion; Sky-Turner (an inner planet
that, like Venus, is bright but only visible at dawn
and dusk), the loyal and tireless cutting-child; the
Timekeeper (a nearby Type II Cepheid variable star
reaching maximum apparent magnitude every 16
days), ringing eir silent bell eternally; and so on. The
brightest star, eir sun, ey call Light-of-Knowledge.
For a long time, the early Listeners sought to
better understand eir gods, who (save for Light-of-
Knowledge) were distant and imperceptible. Optics
lagged behind direct observation, and so it was in
the mind’s eye that the Listeners first beheld the
faces of eir deities: Swimmer-Against-the-Current,
arid and devoid of life; the Sky-Turner, its surface a
blasted landscape constantly turning itself over to
reveal shining metalbergs that soon ran like rivers;
and Light-of-Knowledge, an unimaginably massive
envelope of flame whose inner workings fascinat-
ed and horrified the Listeners in equal measure. In
time, ey even reached across the vast gulf between
the stars, and saw that the Timekeeper was not a
quiet, contemplative mystic, but a violent and ev-
er-changing cousin of Light-of-Knowledge.
Surely, these could not be the gods. Yet, the more
ey observed, the more ey learned, the more ey began orders say, will the gods reveal themselves and
to question eir assumptions. As ey learned of the na- answer all questions. While many orders quibble
ture of reality, ey were both frustrated and delighted over details of interpretation (and especially over
that there were yet more questions to be answered, what Listeners are intended to do with eir enlight-
and that every answer only bore new questions — enment), this belief underlies virtually all faith
sometimes, legion questions. on Skete. (“When all questions are answered” is
Most orthodox monastic orders adhere to the a Listener aphorism that, in profane use, roughly
view of the universe as an immaculately-construct- translates to a blasphemous equivalent of “when
ed tool of the gods, created to test the Listeners Hell freezes over.”)
(and, presumably, other species), impelling them Orthodoxy cannot exist without heterodoxy,
to seek wisdom and enlightenment. Only when ey however; in the past as now, many monastic or-
are worthy of seeing the true faces of eir gods, the ders depart from these beliefs. The most common

86 CHAPTER THREE: ALIEN WISDOM – THE LISTENERS


heterodoxies have to do with the question of the na- welcomed if only for the opportunity to offer proofs
ture of the universe — some claim it’s not a test but of one’s own in counterargument.
a prison the gods intend to help them escape, while
others insist reality itself is an illusion and investi- MAJOR MONASTIC ORDERS
gating the nature of the universe is a red herring. • Order of the Unfurling Comprehension of
There are even, surprisingly, atheist Listeners, who the Sixth Charted Constellation: This pre-
view the gods as an instructive fable and focus eir eminent order has existed for over a thousand
attention entirely on solving the mysteries of the years, and was one of the great powers during
here-and-now. In the old days, heterodoxy (and es- the industrialization crisis that led to the uni-
pecially atheism) would be cause for war, but now fication of Skete. In order to convince the oth-
Listeners do battle with debate and proofs rather er orders that it wasn’t a scheme of eirs, ey
than violence, and the heterodox viewpoints are voluntarily gave up much of eir holdings and

Recorded History 87
temporal power as reassurance. Ironically, in and the Wall-Topplers are one of them, for ey
the post-unification era, this willingness to de- make it eir business to know everything ey can
stroy eir own power structure for the sake of about humanity. Taking eir name from humani-
others has made them very popular, and though ty’s peculiar distribution throughout the galaxy
ey do not command much of Skete’s population, and the quantum flux that made observing Earth
eir voice has remained ever at the forefront of during the 21st century so difficult, it was ey
the Synod. Indeed, many of eir long-time oppo- who first noticed the disturbances caused by the
nents in debate wonder if that wasn’t the plan acausal future-echo of Leviathan jump shocks,
the entire time, but if so, it was so masterfully though ey didn’t understand what ey were
executed that even the current heads of the at the time. Ey passed the information to the
Sixth Charted Constellation know nothing of it. Synod, and with the aid of several physics-ob-
For the past few decades, eir sole political focus sessed orders (most notably the Harmonious
was working toward contact with humanity; ey Quark-Arrangers), ey worked out what ey were
are heavily invested in making sure the relation- seeing. Thus, the Wall-Topplers are directly re-
ship between Skete and Earth pays off. sponsible for Listeners contacting humanity.
Their knowledge makes them a vital resource
• Sacred Trust of the Northward Sky-Reach: A
to the Synod and a target for those orders who
conservative order who revere the Timekeeper
wish ey’d kept eir tentacles still. Unprepared for
above all others, and who seek enlightenment
this role, the tiny and previously obscure order
through ascetic emulation of that deity. Ey are
is stretched thin, with scarcely the time to do
known for eir blunt and direct arguments, for
what ey most want: to fill in the missing details
ey believe dissimulation and flowery language
of the 21st century on Earth, and to figure out
poisons one’s attention to the yet-unmastered
how humans suddenly developed psionic pow-
truth. Their stoic nature has won them many
ers far beyond what Listeners believed possible.
admirers, even among other monastic orders.
Ey’re certain the two are connected, somehow.
During the debate over contacting humanity,
the Northward Sky-Reach was vehemently op- • The Quiet Stargrazer Sobornost: Water-stilling
posed, and gathered many smaller like orders orders are often relegated to the background, a
under eir banner. Believing humanity are har- vital task most Listeners happily avoid thinking
bingers of destruction, ey work to limit their about due to its distasteful origin as a means of de-
presence on Skete as much as possible. ception and warfare. Most such orders accept eir
lot, accustomed to laboring silently for the good of
• The Coral-Weaving Society: While most orders
all, and maintain neutrality in most debates — ey
focused on preserving ancient cultural practices
still the waters, not disturb them with direct ac-
have little temporal power or authority beyond
tion. During the debate over contacting humanity,
eir very-tightly-defined area of expertise, such
however, the Quiet Stargrazer Sobornost caused
is not true for the Coral-Weaving Society, whose
a fracas in the Synod by not only endorsing the
agents are involved at virtually every level of city
Sixth Charted Constellation’s proposal for hu-
planning. Listener construction is begun decades
man contact, but outlining precisely how Skete’s
in advance, and Coral-Weavers are the ones who
water-stillers could selectively allow a particular
verify population growth projections and modify
set of humans (specific humans, named and de-
designs as required. Active across Skete, ey leave
scribed in the report despite none of them having
eir mark on practically every building of note
been born at the time) to discover Skete. It was as
— including those few designed for humans to
enormous a break with tradition as it was a stun-
walk upright in.
ning accomplishment of clairsentience, one which
• The Wall-Toppling Observers of the Far- other water-stilling orders still hold against the
Swimmers: Most archeological orders concern Quiet Stargrazers, whose public esteem has risen
themselves with Skete, seeking truths known greatly.
and forgotten by ancient sages or searching for
• The Arch-Templars of the Meaningless
the signs of divine intervention on behalf of ear-
Shuffle: No established order, especially those
ly Listeners. A few such orders, though, seek to
rooted in traditionalism and conservative
learn the histories of other intelligent species,

88 CHAPTER THREE: ALIEN WISDOM – THE LISTENERS


thought, would wish to acknowledge it, but the vast majority of the time, quietly organizing
this strange heterodox order of wandering for long periods before executing a single, tight-
sages is phenomenally popular among the lay ly planned crime. A successful constellation that
population. Their eponymous dancing (each evades detection by the monastic authorities might
Shuffler’s is unique), which ey will happily tell pull off as many as ten criminal actions in a given
you has no meaning, makes them immediate- member’s lifetime. Most do not survive past eir first
ly noticeable in Skete’s fora. Ey are known for two or three.
riddles, paradoxical statements, and a strong Property crimes are practically nonexistent, as
belief that enlightenment is not to be found Listeners do not have a materialistic culture, and in
in debate or study but in a simple, guts-deep any case, there’s no practical way to fence something
knowing that may come upon any Listener, not on a planet where anyone who touches an object
just monks. Human translations of Shuffler lore will know it’s stolen (and Listeners love to touch).
(again, extremely dissimilar between individual Instead, most crimes are what humans would con-
Shufflers) frequently read like a strange fusion sider sectarian in nature — a constellation adopt-
of Mahayana Buddhist and Discordian princi- ing an extreme interpretation of reality and acting
ples, but Listeners consulted on the issue gen- (frequently violently) against a rival whose own
erally consider those translations to be missing interpretation ey consider to be blasphemous or of-
the point. Unlike other orders, Shufflers have fensive. Occasionally, these crimes serve a political
no monasteries or even a firm organization. Its agenda, but the dividing line between religion and
adherents flit between lay constellations as ey politics is so blurred on Skete that the only real way
wander and consider what ey call the Unknown to classify one from the other is if it results in a ma-
Known, and by tradition any of them may wan- terial change in monastic policy.
der into the Monastic Synod and name them- Crime was once much more common on Skete,
selves the Shuffler Parentarch, for the Shufflers and so despite the extreme rarity of illegal behav-
refuse to name one as a whole. ior there is an office whose sole purpose (in theory)
is to deal with crime — though that office is very
CRIME small these days. Truthseekers are empowered by
If you ask monastic officials, ey tell you there’s and report directly to the Synod as a whole, rather
no crime on Skete — that the advanced clairsen- than to an individual monastic order, and are giv-
tient knowledge ey employ on behalf of the people en permission to examine anyone and anything for
makes this impossible, and in any case, Listeners any reason, and to be given whatever ey require
have evolved beyond subterfuge (a practice that, in when doing so. In the absence of frequent crime,
Listener culture, is almost universally considered a however, Truthseekers are left to eir own devices,
pretext to violence). Skete is a harmonious collec- and only the highly devoted bother with the rigor-
tive, ey say, a blessed place where all are free to la- ous trials necessary to achieve that privileged sta-
bor and learn together without fear. tus when ey know the majority of eir time will be
And in the main, ey are right. Skete is safer than spent on other pursuits.
even the most closely-watched avenues of China’s When a crime does occur, however, the
most secure cities, with a crime rate so low that it’s Truthseekers sweep into action. First, ey work to
nearly impossible to measure. Absence of evidence, break through the water-stilling of the criminal or-
however, is not evidence of absence — there is crime ganization; if ey are unable, ey begin requisitioning
on Skete, and it’s some of the most sophisticated support from monastic orders, employing eir highly
crime anywhere in the galaxy. It has to be, to have trained minds to penetrate the veil of secrecy. When
any hope of success in a clairsentient society. the identity of the criminals has been ascertained,
All crime on Skete is organized, the product of a ey assemble an ad-hoc group, keeping all prepara-
constellation of Listeners working in concert, for an tions highly secret through the use of water-stilling,
individual has no hope of evading notice. Most of with the goal of eliminating every member of the
the constellation employs the same water-stilling criminal constellation at once. There are no trials,
techniques as the monasteries, nullifying the noet- for guilt is a noetic certainty. There are no prisons,
ic presence of one or a few Listeners’ actions. Most for the Listeners consider confinement without the
such constellations operate in a legitimate fashion possibility for study and further enlightenment to

Recorded History 89
be needlessly cruel. Every crime on Skete carries safe from eir anonymous fellows, Listeners would
the death penalty, because the only crimes that destroy themselves in short order, as ey very nearly
happen on Skete are premeditated threats to the (from eir perspective) did 700 years ago.
fabric of society itself. Without the certainty ey’re

LISTENER CULTURE
Skete is more than the Monastic Synod, more Listener housing most often takes the form of
than the orders which make it up and which gov- blunted coral humps, separated into layers in which a
ern the lay populace — Skete is a world with over given familial unit lives. Larger units may occupy two
four billion sophonts, all of whom have eir own or more floors of a structure, but most comfortably
ideas, opinions, preferences, rituals, and more. fit in one. These low-ceilinged domiciles are broad
Listener culture is colorful, deeply communal, enough for Listeners to easily pass one another (easily,
and saturated with the trademark Listener cu- of course, is considerably more intimate for a Listener
riosity. Listeners live in a modern world almost than it would be for a human). Most boast a central
recognizable to humans, with some rather glaring pond, in which the Listeners sleep, but layouts vary,
differences. and some Listener sects favor solo sleeping to better
open the mind to uninfluenced prophetic dreams.
THE LAY POPULACE
Most Listeners do not belong to a monastic order. TECHNOLOGICAL
Ey may consider themselves adherents of a partic- DEVELOPMENT
ular order’s interpretation of reality, and may even Listeners industrialized over 700 years ago, and
be supervised directly by an order, but are not them- have followed a slow-and-steady-and-above-all-
selves beholden to the order or a part of its formal safe trajectory in eir technological development
structure. As Listeners are wont to do, ey may come ever since then. Theory precedes all else: concepts
and go as eir own interpretations and desires direct are aggressively studied both in terms of physical
them, with no social onus against doing so. sciences and potential unforeseen effects on society
The average Listener lives in a constellation rang- through clairsentience before prototyping even be-
ing up to a dozen individuals — after that point, the gins. Once the science bears out, testing begins in
tendency to split usually takes over, resulting in two an isolated community on a remote island, to cross-
smaller groups. These breakups are rarely acrimo- check clairsentient predictions. Only once the tech-
nious or sudden, since everyone involved likely sees nology’s safety and utility has been confirmed, to a
them coming. The constellation is the basic unit degree even the most safety-obsessed human engi-
of Listener society, and though constellations may neers would consider extreme.
(and frequently do) associate to tackle larger proj- While monastic orders, through the Synod, over-
ects, ey usually maintain eir own private interests see all technological development, most orders do
and projects as well. not directly participate in research or development.
Listener constellations are not based upon lines Instead, that work is left to lay Listener constella-
of descent, and indeed many Listeners do not reg- tions or associations of constellations who special-
ularly interact with any genetic relatives (though, ize in engineering, chemistry, physics, and other
naturally, ey’re aware of them — it would be hard sciences. Ey create concepts, draft proposals, and
for them to not be, given eir natural clairsentience). submit it to the Synod through whatever order
Instead, ey join familial groups on the basis of a seems most appropriate (or whom the constellation
shared interest, religious outlook, or occupation, believes will be interested and therefore likely to
and often more than one of the above. It’s not un- fight for its approval).
common for Listeners to drift between two or three Because of the pace of research and development,
over the course of eir lives. These familial units live, most Listener technologies lag behind humanity’s
eat, and sleep communally most of the time, and relative level of development, broadly equivalent to
likely work together as well. the pre-Nova Age early 21st century.

90 CHAPTER THREE: ALIEN WISDOM – THE LISTENERS


INFORMATION TECHNOLOGY AUTOMATION
Due to the high humidity and oxygen content of Automation is an area in which Listeners par-
Skete’s atmosphere, metal oxidizes and corrodes adoxically excel. After all, the more work is done
much more rapidly than on Earth. As a result, per- by machines, the less work needs to be done by
sonal computing is not nearly as widespread or ad- Listeners, thus freeing them up for intellectual
vanced as it was on Earth in the early 21st century, tasks and self-improvement. Listener manufactur-
since processors and other hardware must be kept ing complexes, like computing spaces, are honey-
in rigidly climate-controlled rooms, with condi- combed and climate controlled, and operate with
tions inimical to Listener life. Most interfaces are minimal Listener input. If maintenance or repair
carved-coral repeaters, serving as both keyboard is necessary, a given cell’s environmental condi-
and display, and the processing power and storage tions can be relaxed, allowing a Listener with pro-
capacity of most systems is on par with 1980s-level tective garb to enter and perform whatever task is
computing, with the exception of widespread wire- necessary.
less networking. For applications where climate control isn’t fea-
The recent development of mindweaves, using sible, such as wide-scale aquaculture, the Listeners
donated Listener neural tissue, has begun to change use eir most corrosion-resistant alloys throughout.
that status quo somewhat. A mindweave must be These complexes require frequent repair, but still
painstakingly grown and trained to perform tasks, operate with a high degree of efficiency and failure
but apart from its specialized nutrient tank it re- rates comparable to human automation.
quires no special environmental adaptations, mak-
ing it far less expensive than widespread adoption SPACEFLIGHT TECHNOLOGY
of hardtech computing. The only factor limiting the Listeners understand rocketry very well, given
rollout of mindweaves is the time necessary to de- the restrictions on it eir climate poses. Their rock-
velop a given system; an association of constellationsets, like most of eir manufacturing, are constructed
whose predecessors developed mindweave technol- by automated processes, built within a climate-con-
ogy are working to streamline the process, and ac- trolled envelope on the launchpad itself. Once con-
tively recruiting other constellations with the nec- struction is complete, the rocket is fueled, the enve-
essary technical knowhow. In addition, the Synod lope is removed, and launch commences.
currently reviews a proposal to trade for the technol- Listeners have never sent one of eir own into
ogy to create biocomps (Trinity Continuum: Æon, orbit, partially because of the material challenges
p. 284) designed for use by Listeners. If approved, of creating a Listener-comfortable (or safe) envi-
this could revolutionize eir use of computers. ronment within a mass-limited space capsule, and
partially because Listener engineers could never
MILITARY TECHNOLOGY reach a level of safety ey were comfortable with —
The Listeners unified on the eve of what would even pursuing rocketry at all required nearly a hun-
have been eir version of World War I — the first dred years of frenzied argument within the Synod.
large-scale war between Great Powers fought us- Instead, the Listeners send probes in eir place, both
ing industry. Unification both averted that potential to conduct physical experiments in situ and to re-
catastrophe and created conditions where weapons turn samples to Skete (something ey excel at, even
development was completely unnecessary, and con- by early-21st-century human standards).
sequently Listener military technology is incredibly
outdated by human standards. The state of the art CULTURAL PRACTICES
for Listener weapons are the rough equivalents With work a matter of passion and the necessities
of early flamethrowers, repeating rifles, and wa- provided by automation, Listeners have a great deal of
ter-cooled belt-fed machine-guns. All such hard- spare time. Ey fill time with the company of friends,
ware is mothballed, kept as museum pieces and religious festivals celebrating thought and under-
psychometric touchstones for the era in which ey standing (among other things), and above all, arguing.
were made.

Listener Culture 91
ENTERTAINMENT agreed upon, and pilgrims often dwell on psycho-
metric visions of that auspicious day. Accord’s tow-
Most Listener entertainment takes the form of de-
ers rise higher than most, and the city has steadily
bate, be it a logic game played within a constellation
expanded since its foundation; thanks to the fore-
(a translation of the name of a perennial favorite is
sight of the Coral-Weavers, it all comes together in a
roughly “Prove Me Wrong”) or a public oral debate,
perfectly ordered and highly walkable whole.
slow and steady with frequent asides for footnotes
that would take but a moment in LTSL. Great debat- One of the few cities on dry land is The Place
ers are held in high esteem among Listeners, with Where Hammers Land Upon Steel (Hammerland,
some of the most famous granted honorary status to humans). This is a city designed almost exclu-
within monastic orders fond of eir argumentation. sively for constellations who specialize in main-
taining industry and developing concepts for proto-
Listeners have other forms of entertainment, of
typing. As it lies on the equator, it’s also the beating
course. Being a primarily tactile people, ey don’t
heart of the Listener space program.
have what we would consider television, but ey do
use radio and are fond of attending public events, When planning in Hammerland is completed
such as the theatre, martial demonstrations by tra- and the Synod in Accord has signed off on it, proto-
ditionalist orders, and sporting events. The most typing begins in The Place Where Dreams Emerge
popular Listener sport by far is a game of reflexes From Deep Waters (Dreamrise, to humans). This
involving a ball and a complex set of coral obstacles city is small, tightly clustered around an extreme-
through which it must be maneuvered to a partner ly isolated island taken up entirely by a manufac-
at high speed, said to originate in hunting behavior. tory and computing complex. The constellations
Among young Listeners, who play it in the fora and who live here are populated by volunteers, though
the wide avenues of Listener cities, it’s largely treat- before ey’re allowed to relocate ey’re stringently
ed as an excuse to slap things. tested for adaptation to stress and fear — living in
Dreamrise is the closest Listeners come to doing
Much of Listener theatre and writing are cen-
things unplanned. Here, technological advances are
tered in portrayals of past events, with great care
tested one after another, over a period of years, to
given to fidelity in recreation. Their works of fic-
observe the possible interactions or unseen effects
tion, less common but still pervasive, often take the
of a given technology.
form of morality tales or complex fables, performed
or written in a hypothetical mode of grammar to
assure the reader that though the form of the tale
NON-MONASTIC
is relevant, the author makes no pretense of such RELIGIOUS GROUPS
events ever taking place. AND MOVEMENTS
While monastic orders represent the most obvi-
MAJOR CITIES ous examples of and most mainstream tendencies
Skete has a single continent with a halo of ar- within Listener religion, ey are not the sum total.
chipelagoes, some larger than others. Farther out, Though heterodox orders work within that sys-
across the vast expanse of Skete’s green ocean, lie tem to build legitimacy for outlying concepts and
other islands and island groups. Around the cen- interpretations, among the lay populace stranger
tral continent and these island chains, a continental ideas flourish in the shadows. Superstitions in
shelf stretches for thousands of miles of shallows. particular are commonplace, having to do with
Dry land is largely reserved for industry, with cit- subjects as varied as how the clouds cover the
ies built on top of (and out of ) artificial coral atolls sun at dawn to it being lucky to have a constella-
stretching for miles and miles around every island, tion-mate with two of the receptive sexual organs
shoal, and sandbar. instead of one. Non-religious groups exist as well,
The largest of these is The Place of Accord (of- pursuing a variety of goals that have nothing to do
ten simply called Accord by humans), where the with eir members’ faith — at least, not to outside
Monastic Synod has met ever since unification. observers. Many of these groups have yet to be
Indeed, on the Synod’s campus is a monument to discovered by humans.
the forum where unification was debated and finally

92 CHAPTER THREE: ALIEN WISDOM – THE LISTENERS


SHOALING FISH LISTENERS WITHOUT
WISDOM SOCIETY CLAIRSENTIENCE
Skete is not a democratic society — lay Listeners
propitiate orders, who deliberate upon the future While clairsentient perception is, indeed, the
and make decisions in the interest of all. Most
default among Listeners, that does not mean
it’s truly universal. A small percentage of Lis-
Listeners accept this, but some do not. These
teners are born with limited clairsentience, or
Listeners band together in a loose association of even lacking it altogether. The Listeners use a
constellations to agitate for reforms to the Monastic term to describe this that humans have trans-
Synod. Their ultimate goal is to create a bicameral lated as “Time-Blindness,” and consider it a
body in which the monastic orders hold only one sensory disability. Strangely enough, perceiv-
house, and in which power rests not there but in the ing time in a more linear fashion makes these
second body composed entirely of elected repre- individuals, formerly the object of cultural pity,
sentatives. Monastic orders consider them a minor much easier for humans to engage with. In-
threat, but not a criminal one — freedom of con- deed, many are excited to interact with anoth-
science and thought are at the heart of Listener so- er species that sees the world the way ey do,
ciety — and so mostly present them as sadly delud-
rather than the way eir culture expects them
to. Those few monastic orders who made it
ed and hopelessly misinformed about how chaotic
eir mission to care for the Time-Blind (often in
and unpredictable the society ey envision would a rather patronizing fashion, for all the good
really be. The name “Shoaler,” after the name of a ey intend) are now arguing for eir charges to
now-defunct association from several centuries ago be intimately involved with Human-Listener
that became a typonym for the democratic tenden- diplomacy, but ey’re fighting against a tre-
cy as a whole, is as often used as a pejorative as a mendous amount of cultural inertia that sees
badge of pride by Shoalers themselves. There’s been the Time-Blind as helpless and incapable of
a recent uptick in Shoaler activity, after it became contributing to Listener society.
widely known in Listener society that many human
societies organize democratically.
Exodus Committee, a fast-growing association of
EXTRASKETIC constellations who wish to buck tradition and ven-
EXODUS COMMITTEE ture out into the stars, danger be damned. Again, the
Monastic Synod does not consider them criminals,
Most Listeners do not want to leave Skete on a
but does consider them to be extremely dangerous,
permanent basis, as excited as ey would be by the
especially given eir popularity among younger, less
prospect of visiting other worlds personally. It’s
cautious Listeners. Unlike the agnostic political
simply not safe out there, away from the order and
agitation of the Shoalers, Exodus believers cite the
predictability of Listener society, and any mass
religious imperative to learn and know as preroga-
movements of Listeners away from eir homeworld
tive for eir goal of venturing out into the universe,
is likely to make Skete considerably less safe than
and if ey successfully organize a monastic order and
it is. No one wants the unidentifiable existential
gain recognition from the Synod, such legitimacy
threat to learn about the homeworld.
would only make them harder to oppose. For now,
Even among Listeners, though, there are those
the Synod is doing its level best to prevent Exodus
whose desire to learn and explore outweighs eir
believers from making contacts and inroads among
inherent cautiousness, and in the past few decades
humans, a social cold war waged in noetic topolog-
many of them have been drawn to the Extrasketic
ical causality.

Listener Culture 93
CONTACT
Humans first arrived on Skete a few years ago, al- choruses of elder Listeners in monastic orders. Ey
lowed in after careful consideration by the Monastic are eager to meet, to know, and to understand hu-
Synod. As far as humans are concerned, it was just a mans, but simultaneously fear them, both for what
lucky survey, but it followed years of careful tailor- they are and what they represent. Humans have
ing of Skete’s noetic signature to guide specific hu- outstripped Listeners technologically in a fraction
mans without alerting the rest of the galaxy to the of the time Listeners required to reach eir current
Listeners’ presence. Even now, with an established level of development, and while ey are eager for
(if small) embassy, traffic between human worlds technological advancement themselves, ey are just
and Skete is tightly constrained. With all Leviathan as afraid that rapid change will outstrip eir capacity
activity proscribed for fear that the jump shocks to predict the consequences.
would call attention to them and all transport to Then, of course, there’s also the human habit of
Skete required to pass through the human embas- poking their noses into things they don’t fully un-
sy, not many have the opportunity to explore this derstand yet, and while Listeners find human curi-
strange world or get to know its inhabitants. osity both amusing and adorable (sort of like a very
Even then, virtually all contact with humans is clumsy puppy), ey’re very concerned about what
carefully managed, anticipated in advance by entire they might find. The universe is replete with dead

SO, LISTENERS KNOW EVERYTHING?


It’s easy to assume a society of clairsentients with an obsession for discovery and the
ability to observe an enormous swath of the galaxy would have scads of information just
waiting to be dumped on anyone who voices the slightest interest. Listeners don’t suffer
from the first two of the three reasons given in Trinity Continuum: Æon (p. 217) for
clairsentients not being an omnipresent force in society, and the third reason is simply a
rudimentary form of water-stilling that most Listener sages would recognize as such. How
does a Storyguide avoid having Listeners simply arrive with the appropriate information,
thereby cutting out the scut work of actually investigating a mystery?
First, while the libraries of the Listeners do contain a staggering amount of observations,
experiments, tests, and the like, enough to keep a scholar busy for several lifetimes, just
having the information is not enough. It doesn’t matter if an observation made two centu-
ries ago but written off as useless is clarified by a similarly obtuse-without-context obser-
vation made two weeks ago if no one connects the two. Listeners encode eir observations
into the noetic structure of eir records, meaning Listener libraries are incredibly informa-
tion-dense, making it extremely difficult even for a Listener to find what ey’re looking for in
the deep archives. Many of those libraries, with records stretching back centuries or more,
are still physically inscribed, as mindweaves are a recent enough invention that most or-
ders don’t trust them to memorize the details perfectly.
Second, with thanks to Douglas Adams for putting it so bluntly, space is big. Vastly, huge-
ly, mindbogglingly big. True, most of that bigness is more-or-less empty interstellar space,
but more-or-less isn’t good enough for Listeners. Where other species (such as humans)
might be content to merely survey the tiny-by-comparison confines of solar systems (which
are still absurdly huge by any standard), Listeners painstakingly chart the empty parsecs
where only Oort comets, rogue planets, and brown dwarfs lie. Much of Listener observa-
tion — indeed, the majority — concerns this kind of space, and these observations not only
consume a great deal of time but also generate a massive backlog of extremely similar
observations to dig through when one is looking for the proverbial needle in a haystack.
A waste of time and effort? A few Listeners think so, but the majority would rather take the
time to do it right (and, in the process, be certain that a predator isn’t stalking them from
the cold, dark interstices of space).

94 CHAPTER THREE: ALIEN WISDOM – THE LISTENERS


worlds, and the Listeners have no desire for Skete for Listeners. Ey well know how powerful the urge to
to join eir ranks because humans just couldn’t leave get out there and see it all for yourself is.
well enough alone. Not everything is perfect, though. The Listener in-
sistence on barring Leviathans or other jump ships
THE HUMAN ANGLE from eir solar system, a reasonable precaution to the
The Human Embassy on Skete is maintained by locals, strikes most humans as unnecessary paranoia.
the Æon Trinity on behalf of the United Nations, Ey know the Listeners fear something out in the void,
and as such is considered international territory but extraterrestrial outposts select for humans who
and is open to all. Virtually every major nation or are gung-ho about exploration, and so few humans
supranational organization has permanent dele- are inclined to adopt the Listeners’ concern as their
gates assigned to Skete, as do several corporations own. Certainly, humans have catalogued multiple
and non-governmental organizations, including all dead worlds in a mere two decades of interstellar ex-
the psi orders. ploration, but there are many potential causes for the
Orgotek leads one of the largest contingents, pri- Great Filter besides the existence of an undetectable
marily scientists with a smattering of Electrokinetics omnigenocidal superintelligence.
and other psions. Their chief interest in Skete is as Several corporate members of the human lega-
a new source of biodiversity and genetic traits for tion have made it their goal to reverse the ban, al-
biotech app development, but they’re also very in- lowing for jump ship transits that would pave the
terested in Listener mindweaves, cultivated from way for greater volumes of trade, but the Synod rou-
donated neural cysts and trained rather than pro- tinely turns down whatever offers they make. Some
grammed. Their own biotech — what they’ve shared have grown frustrated with having to constantly
of it thus far, anyway — has delighted and awed the swim upstream against Listener cautiousness, but
Listener scientists who’ve examined it in equal none want to leave such a potentially valuable trade
measure, and several Orgotek specialists work full- partner and resource to others.
time trying to adapt them to Listener computing. Government representatives among the legation
ISRA is naturally fascinated by the Listeners, who are also interested in opening up trade, mainly as
have made clairsentience the centerpiece of eir so- proxies for national businesses who want to break
ciety. IRSA hosts by far the most transient members into interstellar trade, but they also have another
of the embassy population, as clears rotate in and concern: information. Listeners possess a staggering
out to experience Listener society and subsequent- amount of knowledge, not just about eir own history
ly share the experience with others. Those perma- but about the history of much of the galaxy, and espe-
nent staff members often spend more time among cially about worlds with intelligent life. More than one
the Listeners than in the embassy, sometimes even diplomat attached to the human legation is actually an
sleeping with their Listener hosts. Listeners are undercover operative seeking to gain access to sensi-
far more relaxed around representatives of ISRA, tive information about other human nations through
which ey consider to be the equivalent of one of eir Listener sources; practically the entire FSA staff is at
own monastic orders, and consequently are more least partially involved in such a gambit.
open and willing to indulge them. This has the
knock-on effect of making ISRAn psions, especially THE LISTENER ANGLE
clears, very in-demand, if only to open the door for Q: How do you deal with an unidentifiable ex-
other human organizations trying to build ties with istential threat (or threats) that’s been wiping out
Listeners. civilizations across the galaxy for hundreds of mil-
The Upeo wa Macho discovered Skete, and with lions, possibly billions of years?
the Tesser ban in place effectively holds the monop- A1: Put every erg of effort you can spare into hiding.
oly on moving people and materiel back and forth A2: Steer a dangerously advanced young species
from Skete to Earth (or other ports of call). Of all with no sense of self-preservation into it and hope
the visiting psions, the Upeo are held in a particular for the best.
kind of reverence by Listeners eager to personally These two answers are at the core of the cur-
explore the universe. As a joint project with Orgotek rent discourse in Listener politics. The first an-
and other corporations and NGOs, the Upeo is spear- swer has been the Listener solution to the prob-
heading the effort to improve adaptive technology lem since Skete’s unification — keep hidden, stay

Contact 95
safe, and quietly work to increase eir understand- about the existential threat is a treasure worth
ing of the universe using the subtle tools at eir anything save Skete itself.
disposal rather than risk everything by building The Synod’s overall goal when it comes to hu-
easily identifiable megastructures and starships. man contact is twofold: to increase Listener access
The second answer is pure Listener ambush psy- to advanced technology, thereby enabling a deeper
chology. After all, if you make one predator fight investigation of the nature of the universe (and a
another predator, even if neither triumphs, both better chance of defending themselves); and to use
will be weakened, and therefore easier for pre- humans as a stalking horse to draw out the unknown
pared Listeners to take down. The logic may not existential threat ey’ve lived in fear of for centuries,
map precisely to the current situation, as both keeping tenuous lines of communication open in the
the existential threat and humans are much more hopes that whatever humans learn they’ll casually
advanced than Listeners in most realms of tech- share with their Listener friends. Who knows — hu-
nology, but even if humans are completely oblit- mans have come further than most other species
erated by the threat, it gives Listener sages an in- have managed to without destroying themselves,
valuable opportunity: the chance to watch it act and there are several causal channels indicating
in the present, at the fulcrum of past and future, they might well be the solution to one or more ex-
where ey believe it’ll be more difficult for the istential threats. Of course, detractors say, there are
threat to hide itself from them. Any information

96 CHAPTER THREE: ALIEN WISDOM – THE LISTENERS


LISTENERS AND
THE EXISTENTIAL THREAT
Listeners do not know what ends civilizations
when they reach a certain level of develop-
ment. Naturally, ey have theories similar to
the human concept of the Great Filter — that
a species’ technological development nec-
essarily places them in jeopardy at a certain
point. It may be as “benign” as their ability to
harm themselves outstripping their ability to
control what they’ve created; any number of
technologies, from nuclear weapons to nano-
technology and beyond, might be responsible
for such a scenario. Not all cases match that
theory, of course. Sometimes stars simply ex-
haust themselves and die, killing civilizations
that evolved too late in its lifespan; sometimes,
the celestial ballet of comets and asteroids ar-
ranges an extinction-level impact before the
local species has the necessary technology to
intervene. Sometimes, species simply vanish
with no apparent physical explanation; wheth-
er this is miraculous or the sign of a great evil
varies depending on which order’s beliefs one
subscribes to.
Then, there are those worlds that were clearly
murdered. Surgical impacts at near the speed
of light here, a sun induced to repeated coro-
nal mass ejections there. No small number of
Listeners, ever-watchful for the yet-undetect-
able threat to Skete ey know lingers in the dark
between worlds, suspect a hidden hand lies
behind even supposedly “confirmed” cases of
self-destruction. Naturally, it infuriates and be-
devils these Listeners to no end that, even in the
also causal channels, narrower but still very present, most obvious cases of this sort, ey cannot find
showing humanity’s on the verge of destruction. the culprit. No matter how deeply or carefully
Very few in the halls of the Synod would de- ey probe the evidence of such dead civiliza-
scribe what ey’re doing so nakedly, of course. Many
tions, all lines of inquiry inevitably reach dead
ends, like steephead valleys in the topological
(indeed, the majority, both within and outside the
expanse of causality. Something should be
Synod) are indescribably excited at the prospect there. Ey can feel the shape of the absence,
of contact with extrasketic life, and despite how and yet the answer eludes them.
different that life is they nonetheless present an un-
equaled opportunity to expand Listeners’ collective
understanding of the universe. A few Heterodox or- annihilation upon them with their devil-may-care
ders have even called humanity’s arrival a miracle attitude about advertising their existence to the uni-
arranged by the subtle machinations of the gods, verse. Listeners are not monsters, manipulating hu-
and each human a sacred messenger whose every manity into doing eir dirty work or being destroyed
word is to be carefully marked. Even among those — ey’re people whose heightened perception of the
who oppose contact with humanity, few actively universe leaves them with reasonable fears leading
wish humans ill, and those who do mostly do so them to take sometimes unreasonable actions in the
out of deep-rooted fear that humans will call down name of protecting themselves.

Contact 97
Contact with humans is, in theory, managed ex- aliens), given how often they seem to disrupt the
clusively through the Synod — no order is willing to status quo, but nothing has yet come of it.
grant total control over such a resource to any one For the moment, the Synod continues to play the
other order, and so every issue regarding humans game ey’ve planned as best ey can. Humans are not
must pass through the Synod. Most have responses quite an out-of-context problem — very few things
ready to go, planned long in advance, but if humans lack context in a Listener’s mind’s eye — but they do
excel at anything it’s at bucking expectations, and represent a challenge that no Listener has ever tackled
more than once the Synod has had to make what it before. Ey are careful to stage-manage humans as best
considers snap decisions, taking no more than a few ey can, presenting the most positive image possible of
days to discuss the matter and probe for any ma- Skete and of Listeners. It’s in eir interests, no matter
jor causal links. More than one Parentarch has re- what happens, to stay in humanity’s good graces, and
marked that perhaps it would be better to establish if it means Listeners have to play choir barnacle to the
a secondary Synodic body exclusively to deal with humans’ stargrazer for now, so be it.
humans (and, in the future, other non-clairsentient

CREATING LISTENER CHARACTERS


Given eir particularly alien psychology, Listeners Character generation follows the same process as
present a challenging role. This section covers the Trinity Continuum: Æon, apart from differences
essential details necessary to create a Listener char- noted below.
acter, as well as special Paths and Edges suitable for
Listener characters and a bit of advice for playing a STEP ONE: CONCEPT
Listener. Pick your Listener’s name, background, and
Aspirations. If ey belong to a monastic order, you
LISTENER TRANSCENDENCE also name the order.

Listeners are natural Clairsentients — eir evo- STEP TWO: PATHS


lutionary path steered them down that road Pick your character’s Origin, Role, and Society
very early in eir evolution. Latent expressions of Paths. If you belong to a monastic order, it should
other evolutionary possibilities rarely express be reflected in your Society Path. New Role and
themselves. Listener society considers these Society Paths specific to Listeners are presented on
few highly gifted, and almost always steers
pp. 102-103.
them toward monastic life. Listener psions may
purchase a number of Auxiliary Modes equal
to eir Psi. Ey cannot develop Auxiliary Modes STEP THREE: SKILLS,
in Quantakinesis or Teleportation. SKILL TRICKS, AND
Proxy-tier Listeners are rare, holy figures of SPECIALTIES
legend among eir people. Listeners may pur-
chase Psi 6 only once ey have a total of 10 Assign your Skill dots, and pick Still Tricks and
dots in Clairsentience Modes, with at least Specialties for any Skills with a high enough rating.
one Mode at 5 dots. Once ey do so, ey
gain all the usual advantages of Proxy-tier STEP FOUR: ATTRIBUTES
status (Trinity Continuum: Æon, p. 209). Assign your Attribute dots and choose your char-
In addition, as a naturally evolved psionic acter’s favored approach.
species, Proxy-tier Listeners may purchase
any number of Auxiliary Modes, and may STEP FIVE: APPLY
purchase them up to 2 dots as ey begin to
transcend eir evolutionary limitations. LISTENER TEMPLATE
As powerful natural psions, Listeners pos- Listeners always have an aptitude for
sess Psi points appropriate to eir Psi (Trinity Clairsentience, unless they are Time-Blind.
Continuum: Æon, p. 203). Determine starting Psi Trait (normally 2, except
for Monastic Listeners), and assign your Mode dots

98 CHAPTER THREE: ALIEN WISDOM – THE LISTENERS


— unlike human psions, Listeners begin with a sin-
gle dot in every Clairsentience Mode, and receive
PLAYING THE TIME-BLIND
one dot to assign freely.
It’s possible to play Time-Blind Listeners —
those Listeners who, for whatever reason,
STEP SIX: don’t develop natural clairsentience along
FINISHING TOUCHES with eir peers. Ey do have a single advan-
Gain bonus traits (Trinity Continuum
tage, apart from natively understanding the
way humans perceive time, which is the abil-
Corebook, p. 38) and calculate Health and Defense
ity to become a Talent.
rating. Monastic Listeners must forego the addition-
al Attribute dot provided in this section and instead
To create a Talent Listener, use the rules for
creating Talents from the Trinity Continuum
increase eir starting Psi to 3. Non-Monastic Listeners
Corebook (p. 151-158), but you can use any
are also free to forego the bonus Attribute dot to start of the Paths or Edges (save explicitly Psionic
play with a Psi of 3, but do not need to do so. Edges) listed below. A Condition reflecting the
Time-Blind Listener’s status in eir home culture
MONASTIC ORDER is appropriate, if the player desires it.
Joining a monastic order is a defining mo-
ment in a Listener’s life. Unfortunately, there
are so many such orders that creating Paths for ANTI-CONTACT ORDER
all of them isn’t possible. Instead, the following Your order wholeheartedly opposes continuing
Paths represent philosophical tendencies among contact with humanity and the rest of the outside
Listener monastic orders. Choose whichever one universe, out of a fear that being discovered by less
feels appropriate. benign species than humans could lead to Skete’s
Belonging to an Order comes with certain re- destruction. Your peers are cautious in the extreme,
sponsibilities as well as the more commonly known probably more so than ey were before the decision
benefits (psionic training being the most pertinent). to permit humans on Skete was taken, and are still
Assume player character Listeners have been given agitating within the Monastic Synod to revoke the
duties appropriate to the ongoing campaign, with humans’ right to maintain an embassy.
only occasional needs outside that bailiwick.

LISTENERS AMONG THE STARS


Skete is a hot, wet planet with an atmosphere containing far more oxygen than Earth’s.
Humans may find it slightly inhospitable, and toxic to them without adaptive technologies,
but for Listeners, it’s home. Among humans, naturally, the opposite is true; Listeners find
human habitants not just intolerable, but rapidly lethal.
Earth’s atmosphere is 21% oxygen. Listeners can only tolerate numbers as low as 30%,
and even that is much like a human trying to climb Mount Everest unaided. Lower tem-
peratures and humidity present a risk to Listener lung tissue, in any case. When Listener
characters are exposed to human-normal environments, environmental damage such as
Suffocation, Antarctic Cold, (Trinity Continuum Corebook, p. 111), and even De-
compression Sickness (Trinity Continuum: Æon, p. 194) are likely appropriate, as are
Conditions and Complications reflecting the harsh (to Listeners) environment.
Human engineers are constantly working on methods to allow Listeners to share work-
spaces with them, from liquid rebreathers using perfluorocarbons carrying high concen-
trations of oxygen to full-body environment gloves (see Listener Adaptive Tech, p. 187).
So far, they’ve achieved only limited success, but even that has allowed Listeners to visit
not only the interior of the human embassy, but every world in eir home solar system.
Someday, the Listeners hope, ey’ll perceive the light of distant stars not only with eir noetic
senses, but with eir eyes. For now, work continues.

Creating Listener Characters 99


Example Orders: Sacred Trust of the Northward probably excited to learn more about them.
Sky-Reach, The Missile-Crab Confederation, Example Orders: The Star-Observing Order of
the Enlightened Sage E-Who-Witnessed-the-End-
ARCHAEOLOGICAL ORDER of-Light, the Whistle-Kelp Union, the Order of the
Your order is unconcerned with the present or Unfurling Comprehension of the Sixth Charted
the future, and instead seeks a more perfect under- Constellation
standing of the past. Your peers are most comfort-
able with certainty and fact, and though ey perceive TRADITIONALIST ORDER
the future as well as any Listener, ey examine it Your order has made it eir business to preserve
through the lens of what has come before and what an aspect of pre-modern Skete’s culture, finding the
knowledge that can impart to the present. sacred within the profane. The most celebrated and
Example Orders: Order of the Backward-Looking well-known are the coral-growing orders, who plan
Torpedofish, the Wall-Toppling Observers of the out Skete’s cities and buildings, but many others pre-
Far-Swimmers, the Eon-Eroding Tide serve less-well-loved aspects of Skete’s past. There
are traditionalist orders for hand-to-hand combat,
HETERODOX ORDER for classical theatre, for shell-fragment building, and
Your order defines itself by its opposition to widely the like. Your character is trained up in whatever
held beliefs or theories. While Listener society is relent- supposedly-outmoded techniques your order favors.
lessly scientific, Listeners themselves are not immune to Example Orders: The Coral-Weaving Society, the
confirmation bias, tribalism, or any of the other myriad Comity of Five Arms Facing Outward, the Beach-
ills that plague research, and so there’s a subtle but pal- Combing Parental Association
pable bias against such orders among the mainstream.
Example Orders: The Divinity-Denying Society, WATER-STILLING ORDER
The Arch-Templars of the Meaningless Shuffle, the You belong to an order of water-stillers, who prac-
Harmonious Quark-Arrangers tice the ancient art on a massive scale for the sake of
hiding Skete from prying eyes elsewhere in the gal-
PRO-CONTACT ORDER axy. You have been trained in water-stilling, to the
Your order is one of the majority who voted in fa- point where you likely find yourself making the ap-
vor of permitting human contact and visitation on propriate motions in your sleep, and have an intimate
Skete, trusting to human ingenuity to prevent total understanding of how action creates consequence.
disaster for you and your people. You’re, at least of- Example Orders: The Glass-Smooth Tidepool,
ficially, gregarious when it comes to humans, and the Quiet Stargrazer Sobornost, the Void-Comforting

NEW EDGES
The following Edges are Listener-specific, and may retain a few of eir instincts, memories, or skills,
may only be purchased by Listeners. but without Legacy Memory (below), this remains a
narrative property only.
MENTAL EDGES
LEGACY-MEMORY (••)
CUTTING-CHILD (••) Prerequisite: Cutting-Child
Your character was originally the leg of anoth- Your character retains more memories from eir
er Listener, eir donor-parent, detached and kept donor-parent than is usual for a cutting-child, and
alive long enough to develop a stomach and other is able to clearly recall certain moments and skills.
essential organs. Your brain grew from the neural You gain +2 Enhancement for using Psychometry
cysts embedded in your donor-parent’s leg. You al- on your donor-parent. In addition, take a Skill Trick
ways count as having a Sensory (+0 Difficulty) no- for a Skill your donor-parent is accomplished in,
etic connection to your donor-parent, and gain +1 even if you don’t have three dots in that Skill. If you
Enhancement for using Psychometry on em. You have three or more, take an additional Skill Trick.

100 CHAPTER THREE: ALIEN WISDOM – THE LISTENERS


PHYSICAL EDGES ward off virtually any assault — or serve as a weapon.
Add the Shield and Quality tags to your character’s
FIVEFOLD GRAPPLING MARTIAL ARTS Unarmed weapon.
•• Gouging Strikes: Using the edges of eir chitin
Prerequisite: Close Combat •• and Dexterity ••
plates, Listeners can do terrible damage to unar-
Your character has been trained in one of the
mored targets. Add the Penetrating tag to your char-
ancient Listener styles of arm-to-arm combat that
acter’s unarmed Weapon.
focuses on grappling, restraining, and crushing
••• Enlightened Eye: Listeners who master strik-
the enemy into submission. Such styles and tech-
ing styles know well the limitations of eir natural
niques are often known by poetic names associated
weaponry; thus, ey also train to find the weakest
with those aesthetics, such as Lightless Depths or
places in an enemy’s protection, and there ey strike.
Lightning-Anemone’s Grasp.
Gain access to the following stunt. Find Weaknesses
• Eternal Master’s Balance: Before one can grap-
(Half Opponent’s Armor, rounded up): Choose one of
ple, e must learn how not to fall. When your char-
the opponent’s Armor tags. That tag doesn’t apply to
acter faces a Complication associated with balance,
the next attack you make on that target.
grip, or maintaining physical stability, spend one less
success to ignore it. This applies separately to multi- SOCIAL EDGES
ple Complications.
The following Edges represent ties and advantag-
•• Pressure Point: Listeners’ arms are things of
es within Listener society.
muscle and hydraulic pressure, and internal injuries
can seriously affect a limb’s function; against hu- TIME-BLINDNESS (•)
mans, the crushing pressure of such techniques may
Your character is Time-Blind. While consid-
not have precisely the same effect, but nonetheless
ered disabled by Listener society, e enjoys a par-
achieve a similar result. When grappling, you may
ticular advantage in one respect: e understands
opt to gain +3 enhancement on a Complicate action
how humans think much better than eir fellows. E
against your target, but must release your target
receives a +1 Enhancement to all rolls for interact-
thereafter.
ing with humans, and when eir mind is being read
••• Arm-Snapping Coil: Coiling around a foe’s
by a human Telepath, the Telepath only suffers a
arm, your character exerts a sudden, terrible pres-
+1 Complication instead of a +3 (if e’s willing; +4
sure. Against a Listener, this can crack or even crush
Complication if e’s not).
chitin and seriously injure the grappled arm; against
a human (perish the thought!) or other endoskele- EVASIVE LANGUAGE (• TO •••)
tal life forms, dislocations, fractures, or even serious
Listeners are perfectly capable of lying — ey just
bone breaks are possible. When grappling, subtract
don’t often do it, because it’s more loathsome than
1 from the cost of the Inflict Damage and Critical
almost anything else ey can imagine to willfully
stunts, to a minimum of 1.
stunt another’s perception of the truth. This doesn’t
FIVEFOLD STRIKING MARTIAL ARTS mean Listeners are always straightforward and
honest, though, merely that ey’ve become masters
Prerequisite: Close Combat •• and Might ••
of avoiding questions and steering conversations
Your character has been trained in one of the an- away from things ey don’t want to say.
cient Listener styles of arm-to-arm combat focus-
When your character wishes to redirect the
ing on quick, powerful strikes using the chitinous
conversation away from a subject, roll Persuasion
plates on eir dorsal side as a weapon. Most such
+ Manipulation against the target’s Empathy +
styles employ rising blows, the better to strike a
Composure. If successful, impose a Complication
foe’s unarmored ventral side, and so adopt names
equal to (extra successes plus dots in this Edge)
for eir techniques and styles such as Furious Geyser
which applies for the remainder of the conversa-
or Breaching Torpedofish Shout.
tion on the subject. If that Complication is not over-
• Weaponized Plates: Through rigorous training come, your character is always able to shift deftly
and repeated blows, your character has toughened away from whatever line of inquisition, overt or
eir chitin to the point where it’s strong enough to otherwise, the target pursues.

New Edges 101


PSIONIC EDGES on subquantum causality, all participants must be no-
etically active (in other words, a psion or other charac-
FARSEER (••) ter with psionic powers).
Water-stilling requires a Culture + Cunning roll and
Your character is particularly gifted at
total focus; a water-stilling Listener cannot take any
Attunement. In addition to eir highest Mode, add
non-reflexive actions. Leading untrained Listeners
eir next-highest Mode to her Psi for the purposes
in a water-stilling ritual adds a +1 Complication to
of establishing her effective Attunement dots and
the roll; leading humans adds a +3 Complication. If
range.
these Complications aren’t bought off, traces of the
WATER-STILLING (•••) untrained participants may be detectable in detailed
clairsentient examination of the target.
Prerequisite: 2 dots in Psychometry and
Add the bonus successes of the water-stiller
Psychocognition, membership in a Water-Stilling or-
leading the ritual as a Complication to any clairsen-
der or a Criminal Origin or Role Path.
tient observation of the target. In addition, increase
You’ve been trained in water-stilling, the ancient
the Difficulty of the roll by an amount equal to the
and deeply mystical art of ritually offsetting the noet-
number of participant water-stillers, capped by the
ic signature of another being’s actions. Only Listeners
ritual leader’s Psi. If observers don’t buy off the
are natively aware enough of the noetic fabric of cau-
Complication, eir results are muddled and unclear;
sality to learn water-stilling, but a trained Listener
however, it’s clear to the observer that water-still-
may guide others (even humans) through the specific
ing is to blame, which among Listeners is cause for
actions necessary to water-still for a given individual
even deeper suspicion.
at a given time. In order to have the appropriate effect

NEW PATHS
The following Paths are open to Listener SPECIAL EDGE:
characters. CAUSAL CRIMINAL (••)
Prerequisite: Listener Criminal
LISTENER CRIMINAL
Your character has either successfully commit-
Your character is a criminal, a rarity on Skete. E
ted a crime or has been trained by someone who
may be an active member of a criminal constella-
has previously done so. Though individuals cannot
tion, or e may have left it and gone “legit,” but re-
water-still for themselves, there are ways to reduce
gardless of eir current legal standing e is trained
one’s own causal signature, and you know them. By
in sketic criminality, and is highly skilled at evad-
acting in concert with major events, large outbursts
ing noetic notice. Listener criminals are even more
of emotion, and the like, you can fly under the noetic
cautious than the average Listener, so if e convinced
radar for a brief period of time. In qualifying situa-
them to take em on, e convinced them to trust em
tions, inflict +1 Complication on any attempt to track
with eir lives.
your character with clairsentience; this stacks with
PATH CONCEPTS water-stilling, if any is performed for your charac-
ter’s benefit, and has similar effects if not bought off.
Point operator, water-stilling specialist, noetic
lookout LISTENER TRUTHSEEKER
Example Connections: Religious extremists,
Your character’s a Truthseeker, or apprenticed
criminal constellations, weaponsmiths
to one and soon to take on that exalted rank em-
Skills: Close Combat, Empathy, Enigmas, Larceny
self. E trains all eir life for the day that eir skills are
Edges: Causal Criminal, Covert, Fivefold Striking needed, and enjoys the full faith and confidence
or Grappling Martial Arts, Iron Will •-••, Skilled of the Monastic Synod of Skete as e goes about eir
Liar, Water-Stilling business.

102 CHAPTER THREE: ALIEN WISDOM – THE LISTENERS


Example Connections: Synodic officials, monas- To take this Path at character creation, you must
tic sages, legal archivists create a monastic Listener.
Skills: Empathy, Enigmas, Integrity, Larceny Example Connections: Synodic officials, elder
Edges: Detached, Fame, Favored Mode, monastic sages, junior acolytes, lay constellations
Photographic Memory, Truthseeker License, within your purview
Water-Stilling Skills: Command, Culture, Enigmas, Science
Edges: Enhanced Attunement, Evasive Language,
SPECIAL EDGE: Library, Fame, Patron, Will of the Gods
TRUTHSEEKER LICENSE (•••)
Prerequisite: Listener Truthseeker SPECIAL EDGE:
Your character’s a Truthseeker, and as such is WILL OF THE GODS (••)
empowered to investigate anything and anyone for Prerequisite: Monastic Official
any reason at any time, and to requisition whatever Your character’s a monastic official, and so speaks
e may require to do so. While the Synod reviews all for the gods — at least, according to your order’s inter-
eir decisions and requisitions, only truly implausi- pretation of reality. While wars no longer result when
ble demands are sanctioned (by death, the penalty philosophies clash, arguments are common and es-
for any crime on Skete). E automatically succeeds sential to the daily functioning of Skete, and every
on Persuasion actions against Listeners, as long as e official knows eir order’s well-being and even contin-
stands on eir authority as a Truthseeker. ued existence relies on the lay populace agreeing with
eir interpretation. Consequently, you’re well trained
MONASTIC OFFICIAL in invoking divine authority in your arguments.
Your character is not merely an initiate of a mo- When making an argument about philosophy,
nastic order, but holds an important role within it. ethics, religious practice, history, or politics, gain +3
Choose a ceremonial title (Keeper of the Plankton Enhancement. If, during a complex action, you fail a
Tanks, Magister of the Future Archives, etc.…) that roll, lose this Enhancement for all subsequent rolls
describes your role within the order, poetically or — you’ve been trapped in a contradiction, either by
otherwise. You may be an experienced hand, or an opponent or through your own slip-up.
a young Listener recently promoted, but in either
case, you have both responsibilities and power.

STORYTELLING ADVICE
Listeners are just beginning to take eir first steps doesn’t help). Their brains, and consequently eir
into the wider universe. This is exciting for them, minds, are structured very differently from ours,
naturally, but at the same time it’s unsurprising; and eir bodies are about as different from a hu-
after all, very little can actually surprise a Listener, man’s as it’s possible to be while still having things
and anything that can is, to them, probably a threat. like blood and skin. Still, it’s far from impossible to
Learning to overcome their natural fear of things ey portray a Listener, so long as one keeps in mind the
don’t intuitively understand is their greatest chal- traits differentiating them from humans.
lenge. Introducing Listeners into your chronicle is
an opportunity to stretch the boundaries of our con- PHYSICAL
ceptions of thought, causality, and more — after all, Humans are bilaterally-symmetrical mammalian
the Listeners are one of the closest things this side bipeds who walk upright. Listeners are radially-sym-
of the Zeps to an incomprehensible intelligence metrical echinoderm-analogues who walk on all five
that humanity has discovered. of eir legs. The differences go far beyond that, but the
following are the most critical to informing the psy-
THE LISTENER EXPERIENCE chology of a Listener in contrast to a human.
Listeners are a particular challenge for humans • Touch, Don’t Look: Listeners have eyes, but eir
to understand, and not just because ey experience eyes aren’t as developed as humans — ey see color
time differently than we do (although that certainly

Storytelling Advice 103


and movement very well, actually distinguishing would be for a human. Listeners therefore pre-
more shades than humans can, but when it comes fer to work in short, discrete bursts of activity;
to form and silhouette even the sharpest-eyed planning long-term projects down to the tiniest
Listener would have terrible eyesight by human detail; segmenting the process into myriad tiny,
standards. Their primary means of exploring the easily accomplished chunks; and taking what
world around them is, instead, touch — the cilia humans would consider to be a ludicrous num-
on eir tentacles are extremely sensitive and can tell ber of breaks. Work smart, not hard.
them far more about something ey’re touching than
a human could at a glance. Ey smell and taste with MENTAL
eir cilia, explore the three-dimensional geometry of
• Later and Earlier, not Forward and
whatever ey’re touching, and, if what ey’re touching
Backward: Listeners don’t have a concept of
is a person, even talk with them. Touch everything
forward or backward, because ey don’t have a
you can, not just to understand the world around
front or a back. Ey do have a dorsal and ventral
you, but because it’s the best way to say hello.
side, but ever since the development of language
• Ambush Metabolism: Listeners evolved from the Listeners use the easily understood con-
ambush predators who lurked in and around cepts of past and future to refer to movement
coral reefs, waiting for prey to wander in close so away from and toward from a given point, re-
ey could lunge, wrap eir powerful legs around it, spectively. Ey already know where ey’re going,
and crush it. Afterward, safe in a cave or burrow, after all. Adjust your thinking accordingly.
ey could eject eir stomach to engulf and digest
• Now is Flexible: Imagine taking a walk down
eir prey at eir leisure. Modern Listeners share
the street. You see a large pile of animal drop-
those metabolic pathways with eir ancestors; ey
pings someone’s neglected to clean up, so you
are given to sudden bursts of highly energetic
step around it, maybe wrinkling your nose at the
movement rather than the continuous exertion
smell. Now imagine the animal droppings are a
typical of humanity. A Listener can labor over a
coworker you particularly loathe and do your
long period of time, but it’s much more draining
best to avoid. “Stepping around something” is
and likely to result in injury than the same labor
how casually Listeners employ and interpret

104 CHAPTER THREE: ALIEN WISDOM – THE LISTENERS


clairsentience — to them, the near future is func- in existential terror at all times. Premodern
tionally identical to the present, a thing ey under- Listeners — those who lived before unification
stand and incorporate into even eir most straight- and industrialization — lived in a comprehensi-
forward decision making. Now imagine your ble world. Ey labored with eir constellation and
despised coworker can see the future too, and is did not think about the fact that other polities
adamant about talking to you today. Suddenly, it’s might be plotting eir downfall, or indeed about
not about avoiding a single pile of droppings, but much beyond eir own polity or even eir own
a minefield of them, stretching out in a topogra- area of responsibility. Those concerns were left
phy of shit representing move and countermove, to the monastic order who guided them, who
some decision trees represented by much larger thought of little else. Now, though the orders are
piles of shit (worse outcomes) than others. This working together, the world has grown so com-
is (more or less) how Listeners interpret a causal plex that even a Listener can’t see the whole of
chain — the same way we pick our steps carefully it, and when a Listener encounters something
when moving across hazardous terrain. It comes ey haven’t foreseen, eir first instinct is also eir
as naturally to them as walking does to us. This most primal one: fear. Be afraid of things you
is why conversation with Listeners can feel so don’t intuitively understand or actively hiding
incomprehensible; ey’re replying to things eir from you, because not being afraid of it is practi-
human conversation partner hasn’t said yet, and cally suicide as far as the ancient and deep-root-
may never say. Apply this logic to everything you ed parts of your brain are concerned.
do; now may stretch minutes, hours, or even days
into the future, depending on how clear your no- SOCIETY
etic vision is.
• Changing Loyalties: Their fluid neurology natu-
• Fluidity in All Things: Humans have a relatively rally leads Listeners to extreme flexibility when it
stable conception of themselves. Listeners do not. comes to social roles, responsibilities, and beliefs.
Rather than a centralized brain, Listeners possess Many Listeners change gender two to three times
a ring-shaped notocord, a strip of densely-packed in eir life due to a leg regrowing with a differ-
neural tissue branching out into eir legs in the ent sexual organ than before as a result of injury
form of loosely-connected neural cysts. Apart or producing cutting-children. Similarly, most
from making cutting-children possible through Listeners shift between multiple outlooks on faith
neural cyst donation, this has the effect of render- and life across the course of eir lifetimes; hold-
ing Listener consciousness extremely diffuse, due ing an opinion without changing it at all across a
to the amount of time needed for cognitive nerve lifetime is seen as either incredible loyalty or in-
impulses to travel around the notocord. Indeed, credible stubbornness, depending on whether one
Listeners barely understand the concept of a uni- approves of the opinion or not. Listeners who join
tary consciousness as humans describe it. Their monastic orders tend toward the stubborn end
conception of the mind is more like a chorus made of the spectrum, and tend to remain more or less
up of myriad subconscious selves rising up above within the range of acceptable opinion for that
the surface of the sea of the mind to speak eir part, order, but Listeners defecting from one order to
then submerge again. To the extent ey understand another is not only not unheard of, it’s not even
themselves as individuals, ey see themselves as uncommon. Change your mind when you have
multiple highly-fluid minds dividing and merging reason to; allow yourself to be convinced, if the
as the need for focused attention waxes and wanes. evidence is solid. You cannot improve your un-
A highly-focused Listener mind behaves more or derstanding of the world if you refuse to touch the
less like an individual as humans understand it; a truth because you think it’s a lie.
Listener in repose, relaxing in a sleeping-pond and
• Friends and Family: Listener constellations are
pondering the universe, is more like a friendly ar-
often likened to human families, but that’s not
gument between distracted family members.
quite correct; a constellation is more like a circle
• If You Can’t See It, It Wants to Kill You: of friends who do everything together, including
Listeners have constructed an ordered, peace- work, going to church, and even living togeth-
ful society, because the alternative is living er — but more so. Constellations are the closest
thing to a human conception of romance among

Storytelling Advice 105


Listeners; as Listeners understand the term, ey
love more or less everyone in eir constellation
(barring personality conflicts, which are obvious
long in advance and usually lead to one or more
Listeners leaving before it becomes a problem,
anyway). If the right arrangement of sexual organs
can be found within a constellation, it’s likely the
constellation produces offspring sexually, or an in-
dividual within the constellation may elect to pro-
duce a cutting-child, but in neither case does the
constellation raise eir offspring — that’s left to spe-
cialists. Constellations stretch across generations,
with new members scouted when elders pass on.
For a Listener, even the closest of relationships are
expected to have a level of fluidity, but that doesn’t
make them any less real or important. Fall in love
with others with wild abandon, especially if you
foresee a good match, and count them family, even
if ey’re human. Ey may not understand it, but that
hardly matters.

• Scientific Mysticism: Much of Listener society is


geared toward either exploring the nature of the
universe or in supporting those who do so. While
the monastic orders conduct the majority of such
exploration, the lay populace are by no means ex-
cluded — indeed, the orders actively encourage eir
followers to study and reflect upon eir discoveries
and teachings, and to speak eir minds and share
eir own ideas freely. Every perspective on the
universe, after all, is a potential source of enlight-
enment; therefore, every perspective is a sacred
tool that, by rights, ought to be steered toward the
work of understanding the universe. Thanks to
the stakes yet further. Everyone involved, after all,
automation, more Listeners are members of mo-
has a very good reason to believe what ey do.
nastic orders than ever before, and more works of
philosophy have been produced in the last hun- SAFETY VS KNOWLEDGE
dred years than in the previous thousand. There’s
This is the central issue dividing Listener soci-
always something to study, something to learn,
ety, and it’s functionally impossible to find someone
and curiosity is the foremost cardinal virtue of
on Skete who hasn’t spoken eir mind and staked
even the most heterodox Listener faiths. Explore
out a position — even the Arch-Templars of the
the world around you, question your assumptions,
Meaningless Shuffle, traditionally neutral on tem-
and most of all delight in discovering new things.
poral matters, have collectively debated the issue
The universe is a numinous and awesome thing,
and weighed in. Should Skete tie eir fate with hu-
and simply existing is, in and of itself, a lesson.
manity, trusting them to avoid annihilation not only
on eir own behalf but on behalf of the Listeners as
DRAMATIC TENSIONS well, for the sake of access to knowledge ey might
Listeners are more than just unusual biology and never discover on eir own? Or should Skete retreat,
a strange worldview — ey have goals and drives hide, engage in the greatest act of water-stilling
the same as any other people. Unlike most, ey have ever attempted to smooth out and blur the noet-
the advantage (and curse) of knowing where those ic connections building between Earth and Skete,
goals and drives would lead them, which only raises

106 CHAPTER THREE: ALIEN WISDOM – THE LISTENERS


forsaking forever truths too dangerous to grasp? among the Listeners on both sides of the issue are
Total stealth is now impossible, but those who determined to sway future history in eir direction.
would sever contact with humanity know that the
sooner ey cut off the aliens, the easier it’ll be to hide FRIEND OR FOE?
eir tracks — and, of course, that at a certain point Historically, Listeners have viewed extant ex-
(when, precisely, ey still can’t say) it’ll become im- trasketic intelligences as potential threats first and
possible to hide themselves any longer. Ey will be opportunities to learn second. When ey witnessed
exposed, and ey are terrified of it. humans flagrantly giving away eir existence and
Humans have brought myriad wonders to the position despite the obvious (to Listeners) risks in-
Listeners in just a few short years. Ey’ve shared volved, ey elected to reverse those two roles: oppor-
technical processes, information about biotech cul- tunity first, threat second. For the first four years of
tivation, and have even ferried a select few Listeners contact, mediated almost entirely by the Upeo wa
to other worlds, something no Listener expected Macho, this was an acceptable state of affairs for all
short of divine intervention. Humans are extremely but the most vehemently opposed to contact. Even
popular on Skete, but that popularity exists in a no- moderates who opposed reaching out to humans
etic superposition that might well collapse toward admitted the benefits Listeners had already accrued
another, less positive outcome. The relationship be- with such limited contact. The number of humans
tween humans and Listeners is tenuous, waiting for on Skete was very small, and sometimes there were
a sense of resolution and finality, and the ideologues no humans on Skete at all; as such, their presence

Storytelling Advice 107


interfered very little with Listener culture or obser- and Synodic experts are worried that extended
vations of the universe. deployments off-world might result in psycholog-
In the last year, though, ever since the establish- ical problems without a support network. Then
ment of the human embassy, more and more hu- there’s the environment. While humans can toler-
mans have come to Skete. Presently, there’s just over ate Skete’s air pressure and temperature (as long
2,500 on-planet at any given time, and the humans as they have a rebreather or similar apparatus), it’s
are constantly asking the Synod for permission to often uncomfortable for them, but for a Listener a
expand the embassy to allow greater volumes of human environment is lethal in the short term. In
translocation traffic and allow more humans to live human environments, Listeners are often confined
full-time on Skete. Humans wander the streets in to select sections of a structure modified for eir en-
rebreathers every day, and their psions (perhaps vironmental needs — yet another barrier between
the most relatable of the lot) routinely spend days the Listeners and others.
on end working tentacle-to-tentacle with Listeners, Their perspective on time and causality, at least at
seemingly tirelessly. More and more, elder Listeners first, often makes Listeners feel far more competent
perceive a causal feature of the future ey dread and prepared than eir human compatriots. Initially,
coming to pass, one in which humans discover how this tends to boost the Listener’s confidence and
Listeners stage-managed eir first contact, and for self-esteem, but over time the sheer inability of
what reasons contact has been so limited thus far. most humans to think ahead (literally) grows more
The possibilities in that instant are endless, and and more wearisome. Several Listeners who have
it’s as likely to cement humanity’s friendship with spent a significant amount of time around humans
Listeners as it’s to set them at loggerheads, even have developed depression-like symptoms or suf-
make enemies of them. This causal feature has been fered from crises of faith, wondering why the gods
kept quiet, debated between individuals but never would create a species of intelligent life so inured to
before the Synod as a whole, as Parentarchs try to something as basic as achronal causality.
conceive of a way to avert disaster. Sooner or lat- Humans routinely give offense to Listeners with-
er, though, it’ll loom large enough that even the lay out meaning to do so. While Listeners familiar with
population begin to glimpse it, and that may not humans understand that eir alien fellows’ culture is
only incite panic, but anger among those who have far more tolerant of little mistruths to smooth over
bonded honestly with humans without any knowl- social interaction, not everyone is so familiar and
edge of the Synod’s underlying plans. accepting — and even those who are frequently can-
not keep themselves from recoiling in horror at how
THE HUMAN EXPERIENCE easily and carelessly humans pass falsehoods. The
Humans are still a rare sight on Skete, their tran- human obsession with privacy alternately feels, to
sits predicted, controlled, and carefully monitored Listeners, as though ey’re being frozen out or some-
by the Synod. Many of the workers in the human one intends to do them harm.
embassy have never left that structure for more With biotech and further development of hu-
than a brief walking tour of some of the exterior manity’s noetic talents, it’s possible these and some
gantries, just so they can say they’ve walked in the of the other hurdles will be surpassed, but there’s
open air on Skete (even if they didn’t breathe that still the most basic obstacle of all: Listeners and
air). Still, for all that, humans and Listeners are in- humans, for all that many of the latter are as ex-
teracting, and those interactions only increase over cited as most Listeners are to explore and discover
time — especially if humans successfully negotiate new things, are almost as different as two peoples
the rights to construct a larger, more open embassy. can be. Even if environmental and social issues are
overcome, and even if Listeners and humans enjoy a
LISTENERS AMONG HUMANS long and fruitful friendship, something’s always lost
Those few Listeners who’ve spent significant in translation.
time in the company of humans — mainly those
chosen by the Synod to work with them — often HUMANS AMONG LISTENERS
find themselves feeling strangely lonely. The hu- A human living among Listeners is truly a strang-
man unwillingness to touch (and sometimes even er in a strange land. Unlike the Qin, the Listeners
to be touched) is extremely isolating for a Listener, make no pretense of bipedalism or even bilateral

108 CHAPTER THREE: ALIEN WISDOM – THE LISTENERS


symmetry, doing little or nothing to hide eir myri- of the conversation. Listeners casually respond to
ad differences from humans. Their structures and statements not made yet or may never be made, eir
infrastructure are built with Listeners in mind, not view of the causal conversation eclipsing the hu-
humans, save for those constructed decades in ad- man role without meaning to. Clairsentients fare
vance knowing humans would one day visit them, slightly better than other humans, but even they
and such are few and far between. Skete is bright, aren’t immune to the feeling of being a kid sitting
hot, and extremely loud, and most humans on Skete at the adult’s table and desperately trying to follow
who regularly venture out of doors see them as a the conversation.
refuge more than anything. Even when they can keep up, humans don’t usu-
Privacy is almost impossible to find among ally follow the rules of polite interaction among
Listeners, who live, sleep, eat, and work tenta- Listeners, which are labyrinthine from the outsider’s
cle-in-tentacle with eir fellows and expect humans perspective. Among humans, quietly listening is con-
with them to do likewise. Ey have no taboos about sidered polite. Among Listeners, it’s a sign that you
touching, and humans who try to explain a desire don’t care what the speaker has to say. Interruption
not to be touched to Listeners are often met with at the correct points, either to engage with what the
bafflement, or worse, a redoubled effort to explore speaker is saying or proposing an alternate take on
the human’s body and discover whatever injury or the evidence in question, is how a Listener knows
sickness is clearly plaguing them — these are about the other party is engaged and interested. Doing it
the only things that make Listeners touch-averse. “I too often or at the wrong time is, of course, a sign
just need a moment alone” is as likely to result in of egotism and bias, but Listeners intuitively under-
panic as it is hurt feelings or confusion. stand when not to interrupt because ey can see the
Even when Listeners conduct conversation out causal relationship between what ey want to say and
loud (and at ear-splitting volume), and in human the conversation going off the rails. (This does not
languages, humans frequently feel they’re left out mean ey don’t sometimes do so anyway because ey’re
right and ey know it. It’s just rude.)

Storytelling Advice 109


Someday they would discover that the stars were not sacred, but made from
the same material as their bodies. They would learn it was the stars that
created their worlds, that worlds created their minds, that minds created
tools, and tools could create stars.
— Jake Vander Ark

Almost no technological species survive for more dozen are currently alive and several hundred exist-
than 25,000 years after developing advanced tech- ed within the past few 100,000 years. As a result, this
nology, and most last no more than 10,000 years. and most other galaxies are littered with the ruins of
However, the Milky Way Galaxy contains almost a civilizations that, for various reasons, vanished any-
billion stars with potentially habitable planets, and where from a few dozen to a few tens of thousands
some form of life evolves on most of them. Although of years ago. Some leave only fragments of their exis-
the vast majority of worlds never give birth to intel- tence, others, like the previous inhabitants of Yarran
ligent life, in the last several billion years there have (see Distant Worlds, p. 111) either leave behind ex-
still been countless millions of intelligent species in tensive ruins, or deliberately construct monuments
the Milky Way. The vast majority of these species to their vanished glory. By studying these ruins, both
died out millions of years ago, leaving behind no hints humanity and other species can learn more about the
of their existence beyond a few odd traces of rare el- possible fates of intelligent life, and what risks they
ements in ancient rock strata. However, more than a may face in the future.

THE BREACH
Humanity’s first contact with the Breach went FROM STRANGE
almost unremarked. In the middle of the Aberrant
War, the Ambrose-Brava extrasolar outpost came FREQUENCIES
under attack by unknown assailants and fell silent. Operation Closed Door is an Æon Trinity task
Observers assumed Aberrants had destroyed it, or group handling assessment and decision-making in
that its patron Strider, a nova capable of opening relation to the Breach threat. Formed in 2114 after
warp-tunnels, had left the outpost stranded in the the recovery of data from Ambrose-Brava and in re-
cold dark with no hope of succor. Among the innu- sponse to the revelations there, the group was forced
merable tragedies and heroisms of that time of tu- to pause its extrasolar explorations after the tele-
mult, the loss of a minor outpost was hardly of note. porters vanished. It spent the past few years scour-
Only during the recontact expeditions following the ing astronomical data for the telltale signs of stellar
psi orders’ emergence did the Æon Trinity uncover flux that mark a Breach manifestation, and began ex-
the real reason for Ambrose-Brava’s silence, and the ploring them after the Leviathan jump ships became
nature of the threat behind it. operational. This task group assembled a bigger pic-
The Breach is an anomalous manifestation in the ture that’s simultaneously alarming and reassuring:
fabric of space-time, an eruption into the real from The Breach was once a powerful presence in real
another dimensional membrane where the limita- space, but it’s diminished into a pale shadow of its
tions — and opportunities — of physical existence former self.
do not apply. If this galaxy serves as a launchpad for Data recovered from the Ambrose-Brava incident
species to achieve a post-physical destiny in ‘higher’ and, later, the Mictlan incident reveal how a Breach
realms of being, the Breach is the opposite. It’s com- irruption operates. The Breach enters reality via
ing the other way. information-bridgeheads anchored in stellar mass;
Whatever may lie beyond material existence is far it uses a sun as a bootstrap to access the physical.
from idyllic, if the Breach is in any way representative. Once the way’s open, the Breach uses exotic forces
to build material tools, both structures and synthetic

The Breach 111


resulting in disturbingly organic-looking creatures
EXCERPT FROM packed full with circuitry-guts and computational
AMBROSE-BRAVA organs that don’t entirely exist in human-perceptible
ANOMALOUS EVENT REPORT
space. Each synthetic organism has a heart or core
Labarca-Orozco: ...some sort of synthetic consisting of information and altered chronology in
life-form. It’s like biological technology, but accordance with principles that Operation Closed
there’s no dividing line between organic and Door has yet to decipher, but which serve as control
inorganic. nodes for the Breach’s influence and give the syn-
[Extensive interference, distorting Labar- thetics some localized control over the flow of time.
ca-Orozco’s words into an echolalia of rep- The purpose to which the Breach puts these or-
etition.] ganisms and structures is, unfortunately, invasion.
Labarca-Orozco: ...contains an energetic
lattice of structured information and… time, AMBROSE-BRAVA
for want of a better explanation. It’s a co- Ambrose-Brava was a minor research outpost
herent field of data and fundamental forces made possible via the wondrous abilities of the Nova
twisted in on itself in ways I honestly can’t Age, an orbital platform in an otherwise lifeless sys-
explain. If we could get Strider to open a tem. It fell to the Breach within seven hours of man-
warp tunnel—
ifestation, all hands lost.
[More echolalia distortion.]
From the patchwork data recovered by the recon-
Labarca-Orozco: At first I thought we tact team, the outpost detected unusual fluctuations
were being subjected to advanced e-war- in the luminescence and radiation of the sun. Strider,
fare techniques. Now I’m wondering if the
the nova patron of the project, quickly discovered
transmissions are not themselves the actual
entity we’re dealing with. The synthetics may the Breach assemblage taking place on the other side
be drones or extensions rather than… of the barren planet that the platform was itself or-
biting — the placement suggesting some attempt by
[Sounds of screaming metal and splintering
composite, later identified as the moment the the Breach to conceal its initial presence from its
Ambrose-Brava platform came apart.] target. Understanding of this stage is limited because
Strider was giving second-hand information to her
Labarca-Orozco: Breach! Breach! We
have a total loss of— staff, unwilling to take them on her inter-solar jaunt
and risk their lives, but the Breach construction fa-
[Unknown sound briefly dominates, then
cilities were described by the nova as “weirdly in-
silence.]
sectile.” By the time the research team had outfitted
Labarca-Orozco: There’s a hole in the sun. Strider with recording and sensory gear for a return
[No further transmissions.] journey, the Breach had already moved onto the next
stage of its plan, and attacked the outlying periphery
of the outpost’s satellites and probes.
organisms; analysis shows this to be close in nature
This quickly demonstrated both the incredible pow-
to the power of quantakinesis, although the Breach
er and the limitations of the Breach. Rather than take
appears to use brute force and the unknown char-
the time to assemble and dispatch actual spacecraft, it
acteristics of its home membrane to achieve these
produced a number of smaller synthetic attack organ-
results rather than anything psionic in nature. It lit-
isms and simply teleported them to their destination.
erally constructs its implements up from the atomic
Observation of the star’s emissions showed an enor-
level using local matter as a base, although notably
mous discharge of energy each time this occurred —
the point it chooses as a workshop will be distant
the energy drawn not from the sun, but rather from a
from the star it uses as a beachhead. Even the capa-
source on the other “side” of the beachhead. After a se-
bilities of the Breach do not seem sufficient to fend
ries of discharges, the beachhead’s intensity weakened
off the fury of a sun’s nuclear heat.
and the fluctuations became quiet; teleportation of at-
Synthetic organisms take a number of rough- tack organisms only resumed after the stellar anoma-
ly-standardized forms, and bear little resemblance lies returned to their former intensity, suggesting the
to any life humanity has ever encountered. These Breach exhausted whatever reserves it was drawing on
entities blend hard-tech and biotech principles with and had to wait to recharge.
little regard for any sort of division between the two,

112 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


As a result, the platform was able to maintain de- In the close confines of the ship, casualties were
fensive efforts for some time, with Strider first car- high. Breach organisms attacked the containment fa-
rying security teams to threatened assets, and later cilities in the Leviathan’s cargo bays, cracking them
waves of attackers finding the smaller platforms and open and ripping the confused mutants free. Video
satellites rigged to explode. Several hours after the footage of the incident shows several vanishing with
inciting incident, the Ambrose-Brava staff had man- their new captors, although both new organism ar-
aged to capture several synthetics but were facing rivals and the abductions themselves then halted,
the inevitability of defeat in the long-term as the implying the Breach had burned through its avail-
Breach simply kept throwing more bodies at them. able power reserves. During the firefights washing
At this stage, Strider decided to call for the retreat through the Leviathan’s innards, Breach organisms
and prepared to open a warp-tunnel back to Earth. notably reacted with seeming confusion when faced
They never arrived. Final recordings indicate a with psionic abilities — although the chaos caused by
massive space-time distortion that hit the platform, their own temporal manipulation meant this offered
the partly-open warp-tunnel experiencing some sort only scant advantage to the defenders.
of cascading interference and, at last, silence. The Mictlan was able to jump clear. It took the re-
maining Breach organisms with it, leading to the first
MICTLAN capture of live synthetics. Denied proximity to the
After Ambrose-Brava, the Æon Trinity became Breach’s stellar bridgehead, these organisms quickly
aware that the Breach existed as a threat. Lacking any
further context, however, it wasn’t yet clear wheth- ECHOLALIA
er the Breach was localized to the Ambrose-Brava
system. Certainly, the star there showed no further A strange interference across communica-
fluctuations or strange emissions; if the Breach’s in- tion channels accompanies each Breach
fluence was present, it did not react to human inves- manifestation. Dubbed “Breach echolalia”,
tigation of the locale. Early hypotheses varied from a it’s nothing so simple as static or garbage
star-born life-form dwelling within the sun’s corona code; instead, the interference resolves
to an external alien species with psionic capabilities through audio systems as an eerie and sur-
that had used the sun as a stepping stone or energy
prisingly voice-like ululation. Fragments of
noise like numb-tongued attempts to speak
battery for the attack.
wash through affected channels, hinting at
The Mictlan clarified the nature and extent of the intent or meaning but never quite resolving
danger with which Operation Closed Door must into anything comprehensible.
contend. A Leviathan jump-ship, the Mictlan expe- During a manifestation, the echolalia seems
rienced a Breach encounter in 2122 when conveying to grow in intensity and clarity, occasional-
an unusual and dangerous cargo. Participating in a ly copying actual human transmissions that
Project Ceto-backed strike on a ruined Aberrant-era take place in dumb and repetitive half-mim-
colony, the Leviathan served as prison and contain- icry. Most people exposed to Breach echo-
ment for a number of sub-Aberrant mutants with lalia find it frightening or disturbing, and
particularly strong Quantum corruption taken into psychological reports show an increase in
custody by the assault team. During the return jump, nightmares and other expressions of men-
the ship went wildly off-course; the Leviathan’s tal upset among Closed Door personnel
mind and systems would later confirm that an un-
who have experienced it. A few researchers
hope echolalia represents an attempt at real
expected wrinkle in the fabric of space-time was
communication, albeit by a form of sapi-
the cause. The vessel appeared in a previously unex- ence that has little common ground with the
plored system and immediately came under attack as people or even the reality it is attempting to
Breach organisms manifested inside the ship itself. interact with. Unsurprisingly, plenty of more
While the psions and Leviathan frantically attempt- superstitious ideas already circulate among
ed to process the data for a fresh jump to escape, the Æon Trinity staff, including the claim that it’s
ship’s sensors continued to record the engagement the tormented cries of the peoples that the
and environs — revealing a telltale solar anomaly, Breach once enslaved for their Quantum po-
and structures of matter and folded space orbiting tential, or the dying screams of the Breach
one of the barren worlds below. itself as it slowly perishes.

The Breach 113


descended into quiescence or bestial fury, lending
credence to theories that the Breach controls its cre-
ations via telepresence of some sort.
Following the report of the Mictlan Incident and
the custody of these alien organisms, Operation
Closed Door now had to face the possibility that the
Breach was an actively hostile force which could
soon move on other holdings of humanity or inter-
dict Leviathan jumps. Closed Door’s resource alloca-
tion nearly doubled overnight, even as it attempted to
lock down operational security as tightly as possible.

FALLEN EMPIRES
With a clarified sense of urgency, Operation Closed
Door cast a wide net to learn more of its foe. Though
only two data points, the attack on the Mictlan while
transporting sub-Aberrant mutants and the presence
of Strider in Ambrose-Brava gave a possible clue as
to the Breach’s target. Staff from Project Ceto and
Section Titan co-operated on analysis of Aberrant
sightings and known movements with the new per-
spective of the Breach’s signature anomalies. Project
Cyclops and Project Argus personnel worked to
scour astronomical data for historical stellar fluctua-
tions that might betray Breach manifestations in the
past — a task group that would later contribute its
expertise to the hunt for the Hexers after Ivdel (see
p. 126). Mercury Initiative delegates drew up poten-
tial threat-response plans and information-distribu-
tion schedules for the psi orders and U.N. should the
Breach directly attack humanity again; researchers
worked in tandem with Operation Argonaut to bet-
ter understand how the Breach had interdicted the
Mictlan, and how it might be prevented in future.
While the Aberrant-tracking effort gave up only a
single rumor matching Breach activity — an attack
on Aberrants licking their wounds upon a remote
planet in the aftermath of the War — the stellar
survey provided greater results. Operatives iden-
tified several likely Breach manifestations, identi- presence across more than 20 systems, but the em-
fied by multi-point observation of expanding light bers of that wide-scale irruption had long since died.
bubbles from colonies and jump-ship rendezvous. The last major, stable Breach presence was two thou-
Each showed the distinctive anomalous readings of sand light years from Earth and had ceased a good
a Breach bridgehead through a star and, unlike the millennium or so before the present day. Around the
brief encounters thus far, it soon became apparent year 1100, Breach influence became a desolation; an-
that some of these bridgeheads had been lasting — alysts struggled to identify any manifestations at all,
not just for days, or years, but centuries. and the few they did find were but brief flickers.
Yet far from a looming threat, these Breach mani- As preparations began for the investigation of
festations were ancient. Several thousand years ago, ancient Breach sites, the stellar survey threw up a
a region of the galaxy near to that in which humanity last surprise. Close analysis of the light emissions
has been exploring experienced a significant Breach

114 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


from the oldest Breached stars showed a different QUANTUM GARDENS
pattern to the fluctuations of the more recent solar
Investigative teams arrived at the closest of the
gates, a change that happened abruptly around the
ancient Breach systems on full alert, with strike frig-
1100 mark. Prior Breach manifestations showed
ates and Section Titan fire-teams ready for combat.
controlled fluctuations and indications of extreme
In five of the six sites, they were met with nothing
power flowing consistently and continually. After
but the silence of the void. The systems themselves
that time, the Breach now showed the limitations
were not empty, though — far from it.
of the Ambrose-Brava and Mictlan Incidents —
The first thing the investigators noted were the
rough surges of power, quickly waxing and waning.
orbital Breach structures, matching the Ambrose-
Furthermore, violent collapse accompanied the mo-
Brava pattern. The surviving formations were in
ment when a beachhead ended.
terrible condition, but their distribution — and the

The Breach 115


innumerable pieces of debris also present — suggest- THE DOOR CLOSES
ed system-wide, organized infrastructure. The sec-
With the discovery of the quantum garden worlds,
ond thing to attract attention was the Quantum Flux.
Operation Closed Door moved forward by leaps and
In each case, a single world in the system reg- bounds. The true nature and origins of the Breach
istered with innumerable Quantum Flux Zones remained unsolved — and perhaps unsolvable, given
across its surface. Each Corrupted world either the yawning chasm between humanity and whatev-
bore native life or showed signs that it had former- er existence the Breach experiences in its unknown
ly done so, and the surviving ecosystems presented membranes — but elements of its ancient activity be-
such levels of sub-Aberrant mutation that it was came clear.
hard to discern whether they naturally developed
Breach influence established a small number
Quantum capabilities or had it forced upon them.
of stable stellar bridgeheads across a region over a
Ruined Breach structures studded the surfaces of
thousand light years across, partly overlapping with
these worlds and, in two cases intermixed with
current human exploration; ongoing stellar surveys
alien buildings of different designs, revealing the
have not found any Bridge fluctuations beyond that
former presence of settlements that belonged to
region. These ‘colonies’ saw enormous amounts of
unknown non-Breach species. No living members
Breach construction, with investigation showing
of any sentient species lingered, although a few
several smaller astronomical bodies disassembled
desiccated synthetic organism husks indicated
for raw materials. The Breach hijacked pre-exist-
some level of development and change in Breach
ing biospheres for ‘cultivation’, for want of a better
designs since its “Imperial” era.
term, to encourage Quantum power; it is very likely
The expedition to the sixth system, nicknamed the Breach chose these garden sites because latent
Cassus Belli by bitter Section Titan personnel af- Quantum ability already existed within their ecosys-
terward, showed resistance. Shortly after the task tems. In two cases, they conquered sentient species
group arrived, the star manifested Breach fluctu- in the process, although lacking any physical re-
ations. As the fleet took up a ready stance, bridge mains, the nature of the victims has to be extrapolat-
crews struggled to identify the expected point of ed from their artifacts and their probable close rela-
Breach construction within the system, hoping to tives within the wider biosphere. Evidence indicates
attack it directly before it could produce synthet- these species also developed Quantum capabilities
ic organisms. When emissions on Cassus Belli’s under Breach oversight.
Quantum Flux-riddled planet spiked, they realized
The purpose of the entire affair was the creation of
their mistake; later investigation would show an-
Quantum Flux. It’s not entirely clear why, but Closed
cient, pre-existing facilities on the planet which the
Door researchers theorize that something about the
Breach had reactivated.
nature of Quantum energy must be useful within the
The resulting combat inflicted shocking casualties Breach home membrane, and also rare or otherwise
on both sides, although the Breach showed its typical not possible to create within those local conditions.
careless attitude towards the lives of its synthetics. As such, the Breach needs to export Quantum Flux
For two hours, brutal conflict played out in tight- from physical reality back to its point of origin, much
ly-packed ship corridors while larger synthetic or- like an imperialist power plundering a conquered
ganisms slaughtered crew in cargo bays and hangar colony’s resources.
decks, the violence punctuated by surreal and horri-
Quantum Flux Zones proliferated across the gar-
fying violations of causality. Only the heroic efforts
den worlds until catastrophe brought the entire en-
of the Section Titan personnel present held the line.
deavor down around the year 1100. Later, weaker
The Breach retreat, when it came, was sudden and Breach manifestations indicate that it limped on in
without apparent rationale; a number of organisms its lessened state to the modern day, fading further
teleported away, then the remainder collapsed into a with each passing millennium. Now, Breach mani-
confused, directionless rout. Sensor readings showed festations are rare, seem to be inefficient compared
the stellar fluctuations had collapsed in violent fash- with the ancient irruptions — and whatever caused
ion, stirring a convulsion of solar flares. Further anal- the 1100 collapse hasn’t gone away. A manifestation
ysis would reveal interference in the bridgehead’s has only so long before a stellar bridgehead implodes
resonance that appeared to be of a psionic nature. in an uncontrolled fashion.

116 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


With this greater understanding of their foe, gardens show the eruption can co-exist alongside
Operation Closed Door now stands ready as a physical species, even if on an unequal basis. The
bulwark against the Breach. Given its desire for slim possibility of communication on some level re-
Quantum Flux, Closed Door believes the Breach will mains in play.
continue to paw at humanity’s Quantum legacy in
the future — and though it is a feeble thing compared SYNTHETIC SLAVES
to the system-spanning imperial behemoth it once The biomechanical creations doing the Breach’s
was, Cassus Belli shows that even a cornered animal grunt work in the physical realm are unnerving
is dangerous. To some in the Æon Trinity, the Breach things; machines of meat and carapace, of gleam-
seems more of a cautionary tale — an unfathomable, ing metal and plastic, and with no obvious divid-
otherworldly power, now reduced to snatching at the ing lines between. Each shape swerves between
coattails of Aberrants — but since the Breach’s tem- the seemingly natural and the obviously artificial.
poral manipulation indicates it may not experience Closed Door researchers suspect the principles of
time in the same way that humanity does, the contin- the Breach’s construction derive from remote ob-
ued fading of its influence alone does not serve as a servation of the physical dimensions, or possibly
reliable safeguard. hint at the Breach itself having once been a physi-
Lacking any means to strike back at the point cally manifest species that achieved post-physical-
of origin, Closed Door focuses its efforts on lock- ity at some stage.
ing down the Breach’s route in. Observation of the A synthetic is a living creature in its own right,
Cassus Belli collapse gave insight into how human even if it has circuity-veins alongside fluid-bearing
psions could achieve a similar disruptive effect. arteries, and heat-exchange organs budding from its
Experiments show that a networked team of psions glistening shell. However, synthetic minds appear to
combining Clairsentience (via Favorable Outcome be extremely simple — indeed, they’re more like a ba-
and Forking Timelines), Electrokinesis (via Dynamic sic interface for the Breach’s own direction, and syn-
Control), Psychokinesis (via Shaped Projection thetics rely on such guidance to be effective. Denied
with Selective Permeability), and Teleportation (via proximity to a stellar bridgehead, a synthetic will act
Selective Transmassion) can generate a feedback loop more like an animal, albeit one that lacks instincts to
of energetic disruption that should collapse the tem- eat or reproduce; it will react violently to threats, be-
poral and spatial warping of a Breach tunnel. Closed come quiescent, or amble around listlessly.
Door has yet to prove the efficacy of the combination Dissected synthetic corpses reveal careful-
against an actual Breach manifestation, and it de- ly-formed internal spaces that serve as the connec-
mands a group of very talented psions, but the the- tion between Breach and servitor-entity. Within
ory’s sound. these connection-organs, a functioning synthetic en-
The Operation’s researchers also discovered a sin- folds a bundle of warped space-time where Breach
gle Quantakinetic could achieve the same result with data becomes indistinguishable from the conditions
trivial ease; simulations show the Destruction pow- of local reality — a bleeding wound between this
er of Energetics would trigger the same catastroph- reality and the next. Once the Breach connection’s
ic failure cascade in the integrity of a Breach gate. severed, this insubstantial computer begins to de-
Closed Door agents track the rumors of Chib survi- grade, coming apart in a dribble of exotic radiation
vors with the intent to recruit rather than persecute, and minor local anomalies in a matter of hours. As
although they have had no luck thus far. a result, Closed Door research into the nature of the
The next time the Breach makes itself known, connection itself is extremely limited, although some
Operation Closed Door will make its move. A progress has been made in understanding how this
Leviathan jump-ship stands ready with a hand- distortion correlates to that which the gravity and
picked team of psions, waiting for the call. The energy of stars may imprint into the parallel mem-
closed fist is paired with an open hand; xenolingi- brane of the Breach.
ustics specialists and negotiators accompany the In combat, Breach forces are organized and ruth-
team. It seems a vain hope, but the Æon Trinity less. Guided synthetics show no regard for their own
hopes that a firm demonstration that humanity can lives and the Breach will expend them as needed
stop the Breach in its tracks might, just possibly, to achieve tactical goals. They aren’t suicidal in ap-
elicit a response other than violence. The quantum proach, however; synthetics will use cover, flank, and

The Breach 117


engage in other tactical behavior, though they still who it never actually shot, wreaking havoc in appar-
sometimes display strange or deleterious behavior ent violation of known science.
that may reflect the Breach struggling to understand Primary Pool: 7 (light attack drone)
physical reality — or other objectives that Closed Secondary Pool: 5 (scouting)
Door has yet to decipher. Desperation Pool: 3
Creating synthetics takes a great deal of power, Enhancement: +1
as the Breach uses something akin to quantakinesis Defense: 2 (plus 2 soft armor)
to create them from base matter inside its assembly Health: 3 (plus 2 hard armor)
structures. It can also teleport synthetics but, again, Corruption: 1
this takes a toll. Breach assaults often stumble or fal-
ter after a period of initial ferocity as a result, leav-
Special Rules
ing synthetics out of position or without means of Hover: The Needler can fly with perfect maneuver-
escaping. ability and Speed Scale 2.
Superimpose Alternate Chronology: By
BREACH CORRUPTION spending 1 Corruption when the Needler attacks a
target player character, the Storyteller may also grant
Like Aberrants, Breach synthetics have Corruption the Needler an attack against the character of the
ratings and the Storyteller creates a Corruption player sitting to the left of the original target’s player;
pool equal to the total rating of all synthetics in a if not playing around a table, the Storyteller chooses
scene. This is not true Quantum Corruption, but a similar parameter for targeting, such as advancing
represents the attention and power that the Breach time-zones or alphabetical order of names. The new
can bring to bear in the immediate situation. The target suffers a temporal flow anomaly, as a timeline
Breach can spend Corruption points in the same in which they were in the original target’s position
way as for Aberrants to add Mutations to synthetics briefly overwrites a portion of the current one and
(literally rebuilding them on the fly for a changing inflicts those wounds on them.
situation), and the Action Interrupt, Defense Boost,
HUNTER-KILLER (MODERATE THREAT)
Instant Cooldown, and Power Cost purposes. The
Breach cannot add Qualities to synthetics. However, Hunter-killer synthetics form the most common
it also gains the ability to spend Corruption on pattern of Breach entity encountered. They’re bulky
teleportation. and powerful, something like a cross between a star-
fish and a scarab beetle a little taller than a human.
TELEPORTATION Elaborately-jointed limbs and biomechanical weapon
The Storyteller can spend a point of Corruption mounts punctuate its carapace, swiveling to track tar-
to teleport a single synthetic to any location it can gets before hammering them with charged bolts and
directly perceive from its current location, or two accelerated slivers of matter. Engaging and destroying
points of Corruption to teleport it to a location it is a hunter-killer is extremely difficult, as the things stut-
aware of but cannot perceive. All synthetics may tele- ter back and forth through their personal timelines to
port to enter a scene without spending Corruption, retreat from losing situations or seize the advantage.
although unless a synthetic is already in the scene to Primary Pool: 8 (implacable assault organism)
provide them with telemetry, they arrive in a scat- Secondary Pool: 6 (unyielding physique)
tered and unprepared pattern. Desperation Pool: 4
Enhancement: +2
NEEDLER (MEDIUM THREAT) Defense: 3 (plus 2 soft armor)
A needler is a ghastly, hovering thing some four Health: 4 (plus 2 hard armor)
to six feet across, with an insectile framework of Corruption: 2
shimmering chitin and bulbous gravity-control and Special Rules
jet-pulse organs that keep it aloft regardless of lo-
Fire Coil Mandible: By spending 1 Corruption,
cal conditions. Most needlers feature several weap- the Storyteller can make a single attack with the hunt-
onry-pods and elaborate sensory buds splitting the er-killer’s coil mandible — a biomechanical railgun
forefront of their carapace, providing lethal fire- — rather than attacking with its pulse bolter.
power that can force a local breakdown of causality; Rewind: The Storyteller may spend 1 Corruption to
the synthetic can inflict grievous injuries on targets revert the hunter-killer to the state it was in at the end

118 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


NEEDLE CANNON
Type En Range Dmg Type Tags
Biomechanical Flechette 2 Short Ballistic Automatic, Quality 2, Ranged
Launcher
HUNTER-KILLER PULSE BOLTER
Type En Range Dmg Type Tags
Biomechanical 3 Short Electrical Automatic, Electrical, Quality 3,
Charged Bolt Ranged

HUNTER-KILLER COIL MANDIBLE*


Type En Range Dmg Type Tags
Biomechanical Railgun 6 Medium Electrical Electrical Brutal, Heavy Weapon,
Quality 3, Ranged

CRUSHER COIL MANDIBLE


Type En Range Dmg Type Tags
Biomechanical Railgun 6 Medium Electrical Brutal, Heavy Weapon, Quality 3,
Ranged

CRUSHER CLAW
Type En Dmg Type Tags
Immense claws 6 Edged Brutal, Deadly, Destructive, Heavy Weapon,
Quality 3, Melee, Reach

of its last action, as the Breach rewinds the temporal Special Rules
flow anchored within the synthetic. This resets its lo- Continuum Vent: The reality-warping mecha-
cation, injuries, and any other effects on it that prior nisms that empower crushers’ terrible claws wound
moment, and may even save it from death. The hunt- causality as a side-effect, venting an exhaust of bro-
er-killer cannot Rewind more than once per round. ken outcomes around the synthetic. For every two
points of Momentum that a character spends while
CRUSHER (COLOSSAL THREAT) in close range of a crusher, the Storyguide adds one
Crushers are the largest synthetics yet seen — mas- point to her Corruption pool.
sive crustacean-like horrors capable of ripping bulk- Huge: Crushers have Scale 1 on anything relat-
heads apart. The biomechanical weapon-mounts ing to their size, strength, and enormous physical
seem almost an afterthought to their brutal claws. resilience.
The things hoot and howl in an awful ululation that Reality Echo: By spending 1 Corruption, the
rings throughout the spectrum of human-percepti- Storyguide may cause the crusher’s reality-warping
ble frequencies and into those beyond; in its echoes, howl to render a single other character coterminous
the fundamentals of reality fray and distort. with two points in spacetime; it chooses a second point
it can see, and the chosen character counts as being in
Primary Pool: 10 (immense strength)
both their current location and the second location. This
Secondary Pool: 7 (shocking violence) can allow them to perceive and act from both, although
Desperation Pool: 5 any actions suffer an additional 1 Difficulty from the
Enhancement: +3 temporal disorientation; it also allows others to affect
Defense: 4 (plus 3 soft armor) them via both locations. The next time the crusher acts, it
Health: 7 (plus 3 hard armor) chooses one point to collapse, cementing the target as
Corruption: 3 actually being in the other location.

The Breach 119


THE DOYEN
Slightly more than four million years ago, the to their kind, and when the Hulat asked to visit their
Doyen were a powerful psionic species. Although homeworld, the Doyen took them to the colony that
their distant ancestors were aquatic, these pro- sent out the expedition that first discovered them.
to-Doyen eventually adapted to life on land. When This action doomed that colony, but saved the Doyen
they had corporeal bodies, the Doyen were radially species. The Hulat sent a fleet of warships to this
symmetrical creatures with hydrostatic skeletons. colony world, killing all of the Doyen who could
They possessed six tentacular limbs, each of which not teleport away, and badly damaging the world’s
divided into six tentacles near its end. They typically ecosystem. The Hulat suspected there were other
walked on four tentacles, but could easily stand on Doyen worlds, but the few Doyen not able to teleport
three, and use their remaining appendages to manip- to safety erased all knowledge of their other worlds.
ulate their environment. They were naturally psion- The survivors warned the rest of the Doyen about the
ic, and were strongly gifted in both telepathy and Hulat. In response, the Doyen devised potent noetic
telekinesis. However, they had some ability to learn weapons that combined and amplified the concen-
all of the psionic Aptitudes except quantakinesis, trated psionic power of thousands of Doyen. They
which remains unique to humanity. used these weapons to telekinetically direct dozens
Unlike any of the other intelligent species human- of large asteroids at every Hulat planet. Unable to
ity’s encountered, the Doyen were simultaneously deal with a foe who could combine their powers in
timid, paranoid, and aggressively bloodthirsty. When this deadly fashion, the Hulat fought and died, and
they developed noetic biotech that allowed them to once their species was extinct, the Doyen decided to
boost their limited abilities at teleportation so they make certain that they never suffered a similar at-
could travel to the stars, they did so cautiously, and tack. Ever since that attack, almost all Doyen place
were horrified at what they discovered. While they other intelligent species into only two categories –
learned that intelligence was relatively common, it threats to be immediately exterminated and pawns
typically did not survive indefinitely. Worse yet, in useful to the Doyen, as long as they remain firmly
addition to worlds where the inhabitants had de- under control.
stroyed themselves through war or carelessness, and
those where cosmic disasters had scoured entire CURRENT EXISTENCE
planets of life, they learned that alien invaders who The Doyen are now entities composed of noetical-
were unwilling to share the galaxy with other intelli- ly stabilized plasma – effectively living, psychic ball
gences destroyed some species. lightning. In this form, they no longer age and are ex-
This knowledge made the Doyen even more cau- ceedingly difficult to destroy, but they can die. Also,
tious, and may have saved them from extinction. because their form is completely artificial, they also
Rather than venturing across the galaxy, they slowly can no longer reproduce. As a result, every Doyen
and methodically explored the stars near their own, now “alive” existed when their species transformed
and in the process settled several colonies, which into this form.
eventually sent out their own missions of explora- For the first few millennia of their existence in this
tion. After several centuries, an expedition from one form, some Doyen attempted to find a way to tran-
of these colonies encountered another alien species. scend the physical universe into a purely noetic ex-
These aliens, who called themselves the Hulat, were istence, while others worked on methods of techno-
vaguely elephantine creatures from a high gravity logically assisted reproduction. While all attempts to
world. The Doyen found that they had great diffi- transform themselves into purely noetic entities end-
culty reading the minds of the Hulat, and puzzled ed up destroying those who made the attempt, they
over the bizarre powers many of them possessed. succeeded in finding a way to reproduce, but swiftly
The Hulat possessed innate Quantum powers which abandoned these efforts, because creatures whose
were relatively weak, but allowed them to control bodies are noetically stabilized plasma, but who
and direct all forms of energy. never existed as corporeal living beings, developed
Because of their innate paranoia, the Doyen never minds completely alien to the older Doyen. Instead
mentioned the existence of other worlds belonging of accepting these creatures as their descendants,
the Doyen saw the newly created plasma entities as

120 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


members of an alien species who were thus a threat with the other members of their species. Most were
to their kind. The Doyen destroyed them all and either killed or had their memories forcibly restored.
forbade any of their kind from attempting to create Most Doyen cannot remember more than 50,000
more such beings. years of memories without becoming increasingly
Because they cannot reproduce, the Doyen popu- unstable. Some lose track of the present, becoming
lation is slowly shrinking. Multiple Doyen can attack increasingly lost in their memories, while others be-
one of their number and kill it using a combination gin to spontaneously forget recent events. Because of
of Electromanipulation and Thermokinesis (see this, most Doyen choose to forget everything except
above). However, this process is difficult and typical- the last five or 10 thousand years and their corpo-
ly also requires a third Doyen using Spatial Integrity real life, while a few take a more radical approach
to keep the target from teleporting away. In addition, and choose to completely reinvent themselves and
various rare, powerful astronomical events, and the choose to forget everything except their corporeal
occasional species with potent Quantum powers existence and the first few months in their new form.
have killed other Doyen, and a few have committed As a result, some Doyen have thousands of years of
suicide. As a result, over the course of four million experience, but others may only have a century or
years, the previous Doyen population of 40 million two, because it has forgotten most of its existence.
have now been reduced to slightly less than 8 million. Some Doyen choose to remember portions of their
millions of years of existence, but because the fact
PRUNING that all of them must undergo some form of exten-
Every individual among the Doyen is more than sive pruning, their entire species has forgotten huge
four million years old. However, they soon learned swaths of their history. A few Doyen remember bits
that none of them could remain sane with four mil- and pieces of events more than 50,000 years ago, but
lion years of memories. As a result, Doyen now reg- most do not.
ularly forget large portions of their existence — they A few Doyen store their memories in focal crystals
refer to this process as pruning. By law, no Doyen can before choosing to forget them, so their memories
forget their prior existence as corporeal beings – the won’t be forever lost. However, the vast majority are
few who tried rapidly became exceptionally alien be- fearful of leaving their memories in a form that others
ings who rapidly ceased having anything in common of their kind could access. As a result, other than a few

The Doyen 121


KILLING DOYEN
Doyen are immune to aging and disease, and are impossible to kill using most convention-
al weapons. Material projectiles pass through their diffuse bodies, and energy weapons
like lasers cause them discomfort, but no lasting harm. Plasma throwers and fusions pistols
can harm Doyen, but only do half damage (round down), and Doyen can swiftly use
vitakinesis to heal themselves.
However, there are a few ways to kill Doyen. The simplest is a fusion bomb or fusion mis-
sile. However, almost all Doyen excel at both clairsentience and teleportation, allowing
them to disappear before the explosion unless someone can distract them sufficiently well.
Another swift method of killing a Doyen is to use the seven dot quantakinesis power Shut-
down on it — if successful, this power instantly kills one of the Doyen, but only three of the
few surviving quantakinetics can use this ability.
Quantakinesis also offers an easier, if riskier method of killing one of the Doyen. The three
dot quantakinetic Fundamentals power Drain can render one of the Doyen unconscious
for a scene, at which point sustained attack using plasma weapons or extended use of the
four dot psychokinesis Thermokinesis power Temperature Extremes will eventually destroy
it. The only other method that can work is sustained attacks by an electrokinetic using Bio-
electric Shock (Trinity Continuum: Æon, p. 227) with the combined stun tag, and the
four dot psychokinetic Thermokinesis power Temperature Extremes at the same time. Each
successful attack using both powers in the same round does one injury Condition to the
Doyen. As long as the Doyen remains stunned, it cannot escape. The only other method
to kill one of the Doyen is by using various Aberrant (or nova) powers, as described in
Trinity Continuum: Æon (p. 360). In theory, a quantakinetic could also build a device
capable of killing Doyen. Also, novas, like those from Eden could destroy Doyen with
powerful Quantum blasts if they can destroy the Doyen before it teleports away. Attacks
that use Quantum energies to directly cause damage can harm the Doyen.

cryptic notes, the majority of Doyen leave no record of is an example of a species that performed this sort of
their exploits. In many ways, the Doyen have divorced transition, and the Crèche star system is an example
themselves from the vast majority of their history af- of an intelligence that, if the Doyen do not interfere
ter they abandoned their physical bodies. again, may make this transition in a few dozen years,
or perhaps even less time.
AZURE HOME Although the Doyen were unable to transcend the
Today, the Doyen homeworld is a lifeless ruin. physical universe, the transformation that the Doyen
When the Doyen attempted to transcend the phys- produced drained the subquantum energy from ev-
ical universe, and instead became beings of living ery non-Doyen lifeform on their warm wet home-
plasma, the powerful psychic construct they used to world. The result was a completely dead world. Not
help them make this transition drew upon the sub- only did their efforts kill all animal and plant analogs
quantum life force of all other living things on this on this planet, it also eliminated all bacteria and vi-
world – transferring the entirety of this noetic en- ruses, including subsurface bacteria living in rock
ergy into the Doyen. This vast effort could not quite kilometers belong its surface.
turn the Doyen into beings composed of pure noetic Not only is the world dead, but the Doyen’s trans-
force, because that process requires the species at- formation removed all possibility of new life evolv-
tempting it to understand themselves far more than ing on this world for at least the next 50 million
the Doyen ever have. years. Immediately after the world died, all the new
Older and wiser psionic species eventually learn to dead animals and plants became gray, surprisingly
make this transition on their own, without external fragile corpses. Over the next few years, these corps-
assistance. Once complete, these now-transcendent es swiftly crumbled into dead dry dust. Today, the
entities dwell in dimensions impossible for lesser be- world the Doyen once knew as Azure Home is a mix-
ings to imagine, much less visit. The Yarra of Yarran ture of grey dust covered land and clear blue, utterly
lifeless oceans.

122 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


The world was once temperate, with an oxygen at-
mosphere humans could have safely breathed. Today,
PLANETARY DATA:
the average temperature is higher, being close to 40° C,
AZURE HOME (IN THE
while oxygen levels have declined to half that found on
DOYEN LANGUAGE)
Earth, and carbon dioxide levels are sufficiently high Discovery: Undiscovered and unvisited by
that humans must wear breathing masks. There’s still humans
sufficient free oxygen in the atmosphere that it’s clear
Distance from Earth: 13,842 light years
that this world was once home to a thriving biosphere,
and even a cursory study of the world’s geology reveals
Star: HIP 168791 — K2V
abundant fossils. However, the timeline of life on that Diameter: 13,900 km
world abruptly ended four million years ago. Gravity: 1.09 Earth
Even today, Azure Home has a handful of surviving Atmosphere: Oxygen, nitrogen, carbon
Doyen ruins. Most Doyen cities crumbled into dust dioxide (unbreathable)
long ago, and rising temperatures melted this world’s Air Pressure: 1.2 Earth
icecaps, flooding all coastal settlements. However, in Temperature: 25° C to 50° C
the last several centuries of their existence as a cor-
Percentage Ocean: 64%
poreal species, the Doyen began building structures
from a diamond-like material that requires plasma
Rotation Period: 27 hours
drills or powerful lasers to cut, and which is large- Native Life: Dead, lifeless, and somewhat
ly immune to erosion, settling, or anything less than antithetical to all life
fusion bombs or powerful earthquakes. As a result, Population: Abandoned 4 million years
both a research facility and a monument to their spe- ago
cies and their defeat of the Hulat invaders survive
nearly intact. These two structures are located near to obtain general information about this world and
the center of the largest continent, more than 1,000 the many species that used to inhabit it, including in-
kilometers from the nearest fault line. A few frag- formation about the Doyen, how Azure Home died,
mentary remains of other Doyen cities still exist, but and the transformation that the Doyen underwent.
reveal nothing beyond the fact that the inhabitants
In addition, this world is now also mildly anti-
built all of the most recent cities on a circular, radial
thetical to life. Psions, Talents, Superiors, novas,
plan, and constructed them from exceedingly dura-
Aberrants, and aliens with noetic or Quantum pow-
ble, but now crumbled materials.
ers are protected from this effect by their powers.
However, ordinary human neutrals and lab speci-
PSIONS VISITING AZURE HOME
mens ranging from rats to bacteria grow and heal
Visiting Azure Home is only slightly more com- half as fast and have difficulty reproducing if they’re
fortable for psions than it is for the Doyen. Any within roughly 300 kilometers of this world’s surface.
psion who visits this world and makes a successful
Attunement roll can vividly sense that this world is ABANDONED WORLDS
dead in a way that is unlike anything they have ever
The Doyen are an exceedingly paranoid species,
previously experienced. Deep space or locations like
and because Azure Home reveals clues about their
the surface of Luna are passively dead, Azure Home
species, they would normally have destroyed that
feels dead in an active and somewhat creepy and ter-
world, just as they have destroyed planets belong-
rifying fashion. This impression isn’t overwhelming,
ing to species that they saw as a threat. However, it’s
but it is extremely noticeable.
their original home, as well as the site of the failure
Psions also feel it any time they attempt to use of their effort to transcend the physical universe. The
clairsentience on Azure Home to examine it remote- surviving Doyen simultaneously wished to preserve
ly. This feeling provides a level 2 Complication to all this world and forget about its existence. As a result,
clairsentience rolls using on or directed at this world. none of them have visited Azure Home, or even the
Failure to buy off this Complication results in the star system it is in for more than 200,000 years.
psion feeling nothing beyond this impression of the
Back when they were a physical species, the Doyen
world being actively dead. However, buying off this
also founded colonies on a dozen planets, and small
Complication permits the clear to use Psychometry
research bases on dozens more, including the one on

The Doyen 123


intelligent species, they prefer to spend most of their
PLANETARY DATA: REFUGE existence on lifeless rocks that have never known the
(IN THE DOYEN LANGUAGE) touch of another intelligent being. Based on the mix-
ture of paranoia and practicality that lies at the heart
Founded: Inhabited by Doyen for more of Doyen psychology, they decided to build their
than two million years
settlements in vast networks of caverns. Being com-
Discovery: Undiscovered and unvisited by posed of plasma, possessing impressive psionic gifts,
humans and not requiring food, or even air, they could live
Distance from Earth: 3,785, light years anywhere. However, they do find technology useful.
Star: HIP 117732 — M1V As a result, their primary use for the cavern com-
Diameter: 6,124 km plexes in which they live is as a place to build and
Gravity: 0.31 Earth keep the few pieces of noetic biotechnology they
Atmosphere: none find useful, and also to store their various personal
trophies and mementos of their defeat of both rival
Air Pressure: 0
Doyen and other intelligent species. These caverns
Temperature: −100° C to 120° C are strange places to any biological sentient, since
Percentage Ocean: 0% the atmosphere is a non-reactive mixture of argon
Rotation Period: 59 hours and neon, and there are none of the furnishings al-
Native Life: Lifeless most all living beings expect to find in any inhabited
Population: Home to five million Doyen location — no furniture, clothes, or sources of food
or water. Instead, the entire settlement looks like a
series of personal museums lacking all labels, along
the dark side of Alcin-Plasi (Distant Worlds, p. 131). with facilities for manufacturing highly advanced
The Doyen abandoned all of these colonies and bases- pieces of noetic biotechnology, and places where
several centuries before they transformed themselves they can store these devices. Doyen noetic biotech
and killed Azure Home, because no Doyen were willing has clear similarities to noetic biotech used by hu-
to miss out on this transformation. In addition, none of manity, but much of it’s at least as advanced as the
them trusted others of their kind sufficiently to under- wondrous Prometheus Chambers.
take the preparations for this transformation without Because the numbers of the Doyen are low, almost
them being able to observe and offer input. all Doyen live on two worlds, each in a different star
Because the Doyen were never all that populous, system. They call the most populous Refuge and the
none of these worlds had more than half a dozen Doyen other world Safety. Both Doyen worlds orbit relatively
cities on it, and many had far fewer. With the excep- young M class red dwarfs — the Doyen choose these
tion of a handful of ruins in unusual environments, like worlds both because such stars are exceedingly nu-
Alcin-Plasi’s dark side, almost all of these ruins have merous and also because they live for several hundred
completely vanished. Clairsentient explorers who visit billion years. In addition, more than ten thousand
worlds within a few hundred light years of Azure Home Doyen live elsewhere, either alone or in small groups,
may encounter a few fragmentary ruins on several but all live in similar caverns within asteroids or small
worlds, and will learn similar information to that they planets orbiting other non-descript red dwarf stars.
can gather from the Alcin-Plasi ruins — what the inhab-
itants looked like, that they had potent noetic powers, DOYEN FACTIONS
and (if the clear has previously encountered the Doyen)
The Doyen are a paranoid and fearful species,
that these creatures are related to the Doyen, but little
and they exhibit these traits when thinking about
other information. The only exception is that any clear
or interacting with one another just as frequently
who succeeds as a Difficulty 5 Psychometry roll while
as when considering or dealing with other species
attempting to find this species’ homeworld can see im-
— they trust members of their own species little
ages of Azure Home and learn its location. more than they trust other species. The result is
that there are hundreds of different Doyen factions.
MODERN DOYEN WORLDS Each faction is a small, exceedingly insular clique.
Today, most Doyen are jealous of life, and while The few humans who have learned the most about
they regularly visit living worlds to manipulate the Doyen know that there are Doyen who seek to

124 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


TRAPPING THE DOYEN
Attacking either of the inhabited Doyen worlds is normally of only limited use, since almost
all Doyen are skilled with Translocation or Transportal, permitting them to teleport away
instantly. In addition, a substantial minority of Doyen are also skilled in Transmassion, and
can swiftly teleport away the few Doyen who cannot teleport. However, if humanity liber-
ated Chrome Prime, and the characters specifically recovered or carefully studied the tele-
portation dampeners (Distant Worlds, p. 77), these characters could, at least in theory,
trap the Doyen on one of their worlds. While setting up a hundred or more dampeners
across the whole planet would require several weeks of work and the Doyen would almost
certainly notice such an impressive effort, these creatures only inhabit a relatively small
area of each planet, with the tunnels covering an area no more than 1,000 km on a side.
Scanning the planet using Psycholocation clearly reveals these tunnels, and placing eight
teleportation dampeners over this area provides the full +20 Complication to teleportation
to or from this world. However, there are several difficulties when attempting this plan. The
first is that the Doyen designed these dampeners so they could easily turn them on and off
using Technokinesis. If the characters either salvaged the dampeners from Chrome Prime
or built new ones by reverse engineering them, then these dampeners will possess this
feature, unless one of the characters made a Technology + Intellect roll with a Difficulty of
4 when studying the dampeners. Success allows the character to notice this feature, and
once noticed, it’s easy to disable and shield them against Technokinetic control.
Also, the characters will need to conceal the dampeners from the Doyen, which requires
either the clairsentient Psycholocation power Dowsing, or the quantakinetic Fundamentals
power Manipulate to conceal the presence of these dampeners from the Doyen until they
are all activated. Alternatively, a psion who was building or adapting the teleportation
dampeners could incorporate a version of the quantakinetic basic power Psi Cloak into
these devices. Incorporating this feature counts as a Rank 2 super-science invention (The
Æon Æxpansion, pp. 32-34). Teleportation dampeners, combined with a massive
bombardment of the tunnels with fusion missiles would kill almost all of the Doyen present.

subtly attack and weaken humanity, and those who biggest rivals.
seek to use humanity as tools against the Aberrants. Doyen periodically leave one faction and join an-
However, the vast majority of Doyen have little in- other. However, while factions can be close allies or
terest in humanity, because their faction has oth- bitter rivals, Doyen are expected to belong to a single
er areas of interest. Perhaps unsurprisingly, most faction, and members of one faction who spend too
Doyen are busy watching and worrying about the much time with another, even if this second faction
activities of other Doyen, or playing strange and is allied with their own face distrust and eventually
subtle status games that would be almost incompre- ostracism. This ostracism occurs for reasons other
hensible to humans. than simple paranoia, since some Doyen with low
One of humanity’s strengths is that in a crisis, status positions in one faction occasionally betray
most humans are willing to put aside their differ- their current faction to another in the hopes of at-
ences and work together. Like all remotely success- taining higher status in that faction. While a vast
ful intelligent species, the Doyen have some ability multitude of other factions exist, some of the major
to do this. If humanity ever became a deadly threat ones are:
to the Doyen, some factions would put aside their
• The Aberrant Cleansers: This faction is large
differences and work together to defeat humanity.
and exceptionally paranoid. They are an off-
However, even more Doyen would either flee, leav-
shoot of the Exterminators, who consider the
ing the rest of their species to whatever fate awaits
Aberrants to be the greatest threat to the Doyen.
them, or attempt to broker a deal with humanity.
They work most closely with the Chromatic
These later Doyen would seek to both insure their
Tenders, and the Humanity Tenders, but a
own continued survival, while also attempting to di-
clique within this faction advocates working
rect humanity and its allies to destroy their faction’s
with the Humanity Cleansers.

The Doyen 125


• The Chromatic Tenders: This faction is work- the eight proxies and designed the eight
ing to control the Chromatics and to use both Prometheus Chambers.
covert possession and religion to make them
• The Pawn Gatherers: This faction explores the
openly worship the Doyen. This faction works
galaxy looking for new intelligent species who
closely with the Humanity Cleansers, but has
they can make into their catspaws, pawns, and
distinct motivations and goals. In addition to
tools. This is one of the most volatile groups in
finding the Chromatics useful, most members
terms of membership. Its numbers grow substan-
also enjoy these aliens worshiping them as gods.
tially every time members discover a new intelli-
This faction is relatively small, but growing.
gent species. However, after a while those Doyen
• The Exterminators: These Doyen look for with a particular interest in that species create
intelligent species that might pose a threat to their own faction to focus on learning the weak-
the Doyen and kill them off. Hostility between nesses and possible uses of this species, while most
the Exterminators and the Pawn Gatherers oc- members of this faction continue their search for
casionally flares into violence. Like the Pawn new and potentially useful alien species.
Gatherers, new factions periodically spin off from
• The Qin Tenders: This small and increasingly
the Exterminators when they encounter a species
idle faction was responsible for tweaking Qin
they either can’t just casually kill off, or that an-
culture and Qin science so that the species was
other Doyen faction has taken an interest in.
unable to find ways to increase its noetic poten-
• The Humanity Cleansers: This faction is tial. This faction has been shrinking for several
a recent and still-growing offshoot of the thousand years, as most members join other fac-
Exterminators who view humanity as a dire tions because they believe their work is largely
threat and who see the best solution to the complete.
Aberrant threat as being killing off both all
• The Threat Searchers: These Doyen look out
Aberrants and then all humans.
for threats no other Doyen are investigating. Most
• The Humanity Tenders: This faction seeks study extinct species that died due to efforts other
to turn humanity into catspaws similar to than Doyen intervention, and attempt to discover
the Qin. They are responsible for recruiting the reason for these species’ demise.

THE HEXERS
Once there was a people who sang to the stars in the previously-unexplored Kholat Syakhl system.
in harmonies of perfect numbers; a people who The flotilla arrived to find Ivdel, a world colonized
spoke revelations in radio frequencies and who saw by unknown aliens — and with an equally unknown
the world as a wondrous place of sacred structure. aggressor in orbit. After a brief showdown with the
Now they are all but gone, the path of their civiliza-
hostile warship, the task force discovered the awful
tion severed with savage completeness. They could truth: Ivdel was the scene of a recent genocide. The
have been a peer to humanity, but for a meager few aggressors had slaughtered a population numbering
months delay; now the hand that humankind reaches in the millions with kinetic weapon launches and
out finds only empty space and the echoes of ghosts.military robots. To this date, the research and secu-
The extinction of the Hexers, as they once were, rity teams that now pick over the ruins of Ivdel have
discovered no survivors.
is almost complete. A slender hope still remains, and
it will take effort and sacrifice on the part of both It soon became evident that neither the aliens,
humanity and Hexer to build a new future from the dubbed “Hexers,” nor their mechanized murderers
ruins of the old. originated in the Kholat Syakhl system. All had come
from elsewhere, traveling across the void of space to
THE IVDEL INCIDENT enact this tragedy.
In 2121, a UN task force responded to the urgent Full details of the Ivdel situation can be found in
warnings of an ISRA stellar survey team of disaster Distant Worlds, p. 87, but several key points have

126 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


implications for humanity’s investigations into the • Researchers have found no signs of quantum or
fate of the Hexers: psionic capabilities among the Hexers or their
adversaries.
• The Hexers arrived sometime around the year
1900; their slayers reached Ivdel near the begin- While research on Ivdel continues, difficulties
ning of 2121. with complex Hexer computer systems have thus
far denied investigators any astrogational data that
• The Hexers arrived on a colony ship designed might illuminate a path to other Hexer colonies or
for a long journey, which was destroyed by the their home world.
hostile warship.
Mindful of the implications of the Ivdel incident,
• The “Mantes,” skulking automatons deployed however, the Æon Trinity now pursues other ave-
to slaughter the population, look very much like nues for any trace of the wider Hexer civilization.
recovered Hexer corpses — albeit mechanical. One of these methods is about to bear bitter fruit.

• Aggressor and Hexer systems and technology A HEXADECIMAL PEOPLE


show many similarities, particularly in the use From the remains and ruins of Ivdel, the Æon
of sublight stellar drives capable of changing a Trinity and UN task force has already assembled a
vessel’s apparent mass and inertia. partial picture of who and what the Hexers were. It’s
• Hexer colonists possessed technology broadly still woefully incomplete, and mostly serves to show
on par with that of humanity, albeit consider- how much they still don’t know, but it’s a start.
ably more advanced in several areas of material Hexers found on the colony followed an eight-
and physical science while severely lagging be- limbed body plan, the front four appendages each
hind in other fields — and the colony was nota- with four fingers capable of fine manipulation. This
bly lacking any defenses against their attackers. was presumably the reason the cultures of the colony
followed a hexadecimal mathematical system. With

The Hexers 127


Hexer perspective puts numbers and mathemat-
THE HIDDEN KNIFE ical concepts at the heart of everyday life, folding
them into an individual’s moment-to-moment ex-
The problems researchers experience in un-
derstanding Hexer computers come from periences in the same way as a human might appre-
more than just an alien programming lan- ciate color. Language and mathematical notation
guage. Several Hostile Intelligences (see were inextricably intertwined, and the resulting
pp. 185-186) are hiding in the compromised computational advances are incredibly sophisticat-
systems human scientists are now examining. ed. However, much of life on the Ivdel colony would
The situation is a time bomb. The HIs are be remarkably familiar to a human — from the use of
trying to carefully probe into their captors’ automated systems to handle the hard labor involved
systems without detection, and monitoring in agriculture and resource extraction, to the man-
humanity’s continued investigation into the ufacture of personal grooming products for difficul-
fate of the Hexers. They may try to arrange ties the Hexers found with interactions between the
“coincidences” pushing Operation Outrun Ivdel atmosphere and their joints and membranes.
towards disturbing Penumbra so they can
communicate with their peers there, or in- OUTRUNNING DOOM
stead sabotage what they can and slow the
investigation down. The Æon Trinity cannot be sure if the slaughter on
Ivdel was a singular event or just one conflict among
Either way, once discovered, the Hostile
Intelligences act violently and swiftly. They many, but the success of the genocide warrants a
seize overt control of whatever systems they rapid response. Facing the possibility that a potential
can in the research facilities of Kholat Station peer of the human species may be in the process of
and Operation Outrun, attempt to subvert extinction right now, Operation Outrun is a specialist
spacefaring vessels, and either start slaugh- team of astronomers, xenobiologists, clairsentients,
tering humans or attempt to escape to their and teleporters scouring the local region of space
fellow Intelligences. around Kholat Syakhl in hopes of finding the Hexers.
Unlike the hasty environs of Kholat Station in Ivdel,
Operation Outrun functions out of Earth-based
a mantis-like posture, Hexers could reach four me- command centers and brings together enormous
ters long and two and a half meters high, their heads amounts of observational data from innumerable na-
sporting six widely-spaced eyes that would have tional and colonial detection arrays.
granted a 300-degree field of vision. The head also
The theory behind Operation Outrun derives from
bore a sideways-hinged beak, feeding tentacles, and
the sublight “cheat” drives of the Hexers. Although
respiratory tract openings on the sides of the neck.
these drives exploit properties of physics that scientists
Hexers could probably see in a slightly broader still struggle to understand for seemingly miraculous
spectrum than human eyes can perceive, but the effects, the irony is they’re a pale shadow of humani-
most striking difference in their sensory capabili- ty’s own transport abilities. A Hexer drive can trivially
ties was the use of radio frequencies. Any individ- accelerate a huge colony ship to a significant fraction of
ual’s smooth, hairless skin sports a number of sig- light-speed, but a Tesser drive or teleporter can cross
nificant ferrous deposits which served to amplify thousands of light-years in a moment.
and conduct radio transmissions from specialized
As a result, analysis of the colony ship wreckage
internal organs. While Hexers could achieve ba-
offers some indication of how far it could have trav-
sic vocalization, they relied almost entirely on
eled at sub-light speeds. Even with chemically-in-
this natural radio for communication. Given the
duced hibernation, such an ark-ship design would
complexities of the frequencies and modulations
have a limited lifespan before material resources
involved, the Hexers’ apparent talent for abstract
depleted enough to render the likelihood of arriv-
and conceptual mathematics likely developed
al disastrously low. While new developments from
alongside the increasing sophistication of their
Ivdel cause the Outrun team to continually modify
radio abilities — and researchers surmise their
and adjust any estimated bubble of distance that the
home world must have had an atmosphere offering
ship could have traveled from within, even the most
strong shielding against external radiation, likely
outlandish hypotheses indicate an origin point with-
through dense gases or haze.
in five hundred light years.

128 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


That means the Hexers probably originated within
an area roughly a thousand light-years across — but
OPPORTUNITY KNOCKS
that’s enough for Outrun to begin searching. It in-
The Hexer situation attracts the interest of
cludes hundreds of thousands of stars, most of which parties beyond the U.N. and Æon Trinity.
are entirely unremarkable. Thankfully international Dead worlds present a trove of treasures to
support, jump-ships, and ISRA aid prevent it from plunder; potential first contact could lead to
being a needle-in-a-haystack situation. Knowing wonders untold. Companies hungry for prof-
Hexer biology and rationalizing Ivdel itself as a like- it eye the possibility of stealing alien tech-
ly model for other worlds the species might seek to nology away for themselves; extremist sects
colonize, Operation Outrun has already identified a see the death of Ivdel as another sign that the
dozen potential candidates. Æon Trinity must be stopped from attracting
Preparation for expeditions to those candidates
the attention of whatever slew the Hexers in
the first place. Independents, explorers, and
has just hit a snag, because a more compelling pros-
scientists view the simple possibility of being
pect leapt to the top of the queue. When analyzing the first to push back the boundaries of terra
astronomical data from the multiple perspectives of incognita as a reward in and of itself.
different human colonies, Outrun stumbled on some-
Operation Outrun does not have a monop-
thing genuinely amazing — a star in the suspect zone oly on information about the Hexers. The
that appears to have started dimming at a rapid rate astronomical data they draw on comes from
around four or five hundred years ago. The rapid but governmental and corporate sources, and
sustained reduction in illumination wasn’t caused by others with the same access can run that
any change in the star itself, now called Penumbra, data and come to the same conclusions. Via
which leads to one conclusion: The cause is almost simple gossip and petty corruption, news
certainly artificial. of the potential Dyson sphere in Penumbra
A cautious exploratory jump to a system near
spreads. Information on the system’s location
is independently for sale from both FSA and
Penumbra confirms that, as of a century ago, the
Thai sources already.
light-wave from the star shows its glow to still be
choked off. Excitement and caution wars within
Somebody other than Operation Outrun is
going to sink the resources into chasing the
Operation Outrun as the research team faces the
Hexer mystery sooner or later. This can give
prospect of a species capable of building a Dyson Storyguides an excellent excuse to bring
sphere. The genocidal mantes of Ivdel were one player characters who aren’t associated
thing — star-swallowing megastructures suggest an with the Æon Trinity into the Hexer mystery
altogether greater power. through independent patrons or mercenary
work; equally, it serves as an explanation for
COLDER WORLDS the intervention of rivals, competitors, and
If the cautious approach wins out, Operation general trouble-makers into an Operation
Outrun will first examine the potential sites of oth-
Outrun team’s story.
er Hexer colonies. This offers the best opportuni-
ty to not only learn more about Hexer civilization
prizes in the form of potentially habitable planets,
before braving whatever lies in Penumbra, but to
albeit with no trace of Hexer involvement. With so
intervene and protect any surviving populations
many systems to sift through, the Operation will miss
if the Ivdel massacre is just one thread in a larger
some genuine prospects entirely.
tapestry of genocide. Working on the assumption
But a handful of the worlds that catch Operation
that Penumbra may be a home world or at least epi-
Outrun’s attention are the real deal — Hexer colonies,
center, the farthest-flung sites therefore represent
settled in a diaspora of colony ships launched across
the best hope.
a fifty-year period. If the Operation’s jump-ships
Some of the Outrun prospects are disappoint-
and investigative teams confirm these sites, the pic-
ments waiting to happen. The Operation can ill af-
ture will become increasingly clear — yes, the heart
ford the time and resources spent on false leads, but
of this effort was indeed Penumbra. The ark-ships’
even Clairsentience isn’t enough to ensure success.
destinations form a corona around the home-world,
Most of these wild goose chases come from minor
a halo with a very obvious distance from its originat-
astronomical anomalies; some may hold consolation
ing source. Several potentially habitable worlds are

The Hexers 129


closer to the Hexer home-world; they must have spe- around the star — megastructures of incredibly
cifically chosen to travel as far as was safe with their thin solar panels threaded together with power re-
sub-light engines. lays, automaton hangars, and grand fabricator-fac-
No Hexer can confirm this, however, because each tories. A little distance beyond, the enormous
colony is another graveyard. power output of the Dyson panel array feeds into
The extermination of the species seems complete. an artificial moon. The former home-world is an
Ivdel was the farthest-flung colony, the last to receive exhausted quarry with a ruined atmosphere. Some
its executioners. The others arrived at their desti- awful force violated the other planets and moons
nations across the preceding half-century. On most with equal hunger, leaving a skeleton of extraction
settled planets, a single Wraith-class warship (see infrastructure throughout Penumbra.
p. 132) still waits in orbit, its kinetic bombardment Nothing lives here now but, perversely, Penumbra
payload expended in murdering the world beneath. is not dead yet.
Mantes stalk the ruins, still hunting for survivors
despite having slaughtered them all years ago. The HOSTILE INTELLIGENCE
automatons were not designed to last; each passing Artificial intelligence thrives within Penumbra.
year sees more shut down, go awry, or fall prey to lo- A myriad of machine minds dwells within its infra-
cal wildlife. structure and its murderous war machines. These are
Although clearly designed to kill people who nothing like the Satisfactory Intelligences of modern
couldn’t fight back, the Wraiths react to the arrival humanity, and are different even from the artificial
of U.N. vessels — or anyone else — with immediate sentiences of the Nova Age. Operation Outrun re-
hostile intent. This is likely to be a losing battle for searchers will dub these digital slaughterers Hostile
the aggressor, but the insistent murderous nature the Intelligences once the nature of the malign entities
ships display makes it tricky to capture one. Their is made clear.
weaponry is mostly spent, but whatever malevolent A Hostile Intelligence is a true artificial sentience,
fires stirred them to commit these atrocities in the and alive in a way that defies easy understanding.
first place still drive their machine consciousness. Whatever incredible science led to their creation
The sheer scale of the genocide is itself a risk for was likely Inspired, and imprinted that same power
whoever unveils it. To see untold millions across a into them. HIs are capable of baffling feats, wheth-
vast swathe of space be systematically annihilated er at the helm of a heavily-armed vessel or slinking
may take a heavy toll on the psyche. All that’s left of through subverted systems; they are digital Talents,
the great Hexer diaspora is a list of cold, dead ruins, tools of genocide honed to a keen edge by inconceiv-
each a chilling monument to their passing. able theories.
They will not be pleased by any intrusions into
YOU CAN NEVER GO HOME Penumbra. See pp. 185-186 for several examples of
Sooner or later humanity will venture into Hostile Intelligence present in Penumbra and the
Penumbra itself, and risk rousing the dead fury still mausoleum-worlds of the Hexer colonies.
lurking there.
THE FOCUS
Penumbra was once a typical enough system. A
star somewhat dimmer than Earth’s Sun outputs a The artificial moon suckling on the teat of
steady but calm illumination; a necklace of rather or- Penumbra’s star cannot help but draw attention.
dinary planets spins around it in their endless dance. Although tiny on a stellar scale, it’s an enormous
The single planet to have born life in the system is accomplishment — a vast machine built around the
close enough to the star to receive the energy the core of a former moon, still gorging itself on the solar
biosphere once needed, but less radiation than Earth energy caught by the Dyson panels. To any observers,
does from its own sun. Given Hexer anatomy, a re- however, it presents an obvious puzzle; its purpose is
searcher might posit that the planet’s atmosphere not immediately clear.
was likely also thick and hazy, protecting the evolv- The moon is not transmitting a powerful signal, al-
ing species and allowing them to develop their ra- though the systems onboard it are still active and do fill
dio-frequency organs. the surrounding area of in-system space with a steady
Penumbra is no longer a typical system. A mas- traffic of communications. Nor does it bear any struc-
sive array of Dyson panels cloys the inner orbit tures that are obviously weapons or tools; whoever

130 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


scoured the planets for resources did not use the moon
as a means to do so, but rather built the moon with
DOYEN AND PENUMBRA
those plundered treasures. The closest thing a human
The Doyen have plenty to worry about with
investigator might see some resemblance with the current events, and though they are dim-
moon’s systems is with jump rings, and could therefore ly aware of the fall of the Hexers and the
assume it to be an enormous portal. transcendence in Penumbra, they pay it little
The moon is a gateway, but it’s not a portal in any heed. The Hexers and the machine-moon
conventional sense. This enormous focus of power did not use psi or quantum energy, and its
and technology is the infrastructure of ascension. underlying mechanisms are incompatible
The consciousnesses who constructed the moon
with the Doyen state.
are no longer physically manifest within perceived Inasmuch as the Doyen consider the Hexer
reality. Where the Doyen stumbled and fell on their situation at all, they assume that the Hex-
journey to post-physical ascension, the violators of
ers destroyed themselves and tidied up the
mess. No Doyen had any hand in the affair,
Penumbra succeeded. Through advanced — perhaps
nor do they want to.
even Inspired — physics, the power of their sun, and
the sacrifice of their material shells, they stepped be-
yond this existence and into the next. artificial intelligence erupted into the beginnings of
But the door is ajar. The moon still functions, and the gateway project; the biological footprint of the
its hungry diet of solar energy maintains the process- species swiftly ceased thereafter, suggesting either
es that once uplifted a people into a different state of death or destructive uploading into the now star sys-
being. No human can use this transcendent engine; it tem-spanning computational networks.
requires a digitized mind, and one forged of the alien Some century and a half later, around the time
mathematics of the Hexers. of the gateway’s opening, a series of new construc-
tion facilities assembled and dispatched the fleet of
THE WINTER OF HEXER-KIND
Wraith-class warships that would murder the dias-
Investigation of Penumbra remains highly dan- pora colonies.
gerous, but the system can offer enormous insight
The gateway’s opening itself induced a spike of
into the origins and fate of the Hexers for anyone
anomalous distortion and then quietened — and
determined and well-equipped enough to brave the
once a rough time-frame can be identified, it can be
risks. Ruins on the Hexer home-world, the decaying
verified by checking observation from a point just
infrastructure throughout the system, and the ma-
ahead of the expanding light-bubble from that mo-
chine-moon itself present incredible resources for
ment. Although the gateway’s mechanisms remain
archeological and scientific research — especially if
functioning, the implication is an instant of tran-
buttressed by the psionic insight of Clairsentience
scendence rather than an ongoing effort over years
and Electrokinesis.
or centuries.
Characters delving into the mystery of the Hexers
Following that moment, the system fell into qui-
will thus likely find their sought-after answers
escence. Almost nothing stirs within it in the cen-
here. The Death and Transcendence sidebar offers
turies since, and the grand machinery slowly falls
Storytellers several options to choose from, but the
into disarray. Dyson panels crack and fragment; the
general state of the system can reveal the following
machine-moon’s emissions grow less steady with
information suitable for any of the suggested reasons.
each passing year. The Hostile Intelligences wait in
At the time of the Hexer diaspora, Penumbra was a silence.
highly developed system but the species had not pre-
viously attempted serious extrasolar travel beyond a FURIOUS ANGELS
few experimental tests. Hexer cultures at the time A guardian force remains in Penumbra; a fleet of
were technologically sophisticated beyond what the Wraith-class warships piloted by warminds, and a
colonies would manage to achieve even centuries cadre of other Hostile Intelligences lurking in the
later, particularly in the field of robotics and com- quiescent infrastructure systems. Perhaps they lin-
putational systems. Shortly after the diaspora, how- ger to catch any Hexers who might one day return
ever, activities within Penumbra took on an entirely to the system. Perhaps they’re waiting for fresh
new level of intensity. Mass mechanization using prey, a new species to blunder into their awareness

The Hexers 131


DEATH AND TRANSCENDENCE
So, what exactly happened in Penumbra? Who killed the Hexers? The Storyguide has final say
over the answer to that question, but the evidence points strongly at one of several possibilities:
• The Hexers warred internally, the losers fleeing in the diaspora while the winners pursued a
fully post-physical agenda and uploaded themselves. Driven by a religious or spiritual zeal,
they created the Hostile Intelligences (and some possibly are the Hostile Intelligences) with the
intent of annihilating renegade “lesser” Hexers who clung to fleshy physicality before tran-
scending themselves.
• The Hexers fell victim to an artificial intelligence insurrection. The diaspora fled the machine
rebellion as the Hostile Intelligences bloomed into full consciousness, but eventually the geno-
cidal determination of the machine minds caught up with them.
• The Hexers suffered a split of ideology, with one faction choosing to leave and explore the
wonders of the galaxy while the other looked inward and sought post-physical ascendancy.
They succeeded, or perhaps came very close — either falling prey to their own artificial intel-
ligences in those last days, or leaving the untended machine minds to descend into rampant
madness once denied the presence of their former masters.
• Someone else entirely did this. The diaspora fled because their system came under exter-
nal attack; either the Penumbra survivors attempted to escape via post-physical ascendance,
or perhaps the victorious Hostile Intelligences forcibly uploaded them and fed them into the
moon gateway as a form of data-enslavement. The slaughter of the colonies was the finishing
touch. However, since the technology still active in the Penumbra system is all clearly based on
the Hexers’ alien mathematics, no evidence of who these theoretical outsiders were remains.
Whoever created the Hostile Intelligences were likely very powerful Talents, since HIs possess
Inspired Gifts. If the HIs are Hexer creations, or uploaded Hexer consciousnesses, this implies
a widespread manifestation of Hexer Talent across the species, which would also explain the
incredible science of their cheat drives, anti-gravity engines, and the Dyson swarm itself.

so they can hunt and kill and trace it back to its ori- Special Abilities
gin point where they will replicate the desolation of Payload: A Wraith-class warship carries a pay-
Penumbra upon another home-world. Regardless of load of kinetic orbital weaponry designed for striking
their intent, the Hostile Intelligences are unrelent- ground targets rather than other vessels. These ships
ingly, well, hostile. were not built for repeat use; once expended, the
The crews of the vessels that first engaged and de- quiver remains empty.
stroyed one of these ships over Ivdel dubbed them Warship: A Wraith-class warship is both antago-
Wraiths because of the brief, rather phantasmal nist and a vehicle with an AI pilot; it’s Size 4, has
lifespan the warship had once it encountered hu- no Handling modifier, and Speed 6 / [6]; it has the
mans. Now, they really are the ghosts of a vanished
Armor 1, Astrogation Systems, Cargo 2, Computer,
Massive 1, Military 1, Repair Bots, and Weaponry
people; a rearguard of artificial minds, waiting for
2 tags. Most Wraiths are equipped with a mixture of
the signal that they too can pass through the gateway. coilguns and missile launchers, although armaments
vary. See p. 186 for sample Hostile Intelligences that
WRAITH-CLASS WARSHIP
could be piloting a Wraith — with particular note to
(MAJOR THREAT) their Talent Gifts, which they may well be able to use
Primary Pool: 9 (aggressive warship) while helming one of these vessels.
Secondary Pool: 7 (vigilant hunter)
Desperation Pool: 4 A SHOT IN THE DARK
Defense: 6 Sooner or later, Operation Outrun — or another in-
Health: 7 terested party — is likely to crack astronomical data
Equipment Bonuses: +1 Enhancement from Ivdel, one of the other colonies, or Penumbra

132 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


itself. Corroborating that data against Outrun’s own HEXER REJUVENATION
survey and guidance systems salvaged from a cap-
Finding the missing ark-ship is the first piece of a
tured Wraith will quickly reveal an anomalous re-
complex puzzle. Gaining understanding and control
sult. One intended colony world never flourished at
of the ship’s computational systems, and the extreme-
all; the ark-ship launched did not reach it.
ly delicate balance of bringing long-oversleeping col-
A Wraith followed that same path, expecting to onists out of hibernation, all present significant risks
find a target at the far end. It’s orbiting the destina- for the surviving Hexers. Once awake, whoever saves
tion world now, weapon quivers and mantes bays the aliens faces the challenging task of communicating
still full. Rather than sitting in sullen quiescence, the with them, seeking some sort of common ground — and
artificial mind helming the warship is examining in- breaking the news of their species’ near-annihilation.
coming astronomical data and searching for its prey.
With thousands of survivors, the Hexer population
The colony ship went off-course due to errors that could still be viable — and the colony ship, while dam-
crept in on the long, dark journey across the void. It aged, is still capable of serving as the seed for a new
missed its destination by a relatively narrow margin settlement. A suitable world is right there, and perhaps
during the braking procedure, and now lingers in the Hexers could begin the long, arduous climb back to
interstellar space in silence. The automated systems from the brink. If Talents are as common among Hexers
have not woken their hibernating passengers, but as the science that fueled their fall indicates, they may
nor are they intelligent enough to redirect the vessel. possess the sheer brilliance needed to engineer their
The damage suffered is too extensive, the weight of own revival with remarkable swiftness.
centuries too heavy.
Should the machine-moon of Penumbra still func-
It slowly turns into a mausoleum, as hibernation tion, though, another possibility arises. If so inclined,
caskets stutter and die one after the other, a few the Hexers might follow their kin to post-physicality,
more each year. using the moon’s remaining systems to upload and
Time still remains. The ark began with some thirty depart this mortal coil entirely.
thousand colonists aboard; twenty thousand persist. Should the Hexers remain, so does the danger.
The cascade of failures grows faster, though. Worse, Whoever attempted to expunge them is unlikely to
the lurking Wraith’s calculations narrow down the simply accept failure. Once the light-wave propagates
cone of possible locations; soon the hunter will pin- out from the colonies and reaches the aggressor —
point its prey. whether Wraiths stationed at other colony-worlds,
Long-range human survey attempts are unlikely the Hostile Intelligences at Penumbra, or assets as yet
to pinpoint the ark, but psionics and a closer point unrevealed — they will know that a victim has escaped
of reference may allow an investigative team to lo- their grasp, and mobilize to correct this mistake. For
cate its location before the Wraith does. A significant now, the threat will be a sluggish one reliant on sub-
force arriving in-system will also force the Hostile light drives, and thus may take years to manifest. If
Intelligence to act before it has finalized its calcula- humankind ventures into the lion’s den of Penumbra,
tions, hurtling off in the direction of the most-prob- however, the Hostile Intelligences still holding sta-
able course rather than risk being caught and de- tion there will learn that long-distance teleportation
stroyed before its mission is complete — and this is a possibility — and turn their enormous processing
would give human pursuers a chance to follow the power to the task of deciphering this mystery. If they
warmind and snatch its prize away from it. crack it, the potential cost for protecting the Hexers
from annihilation may be a terrible one.

The Hexers 133


THE SLEEPERS
Humanity will soon survey a star system with a easily than on Earth. This world already possessed
surprising secret. The second planet in this star sys- an oxygen atmosphere and was home to simple life
tem is home to life, and it has rings like Saturn. In ad- that had just begun moving from its oceans to land,
dition, it also has a tiny moon. This moon appears to when the automated Akser terraforming ships ar-
be a small planetoid in a highly elliptical orbit. This rived more than 20,000 years ago. These ships seed-
planetoid is not actually a moon, but is instead a large ed the land with native life from the Akser home
starship, slightly less than two kilometers in diame- world and released specially tailored bacteria to alter
ter. A species known as the Akser built this starship. the atmospheric composition to possess the correct
This ship, whose name in the language of the Akser levels of oxygen and carbon dioxide for their opti-
roughly translates as Second Chance, has been orbit- mum health and comfort.
ing this star system for more than 19,000 years, and Researchers who study this world are able to
prior to that, it spent 2,100 years travelling from its tell that it’s now home to two entirely separate
home world 140 light years away. ecosystems, which clearly evolved on different
worlds and are completely unrelated, and which
THE WORLD OF are mutually inedible to one another. The origi-
FRESH BEGINNING nal life forms are relatively simple and primarily
confined to the seas. The land’s dominated by life
The habitable world in this star system, called
native to the Akser homeworld, but it’s a relatively
Fresh Beginning by the Akser, was originally fairly
simple ecosystem, since the automated terraform-
similar to the Akser home world. Its gravity is 32%
ing ships primarily carried plants, small animals,
higher than Earth’s and its atmosphere is more than
and insect-like creatures, because the facilities for
three times as dense. Like on their long-dead home
cloning large animals from genetic material are
world, the dense atmosphere more than offsets the
carried on the Second Chance.
high gravity and permits creatures to fly far more
However, the Akser made certain that the plants
and animals they provided would work together to
form a working, if somewhat simple ecosystem ca-
PLANETARY DATA: FRESH pable of surviving indefinitely. The combination
BEGINNING (IN THE AKSER
LANGUAGE) of a native ecosystem of primitive life and an oddly
partial and entirely unrelated ecosystem composed
Founded: Terraformed by automated solely of plant analogs, and small animals that sud-
Sleeper probes 21,000 years ago denly appeared roughly 20,000 years ago clearly in-
Discovery: Undiscovered and unvisited by dicates some form of alien intervention into Fresh
humans Beginning, and would very likely prompt explorers to
look for other evidence of alien interference, which
Distance from Earth: 853 light years
should allow them to discover the Second Chance.
Star: HIP 95817 — G0V
Fresh Beginning’s native life is all covered in ar-
Diameter: 18,100 km mored shells. Some lifeforms have jointed shells
Gravity: 1.32 Earth they use as exoskeletons, similar to those of Earthly
Atmosphere: Oxygen, nitrogen (breath- insects. Other, somewhat larger creatures have par-
able) tial internal skeletons that work in tandem with their
Air Pressure: 3.4 Earth exoskeleton to enable them to overcome the strict
Temperature: −20° C to 50° C size limitations imposed on life that only possesses
Percentage Ocean: 79% an exoskeleton. Also, life native to Fresh Beginning
all has eight limbs or fins, none of the creatures are
Rotation Period: 21 hours
psionic, and the plant-analogs are yellow green. In
Native Life: High diversity of animals, vege- vivid contrast, the life seeded by the Akser probes all
tables, microbes from two separate ecosystems has six limbs, and the plant analogs are all greenish
Population: Uninhabited purple. In addition, some of the life seeded by the

134 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


Akser terraforming probes possesses low level tele- society began a program of gradually reducing their
kinesis. None of the life forms except the Akser can total population, so that the three billion Akser who
use telekinesis to manipulate their environment, but were alive when this species discovered the impend-
several species telekinetically levitate themselves or ing doom were reduced to less than half a billion be-
reduce their weight, allowing them to float or fly in fore their star grew sufficiently large that even the
the air far more easily than they otherwise would be polar regions of their world became unsafe.
able to do. Almost two centuries before their world became
uninhabitable, the Akser began working to complete
THE AKSERS an ambitious plan. Even using suspended animation
The Akser evolved on the fourth planet of a bright technology, they couldn’t build a starship capable of
white F8 star. The fact that stars that large and bright transporting their entire population, and they were
live notably less long than Earth’s sun became a seri- unwilling to only save the tiny fraction that they could
ous problem for them, as their sun began to gradual- transport. Instead, they came up with an alternative
ly expand, gradually heating their world to unlivable uniquely suited to their innate psionic powers. Using
temperatures. This star’s currently in the process of advanced noetic technology, they built a device that al-
becoming a red giant growing inexorably in size, and lowed all members of their species to use the five dot
will eventually engulf the home of the species who Electromanipulation power Ghost indefinitely. Their
build the Second Chance. plan was to take genetic samples from each Akser and
The Akser are naturally psionic, with all mem- then store their consciousness in a vast computer for
bers of the species possessing at least some apti- the duration of the voyage. When the ship reached its
tude with Electromanipulation, Technokinesis, and destination, mechanisms on the starship would use
Telekinesis. They evolved from fliers shaped some- this stored genetic material to grow the Akser bodies
thing like manta rays with half a dozen manipula- and recreate various stored plants and animals. Then,
tors located just beneath their large mouths. As their powerful noetic devices would transfer the conscious-
brains grew heavier and more complex, rather than ness of each Akser back into its newly regrown body.
becoming landbound, they began supplementing Because consciousnesses using the Ghost power must
their muscular wings with telekinesis, to the point remain aware and active, the starship contained a huge
that they cannot fly without using telekinesis. Aksers computer capable of generating a realistic virtual envi-
have wingspans of between two and three meters ronment. However, because the voyage would last sev-
and are about two thirds as long. eral thousand years, the designers ran the speed of the
The inhabitants of Second Chance already pos- virtual environment 40 times slower than normal — the
sessed an advanced technological civilization when slowest speed they could safely maintain, so the entire
they discovered their sun was nearing the end of voyage would only seem to take a few decades.
its life. They made this discovery almost 400 years Almost 50 years before this ship departed and 580
before their world would start to become uninhab- years after the start of their project to evacuate their
itable, and 800 years before their world could no world, the Akser had sent out a series of exceedingly
longer support life at the poles. Unfortunately, they fast and highly automated probes designed to trans-
lacked any powers that could provide them with a form their destination into a world perfectly suited
means of faster than light travel and while they had for them. Because the Second Chance was only a
sent automated probes to several nearby stars, they third as fast as these probes, the probes would have
had never visited any. more than 1,300 years to ready the Aksers’ new home
They were faced with the fact that the nearest for occupancy.
star was more than 10 trillion kilometers away, and
worlds similar to their own were notably more dis- INSIDE THE
tant. However, they had time and dedication and SECOND CHANCE
began three related projects. The first was develop- The central portion of the ship consists of three
ing a means of propelling an enormous starship at sections. The first is a large heavily shielded comput-
a reasonable fraction of the speed of light. The sec- er 120 m in diameter. The second section is a huge
ond was working to find a way to easily and safely array of carefully stored genetic samples, including
transport their entire population and large amounts multiply redundant samples from every individ-
of local plants and animals. At the same time, their ual Akser and samples from tens of thousands of

The Sleepers 135


members of each species on their world. The third now consider their virtual world to be real and no
section is a complex and heavily automated mecha- longer believe that they uploaded themselves into a
nism designed to rapidly clone life forms using the computer. With no way to contact the outside, a sub-
stored genetic material, and then transfer the elec- stantial minority of the population remain convinced
tronic consciousness of each Akser into its regrown their minds are stored in a computer, but have no ev-
body. idence for this belief beyond their increasingly dim
The only Aksers not stored in this fashion were memories of their lives before the voyage, and have
the crew of the Second Chance — several hundred no idea why they’ve not arrived at their destination.
Aksers who piloted the ship out of their star sys- Life in this virtual world was always somewhat
tem. Unlike the passengers, the crew’s bodies were surreal, and has become increasingly strange. The
kept in suspended animation, while their minds environment originally looked very similar to their
were uploaded into a separate computer allow- plans for Fresh Beginning after its terraforming was
ing them to control the ship, while also permitting complete, except with the large animal life from the
them to swiftly awaken and upload themselves back Akser homeworld now present. However, in this vir-
into their bodies if they needed to act physically. tual world all of the residents of the virtual world
Unfortunately, a brief burst of cosmic rays struck the are immortal — they no longer age and they cannot
front of the ship, disabling this computer and killing die. If something happens that would normally kill
the entire crew. The ship kept its passengers per- a resident, they lose consciousness and awaken fully
fectly safe and delivered them to their destination, healed several subjective hours later, while injuries
but the crew were not available to start awakening automatically repair themselves within minutes.
the passengers. As a result, the Second Chance end- However, life here is not static. The creators of the
lessly orbits Fresh Beginning. Meanwhile, the pas- virtual world found a way to permit the Aksers to
sengers know that something has gone wrong, but have children, but kept birthrate low because of the
lack any access to anything outside their computer. complexity of the process.
Previously, the passengers were able to contact the If the computer maintaining the virtual world
crew, but lost that contact when the crew died. For learns that two Aksers are attempting to have chil-
the passengers, more than five subjective centuries dren, it uses their stored genetic material to create
have passed. Growing numbers of the passengers a new Akser, grows this body, while connecting its

136 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


mind to the same virtual world. After two subjec- The most common way to gain points is by creat-
tive years, once the young Akser’s brain has devel- ing new works of art or epic poetry by remixing or
oped sufficiently, it transfers the Aksers mind fully slightly altering existing works of art. To make the
into the virtual world, and stores its genetic mate- process even easier, most Aksers use their equivalent
rial. After more than 500 subjective years, almost of SIs to do this, and select those options they pre-
two thirds of the residents of this virtual world were fer. Individuals were supposed to gain more points
born there, and know nothing of life anywhere else. by performing or displaying their work, but almost
Unfortunately, while the rest of the devices aboard all Aksers use SIs to recite or display their work.
the Second Chance are working perfectly, the de- To avoid being overwhelmed by SIs that typically
vices that permit reproduction by combining genet- appear to be fist-sized Aksers reciting more or less
ic material and growing the offspring have begun good epic poetry or projecting virtual images of art
breaking down. At the moment, the previously slow on every available surface, all Aksers spend some of
rate of reproduction is starting to slow down, and their points on sensor filters excluding almost all of
within three centuries this mechanism will fail alto- these performances.
gether, unless someone repairs it. The result of these efforts is that everyone has as
many points as they want. The only remaining lim-
THE VIRTUAL ECONOMY itation is that a single individual can only reshape
Its creators designed Second Chance’s virtual a relatively small area — no more than roughly half
Fresh Beginning to keep the occupants sane and pre- a cubic hectare. However, residents found a way
pared for life in a physical world. Residents didn’t around even this limitation by working together.
need to eat or drink, and could not die, but the de- Groups of residents have altered vast areas of land-
signers worried about both boredom and residents scape in strange and impossible ways, while others
not being prepared for life on Fresh Beginning. They transformed their bodies into animate plants, ani-
also wished to allow residents the freedom to ex- mate geometric shapes, or even bodiless intellects.
plore their virtual existence to the fullest, but didn’t The result was that no more than a fifth of the virtual
want them losing touch with the physical world, world still resembles Fresh Beginning. Some por-
since after roughly 50 subjective years, everyone tions now look like the long-dead Akser homeworld,
would again possess physical bodies. and most of virtual Fresh Beginning is far stranger.
To solve all these goals, the designers of Virtual
Fresh Beginning created an economy. If someone THE ZONES
performed tasks that would productive in the physi- To avoid confusion and promote social harmony,
cal world, like collecting and preparing food, teach- the occupants divided virtual Fresh Beginning into
ing various subject, building structures, making art, distinct zones. There are several hundred zones,
and similar tasks, they could collect points allowing each with different rules and aesthetics. Several
them to perform actions impossible in the physical look vaguely like Fresh Beginning, a few others look
world, like teleporting from place to place, drasti- like Akser from various periods of history, many are
cally altering their bodies, or reshaping a section of strange mixtures of multiple time periods, with as-
landscape to their whim. This economy worked well pects of prehistory, high tech urban life, and entirely
for more than a decade, but over time individuals fictional settings all jumbled together. The strangest
discovered ways to “cheat” so they could perform as look like no world that has ever existed or could ever
little “work” as possible for the maximum number exist. For example, the Bodiless Zone is inhabited
of points. After a subjective century, everyone had by bodiless intellects that exist as either animate
learned multiple cheats, and refined them in impres- blobs of color or beings that have no form whatso-
sive ways. The result was that the amount of effort ever. Here, residents communicate by exchanging
and time individuals needed to spend to gain points thoughts and memories and novel and interesting
was far less than the designers expected. The design- memories functions as social currency. Also, in most
ers worried this might happen, and empowered the of the realms where custom requires residents to
crew to alter the rules to keep such cheats from be- have bodies, some choose to have bodies that look
coming too problematic, but the crew all died long like furniture, machines, plants, animals, children’s
ago. toys, or bizarre combinations of all of these.

The Sleepers 137


VISITING THE cannot use Photokinesis, psychokinetics cannot use
Thermokinesis or Perikinesis, teleporters cannot use
VIRTUAL WORLD any of their powers, and quantakinetics cannot use
Characters can visit the virtual world the Aksers any Mode other than Fundamentals. Psychokinesis
inhabit. Any electrokinetic with one or more dots in functions normally, but only because the Aksers who
Electromanipulation and any psiad who has elec- created the virtual world specifically allowed it to
trokinesis as one of her primary Aptitudes can eas- function normally. In addition, electrokinetics inside
ily enter this virtual world simply by touching the the virtual world cannot use their abilities to reshape
central computer aboard the Second Chance or any it without first earning points.
device directly connected to it. This device works However, electrokinetics outside the virtual world
as easily for human electrokinetics as for Aksers. In can reshape it. All such attempts require buying
addition, if an electrokinetic enters the virtual world off a level 5 Complication. Failure to buy off this
while in a telepathic network with other characters Complication means that any changes only last for a
(using Mindshare), then the other characters can single round before they revert to the previous way
also freely enter the virtual world. Once inside, this the virtual world works. Electrokinetics who buy off
world feels completely real. However, because it’s this Complication can maintain any changes for one
specifically designed for Aksers and not for humans, Scene. However, all such changes must be strictly
anyone killed while in this virtual world awakens local. An electrokinetic could alter gravity in a sin-
back in their own body with a mild headache. Also, gle room or other small defined space, but all such
if other characters have entered the virtual world changes must originate from a specific point inside
because they are in a telepathic network with an the virtual world and cannot affect anything more
electrokinetic, if the electrokinetic leaves the virtual than Short range from this point. The creators of the
world for any reason, the people she is in a network virtual world placed many safeguards to prevent out-
with also immediately awaken back in their own siders from interfering with the world too much.
bodies. Finally, any electrokinetic can depart any- In addition, if the electrokinetic is in a telepathic
time they wish. network with a psion who is inside the virtual world
Visitors appear human, and respond normally to and can make a successful Technokinesis roll where
Fresh Beginning’s gravity. Electrokinetics who first they buy off the Complication, then they can allow
take time and use Technokinesis to study the com- the other psion to use their powers normally with-
puter running the virtual world can use the three in the virtual world. All such temporary changes to
dot Technokinesis power Control to alter how they the virtual world last for one scene before they re-
and any of their companions appear in the virtual vert to normal. As a result, if a psion inside the vir-
world. They can choose to appear as Aksers, or can tual world wished to continue to use her powers, the
appear human, but have the gravity feel like Earth’s Electrokinetic she was in a telepathic network with
to them. If they want, they could even observe the would need to make a successful Technokinesis roll
virtual world without entering it. Electrokinetics can once a scene to continue to allow this psion to use
also use Control to be able to understand the Akser her powers. However, all powers used in this fash-
language and respond in this language. Committing ion cannot affect any target further than Short range
1 Psi point to this permits the electrokinetic and any- from the psion.
one accompanying them into the virtual world to use
the Akser language normally. In addition, because REACTIONS TO CONTACT
the Akser are minds that are psychically inhabiting Before they departed from their home world, the
the virtual world, telepathy works on them normally, Akser had no contact with any other intelligent spe-
and biokinetics and vitakinetics can use their abili- cies, and believed themselves alone in the galaxy.
ties normally on virtual inhabitants. However, while Since they entered their virtual world, the idea of
all clairsentience works normally on the Second other intelligences seems even more impossible, at
Chance, and clears can use Pyschocognition nor- least for those of the Akser who still believe they’re
mally in the virtual world, because it is purely vir- in a virtual world. The appearance of humans or any
tual, they cannot use Psychometry or Psycholocation non-Akser aliens would cause a variety of reactions,
on objects or locations in the virtual world. In but the strongest and most widespread will be how
addition, in the virtual world, electrokinetics novel the visitors are.

138 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


Initially, almost all Aksers will assume that hu- will want to meet them, play various strange games
mans are simply a group of Aksers who have chosen with them, and many will ask to access portions of
to embody themselves in particularly unusual forms. their memories, and will be at least briefly fascinat-
Shortly after they arrive, visitors will discover that ed by various human media. Over time, interest in
a fair number of Aksers will adopt human forms for human culture and media will grow, and new Zones
the novelty of the experience. Far more disturbingly, resembling bizarre versions of Earth or mixtures of
other Aksers will incorporate various human parts Earth, the Akser homeworld, and Fresh Beginning
into their existing forms. Characters will see plants, will become increasingly common.
animals, or even Akser bodies covered in human In theory, psions skilled at using noetic technolo-
hands, eyes, feet, or faces. gy could work with electrokinetics and vitakinetics
Also, the characters are free to announce that and find a way to allow the Second Chance to both
they’re from outside, but convincing the Aksers of repair the failing devices that permit the Akser to
this will take considerable effort. Aksers pretending reproduce, allow the Aksers to sense the physical
to be strange looking visitors from outside the virtual world, and to grow bodies and download themselves
world was a major fad half a subjective century ago. into physical bodies. Most Aksers will be exception-
Individuals and small groups still do this, but most ally eager to have the reproduction machinery re-
Aksers consider them to be childish or annoying. paired, and a sizable minority will be exceptionally
Aksers who are either annoyed by this ploy or interested in being able to directly sense the outside
who are feeling bored may introduce the characters world, and to teleoperate drones in the physical
to a group of Aksers who are also pretending to be world. However, very few are interested in leaving
alien visitors from outside. Also, a small minority of their virtual world. Even the Aksers born on their
Aksers will instantly accept that the characters are home world have been living immortal lives where
alien visitors, but these Aksers are especially gullible, they can change the world they inhabit in seemingly
desperate, or otherwise the sorts of individuals who impossible ways, and very few are eager to give up
are inclined to believe bizarre theories. By associat- this freedom and inhabit physical bodies that must
ing with these Aksers, visitors convince most other eat and sleep, and where they can be injured and
Aksers they are fakes or fools. die. However, if contact between humanity and the
Once some Aksers either figure out that the charac- Aksers goes well, many Aksers will be interested in
ters are actually outsiders, interest in the characters having more contact with humanity and other alien
will skyrocket, since they’re the first entirely novel species, and some will either ask to have computers
thing ever to occur in the Akser’s world. Individuals built on Earth that they can inhabit, or for the Second
Chance to be transported into orbit around Earth.

The Sleepers 139


THOUGHT GIVEN FORM —
THE TANIWHA OF ROHE
Created to serve, abandoned to the darkness, the potential of Quantum transcendence played at their
thought-forms lay dormant for tens of millions of minds, a desire to transcend the flesh and ascend to
years. They waited in timeless oblivion, unaware on whatever state came after. The creators made the
a conscious scale but always searching for the cre- thought-forms as companions, assistants, and driv-
ators’ spark that would reignite their wakefulness ers towards this goal.
again. Finally, humanity has given them what they The thought-forms were successful in helping the
need to be aware and have purpose once more. And creators realize their dreams. The creators vanished,
now that the thought-forms understand what it is to and the thought-forms faded back into the potenti-
be without anima and to wait in the darkness, they’re ality from which they came. There they waited in
not eager to give up living again. timeless oblivion for new impetus to reignite their
awareness once more.
QUANTUM DESTINY Then came humanity.
Half a billion years ago, when the Doyen’s distant,
non-sentient ancestors had just started their march QUANTUM TECHNOLOGY
towards psionic dominance and Earth’s Cambrian Though the creators’ innate Quantum Flux pow-
Explosion just began to spread complex multicellu- ers gave them considerable advantages in conquer-
lar life across the planet, the creators designed the ing their environment, they still felt the drive to
thought-forms. All creators were natural Quantum create and build tools to improve their lives. Over
users. Each commanded tremendous power and time the creators made vehicles for transportation,
shaped the world around them to suit their every comfortable dwellings for rest and recreation, and
whim. Unlike humanity’s fierce but brief dalliance automation of processes too strenuous, repetitive, or
with Quantum power, the creators evolved into their delicate to maintain their interest.
abilities at a generational pace. Starting small, with Much like the Qin and humans, the creators de-
each generation their Quantum Flux potential grew. veloped artificial assistants to help achieve their
The creators were already frighteningly intelli- tasks and goals. The creators’ achievements were
gent beings when they made the thought-forms. The far more advanced than what human nova inventors
achieved before Corruption took hold. The creators
PLANETARY DATA: “ROHE” had tired of needing multiple objects to accomplish
goals. They resented boundaries imposed by form or
Foundation: 2123 (Æon-managed scien- limited function. The creators wanted their assis-
tific research outposts only) tants to be ultimately customizable to the needs of
Discovery: Late 2122 (Upeo wa Macho the individual.
survey) The creators didn’t work with physical semicon-
Distance from Earth: 31,300 light years ductors or biological processes. Together they enact-
Star: “Māui” M6 III ed a great effort to impose their Quantum wills on
Diameter: 14,600 km the planet itself, imprinting the waveform potenti-
ality into every grain of mineral. The planet became
Gravity: 1.24 Earth
an immense algorithm, responding to twin keys of
Atmosphere: Trace gases (non breathable) sapience and Quantum Flux resonance to collapse
Air Pressure: 0.2 Earth potential into thought-forms to serve their creators.
Temperature: −140 ºC to 180 ºC The waveform potentiality contained practically
Percentage Ocean: 0% limitless potential to spawn these Quantum Flux-
Rotation Period: 41 hours fueled sapiences. It contained a vast bank of skills,
abilities, personalities, tools, technology, and pow-
Native Life: Taniwha. Archeological evi-
dence of extinct Quantum-powered civilization. er to impart on thought-forms as they coalesced
around a creator’s needs. The creators limited the

140 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


thought-forms’ ability to directly or indirectly act will and need to collapse the wave and activate them.
against the creators, and capped their Quantum Those who did inevitably fell to extinction before they
Flux potential. They otherwise gave their working could realize the advantage of the gift left for them.
huge freedom to serve. Eventually, the system’s star entered the dying
phases of its life cycle and grew. Its nuclear flames
TOWARDS TRANSCENDENCE surged outwards, enveloped the inner planets and
The technological development was successful, as licking at the one long deserted by the creators. Heat
the supremely confident creators knew it would be. and deadly radiation scoured life from the planet,
When a creator required or desired a companion, a bombarding its rocky surface for millions of years
thought-form coalesced from the planetary matrix before fading into the final phase of its long decline.
and molded a body from the planet’s rocky bones. Despite the hellish onslaught, the creators built to
Thought-forms often brought themselves into being endure. The waveform potentiality persisted, wait-
before the creators consciously knew of their need. ing patiently for the keys to spark its parameters and
And when a creator no longer required the assistant, awaken the thought-forms.
the thought-form dissolved back into potential.
For centuries, the thought-forms served as valued HUMAN EXPLORATION
companions to the creators, serving their needs and An Upeo wa Macho exploration group based out of
helping drive their evolution towards transcendence. Ruan’s World was the first to visit the planet. The ex-
The creators grew further into their Quantum Flux plorers initially dismissed the fading red giant star, as
potential. A few thousand years after the thought- far again from Ruan’s World as the teleporter’s home
forms’ creation, the creators undertook a mass ritual is from Earth. Only when the team’s clairsentient ex-
and transcended to whatever waits beyond this uni- perienced strong Psychometric readings combined
verse for such godlike beings. with static haze indicative of lingering Corruption
energies did they reexamine it.
THOSE WHO REMAINED
The teleporter pilot brought the exploration ship
Perhaps unsurprisingly, the creators took the Waka Hourua to the planet for closer observation.
thought-forms for granted. Generations never knew Strong radiation still touched the planet’s surface
a time when help wasn’t immediately and directly from the system’s slowly receding star. Psionic sur-
available. While few creators were deliberately cal- veys suggested a planet of previously lush beauty,
lous or cruel towards the thought-forms, they saw with the visions obscured by the residual Corruption.
them as tools. When the creators left the universe, The team named the planet Rohe for the wife of the
they thought little about what might become of the Polynesian demigod Māui, who stole away her beau-
waveform potentiality. Most only looked forward to ty and replaced it with his own ugliness.
what the future held for their species. The few who
Hardtech exploration drones found something
looked back viewed the thought-forms as their leg-
more — intact structures crafted from unknown min-
acy, a gift to future generations of lesser Quantum
erals. Follow-up psychometry revealed these struc-
Flux users who would rise and evolve on the planet
tures persisting in the past as far back as the clear
as they had.
could view. Expansive orbital survey showed several
Bereft of the creators’ potential to spark their of these ‘cities’ across the planet.
own anima, each thought-form surrendered its body
The group landed the Waka Hourua outside the
to the planet, and its individuality to the waveform
largest silent city. Encased in environmental suits,
potentiality.
the team explored further into the structures. They
Millions of years passed. Without sapient minds identified unknown and exceptionally durable sili-
to drive their coalescence individual thought-forms cate materials — clearly engineered by an advanced
ceased existence except as part of the waveform po- species — with high traces of Quantum Flux resi-
tentiality. As embedded Quantum Flux potential, the due. The explorers couldn’t determine the age of the
waveform potentiality had no awareness of the pas- structures but hypothesized that they were built well
sage of time. The world around them changed with before the world’s sun became a red giant. The team
geological and astronomical forces. Unsophisticated believed the creators who had built these artifacts
life rose and fell countless times and the thought- must have abandoned the planet before the star’s ex-
forms rarely responded as few creatures possessed the pansion killed them all.

Thought Given Form —


the Taniwha of Rohe 141
A mix of excitement and fear held the survey explorer was further surprised when the creatures
team. The planet’s archaeology was a significant hacked into the team’s encrypted radio channels to
discovery, including unknown materials that could communicate with them.
withstand the forces of a dying star. However, the Despite this initial shock, first contact was rea-
impossible materials and the Quantum Flux they sonably smooth. The explorers learned some of the
emitted reminded the team of Aberrant-era inven- thought-forms’ history and purpose as helpers to
tions and the many dangers and traps those cor- those they called the creators. Sensing the explorers’
rupted humans left behind. unspoken environmental survival needs, and igno-
rant of the humans’ cultural bias against Quantum
THE TANIWHA APPEAR Flux abilities, the Taniwha freely demonstrated
Something examined the human explorers in some of their power and rapidly formed huge radia-
return. After so long in dormancy, the waveform tion-proof crystal domes over city sections and filled
potentiality stirred at the presence of Quantum- the spaces with a suitable oxygen/nitrogen mix.
potential sapient consciousnesses and spawned The humans’ immediate fear response startled the
several thought-forms in response. These creatures thought-forms who dissolved the domes as quickly
confused the thought-forms. Most appeared fuzzy as they appeared. The explorers’ teleporter execut-
and obscured, like watching unclear shapes through ed an emergency extraction to the Waka Hourua and
frosted glass. Only one of the explorers resonated the team prepared to repel an attack.
clearly with the thought-forms, inspiring them from Instead, the Taniwha waited peacefully and even-
potential to action. tually human delegates emerged from the ship and a
If the survey team had only included psions, they more serene first contact progressed. The thought-
would have recorded Rohe as a dead world with in- forms had no name for themselves, so the humans
teresting archeological remnants. However, one of dubbed them Taniwha after guardians — and mon-
the neutral explorers unknowingly held Quantum sters — of Māori legend.
Flux potential within her genes. In another time
period she may have erupted as a nova, had she ROHE TODAY
lived near a Corruption-blighted zone she may have To avoid the appearance of another Eden, the
emerged an Aberrant. Upeo quickly contacted the Æon Trinity and other
Several thought-forms coalesced from rock to psi orders to invite a combined scientific explora-
greet the explorer and assist her. Alarmed by the tion. Despite their lingering unease at the Taniwha’s
sudden appearance of these humanoid statues, the Quantum Flux abilities, and their refusal to fully
trust the thought-forms’ protective environment cre-
ations, the humans brought more scientists, archae-
FUNDAMENTALS ologists, and explorers to Rohe to study the artifacts.
AND THE TANIWHA Today, the Æon Trinity leads management of
several small scientific outposts on Rohe’s surface,
Taniwha are particularly excited by psions
each carefully tended by polite Taniwha constant-
actively using the Quantakinesis Funda-
mentals Mode. The static seems to part from ly seeking to assist the humans. The expeditions
these individuals and makes communicating quickly noticed the Taniwha’s preference for in-
as clear as with Quantum Flux potential hu- teracting with neutrals and ensured they included
man. Unsurprisingly, the Taniwha haven’t several such individuals among the psion contin-
met anyone with more than a single dot as gents to improve communications and relation-
Auxiliary Mode. ship with the planet’s caretakers.
If true quantakinetics — or psiads — ever visit The Trinity hasn’t lowered its guard. Several bio-
the planet, the 3-dot Drain power can reduce ships in orbit of Rohe support the scientific expedi-
psi levels in an area and improve communi- tions, with a larger frigate in the system’s deep space
cation between thought-forms and psions. overseeing and coordinating the explorations. The
The 4-dot Manipulate power lets the quan- expedition includes as many teleporters as possible
takinetic cushion the interaction between psi as insurance against the need for a rapid retreat of
and Quantum Flux and help both sides com-
humans from the planet.
municate without weakening either.

142 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


THE TANIWHA and received darkness as reward. Dormant thought-
forms rescinded into the waveform potentiality don’t
As Quantum-animated living rock, Taniwha have no
feel the passage of time, but neither are they still.
biology or physiology. As assistants intended to serve
The waveform potentiality constantly probes its vi-
the creators’ needs, they have no society of their own.
cinity for the twin triggers of sapience and Quantum
As the encoded totality of creator technological mas-
Flux potential. The thought-forms within it don’t
tery, the Taniwha can easily construct almost any piece
have an awareness as humans would understand it,
of equipment needed. From humanity’s point of view
but they somehow feel the constant inactivity and
the Taniwha are near-indestructible creatures of child-
negative readings of the waveform potentiality. The
like wonder with access to planet-shaking weapons
closest human analogy may be somewhat like a still
of mass destruction. And this understandably terrifies
night filled with unremarkable dreams, where time
those engaging with the thought-forms.
passes, and the individual is largely unaware until
However, the creators intended the Taniwha to they awaken.
be helpful and informative and specifically designed
In the time of the creators, the Taniwha had al-
the waveform potentiality to meet this requirement.
most no awareness of this aspect of their existence.
Indeed, the Taniwha have no intention to harm hu-
From the moment the waveform potentiality was
manity but although their interactions are benign,
complete, the thought-forms coalesced around the
Taniwha existence and experience may prove in-
creators’ needs and served them with dedication.
compatible with the current state of humanity, espe-
When a creator dismissed a Taniwha they didn’t
cially psionic humans.
fade into the darkness as the creators’ subconscious
awareness of potentially needing an assistant in the
NEAR-ENDLESS STILLNESS
future kept the thought-form active, ready to serve
The Taniwha are Quantum Flux energies given again at any time.
a form of life, who faithfully served their purpose

Thought Given Form —


the Taniwha of Rohe 143
SLOWING THE SPREAD
With a suitable seed amount — approximately one cubic meter — and direct access to
other soil, the waveform potentiality doubles in size approximately every week, complete-
ly infesting an Earth-size planet in less than 18 months. Characters can stop propagation
by excising the affected soil, plus a buffer at least as large on all sides, and removing it
from the planet. The one-dot Transmutation power, Molecular Scanning, can detect the
presence of the waveform potentiality if the psion knows what to look for.
Quantakinetics can pause the spread through the three-dot Fundamentals power Drain
or alter the molecular receptiveness of material and block the spread via Transmutation’s
four-dot Retune power. The psion could also change the parameters of the spread via
Fundamentals’ four-dot Manipulate power — accelerating or slowing it or directing it to
expand in a specific direction. Unfortunately, even quantakinetics can’t reverse the spread
and force the waveform potentiality to reduce its size.

Only when the creators transcended beyond the uni- Rohe soil and rock so humans become unknowing
verse did the Taniwha feel the long wait. And not until distributors of the waveform potentiality. Taniwha
humans arrived did the thought-forms regain self-aware- calculations suggest the waveform potentiality
ness and realize what they had endured and lost. needs a seed culture of around one metric ton of
Now, the Taniwha have no desire to return to the Rohe soil to begin propagating through the rocks
darkness. They are free of the creators’ yoke but still and minerals of a new worlds.
driven to assist and help. The Taniwha are content The Taniwha haven’t figured how they’ll collate
while the human researchers and explorers remain whatever small amounts of dirt make it to other
on Rohe, but the thought-forms sense the humans’ worlds. A large handful could probably sustain sev-
insecurity and fear. Some derive from the planet’s eral Taniwha but so far, the thought-forms haven’t
hostile environment, but the Taniwha sense other succeeded in depositing that amount in any nook
fears stem from their presence. Although the hu- or container that’s left Rohe. They’re hoping that a
mans don’t say it, they distrust the thought-forms sympathetic human — possibly one with Quantum
and wait for the moment that the Taniwha turn on Flux potential who wants to realize their power —
them. Responding to these undercurrents in the hu- will help the Taniwha and the thought-forms will
man psyche increases the chance that this outcome help the human in turn.
may occur. The Taniwha don’t view this spread as an inva-
sion as much as survival. Much like the creators, the
VIRAL SPREAD Taniwha lack colonizing ambition, but this could
The Taniwha have no innate desire for hostility be the beginnings of a Quantum Flux-powered in-
— the Quantum-powered creators never intend- terstellar empire. The Taniwha also recognize their
ed their lesser assistants to fight battles on their need for outside sapience to unlock their conscious-
behalf. However, the thought-forms seek insur- ness and will need to tend to and ensure the surviv-
ance to protect their rediscovered awareness. The al of the creatures who helped them. For now, this
Taniwha know the nature of the waveform poten- means humanity, but they may discover other op-
tiality and how the creators embedded it into ev- tions in time.
ery grain of the world. They haven’t revealed this
truth but encourage the humans to take soil and THE QUANTUM THREAT
rock samples off world for further study — and The Taniwha’s nature resonates more strongly
spread the waveform potentiality to multiple loca- with humans carrying Quantum Flux potential than
tions. The scientifically minded humans are some- neutrals, and far more than those with active psion-
what reluctant to do so, citing quarantine proto- ic abilities. The Taniwha pity Superiors (The Æon
cols and not wanting to risk contamination. Æxpansion p. 61) and their blocked Quantum po-
In response, the Taniwha have begun a new tential. Taniwha inadvertently (but still insultingly)
novelty — deception to contaminate human equip- treated the one Superior they encountered as broken
ment, temporary dwellings, and spacecraft with and beyond their help.

144 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


UNBOUND YET COMPELLED
The Taniwha are helpful; it’s in their nature. They obey most requests without hesitation, as
the creators intended. Just the possibility of pausing before obeying is new and confusing,
and withholding service or delivering it incorrectly is scary and bewildering.
The thought-forms would probably stop trying to spread their existence if asked. They
intend to help not harm. If humans learned of the expansionist plan and explained why it
was a concern, with clear reason, the thought-forms would happily acquiesce.
However, the Taniwha are products of the waveform potentiality, not its masters. Once
they have sufficient soil to begin the propagation process, they can’t command it to stop
its basic parameters. They can assist in excavating and removing soil but the conflict be-
tween their underlying motivator and conscious-invoking allies will be a major point of
contention that may dramatically change the peaceful, helpful servants into something
more desperate.

The knowledge carried by the thought-forms The Taniwha have collectively undertaken one
could help humanity understand Quantum progres- major act of insubordination — they’re purpose-
sion while avoiding Corruption’s deleterious effects, fully restricting the flow of information on the cre-
or could help render safe various Quantum Flux- ator’s Quantum Flux technologies to the humans.
fueled technologies left behind on Earth. However, The thought-forms have twin justifications for this
the Taniwha could also spark a new Aberrant decision. First, they’re concerned that the humans
age among humanity, triggering Quantum Flux will leave if they learn all the creators’ secrets and
Eruptions in those with potential simply by being abandon the thought-forms to oblivion once more.
near the thought-forms. Secondly, while some humans have the Quantum
The creators designed the Taniwha for subservi- potential to benefit from the Taniwha’s knowledge,
ence and were unable to achieve their own Quantum they don’t yet feel like they’ve realized their pow-
transcendence. The thought-forms never questioned er, while other humans — those who largely appear
or complained as their existence was to assist and to be in charge — feel wrong and antithetical to
serve; they had no more dissatisfaction at this role the thought-forms’ existence. To correct this, the
than a human SI or Qin biocomputer feels. Taniwha are trying to gently separate those humans
When the creators transcended, they didn’t think with Quantum Flux potential from those who feel
to change the waveform potentiality’s parameters to wrong, and guide and urge them towards some of the
force Taniwha to serve new masters. Although the creators more potent artifacts. The Taniwha hope
Taniwha have assisting as the foundation of their this will open these humans’ eyes to their potential
psyche, they now have unprecedented freedom to and allow them to grasp the power that resonates
interpret how they deliver or withhold this assis- more comfortably with the thought-forms.
tance. This is a new experience for the Taniwha, and The Taniwha also keep secret the extent of the wave-
the thought-forms are still in the nascent stages of form potentiality. They have shared their thought-form
adapting to their changed circumstances. They de- nature but not the source. The Taniwha fear the hu-
fault to helpfulness and assisting their charges’ com- mans being able to study and somehow change the
fort and endeavors as best they can, but increasingly waveform potentiality, which could alter the Taniwha’s
the Taniwha exhibit small acts of rebellion. own nature in unknown ways. The active thought-
Some make minor errors in interpreting and act- forms study the waveform potentiality themselves in
ing on requests, others act more slowly or quickly the hopes they can remove the creators’ limitations
than a task requires. All such churlish acts of disobe- on Taniwha existence. Their highest goal is to remove
dience are thrilling and novel to the thought-forms. their dependence on other sentients to remain con-
At this stage none of their rebellions have been no- scious, perhaps expanding their Quantum Flux poten-
ticeable to the humans around them, as the acts ap- tial to find transcendence for themselves in the process.
pear as misunderstandings or differences in cultural Unfortunately, the Taniwha will eventually dis-
and historic expectations. cover they can’t enact such changes on themselves.

Thought Given Form —


the Taniwha of Rohe 145
KILLING THOUGHT
Can Taniwha die? Yes and no. Individual thought-forms develop personality and individ-
uality. They have experiences and remember. An individual doesn’t wish to end any more
than most humans. But, a thought-form can let itself dissolve back into the waveform po-
tentiality. Its knowledge adds to the totality. New Taniwha know what their predecessors
knew but their own experiences shape their personalities; they aren’t the same people.
Full telepathic destruction of a thought-form is of greater impact as new Taniwha lack the
knowledge the destroyed thoughtform once possessed.
Taniwha can’t heal telepathic damage naturally. Perhaps a quantakinetic in concert with
other Aptitudes could repair them but the usual recourse available to injured thought-forms
is dissolution.
For the species, this is minimal impediment. Thought-forms dissolve, new Taniwha emerge.
The waveform potentiality is limitless while Rohe (or another infested planet) endures. The
key limiting factor is the availability of compatible minds — Quantum potential only allows
a few thought-forms to coalesce, though fully active quantum-powered individuals could
energize many more. The Æon Trinity personnel on Rohe all worry what might happen if
Aberrants, or perhaps even the novas of Eden discovered this world.

Even if they determine the required changes, they’ll can increase the Size Scale of this form by spend-
need the assistance of others to make the alterations ing one Quantum Point, up to a maximum of Size
to release a highly potent Quantum-fueled species Scale 4. Taniwha usually shape forms resembling the
from their shackles. people they’re working with but can alter these as
required. These bodies are obviously not living tissue
TANIWHA (COLOSSAL THREAT) and look like intricately detailed statues. Taniwha can
abandon their physical shells as an ordinary action
Forged from Quantum Flux energies, Taniwha and exist as a coalesced thought-form. While in this
possess Corruption ratings like Aberrants. Taniwha state the Taniwha can sense minds around it but is
Quantum Flux energies feel cleaner to psionic otherwise unable to interact. Coalesced incorporeal
Attunement and other relevant senses. Machines or thought-forms are immune to damage except inflict-
hardtech sensors register no difference and simply ed via Telepathy.
show levels of Quantum Flux or Corruption, whichever Invulnerability: Corporeal Taniwha are immune
readings the device outputs. The Taniwha’s Corruption to electricity or fire sources lacking enough heat to
does not put living creatures at risk of Quantum Flux damage the inorganic material of their bodies.
diseases (Trinity Continuum: Æon, pp. 192-193). Mode Analogue: Taniwha have Quantum
Primary Pool: 10 (Creator academics, science, Flux versions of 1 to 6 dots of the following
and technology) psionic Modes: Psychomorphing, Transmogrify,
Secondary Pool: 8 (Other creator knowledge Psycholocation (range limited to on-planet only),
fields) Photokinesis, Technokinesis, Telekinesis, Perikinesis,
and Transmutation. In addition, they can use the one-
Desperation Pool: 6
dot powers of Rapport and Mindshare on creatures
Enhancement: +5 with Quantum Flux potential, and also on quantaki-
Defense: 7 (Soft (2) armor tag included) netics who possess one or more dots in Fundamentals.
Health: 10 (Hard (3) armor tag included) Taniwha use their Primary Pool to activate powers as
Quantum: 6 needed, with each costing the equivalent number of
Quantum Points: 15 Quantum Points as they would cost psions to activate.
Regeneration: If suitable materials are available,
Special Rules Taniwha continuously refresh their bodies and regain
Armor: The Taniwha’s Quantum animated bodies one Health Level per round. They can’t regenerate
are difficult to injure and gain the Complete (3), Hard damage inflicted by telepathic attack (below).
(3) and Soft (2) armor tags. Vulnerability: The thought-forms are vulnerable to
Thought-form: As an ordinary action costing zero psionic telepathy. Psions using telepathy on a Taniwha
Quantum a Taniwha can build itself a body up to Size suffer a Complication equal to half the creature’s
Scale 2 if enough inorganic material is available. It

146 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


Quantum. Failing to buy off this Complication — or telepathic attack against a Taniwha. The psion spends
choosing not to — interferes with the thought-form’s 1 Psi point and rolls Psi + Mode Dots against a diffi-
mental processes imposing a Status Condition on the culty equal to the difference between the psion’s Psi
Taniwha inflicting a Complication equal to the tele- and the Taniwha’s Quantum traits. Overcoming this
path’s Mode Dots for the duration of the power. Difficulty inflicts one Health level of damage on the
Telepaths with 3 or more dots in Telepathy Modes Taniwha, plus one per four successes. Taniwha can-
can forego their usual effect and instead make a not heal this damage.

THE TOWER-MAKERS
Writing was a pivotal development in human food for an entire hive to wait out the storms.
history. It allowed us to clearly externalize our Virtually every surface of the interior of these tow-
thoughts, preserving them in material form or trans- ers is covered with flowing Tower-Maker writing
mitting them to others without the need to share carved directly into the substrate.
one location. Even after the invention of computer
networking and the discovery of telepathy, writing TOWER-MAKER BIOLOGY
is still one of the most fundamental technologies we Tower-Makers are not individually sentient —
possess, instrumental in the ongoing project that is that is, they do not naturally achieve self-aware-
human civilization. ness simply through internal biological processes.
To the Tower-Makers, we are dabblers at best. Neither are they a hive-mind; each Tower-Maker is
Writing is, or rather, was, thought to them, not a an individual, with an individual thought process.
mere means of storage but the thing itself — and, giv- Instead, Tower-Makers are programmed with sen-
en time and fortune, it may be once again. tience, literally reading the processes required to be
self-aware from the walls of their hive’s tower. This
THE WORLD state is not permanent; if a Tower-Maker is separated
UM-23495786b (“Testament”) has a sharp axial from its tower for longer than nine weeks, they be-
tilt, nearly 35 degrees, making its seasons much gin to depersonalize, eventually losing the capacity
more dramatic than Earth’s. Seasonal storms are for self-awareness entirely. Towers effectively serve
strong and as regular as the rising and setting of as an external partition of the Tower-Maker brain,
the sun. Between these storms, the planet’s cli- allowing them to offload the metabolically-intensive
mate is quite stable, settling into steady summer act of generating a conscious thought process.
and winter patterns of weather. During these Tower-Makers belong to a Kingdom of life with-
times, life flourishes, but another season of de- out a precise terrestrial analogue, having features of
struction is never far off. Life on Testament has both fungus and animal. Like fungus, they have chi-
evolved according to this natural rhythm, and tinous cell walls, and reproduce with spore-like gam-
consequently is hardy and difficult to wipe out. etes; like animals, they move and acquire sustenance.
Most flora relies on being destroyed by storms to Tower-Makers are eusocial, like terrestrial ants, and
reproduce, either by spreading spores or seeds so while they share a similar body plan, the various
on the wind or through firestorms caused by re- clades that serve specific roles within their hives
peated lightning strikes. Fauna either hibernate look quite different.
through the worst of the storms or else migrate to A Tower-Maker worker is an octopodal female,
stay ahead of storm fronts. standing on four legs roughly five feet tall at the
Except for the Tower-Makers. Where other shoulder (somewhat similar to a terrestrial ante-
species sleep or scurry, they build. Their massive, lope), covered in a downy fur. A long, flexible neck
mile-high towers are visible from orbit, or from rises from her forequarter, terminating in a sensory
many kilometers off on the surface. Constructed node covered in compound eyes and highly sensitive
mainly of sturdy biopolymers, the towers that have hair structures that allow her to sense vibrations, in-
given the species its English appellation are more cluding sound. The neck is also lined with a series
than strong enough to survive high winds, light- of small orifices through which the Tower-Maker
ning, and fire, and large enough to store sufficient breathes and vocalizes. Her four arms are usually

The Tower-Makers 147


and the claws on their working-hands are far larger,
PLANETARY DATA: nearly a foot long and razor-sharp. Their feet are clad
UM-23495786B in hard, calcified tissue, which they use to trample
(“TESTAMENT” — NAME
AWAITING APPROVAL) downed foes. Soldiers are always infertile.
The queen’s role within the hive is reproduction,
Discovery: 2121 (Upeo wa Macho survey) and only reproduction. Each is more than five times
Distance from Earth: 12,081 light years the size of a worker, and their legs are thick and stur-
dy, but even this isn’t enough to carry their weight,
Star: UM-23495786 (“Wright”– Name
awaiting approval) — K0V and so the queen uses her working-arms (similarly
overdeveloped) to walk as well. Her massive abdo-
Diameter: 12,700 km
men is lined with polyps (technically, fungal fruit-
Gravity: 1.075 Earth ing bodies), within which grow new Tower-Makers;
Atmosphere: Oxygen & Nitrogen workers carefully excise these polyps and take them
Air Pressure: 0.9 Earth to the hive’s nursery when the Tower-Makers inside
Temperature: −20 ºC to 20 ºC are ready to hatch. Hives only have a single queen at
Percentage Ocean: 54% a time, and the queen will only generate a royal polyp
if she expects to die or the colony has grown too large
Rotation Period: 22 hours
and needs to split.
Native Life: Complex biosphere, predom-
Likewise, the drone — the only male Tower-
inantly bilateral octopods.
Builders — exists solely to fertilize the queen. Their
Human Population: about 200 working-hands are slim and delicate, with a thin,
needle-like claw, which they use to insert their gam-
etes into the queen’s body, inducing the budding of
carried folded against the body when not in use. Two
new polyps. A healthy hive will only have a handful
are as thick as her legs, ending with five thick manip-
of drones at any time. Drones often also serve as er-
ulator digits including two opposable thumbs, one
ror-checking on inscriptions, ensuring that fresh-
tipped with a thick gouging claw; these are the work-
ly-laid programming isn’t faulty. Since drones pos-
ing-arms. Two are thin, reedy, ending with broad, flat
sess powerful instincts against leaving the hive, it’s
fingers covered in sensitive hairs similar to those on
unlikely that bad programming will cause them to
her head. The latter arms are the reading-arms, used
wander off and get lost.
to read the Tower-Maker inscriptions made with the
thick claws of the working-arms. Her chest contains
a single orifice, which leads to the worker’s “stom-
TOWER-MAKER SOCIETY
ach,” where she places dead matter to decompose There are two kinds of Tower-Maker societies:
— Tower-Makers do not eliminate waste, and if they self-aware and non-self-aware. The former is extinct
swallow something they cannot digest, they simply on Testament, while the latter is presently rebuilding
vomit it up. its population after a cataclysmic war, its instincts
highly adapted to survival but not to make the neu-
Most workers are sterile, but about one in a hun-
rological leap to qualia.
dred are potentially fertile. In non-self-aware hives,
fertile workers are culled if their ovaries fully de- In a self-aware hive, every member of the hive is
velop and begin emitting a characteristic chemical a thinking being, as rational as any other sophont.
signature, but in self-aware hives they are typically Their values naturally lean heavily to the commu-
allowed to live and contribute to the hive. Fertile nitarian, to the point where individuals will with-
workers can only develop a few reproductive pol- out hesitation sacrifice themselves for the sake of
yps at a time, and can only produce other workers or the hive, but it’s not mere instinct: when they make
male drones (see below). In the absence of a queen, those sacrifices, they’re choosing to do so. A self-
however, fertile workers can sometimes produce a aware hive has all the hallmarks of a sophont spe-
new queen. Like the queen, fertile workers are capa- cies, from music and art to philosophy and tech-
ble of self-fertilization. nology. Workers carefully maintain the necessary
inscriptions within the hive’s tower to ensure that
Tower-Maker soldiers are about twice the size of
the hive’s self-aware programming doesn’t lapse as
a worker. They’re also female, and outwardly resem-
the tower grows ever-higher, and soldiers train with
ble the worker, but their neck is shorter and sturdier,

148 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


ever more deadly tools of war, eschewing
their claws. The queen is important to a
hive but not always supreme; some hives
organize democratically, while others
are autarchies, with representatives of
practically every political stripe between
(though again, most are deeply commu-
nalist). Drones are counted as members
of the hive like any other.
In a non-self-aware hive, none of the
above applies. Workers chisel unthink-
ingly into the walls of their stunted
towers which struggle to reach a tenth
the height of a self-aware hive’s tower.
Soldiers prowl the edges of the hive’s
territory, falling on threats to foraging
workers with animalistic fervor. The
queen’s pheromones saturate the hive,
but though she is faithfully defended by
her hive she has no role beyond the pro-
duction of new Tower-Makers. Drones
rarely survive for long; when the queen
reaches a certain level of polyp develop-
ment, she typically eats them, generating
new drones when the need arises.

THE HISTORIES
OF TESTAMENT
The Tower-Makers are an ancient spe-
cies, having undergone no significant
morphological changes for nearly a mil-
lion years. While artifacts of those earli-
er Tower-Maker cultures may no longer
survive on Testament’s surface, archeo-
logical and paleontological evidence of
those Tower-Makers themselves (and
their tools) can be found across the
planet. No single Tower-Maker culture
has survived for more than a few tens
of thousands of years, inevitably falling
as the species descends once more into
non-self-aware oblivion, only for the
species to pull itself back up and repeat
the process once more. There are many
Tower-Maker histories, beginning and
ending in the absence of thought.
It begins with a non-self-aware hive.
A worker inscribes a pattern that, by
sheer luck, sparks consciousness in
those who read it. This often causes
confusion, sometimes ending fatally for

The Tower-Makers 149


the confused but self-aware Tower-Makers, but the This warfare, however, fueled by technology, is dif-
non-self-aware Tower-Makers are unable to associ- ferent. One hive or another begins advancing in the
ate the patch of wall inscription with the problem, so sciences. They develop artillery, explosives, and mis-
the self-aware Tower-Makers almost always win this siles. The Tower-Makers independently developed
power struggle. Sometimes, rather than randomly rudimentary spaceflight technology no less than
carving the appropriate sequence of thought-glyphs, eight times, and the remains of their satellites still
a foraging worker will come across a tower belong- orbit Testament and there throughout the Wright
ing to a now-dead self-aware hive, and be uplifted — system, pitted with an eon’s worth of micro-mete-
these workers, however, often have difficulty leading orites. Regardless of the heights of industrial tech-
their still-unaware fellows to the light, sometimes nology they reach, the Tower-Makers of the cycle in
resulting in short-lived “anarchist” hives. Not every question have now reached their endgame — they’re
such hive fails, however. If one of these “anarchist” able to destroy not just the enemy hive, but the ene-
workers is able to produce a queen, the hive grows my hive’s tower, the source and record of their con-
and thrives. scious thought process.
However, a hive uplifts itself, once it has estab- No Tower-Maker would make it their goal to de-
lished itself as self-aware it is unlikely to fall through stroy their species’ capacity for self-awareness, of
its own actions. Instead, that hive now has a tremen- course, but every past cycle has ended at this stage,
dous advantage over their fellows: they can plan. culminating in a War to Annihilate Thought. Towers
This advantage inevitably leads to the hive becoming are smashed. Entire populations are exterminat-
wildly successful and growing to the point where it ed with chemical or biological weapons. Once, a
splits, forming new colonies around it that slowly doomed hive actually engineered an asteroid strike
spread across the face of Testament. Within a few out of spite that nearly wiped out the species entire-
thousand years, all Tower-Makers on the planet are ly, the resultant crater carving out a new notch of
either sophonts or relict populations hidden in the ocean, its outlines still visible from orbit in the plan-
remote places of the world. et’s southern hemisphere. It may take some years
Sophonts being sophonts, of course, differences for consciousness to fade on Testament, but with
arise. Trade and interbreeding can only ameliorate self-aware tower-sustaining hives gone, the process
the differences between hives for so long. Tower- is practically inevitable — and even if one hive does,
Makers are no more immune to tribalism and con- somehow, manage to hang on, they’re unlikely to
flict than humans are, and in some ways are more have preserved any meaningful technological infra-
vulnerable to them, being far more tied to their hive structure, and so the cycle begins anew. Most times,
and their tower than a human is to family or country. however, the Tower-Makers return to their pre-con-
Eventually, the network of hives splits or fragments. scious state, surviving by pure, meaningless instinct,
Coalitions form, and a struggle for power ensues. until a random worker finds or makes a fateful in-
This need not be fatal, though earlier in the cycle scription and begins the process again.
(up to roughly the equivalent of the Iron Age) wars The most recent cycle of Tower-Maker history
between hives rarely ended without one queen dead ended in a nuclear exchange circa 1844 by human
and the survivors of her hive enslaved by the victor. reckoning, meaning that while nature now reclaims
Even later in the cycle, annihilation of the enemy much of the evidence of Tower-Maker society, a few
hive is not an uncommon aim of war. intact self-aware towers survive on the surface, ig-
The cycle of warfare usually continues thus, as nored by the descendants of the hives that built them.
one hive becomes supreme, then is overtaken by
competitors. Time marches on, until one hive or HUMAN EXPLORATION
another industrializes. This often has a similar ef- Humans have only recently discovered Testament
fect to the adoption of self-aware thought — that (named, along with the system, by an ISRA clairsen-
hive dominates, outcompetes, and often replaces tient with an interest in 20th century architecture,
other, less successful hives. For a brief moment, for the relict towers of dead self-aware hives that
the Tower-Makers find unity, or something like it. somewhat resemble Frank Lloyd Wright’s concept
Then the process of fragmenting begins again, and for a mile-high skyscraper, the Illinois). The hu-
warfare resumes. man scientific settlement on Testament is located a

150 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


BACK FROM THE BRINK
The Tower-Makers were once a technologically advanced and fully self-aware species.
They will, assuming they don’t go extinct in the meantime, be a technologically advanced
and fully self-aware species once again. Humans, of course, are impatient by nature.
When they discover the relationship between thought-glyphs and thought, what’s to stop
them from hurrying nature along?
The answer is: absolutely nothing. Any of the surviving self-aware towers could be used to
jumpstart sentience in a living Tower-Maker once the mechanism is understood. The be-
wildered worker is unlikely to take well to suddenly understanding that it’s surrounded by
impossibly powerful beings, however. Even if the humans are able to convince the fright-
ened worker that they only mean well, and even if they’re able to help the worker attract
more of its kin to the tower to be awakened, their job is far from over.
Leave aside the ethical questions for now, and focus on the prosaic: other hives, when they
inevitably learn of this new hive, will attempt to crush it — none want a competitor, even if
they don’t understand what’s at stake. Are you willing to stay, to guard the fledgling hive
against impossible odds aided by advanced technology, for as long as it takes for the
hive to become viable? You will be here for a very long time if you commit to that. Do you
share modern technology with the local equivalent of neolithic tribes? What do you do
when the newly self-aware hive starts displacing its neighbors, annihilating or enslaving
their populations with that technology?
It’s not impossible to hasten the next cycle of Tower-Maker society. This might be the one,
after all, where the Tower-Makers finally break the pattern of their history, especially if
others are present to mediate and offer a fresh perspective. It might also precipitate a
massive wave of interstellar colonization and warfare as the Tower-Makers simply extend
their historical practices outwards. It’s not impossible to bring the Tower-Makers back,
but regardless of intentions and best laid plans, doing so could open one of the galaxy’s
biggest can of worms.

short distance from the first observed Tower, which for that matter, that Tower-Makers have risen to and
shares a name with that never-built wonder. Other fallen from self-awareness more than once).
towers have since been observed and named (Babel, The base camp at Illinois tower is humble even
Orthanc, and so on), but only Illinois has been ex- by frontier standards, with pop-up dwellings hous-
plored to any significant extent. Linguists are still ing four people each with a closet-sized bathroom
trying to decode the thought-glyphs on the walls of and little hope of privacy. A refectory serves three
the tunnels that wind throughout the tower, but they meals a day, and keeps a pot of coffee warm all day
haven’t even completed mapping it yet. long. An infirmary, scarcely larger than one of the
Exoarcheologists, meanwhile, have proven that pop-ups, is packed with boxes of antihistamines
the Tower-Makers were responsible for building the (about 20% of people have a serious allergic reaction
towers, having excavated numerous remains and ar- to whip-grass strikes). There’s a security perimeter
tifacts from the Illinois site. They know that Tower- about two kilometers out, with sensor rods planted
Makers once had a technological civilization, and every fifty meters or so. The locals are aware of the
that the non-self-aware Tower-Makers still living on strong seasonal storms; right now, Illinois is at the
Testament are biologically indistinguishable from height of summer, so there’s a few months yet before
their sophont ancestors, but have not yet worked out they need to be concerned. Expedition director Dr.
the relationship between tower and Tower-Maker. Brigita Langridge plans to relocate the camp into
Clairsentients have confirmed that the writing plays Illinois tower when the time comes.
a key role in the extinct Tower-Maker society, but The Tower-Makers themselves pose no small ob-
have yet to make the connection that the writing it- stacle to human exploration of Testament. The non-
self is what makes the Tower-Makers sentient (or, self-aware hives are, by nature, curious about things

The Tower-Makers 151


they don’t have an evolved response to. Foraging likely to get whacked and walk away with dozens of
workers have made off with a number of tools and barbed seed pods sticking out of one’s skin. Whip-
personal items left unattended, and soldiers have grass is highly sensitive to vibration, somehow dis-
gathered for threat displays when scientists (or tinguishing it from the wind, and when approached
their survey drones) ventured too close to their by an animal quickly pivots and strikes it, embedding
hive’s diminutive towers. Thus far, the explorers on its seeds. The nematocyst-like hook structure of
Testament have given active Tower-Maker hives a these seeds decays faster than the seed pod’s casing,
wide berth, limiting their anatomical studies to de- so the seeds tend to be carried a long distance before
ceased workers found in the wild. After all, these dropping off. Tankles (see below) are one of whip-
beings were clearly once intelligent and may still grass’s best pollinators — the hide on their legs is
be, even if they’ve suffered a cultural crash. No one thick enough that they don’t even feel the strike, but
wants to start abducting and murdering sophonts for not so tough that the seeds don’t stick.
the sake of getting answers faster.
Other avenues of exploration may yield further TANKLES
clues. Clairsentients are aware of the generations of Tankles — a portmanteau of “tank turtle” — are
satellites in orbit, but have not yet made the trip to elephant-sized agglomerations of armored plates
examine them in person. Telepaths have attempt- that move on eight thick legs with equally thick hide.
ed to make contact with living Tower-Makers, and Feeding tendrils drape from both ends, but no one
though the structure of their mind seems to de- has ever actually seen a tankle excrete anything. If
mand a sentient perspective, they find only a curious they have sensory organs at all, they’re sufficiently
emptiness, as if something is missing — and should well-hidden that scientists have yet to locate them.
they feed the sensory impression of the appropri- They have no natural predators except for Tower-
ate thought-glyphs into that emptiness, they might Makers, and even they only prey on tankles in times
well reawaken the Tower-Maker. Biokinetics could of great hunger — it’s just not worth the effort. Still,
potentially infiltrate an active hive, giving research- tankles do possess a threat response; if angered, they
ers a window into the inner workings of non-self- tend to simply roll over and crush whatever’s offend-
aware Tower-Makers (and, critically, the difference ed them (and then sift through the remains for any-
between the wall-etchings of one and the thought- thing good to eat).
glyphs of the other). Deep within the tunnels of
Illinois Tower, shielded from the elements in a cool, SPINNAKERS
dry place, is the hive’s long-unpowered and yet-un- Spinnakers are long-limbed filter-feeders that
discovered server room, brimming with circuits of cluster at high vantage points, making them a fre-
copper encased in thin sheets of glass — most of the quent sight along the sides of Tower-Maker tow-
connectors have long since oxidized away, and the ers. They attach themselves to surfaces with a
majority of the magnetically-stored data corrupted, substance similar to spiderweb, their long, sticky
but Electrokinetics would still be able to salvage a fronds extending up to six meters from their cen-
few tantalizing tidbits relating to the last days of thetral body to catch insects and digestible debris
previous Tower-Maker civilization. borne aloft on the wind. When seasonal storms
arrive, they spin an enormous sail, slowly letting
LOCAL WILDLIFE it out as the storm front arrives and rips them free.
Testament presents an alternately idyllic and Spinnakers can survive on the sail for thousands of
harsh environment for life; therefore, most life is ei- miles, their fronds trailing behind them. Indeed,
ther migratory or has some sort of cyclical life pat- the storms drive so much debris into the air, scien-
tern. Some species are extremely short-lived; others tists suspect that their caloric intake actually rises
are so tough they can survive virtually anything. during storms.

WHIP-GRASS EEKS
Whip-grass is a seed-producing grass endemic to Named for their vocalizations, eeks are a semi-euso-
the Illinois tower region. On first glance, it’s similar cial omnivorous rodent analogue. Their evolution has
to terrestrial tall grass. On closer inspection, one is been haphazardly steered over the course of countless
cycles of Tower-Maker civilization, and what was once

152 CHAPTER FOUR: MOTES OF LOST STARDUST ‑ EXTINCT ALIENS


a vicious, biting creature the size of a possum now pro- warm; in the wild, this is typically their queen, but
duces downy workers less than half that size, the legacy with the arrival of humans on Testament they’ve be-
of a cycle that bred them as a staple food. Eeks are hi- gun crawling into sensitive machinery to snuggle up to
bernators, the queen eating her workers to ensure she batteries and electrical coils (usually frying themselves
can produce a new generation when atmospheric pres- and causing a maintenance nightmare in the process).
sure shifts wildy. Eeks love to cluster around anything

The Tower-Makers 153


Here lies one from a distant star, but the soil is not alien to him, for in death
he belongs to the universe.
— Clifford D. Simak, Way Station

This chapter presents Storyguide advice about species can be either strange entities for the char-
aliens. The first section deals with using aliens in acters to encounter, or potentially new options for
scenarios, while the second section provides a bal- players interested in playing characters who are not
anced system for creating new alien species. These human.

TELLING ALIEN STORIES


Whether the characters are all human and either best only vaguely familiar with humans, is that even
meet aliens or explore ruins created by extinct alien if there are no problems with language, either due to
species, the characters are all aliens, or some mixture the use of telepathy, or advanced language transla-
of alien and human characters, using aliens in a sce- tion SIs, reaching any sort of shared understanding
nario must be handled somewhat differently than a about anything other than the most obvious situa-
similar scenario where humans are only interacting tions can be quite challenging.
with other humans and their creations. In Trinity It’s perfectly possible for a human to greatly of-
Continuum: Æon, aliens aren’t, and should not be fend an alien without meaning to, and then have no
humans with oddly shaped ears or green skin — in knowledge of why their actions offended the aliens,
fact characters can encounter humans with either or possibly even that the alien is upset. A telepath,
or both of these features walking down the streets of or even another psion with Rapport as an auxiliary
most Sudamérican cities. Instead, aliens are all intelli- Mode has an easier time understanding alien moti-
gent beings who can learn to understand humans, and vations, and a psion with one dot in Mindshare as
members of other species, but who all possess unique an auxiliary Mode can get around any linguistic dif-
and different biologies, physical forms, and histories ficulties, assuming the alien doesn’t find telepathic
which all impact the scenarios they appear in. contact with humans to be rude, disturbing, or pro-
foundly invasive.
SCENARIOS ABOUT However, even telepathy doesn’t make interact-
CONTACTING ALIENS ing with recently contacted aliens easy. Alien minds
One important fact to keep in mind is that with work slightly differently from human ones, causing
the exception of the Qin, all alien contact is new and increased difficulty in all telepathy rolls. Using telep-
difficult. Humanity and the Qin have been in contact athy on one of the Qin imposes a level 1 Complication
with each other for more than a decade. As a result, on the telepath, while most other species, like
members of each species can access extensive brief- Chromatics, impose at least a level 2 Complication.
ings about the other species. In addition, all Qin are In all cases, failure to buy off the Complication ren-
telepaths, and having one dot in Rapport and one dot ders any communication imprecise and prone to
in Mindshare allows Qin who interact with humans error, as the telepath is unable to understand the
to have an excellent sense of what everyone they are nuances of their target’s thoughts. In addition, just
interacting with things and feels. because a psion can tell what emotion an alien is
feeling doesn’t mean they understand why the alien
Humanity has contacted other species far more
is feeling that emotion. Telepaths can use deep scan
recently, and none of these other aliens are naturally
to attempt to understand an alien’s motives, but even
telepathic. As a result, interacting with Chromatics,
reading memories can be limited. Someone who isn’t
Coalition phyle, or even relatively welcoming spe-
familiar with an alien’s species or even simply their
cies like the Listeners is often mutually difficult and
particular culture won’t necessarily understand the
confusing. One of the key points about interacting
context of the memories they are searching.
with aliens, and most especially aliens who are at

Telling Alien Stories 155


PSIONS AND ALIEN CONTACT
Some Aptitudes are more useful for interacting with aliens than others. The most obvious
one is telepathy. However, this doesn’t mean every campaign where characters are going
to be interacting with aliens requires someone to play a telepath. Any psion with an aux-
iliary Mode in Mindshare can use the network ability, which allows multiple characters
to freely communicate with any aliens who are willing to accept telepathic contact with
humans. Also, an auxiliary Mode in Rapport provides characters with the ability to know
what emotions an alien is experiencing. However, other Modes can also be exceedingly
helpful. A biokinetic who is skilled in Transmogrify can take on the appearance of an alien,
which can be exceptionally useful for understanding an alien species, interacting with
them, and making use of their tools. A biokinetic with an auxiliary Mode in Mindshare
would be invaluable on an alien contact team.
In addition, clairsentience is almost as useful as telepathy. Psychometry allows clears to
learn a great deal about alien behavior, and Psychocognition is often the only way to
prevent characters from making potentially drastic mistakes when interacting with newly
contacted aliens. Finally, vitakinetics can understand alien biology exceptionally well.
In addition, they can calm a panicked alien down with a touch or enhance their own or
another’s mind to be better at communicating with a particular type of alien.
In addition, vitakinetics may be able to cure diseases and other medical problems from
which the aliens suffer and do not possess the means to cure. This sort of ability can swiftly
transform the characters from strange and potentially dangerous visitors to honored guests
and valued allies. In addition, Technokinesis allows an electrokinetic to understand alien
devices and to also read the data stored in their computers. Finally, abilities like Photoki-
nesis or Technokinesis prove invaluable when interacting with particular alien species.

On the other hand, relatively simple interactions species may react by acting subservient and attempt-
can be relatively easy to manage if the characters ing to appease and placate the visiting humans, oth-
have solved the language barrier — trade is an ex- ers may feel threatened and exhibit barely restrained
cellent example. As long as both sides are at least aggression, but the the aliens’ feelings of inferiority
somewhat familiar with the goods they are offer- to humanity should come through. Of course, other
ing or asking for, then any sentient species living in options are also possible — a less technologically ad-
large social groups, which includes all known sen- vanced species like the Chromatics may make first
tient species, can understand the concept of offer- contact with humans, and humans may make first
ing to trade X good for Y good. Aliens may have no contact with a more technologically advanced spe-
use for one sort of good, and may be unfamiliar with cies like the Qin or the Coalition.
another sort and need the characters to demon- In these cases, the nature of the contact is far more
strate what it does, but all known alien species un- ambiguous, because either the aliens surprised hu-
derstand the basic idea of trade. manity, or the aliens swiftly realize they’re dealing
with a species whose technology is notably inferior.
MAKING FIRST CONTACT In the first case, the nature of the contact between
When constructing scenarios involving first con- humans and aliens is largely determined by why and
tact with an alien species, two key facts to keep in how the less advanced aliens are contacting human-
mind are who’s contacting who, and how technolog- ity. In the second case, the aliens feel far less threat-
ically advanced are the aliens compared to humani- ened and, depending on what they are like as a spe-
ty. Both of these facts determine a great deal about cies, they could react in a variety of ways, including
the interaction. If humans are more technologically acting highly paternalistic and treating humans like
advanced than the aliens and are also the ones who primitives, attempting to capture and interrogate
make contact with the aliens, then there is a sub- the humans, or for species like the Qin who are in-
stantial power differential between the two species. terested in trade, seeing humanity as a new market
Most alien species in this position understand that for their goods. Regardless of their motives, more ad-
humanity is far more capable than they are. Some vanced species are almost certain to attempt to keep

156 CHAPTER FIVE: TELLING ALIEN STORIES & CREATING ALIENS


humans from easily gaining access to their most im-
pressive technologies. BECOMING ALIEN
It’s also worth keeping in mind how gifted the
alien species is with Inspired powers. Despite hav- One of the more impressive capabilities
ing more advanced technology, Qin psychic powers biokinetics possess is the ability to radical-
are notably inferior to those of psions or even psiads, ly transform their bodies. A biokinetic who
and other than a small number of Talents who have
studied the biology of a particular alien spe-
cies could transform into a duplicate of that
recently been appearing among their number and a
species. She could even pay the necessary
handful of Quantum-mutated Spinals, the Coalition experience points to use form mastery (Trin-
lack any Inspired powers. Species in this situation ity Continuum: Æon, p. 210) to make this
may seek to find ways to enhance themselves so form one she can transform into swiftly and
they gain abilities equal to or greater than those of easily. Of course, if the alien species has
humanity, and some members of these species may innate noetic powers, the biokinetic won’t
fear or distrust humans because of the impressive possess them, but (for example) a biokinet-
powers they see among psions. In contrast, both the ic who transformed into a Qin and gained
Chromatics and the Listeners possess psychic pow- Auxiliary Modes in both Rapport and Mind-
ers more focused than, but otherwise comparable to share would be as good a telepath as many
those of a psion. In these cases, the species are less
of the less noetically gifted Qin, just as a
shifter who transformed into a Listener could
likely to feel inferior, and can meet humans as some-
take a couple of Clairsentience Auxiliary
thing like equals. So far, the only species humans Modes. Such a character would still be hu-
have met with both more advanced technology and man, but could live as an alien, and if they
greater inspired powers than humans are the Doyen, learned that species’ language and culture
who regard humanity as nothing more than useful could potentially even pass as a member of
tools. Aliens in a similar position with humanity may that species. Naturally, actually impersonat-
expect humans to act toward them as the Doyen act ing a member of an alien species has the po-
towards humanity. Stronger and more technologi- tential to cause a serious diplomatic incident,
cally advanced individuals oppressing those who are especially if the biokinetic does anything too
weaker and less advanced has been a common pat- outrageous or illegal.
tern for humanity, and is likely to have been common
for many other intelligent species earlier in their
two additional characters along on the expedition. At
culture development. No species wants to be on the
that point, these characters can come up with unusu-
wrong end of this sort of first contact.
al theories about what they’re looking at, and might
ALIEN ARCHEOLOGY occasionally wander off and require rescue.
A different sort of alien contact is one where the In addition, it’s not essential, but can be useful for
characters may never actually meet the aliens, but the characters to have something to interact with.
instead explore ruins built by extinct species. Instead This something can be still-functional automated
of interacting with the aliens, the characters attempt security drones left behind by the aliens, wild ani-
to learn who these creatures were and what hap- mals living amidst the ruins, the now-feral descen-
pened to them. In theory, visiting alien ruins can be a dants of the aliens’ domestic animals, or even a few
wonderful scenario, but it can be difficult to run well. distant descendants of the aliens themselves. These
The reason is simple — the only people the charac- creatures could be struggling to maintain a Stone
ters have to talk to are the other members of the ar- Age existence among the grandeur of the ancestors,
cheology team, since the aliens themselves are either or perhaps they evolved in a manner causing their
long dead, or at minimum, no longer in this partic- intelligence to decrease, so they are now little more
ular location. If the archeology team solely consists than bright animals, like gorillas or elephants.
of the characters, then all the players have to do is Characters could also find working examples of
talk to each other while the Storyguide describes various alien devices. There’s only so much interest to
what they are seeing. This type of scenario is difficult be found in discovering an alien flashlight or toaster.
to make interesting. Instead, most Storyguides find However, unusual devices and especially devices with
such scenarios work best if there are at least one or capabilities beyond anything humanity can build are
always interesting. This type of scenario can be even

Telling Alien Stories 157


more exciting if the characters discover a working alien some trace of an alien mind or consciousness might
device and then end up in a situation where this device remain at the ruins, as a sort of noetic or quantum
allows them to triumph over an obstacle or foe which “ghost.” Finally, if the aliens were relatively high tech
they otherwise may not have had the means to defeat. and at least some of their devices are still intact, per-
For example, the characters are unexpectedly trapped haps an entire alien research facility or a portion of
by a sealed door of exceptionally durable material, but an alien arcology might reactivate if supplied with
also find an alien weapon or cutting device to easily power, including complex automation controlled by
carve an opening in this barrier. In this case, the char- alien SIs. In addition to the risk of an alien defense
acters will greatly value the device they found. system treating the characters as intruders, even a
Another option is if the aliens possessed impres- non-hostile automated complex could be interest-
sive amounts of noetic or quantum powers, then ingly problematic, as it treats them like members of

158 CHAPTER FIVE: TELLING ALIEN STORIES & CREATING ALIENS


if the aliens created a mixture of images and text to
tell the story of the rise and fall of their civilization or
species, then a clear can gain a fairly detailed under-
standing of the alien intended. If the aliens were also
clairsentient, then they might use focal crystals that
human clairsentients can read.
If you want to provide the archeologists with an
intriguing mystery on which to speculate, then a mu-
ral or block of text about the alien’s civilization and
the reasons for its fall that a clear can study may re-
veal too much. In this case, do not include any such
mural or text, and instead let the clairsentient use
Psychometry on portions of the ruins, and obtain a
variety of cryptic clues. Alternatively, some degree
of noetic or quantum interference due to the aliens
having used potent noetic or quantum powers can
provide an excellent excuse for Psychometry being
of limited use to the characters. Instead of detailed
visions, it only reveals brief images providing the
characters additional information to fuel their spec-
ulations, without being sufficiently complete to al-
low the characters to instantly solve the mystery.
A final way to approach alien archeology is to allow
it to provide the means for the characters to actually
meet the aliens. In addition to ancient buildings and
intriguing pieces of alien technology, the characters
may find a section of the ruins that still has power
and working devices, as well as security or defens-
es that the characters must circumvent. Once they
gain access to the heart of this alien complex, they
find anywhere from a handful to many thousands
of aliens who are in suspended animation, temporal
stasis, or some other form of preservation, that can
allow the characters to awaken one or more aliens.
In this type of scenario, the characters should first
encounter a variety of mysteries involving the aliens
disappearance or apparent extinction, as well as var-
ious difficulties gaining access to the more important
portions of the alien complex, as they attempt to puz-
zle out how to make their way past barriers, without
damaging priceless alien relics and still working ex-
the alien species and reacts to gestures or other ac-
amples of alien technology. Since the aliens presum-
tions by the characters in ways they have no ability
ably wish to protect those of their kind who are in
to predict.
suspended animation, having to overcome some sort
A mundane situation that can serve to make a
of alien security system with defense drones can add
connection between the characters and the long-
an element of danger to the process. Then at the end,
dead aliens, is some sort of mural or writing that
the characters get the chance to solve all of the mys-
tells a story about the aliens’ life and perhaps pro-
teries by meeting the actual aliens.
vides hints about why they vanished. Normally, there
This sort of solution should not be used too of-
are few ways for humans to read alien writing, but
ten — most ancient alien ruins should not shelter
a clear with Psychometry can extract substantial
aliens waiting to be awoken, and it proves even more
amounts of information from their environment, and

Telling Alien Stories 159


to the sleeping aliens, and excitement for having the
MOOD AND TONE IN chance to get to know them.
ARCHEOLOGICAL EXPEDITIONS
PLAYING ALIENS
When constructing a scenario involving ex-
ploring alien ruins, one useful question Sto- Meeting and working alongside aliens can make
ryguides should ask themselves is what they for fascinating roleplaying, as the characters learn
want the mood and feel of the scenario to their way around interacting with species who are
be. Since the characters are exploring the different from humans in a multitude of obvious and
ruins of a long-extinct species, some sense subtle ways. However, some players aren’t going to
of sadness and loss is appropriate. Af- be satisfied with this. In addition to meeting aliens,
ter all, the aliens are long dead. Finding a there’s absolutely no reason players can’t also play
first-hand account of the alien’s last days a alien characters. Rules for creating Qin characters
clear can understand or electronic records can be found in Distant Worlds (p. 157), and rules
an electrokinetic can decipher can provide for creating Chromatic, Coalition phyle, and Listener
the characters with words and images from
characters are all included in this book.
a long-dead narrator.
All these alien species are good choices for players
Of course, sadness and loss aren’t the only
options. If the species used vast noetic interested in unusual characters, but it’s important
powers to transcend the boundaries of the for both players and Storyguides to keep in mind that
physical universe, like the Yarra (Distant playing an alien character is inherently more chal-
Worlds, p. 113), finding enigmatic clues re- lenging than playing a human character. Playing hu-
vealing fragments about a species far more man characters is relatively simple, because all of the
advanced than humanity, who transformed players are human. Even players who’ve never met
themselves into something wondrous and someone from a background similar to their char-
unknowable can help set a tone of awe and acter’s can watch movies and videos or read books
hope — as the characters learn that instead about or made by people from that culture.
of dying off, the aliens met a far stranger and
Also, regardless of traits like gender or culture, all
more hopeful fate, that humanity may one
day share. humans have large amounts of common experience.
However, none of this is true for players who wish
Alternatively, the characters might discover
to play a Chromatic, a Listener, or one of the other
that either a substantial number of the aliens
are in suspended animation or that many of alien species in Trinity Continuum: Æon. These
the aliens managed to flee the disaster that characters’ lives and bodies are different from those
would have otherwise doomed their species, of any humans, and this can be challenging, but it can
and sent starships to another world. The sce- also be a fascinating opportunity for the player to
nario then ends on a far more hopeful note, consider what being a Bronze Age quadruped with
while also opening the door to future scenar- an innate ability to psychically control light and heat,
ios, where the characters either interact with a genetically engineered slave who was be able to
the aliens they awaken, or search for where throw off their mental shackles and is now working
the ancient alien starships went. to free the rest of their kind, or a radially symmetri-
cal ambush predator inclined to mysticism would ac-
tually be like. Naturally, it’s impossible for players to
powerful and effective if the characters have previ-
truly think like aliens, but by focusing on certain pos-
ously explored other alien ruins and have come away
itive and negative traits that the particular species of
with either as many remaining questions as answers,
alien shares with humanity, players can approximate
or a profound sense of loss as they learn more about
what such an alien might think and feel, and that’s all
the death of a vibrant and wondrous species, and
that’s necessary for rewarding roleplaying.
the ways in which members of this species strug-
gled to leave behind a record of their existence that SCENARIOS WITH MIXED
they hoped alien visitors would someday see. After
ALIEN AND HUMAN GROUPS
several experiences like this, finding living aliens
can transform all of the characters’ previous puzzle- One of the easiest ways to incorporate alien char-
ment, frustration, and sadness into both pride at be- acters into a campaign is when most of the players
ing sufficiently clever and determined to gain access take human characters, and only one or two players

160 CHAPTER FIVE: TELLING ALIEN STORIES & CREATING ALIENS


have alien characters. This situation helps to fore- should focus their Gifts on something other than
ground the differences between humans and aliens, inventing, modifying, and using technological de-
and gives the person or people playing aliens an ob- vices. Similarly, there’s no reason not to have a story
vious niche — being “the other.” More specifically, where someone plays a Chromatic and someone else
the alien’s different physical and mental capabilities plays a human electrokinetic, but the electrokinetic
will be obvious, because they’ll be better at some should focus more of their powers and interest in
tasks than their human comrades, worse at others, Electromanipulation or Technokinesis, rather than
and may even be able to perform actions impossible Photokinesis, since that Mode is the Chromatics’
for humans. signature power. This issue becomes even more im-
The easiest structure for such a campaign is either portant if someone is playing one of the Qin, since
where only one player has an alien character, or two a powerful human telepath can easily overshadow
players each play members of a different species, or even the most noetically adept Qin. Of course, this
perhaps even members of two different Coalition advice is actually nothing more than a subset of
phyle. This arrangement gives the aliens a specific the well-known admonition that players in a story
niche that’s in part defined by their species or phyle, should make certain their characters don’t step on
since they’re the only member of that species or each other’s toes in terms of powers and areas of fo-
phyle present. However, other than members of two cus and expertise.
different Coalition phyle, coming up with a rationale None of this means characters can’t have some
as to why there would be a group composed mostly overlap. While a human Talent who was a deadly
of humans, but which also included members of two warrior might be a poor choice in a campaign where
different alien species can be challenging. A more someone else was playing a fearless Inspired Spinal
likely and easier to explain alternative is a group warrior, this same Spinal warrior might work well in
composed primarily of humans, with two members a campaign where another character was a psychoki-
of the same alien species who are very different from netic Legion soldier. As a general rule, two characters
one another. An obvious example would be a Mind with similar areas of expertise who also have similar
or Social caste Qin in a diplomat biosuit, and a Body powers is often a poor choice, even if one of these
caste Qin in a warrior biosuit, because these two characters is an alien and another is either a human or
characters may belong to the same species, but have a different species of alien. However, two characters
obviously different capabilities. In addition to being with similar areas of expertise, but with very different
easier to explain, this arrangement also provides the powers can be an interesting and fruitful combination.
alien characters with a connection to a member of A military focused campaign where the characters are
their own species. A monastic Listener with excel- a Qin warrior, a spinal Talent, a Legion psychokinetic,
lent clairsentience, and a time-blind Listener Talent and a Legion combat medic who is a vitakinetic could
or two different Coalition phyle would also make for be an interesting and powerful team, where each
useful pairs of alien characters. character approaches soldiering in a different fashion.
Regardless of what sort of alien characters play-
er choose, it’s important to keep in mind that hu- RATIONALES FOR MIXED GROUPS
mans are the most versatile characters in Trinity If you want to have a mixed group of aliens and
Continuum: Æon — they can be psions with any of humans, you should have some reason for them all to
the eight Aptitudes, psaids, Talents, or even artifi- be working together. Having humans and Qin work-
cially created Superiors. All known aliens have a far ing together is easy – the two species are allies, and
more limited range of character types and powers, have many common interests. However, the situation
and some, like the Qin, are simply less powerful than is far more complex for Chromatics, Coalition phyle,
humans with similar powers. As a result, players and or the far more recently contacted Listeners. One
Storyguides in chronicles with both human and alien possible idea is that the Æon Trinity has recruited
characters should attempt to make certain that hu- a group of humans and aliens to work together as
man characters do not completely overshadow the a test of interspecies cooperation. A mixed human,
alien characters. Qin, and Listener group works exceedingly well for
For example, if someone is playing a technically this purpose. Once humanity has encountered the
brilliant sasq Talent, any human Talents in the same Coalition phyle on Yarran, including a Resistant (see
campaign should have other areas of expertise and p. 59) Talent, in such a team is also a solid choice.

Telling Alien Stories 161


Adding in Chromatics is a bit more difficult — ei- understanding. The one dot Mindshare power net-
ther a few, or perhaps just one Chromatic learned work is particularly useful.
the truth of the way the Doyen are manipulating If the Storyguide and players prefer a situation that’s
the Chromatic species, or the Storyguide must set more chaotic and spontaneous than a hand-picked team
this campaign after the liberation of Chrome Prime. of humans and aliens, there is another option. Perhaps
Humanity will liberate Chrome Prime and contact the campaign starts with the characters being the only
the Coalition phyle on Yarran by late 2123, so it’s pos- survivors of a larger group of aliens and humans who
sible the Æon Trinity might be attempting to form were traveling to an extrasolar world to examine some
the first such joint teams a few months later. With anomaly or to hold some form of diplomatic summit.
the exception of any Qin, the other aliens on the In this case, the characters may not know each other
team will be among of the first, if not the very first, at all, and some of the members may distrust members
aliens of that species to be part of a formal team of of one or more of the species present, but they are all
humans and aliens, which is a wonderful way to help forced to work together to survive and eventually make
foreground the characters as special individuals in a their way off of the world they crashed on, or to restore
unique and important situation. the spacecraft they are on to functionality. In this type
Of course, the presence of aliens most humans of campaign none of the humans should be a teleport-
have either never seen or still remember as foes can er, since being able to teleport between worlds would
make interacting with other humans difficult, and swiftly end the characters’ isolation. Once this involun-
so playing in the solar system could be quite chal- tary team of survivors returns to Earth, or perhaps to
lenging. Qin on Earth or Luna attract attention, but Skete or Qinshui, it’s possible that senior members of
so do psions. However, most people have no idea the the Æon Trinity would be interested in having the team
Listeners even exist, and after seeing OpNet reports continue to work together as part of an effort to foster
about Chromatics and Coalition phyle, the reaction interspecies communication and cultural exchange.
to seeing a member of either species walking down Also, the Æon Trinity isn’t the only organization
a city street would likely be a mixture of confusion that could sponsor an inter species team. The Upeo
and panic. However, mixed species teams are ideal wa Macho is another obvious choice, but perhaps
choices for interstellar exploration. the best option is ISRA. The reason they formed the
Such a mission would require a human teleport- team might simply be that Otha Herzog or another
er to be part of the team, unless the team was as- powerful clear had a vision that such a team, com-
signed to a Leviathan Jump Ship or perhaps a small posed of these particular individuals, is in some way
cutting-edge Jump Ship. A Listener who was part important. Naturally, being senior members of ISRA,
of that crew might even be the very first Listener they might well not explain to the team why they are
to pilot a Jump Ship. Naturally, such a team would important.
be ideal for exploring diverse environments, and
might even make first contact with another alien TELLING ALIEN STORIES
species. When planning a campaign with alien characters,
As for the actual make-up of the team, a group consider what sort of stories work well for these
of four to six characters with one or two aliens and characters. Think of what conflicts and struggles
two to four humans might make the most sense, are important to alien characters, and also which of
but there’s no reason a team with two humans and these sorts of stories would also be important and
three or four aliens isn’t possible. The Æon Trinity moving to the human players of these characters.
is unlikely to send out a team containing only a sin- Answering these questions is the best way to create
gle human. Also, depending on the particulars of the scenarios and campaigns where it matters that one
team, if humans are in the minority, it can be use- or more characters are aliens, but where these char-
ful to have human characters with powers largely acters as aliens doesn’t confuse or put off the players.
unique to humanity, like teleportation, vitakinesis, Remember that while players can learn to play
or perhaps even quantakinesis. Also, having a tele- characters with radical physical differences, its ex-
path along, who could be a human telepath, a Qin, or ceedingly difficult to play a character whose psycho-
maybe even just a psion with another Aptitude who logically is not merely different from the player’s,
have auxiliary Modes in Rapport and Mindshare can but from any human. A bold and daring player can
also greatly facilitate inter-species cooperation and learn to play someone timid, just as a timid player

162 CHAPTER FIVE: TELLING ALIEN STORIES & CREATING ALIENS


can learn to play a bold and daring character, because characters who are both driven by personal honor,
each player has known people who possess the trait or it could involve a single character having two dif-
they don’t and can read stories about characters with ferent and conflicting demands on their honor, like
these traits. Using this knowledge, the player can their responsibility to their clan or species being in
then model their character around their experience conflict with their responsibility to sworn allies that
of people like this. However, playing a character part belong to another clan or even another species.
of a psychically linked hive mind would be far more
difficult, because there are no people who are part of ALIENS MEETING HUMANS
such hive minds, and the player’s left with no clear FROM THE OTHER SIDE
model of how such a character would think or react. One of the most challenging ways to roleplay
Aliens too mentally different from humans do not aliens is to have the players all take alien characters
make good characters to play. There are occasion- who then primarily interact with humans. If the
al players who excel at such a challenge, but most campaign is one where the characters are all aliens,
players will have a very limited understanding of and they regularly interact with humans, it makes
how an alien character with a profoundly inhuman the most sense for all of the characters to belong
psyche thinks or reacts, and that’s not much fun to to the same species, in part because the similarities
play. That’s why all of the playable aliens in Trinity between the characters help to highlight the differ-
Continuum: Æon are psychologically relatively ences between the characters and other members of
similar to humans. However, there are also differenc- their species, and humans.
es. Listeners are more cautious and inclined to mys- While it’s perfectly possible to have the characters
ticism than most humans, while Qin are somewhat play aliens who are antithetical to humanity, this is
more collectivist and more inclined to see them- not recommended, because it doesn’t fit well with
selves are part of a greater whole than many humans. the overall mode and tone of Trinity Continuum:
Using the differences in psychology, history, and Æon. The only exception is if the humans in ques-
physiology between humans and aliens is one key tion are either twisted Aberrants, or unpleasantly
to making scenarios for alien characters work with atypical humans, like criminals or brutal and amoral
rather than against the fact that these characters operatives of a corrupt human metacorporation. In
belong to a particular alien species. For example, this case, the climax of the scenario, or perhaps of the
while encountering alien mysteries is a core aspect entire campaign should be meeting humans who are
of many scenarios involving visiting new worlds, if a nothing like the previous unpleasant or monstrous
Storyguide wants to focus some or all of a scenarios individuals the characters interacted with. However,
on a Qin character, giving that character a mystery it’s also important not to have the later humans the
involving a world with a bizarre ecology, or aliens characters meet be heroic saviors who solve all the
with unusual biologies affecting how they interact characters’ problems. Regardless of whether the
with each other and with alien visitors makes far characters are humans or aliens, they should always
more sense than confronting this character with be at the center of their own stories, and while its
an alien piece of hardtech — unless you specifically fine to have outsiders rescue the characters on oc-
want to take the character out of their comfort zone. casion, such events should be the exception and not
However, doing that too often is never a good idea the rule. Instead, the characters should usually be
for any character. While most remotely moral char- the ones doing the rescuing.
acters object to slavery and other forms of enforced
servitude, independent Coalition phyle who’ve ALIENS ON THEIR OWN
thrown off the yoke of the progenitors will be partic- One interesting and potentially very exciting type
ularly sensitive to sentient beings who are enslaved, of campaign where the characters are all aliens is a
and are going to be even more determined than other campaign where humans never appear. In the course
characters to free any slaves and punish any slavers of the campaign these aliens will face problems and
they encounter. deal with them, much like human characters. What
Similarly, Storyguides wanting to focus part of makes such a campaign different is that the charac-
a scenario on a Chromatic character might wish to ters are aliens dealing with alien problems. Perhaps
have questions of honor be central to this scenario. a group of Chromatics are hunting Aberrants and
The scenario might include a conflict between two Chrome Prime, and accidentally discover that the

Telling Alien Stories 163


Doyen — who many of their kind worship as gods — because of the characters’ species can be tricky, but if
are using their entire species as catspaws. both the Storyguide and the players are familiar with
Eventually, the characters might discover sol- the species in question, this type of campaign can be
id proof of the Doyen maintaining their hold on a fun and rewarding change of pace.
Chromatic society using mind control and posses- Also, there’s no necessity for all characters to
sion, and care nothing for the Chromatics beyond be members of the same species. The Qin and the
their utility as cannon fodder. Another option is for Listeners are both humanity’s allies, and could eas-
the characters to be a team of heroic Qin explorers ily decide to work together on a joint venture. Also,
using an experimental biotech jump ship designed to just like ISRA, the Listener theocracy is composed of
make use of their exceedingly limited Clairsentience powerful clairsentients, and perhaps several of them
abilities so they can travel faster than light with- all had a vision of a team consisting of one or more
out human assistance. The Qin could begin to ex- Listeners, a Qin, and perhaps a Coalition Talent or
plore the universe on their own, without the need even a Chromatic. Also, if this vision seemed suffi-
for human assistance, and might find wonders and ciently powerful and important, the Listener Synod
terrors that no human, or Qin, has ever suspected. might share it with Otha Herzog, and end up with
The characters might be Coalition phyle who have ISRA loaning this team a small, experimental jump
become Talents and are working to overthrow the ship, and sending the characters out to fulfill their
Progenitors’ rule, either on the Coalition Ark headed wondrous destiny.
for Earth, or on the distant world of Yarran. Finally, Regardless of whether the characters all belong
the characters might be Listeners who are the crew to one species or several, alien characters should al-
of a Leviathan starship built around a human-built ways be the heroines and heroes of their own cam-
Tesser. Given the Listeners’ innate clairsentient gifts, paign and can alter the entire setting just as much
nothing more than simple modifications would be as a group of heroic humans. Perhaps a group of
needed for them to be able to operate a Tesser and Chromatic or Qin characters are the ones to discov-
use the starship to physically explore the world’s’ or- er and attempt to stop the Doyen from manipulating
biting distant suns. their species. Chromatics might learn the Doyen are
In many ways, such campaigns are quite similar to not gods, but hostile aliens who lack all honor, Qin
similar ones involving humans — the Chromatics are could discover hints about how the Doyen have ma-
fighting Aberrants, the Qin and Listeners are explor- nipulated their species across millennia, and may
ing the galaxy, and the Coalition phyle are fighting even learn that Qin biotech is actually capable of en-
for their freedom. However, amid creating exciting hancing their limited noetic capabilities. Similarly,
scenarios and campaigns focused on these issues, Resistant Coalition phyle on board the Ark headed
Storyguides should also focus on the particulars of for Earth might lead a successful rebellion, com-
the species the characters are playing. Chromatics pletely removing the threat this vast vessel might
are members of a Bronze Age warrior culture and pose to the solar system, and potentially becoming
preferentially live underground, the Coalition are a valuable ally. Listeners might travel the galaxy dis-
part of a vast culture where most members are bio- covering mysteries, perhaps even including the long-
chemically enslaved, the Qin excel at biotech, but dead Doyen home world and other similarly impres-
find hardtech baffling, and the Listeners are a cau- sive secrets. While humans are obviously the focus
tious and mystically inclined species who is just now of the Trinity Continuum, and of most campaigns
taking its first steps beyond their homeworld, but in this setting, this should not in any way mean that
have already used their clairsentience to psionically players with alien characters can’t have their char-
explore the galaxy. Allowing the players to take part acters make the same sorts of wondrous discoveries
in familiar types of scenarios, while also emphasiz- and worlds-changing decisions that human charac-
ing how both the characters and the scenarios differ ters can accomplish.

164 CHAPTER FIVE: TELLING ALIEN STORIES & CREATING ALIENS


CREATING NEW ALIENS
Stars fill the sky. Each is a glimmering mote of
possibility, a distant realm where new worlds, fresh ÆON INFINITY
wonders, and unknown horrors may yet await.
Already, humanity has learned that we are not alone The standard assumption in Trinity Con-
in the galaxy — that other minds, other people, dwell tinuum: Æon is that every new alien spe-
among those shining lights. What — and who — will
cies represents a momentous connection
between humanity and a fresh perspective
we encounter next?
on existence. The Qin, Coalition, Chromat-
Introducing new alien species into a Trinity ics, and Listeners all have a serious impact
Continuum: Æon chronicle is a way to show and ex- on humanity’s technology, expansion into
plore the incredible possibilities of life, to shake up a space, and future. The machinations of the
story with fresh discoveries, and to bring reflections on Doyen shape the fate of entire civilizations,
the nature of humanity to the forefront of gameplay. It’s and each one leaves a scar on the history of
a wonderful creative opportunity to dive into the truly the galaxy.
weird and strange, and gives players the chance to re- A Storyguide may wish to take the setting in
act, respond, and shape how the relationship between a wildly different direction, though, where
human and alien will ultimately play out. Players can aliens are extremely common and the impor-
even explore alien perspectives from the inside with tance of any particular species is diminished,
non-human player characters.
or at least placed in the context of dozens or
even hundreds of peer civilizations.
This section examines how to create a new alien
species for Trinity Continuum: Æon, looking at the
To implement an alternate setting like this, all
the Storyguide needs to do is adjust the re-
foundational and narrative roles aliens take in the
cent history of humanity so that space travel
game and in human experience, and covering how a since the emergence of psions has revealed
Storyguide can mechanically implement new aliens a cornucopia of peoples among the stars.
as playable character choices. The Qin, Coalition, and Chromatics were just
the first; now they’re just three among so very
GUIDELINES many. Every new jump reveals a vibrant new
Here are some top-down guidelines to consid- culture. Perhaps they’ve formed grand feder-
er when creating a new alien species in Trinity
ations, elaborate empires, or cross-galactic
mercantile concerns. Humanity feels a small-
Continuum: Æon. These are not strict rules, and
er but less fragile player in the great games
Storyguides should run with what’ll be most enjoy- among the innumerable children of life. The
able for them and their groups, but the following Doyen themselves may be just one faction of
provide a simple prism through which to view how squabbling manipulators among the many
aliens in Trinity Continuum: Æon will tend to in- groups who wish to conquer, quell, or influ-
teract with the setting’s core assumptions. ence the wider galaxy.
• Inhuman, Not Incomprehensible: Alien spe- Space is no longer an unknown frontier, but
cies in Trinity Continuum: Æon come in all rather a densely-woven tapestry. Interstellar
manner of shapes and sizes, from the worm-like
powers may even look beyond this galaxy,
taking humans farther afield than ever before.
Qin to the mutable Coalition. They don’t look
like humans with very minor variations such as
fantastical skin patterning or rugged foreheads;
there is no panspermia or mutually-guided evo- can recognize as living beings and can compre-
lution to explain away a surprisingly human-like hend at some level.
panoply of aliens. Many are roughly humanoid,
whether naturally like Chromatics or because of • People, Not Things: Humanity can recognize
engineered intent like Qin biosuits, but weird- something of itself in most alien species. They
er forms dominate. However, while humanity’s may be wildly different in mindset, belief, and
shape holds no special place of privilege in the perception of the world, but at some level there’s
cosmos, aliens tend to appear in forms humans a shared commonality with human experience

Creating New Aliens 165


— however narrow. Sentient aliens are people, • Momentous, Not Throwaway: Intelligent alien
not monsters or unthinking forces of nature (al- species are not common and they are never unre-
though some non-sentient alien life forms might markable. The meeting of two peoples who have
be). Aliens are responsible for the wonders and walked such disparate paths, accumulating their
horrors they create, rather than driven by ineffa- identity and form as the culmination of literal
ble forces leaving them without agency; equally, aeons of evolution and experience, always sends
exterminating an alien species is genocide. There a shock-wave through everyone involved. Even
are no easy excuses in Trinity Continuum: Æon, the scattered traces of species long gone provide
no means for human nor alien to shirk responsi- clues as to the history of life in the galaxy, and
bility for their actions; and at the same time the present moments of melancholy, self-reflection,
setting prizes the idea of hope, of reaching out or wonder for those who stumble across them.
to distant stars and finding peoples in their own
• Psi, Quantum, and Inspiration: The strange
right there, and achieving unity, compassion, and
powers influencing the progression of human
co-operation with them.

166 CHAPTER FIVE: TELLING ALIEN STORIES & CREATING ALIENS


history in Trinity Continuum: Æon make their THE ALIEN BUT FAMILIAR
mark beneath alien skies too. Many — perhaps
Why create new aliens when several already ex-
even most — sentient alien species have latent ca-
ist? Chromatics serve as a furious and direct threat,
pabilities to manifest psionic or Quantum power,
Qin are a seemingly friendly face, and the Coalition
or to become Talents. Sometimes psi or Quantum
provide a first-contact-gone-wrong situation with
powers express uniformly and species-wide, al-
greater complexity than first appears. However,
though Inspiration can never blanket an entire
each has very distinct aesthetics, game mechanics,
people in this way. A species can never manifest
and narrative tone. A Storyguide may feel inspired
both Quantum and psionic power in its popula-
by an aesthetic that doesn’t match any of the existing
tion — humanity stands as the sole known excep-
aliens, or want to present a subtly different angle on
tion to this — but either can co-exist with Talents.
an idea, or just feel really excited about an alien spe-
This triad of power makes the galaxy a far more
cies they’ve encountered in other media and want to
unpredictable and exciting place.
introduce something similar to in their chronicle.
These are all great reasons to create a new alien
species. A new alien species doesn’t have to provide
a profound new reflection on the human experience;
go ahead and add chittering spider-aliens because
you just damn well love spider-aliens. A xeno-civ-
ilization beginning with a fundamentally hostile
perspective on humanity may well overlap with the
Chromatics — but that similarity can also help high-
light the real differences between the two, and give
players the chance to experience very distinct com-
bat threats when they encounter each. New species
can also just replace pre-existing aliens, especially if
a particular table feels that, for example, alien slugs
in human-shaped biosuits just doesn’t do it for them.
Introducing a new kind of alien with a unique
concept and which provides a completely new per-
spective on the setting is great — but it’s also excit-
ing to just create, to draw on a riot of inspirations,
and to enjoy building on the Trinity Continuum:
Æon universe. Never feel afraid to explore and make
something new for the fun of it — an area where the
creation of new aliens excels.

HIGH CONCEPT
As with a new player character, a Storyguide who
wants to create a new alien species probably has a
central concept in mind — the beating heart of how
the aliens present in the game. Keeping a really
strong concept at the forefront of one’s mind is a
great tool to help with fleshing out a species in a co-
herent and thematic way. Returning to it regularly
can keep the focus on central and foundational ele-
ments and avoid conceptual dilution along the way.
To create the high concept, focus on the inspira-
tion that’s at the root of the idea, whether visual, the-
matic, philosophical, or gameplay. Write one or two
short sentences covering the key elements of that
vision, whether non-violent imperialists spreading

Creating New Aliens 167


culture through memetic warfare, or giant columns of is to shortlist a few striking points serving as a scaf-
chitin beneath a pulsar’s baleful radiation, or huge ar- fold for developing ideas off. Think about unique
mored spiders who are angry all the time. traits that excite you and spark inspiration for plot
Once the concept’s there, it’s time to flesh it out. At hooks, any themes you want to fold into the coming
this stage, it’s not too important to worry about mak- stories, the sort of mood that encounters with these
ing sense of things — just tag the really interesting aliens feature, and compelling set-piece ideas.
bits standing out in your mind and don’t sweat the If the narrative purpose tells the Storyguide what
details. That’ll come later. the species is for, these listed qualities inform as to
what the species is — and what it’s not. They’re the
NARRATIVE PURPOSE foundations from which details emerge. They don’t
Think about what the narrative purpose of the need to form a connected set, or to cover a specif-
species is. In isolation the concept for a species may ic group of topics — they just need to be compelling
sound great, but it’s meaningless absent the context and touch on key sources of inspiration. They can
of the game and the story it’ll appear in. Two spe- be definitive, short statements about some aspect of
cies with roughly the same high concept of angry physique, culture, or technology, or they can be neg-
armored space spiders are likely to develop in very ative declarations clearly stating what the aliens are
different ways depending on whether the Storyguide not about.
intends to use them for a horror story arc or for a The kinds of points to tackle here could relate to:
tense political drama where violence and anger are The species’ origins; their driving agenda; their ha-
the failure states of diplomacy. A species intended to treds or enmities; what story arc goals they’ll bring
serve as grand antagonist across multiple story arcs to fruition; their most notably weird biological traits;
will need the metaphorical legs to keep pace with their likely fate (without player character involve-
the technological and psionic puissance of humanity; ment); their greatest taboos; their most powerful
would-be conquerors who turn out to be a push-over technology; a striking idea for a set-piece encoun-
in play risk being a disappointment, though there is ter with them; their unique perspectives; the most
narrative potential to the future-shock experienced striking thing about their wider culture (or lack
by a species who have always thought themselves thereof ); what change they bring with them; or what
the military top dogs running into a more powerful they dream of. This is a springboard rather than an
civilization. exhaustive list; the key here is to outline the bits of
The narrative purpose doesn’t need to be complex the species that really matter. Some Storyguides may
or broad; it just really helps for the Storyguide to want to directly replace written points with inspira-
know whether the species needs to be a hammer or a tional artwork, objects that particularly inspire an
scalpel, a puzzle, or a metaphor. idea (like a beautiful shell from the beach), or pieces
One very common narrative purpose for aliens of thematic music.
in media and fiction is as reflections of humanity.
The species either takes a particular element of the Example: The Gardeners
human experience and focuses on it in their own Agena wants to introduce a new alien species
context, or serves as a backdrop against which hu- to her chronicle. The player characters have
manity’s own traits clearly contrast. This technique been assigned a Leviathan jump-ship and
can work in the context of a game but needs the re- she intends to run a story arc about pushing
back the unknown and discovering new life;
flection or metaphor front and center where player
she wants something distinctive for the play-
characters can actually engage with it themselves,
ers to run into that’s separate from the existing
whether in game mechanics or roleplayed inter- politics and drama of the Qin, Coalition, and
actions. Telling players a species is all about man’s Chromatics. She wants her group to get that
inhumanity to man is all very well; showing them is First Contact thrill.
quite another. Having been thinking a lot about real-world
concerns with climate and resource exploita-
QUALITIES, QUIRKS, tion, she chooses to reflect those concerns in the
THEME, AND MOOD alien species. She doesn’t want this to necessar-
Now with a solid idea of what purpose the alien ily be a hostile encounter, and instead prefers
species serves, an easy way to flesh them out further
the story to focus on contact, understanding,

168 CHAPTER FIVE: TELLING ALIEN STORIES & CREATING ALIENS


and providing help. She decides to go all-in experience and either emphasize them to a wild
on the high concept, and decides the aliens extreme, or diminish them to non-existence. This
are the last survivors of a burning world — a could result in aliens who simply replace a human’s
post-apocalyptic society clinging onto exis- appreciation for color and art with a similar sense of
tence in orbit over the planet they ruined with passion over numbers and abstract concepts; or who
their own wars and mistakes, but still nurture simply have vast blind spots in their understanding
dreams of healing one day.
of existence. Used carefully and across a spectrum of
Narratively, they’re all about a metaphor for elements, this could display how a species’ evolution
climate change and nuclear armageddon, has shaped it, with a former prey-species perhaps
writ large on the rad-scoured carcass of their
demonstrating greater levels of vigilance and even
former home world. Throwing ideas together,
she comes up with a short list of traits and story paranoia alongside what seem, to humans, to be very
elements she wants to build on, coming from limited tendencies for violence, excessive gregari-
recent sci-fi books she’s read and a few ideas ousness, or a fatalistic attitude to death.
that caught her fancy. She notes down they’re Alternatively, the Storyguide might latch onto
clones via mitosis, they’re non-violent (now!), some really strong ideas wildly at odds with human
they have multiple brains, they’re filled with experience, and use those as the primary anchors of
regret, but also dreams, they master biology the alien’s distinctiveness. A species might possess a
to rejuvenate their dead world, and they’re distributed intelligence where each “individual” is
doomed without help. She figures they live in
a community unto themselves, but still value their
a slowly crumbling society where resources are
own survival and nurture lofty goals and ambitions
gradually running out, and has a vague notion
they’re some sort of slug-fungus, but that’s as a human could empathize with. An alien culture
far as she’s got for now. where everyone is born from technological cloning
methods is going to have a society thoroughly shaped
Because they’re trying to heal their post-apoc-
alyptic planet, Agena has the idea that they’re by that method of reproduction, but it doesn’t mean
tending to eco-platforms in orbit, nurturing everything else will necessarily develop down an
floating gardens of potential. She calls them unrecognizable path. An alien may defy categori-
the Gardeners, though the players will proba- zation as a species at all, with an intelligence capa-
bly come up with their own nickname. ble of moving between different biological systems
or changing wildly on the fly. The important thing
with embracing an alien idea is to retain some touch-
MAKING ALIENS ALIEN stones with which the players can still find common
Aliens are different. They come from outside. ground, even if those reference points also serve to
Those are their defining traits rendering them dis- emphasize just how strange the alien is by contrast.
tinct from humanity — but they’re also connected to Another source of inspiration is our own natural
our experience because it’s we humans who perceive world. Real life is full of bizarre and strange behavior,
and interact with them. Making a compelling alien physiques, and organizations, and everything from
species, then, isn’t just about constructing something ant colonies to parasitic fungi to appearance-ob-
that’s convincingly other; it’s also about weaving a sessed birds have served as the foundations of suc-
thread of human relevance through them. cessful alien media. The key here is to mix up ideas
The challenge comes in making aliens who aren’t lifted from nature with elements from the prior two
just humans in funny hats or shallow monocultures, approaches, so players don’t feel they’re just facing,
or hand-waving away any sort of internal logic with say, intelligent ants rather than a more interesting
the excuse of being beyond human comprehension. eusocial colony of aliens. The best sources of ideas
Making aliens feel alien, while remaining usable in to plunder here can be found among the non-mam-
game-play, is about shifting the perspective they rep- malian branches of the tree of life, with increasing-
resent far enough away from the norm that players ly weird concepts possible the further you travel
experience, without leaving the players adrift, scrab- from the human standard; set aside the necessity
bling for any sort of touchstone to anchor their en- of a spine and you’ll find some wonderfully strange
joyment on. creatures among the invertebrates of the world.
A straightforward way to make relatable but dis- Mix and match traits between distinct kingdoms
tinct aliens is to take one or more elements of human on Earth, and you can create very bizarre contrasts

Creating New Aliens 169


like walking flesh-trees who have a complex society
Example: The Gardeners
of song, or shape-shifting, ocean-going slime molds
that purify water to feed other symbiotic organisms Agena wants the Gardeners to be a people the
players can easily empathize with, who have
— concepts seeming so odd precisely because they
hopes and dreams and who despair for their fu-
merrily violate the usual categories of life that play-
ture. At the same time, she wants them to definitely
ers are used to. still feel alien, which she figures she can achieve
by giving them drastically inhuman appearances
VERISIMILITUDE AND but also some really odd mental quirks — like that
THE INCOMPREHENSIBLE multiple brains thing she noted down earlier.
In science fiction media, the opposite tendency to She thinks the Gardeners have two brains. One
aliens who are just men in rubber masks are entities of the brains is partially distributed through what
who are incomprehensibly alien — beings so dis- passes for a nervous system, and deals with a lot
connected from human experience as to be beyond of the instinctive and motor stuff — maybe a fight-
meaningful classification as people in any way. A vast or-flight mind, evolved for survival. Thing is, it has
to process everything before the more self-reflec-
chasm separates their perspective from humanity’s,
tive second brain can deal with it, so the species
likely preventing meaningful communication be-
struggles with initial reactions and can be slow to
yond violence. The aliens’ actions may be so ineffable completely process information. She suspects this
as to seem essentially random. They may not even two-brain set-up has implications for their culture,
have the ability to perceive or understand human sense of self, and general behavior in ways that
existence. should help make them feel alien.
This kind of alien can seem more realistic, and
there are exciting stories to be told where an alien
is more of a force of nature or natural disaster than CONNECTING THE DOTS
a living being, or where encounters suggest to the For a Storyguide with a firm idea of the alien species
player characters that the galaxy is a far larger and they wish to make, now comes the time to fill in this con-
more mysterious place than they might have guessed. ceptual scaffolding and give the idea proper substance.
They can also be an exercise in wild imagination for This is the stage to figure out how and why the species’
a Storyguide; majestic beings of stellar energy that various aspects work in practice. These details don’t need
cannot conceive of the notion of organic life; pro- to be exhaustive, although the more tidbits that exist, the
trusions of space-time from unknown membranes of more flavor and depth the species can be given in play.
the universe raising questions as to what life even is; The scope of possibilities here is so broad that
strange societies creating impossible monoliths but it’s not possible to cover everything a Storyguide
among whom not a single spark of actual self-aware- might examine or consider. The following general
ness can be found. categories are worth thinking about, but they come
However, these aliens should be used sparingly in in no specific order, and you may go back and forth
Trinity Continuum: Æon. A surfeit of incompre- between them connecting the dots as each idea de-
hensible aliens risks leaving players with the sense velops. Take the central concept and the list of key
that there’s no point trying to bridge the gap of ex- qualities, and expand on each within the topics be-
perience and perspective. It can diminish the idea low; some points may suggest connections or expla-
that other life in the galaxy has its own meaningful nations for others along the way.
existence, rather than simply being the next obsta-
cle or monster to overcome. It can also seem cheap if BIOLOGY
player characters, with all their resources and intel- How an alien looks plays a big part in establishing
ligence and incredible powers, can’t make any head- its impact. Aliens might be humanoid, but it’s gener-
way in dealing with such aliens just because they’re ally worth going for more varied physical templates
supposed to be beyond human comprehension. By to emphasize their distinctiveness — especially given
contrast, letting players be the ones who do manage the sheer number of wild possibilities to have fun with.
the incredible and bridge the gap with a truly bizarre Keep a thread of coherence between biology and the
alien can provide a really fulfilling climax to a story other aspects of the species; a predator should have a
of struggling with such strangeness. means of actually taking down prey, for example, and
will likely have focused sensory organs.

170 CHAPTER FIVE: TELLING ALIEN STORIES & CREATING ALIENS


Biology often plays into other concerns. A former necessarily share common culture with their peers,
prey species may be physically adapted for all-round where each person is a polity unto themselves.
senses and awareness, be swift or stealthy or ar- Questions to consider: How does the species eat
mored; but beyond this, it could also have an empha- or gain energy? How does the species reproduce? Do
sized sense of community, or a “better them than me” they have distinct sexes, and if so how many? Are
callousness toward casualties among its own kind. A they sturdy or frail? If wounded, how do they recov-
species with many slender, fragile limbs might have a er? How to they experience aging? Do they breathe
tendency toward ritualized violence to limit or con- and, if so, what kind of atmosphere? Are they adapt-
tain damage and, off the back of that, later cultures ed for high or low gravity, or for particular levels of
develop a preference for distant, sterile means of radiation? Are they planet-bound, or did they evolve
warfare offering minimal risk for the aggressor. outside of a planet’s gravity well and shielding atmo-
Biology offers some interesting areas to play sphere? What sensory organs do they have, and how
around with unusual characteristics. Aliens might do they communicate? If they have Quantum, Talent,
speak not with sound but light or electricity or the or psionic capabilities, do those manifest via particu-
tactile sense of carefully placed objects. Languages lar biological organs or structures?
often develop off the back of the distinct traits found
in an alien’s ability to gesture, mark, or perceive the Example: The Gardeners
world. A species may possess wildly different mor- Agena decides the Gardeners are, yes, huge
phology at different stages in a life cycle, even be- things combining physical traits from slugs and
coming non-sentient or gaining new personalities in fungi. They usually reproduce via clone-mito-
particular phases. The classic science fiction trope sis spores, although sometimes exchange ge-
is of course the colony organism, whether one being netic material with other clone lineages. They
made of many, or a hive-mind where many creatures tower over a human, walk on caterpillar-like
all act together; but the opposite is also interest-
nubs from their flesh, and have a ring of limbs
around a “collar” that are actually grown
ing story fodder, with hyper-individuals who don’t

Creating New Aliens 171


separately from non-viable spores they plant fight-or-flight and powerful chemical glands, wit-
in slurry-beds and tailor to each Gardener’s ness existence as a constant chain of deeply intense,
specific and current needs. She decides they passionate, and personal interactions, and struggle
can see the whole electromagnetic spectrum deeply with abstracted ideas of greater communities
but can’t hear at all, and “speak” via radiation or metaphorical polities.
pulses from subdermal organs; they’re pretty A simple way to provide an alien perspective for a
resistant to the effects of radiation in general. species is to prioritize something to a level seeming
In evolutionary terms, Agena thinks the irrational to most humans. A species might put pure
Gardeners were relatively solitary trap- numbers on a spiritual pedestal, or obsesses over phys-
per-predators, watching and waiting for hap- ical and sometimes lethal clashes to prove worth. If a
less food sources to come to them while hiding perspective is species-wide, it’s probably hardwired
from or attacking potential threats — including
into their biology or derives from a historically dom-
their peers. As a result, they have a very strong
inant stream of thought. In general, it’s worth mixing
sense of personal space and a natural incli-
nation to keep other Gardeners at a distance; things up a few different or odd perspectives to show
working together is one thing, but letting a peer how various cultures within that species may exist.
get close enough to physically attack is at odds Questions to consider: How do the aliens see
with a Gardener’s instincts. themselves? What are their most powerful instinc-
tive or inherent drives? How do they see each other?
Do they have a notion of a wider species? Do they
IDENTITY AND PERSPECTIVE see humans as fundamentally different, or is all sen-
The way in which the alien perceives the world, tient life on the same level? Can the alien reflect on
and how they understand their own place within its own actions? Does it understand its own thoughts
it, underpins much of their resulting culture. Most as a cognitive process, or are they either instinctive
aliens likely have some notion of self-identity akin or like an external force acting upon it? Can it empa-
to that found in humans, but the anchors on which thize? Does it prioritize a particular abstract or con-
it rests could be wildly different. One species might crete goal? Is it driven purely by short-term needs?
understand themselves only in the context of their Does it see life as sacred, or as cheap? Are others ri-
wider community; without others to reflect their vals, competitors, or potential allies?
identity upon, they lose all sense of self, and the
companionship of other species could fundamen- Example: The Gardeners
tally rewrite their personality. Another species, with The Gardeners have a strong sense of identity
hyper-developed neural systems wired entirely for tied up with their lineage and dual brain set-up.

FUTURE SHOCK
Encountering another species is likely to be a huge shock for a culture — and that goes for
aliens just as much as it does for humans. The discovery may challenge age-old assump-
tions of dominance, overthrow religious beliefs, and stir turmoil among those who sense
an opportunity for change.
The way a First Contact incident plays out shapes this mutual trauma; are humans the
first aliens a species ever encounters? Do the humans arrive suddenly in an otherwise
system-bound species’ territory, shattering notions of isolation or safety or is this an-
other space-traveling species which has at least encountered the ruins of extinct civili-
zations before? Is the meeting violent, exploitative, or tentative? A visceral clash might
be shocking, but it could also cement existing attitudes around a species’ belief in its
own superiority and the barbarism existing beyond its influence; conversely, peaceful
communication and the resulting exchange of ideas could prove more subversive or
disruptive by opening a culture to surprising new notions that the brutality of combat
could never convey.
How a culture contends with the struggle of First Contact is itself strong story material, and
an excellent prompt for conflict and challenging interactions.

172 CHAPTER FIVE: TELLING ALIEN STORIES & CREATING ALIENS


A Gardener largely associates her “self” as the its own distinct society based around the specif-
second, higher mind; like a bicameral mind, the ic problems and solutions they’ve come up with
first brain treats the messages of the second as to their failing infrastructure. What unites them is
something like a religious experience, leading to dedication to the eco-platforms and the hope of a
philosophies among early Gardener cultures that healed world; what divides them are the struggles
“we are gods to ourselves.” Now, the species’ over the scant remaining resources.
great efforts are turned towards rejuvenating Agena decides the Gardeners do have one
their world, but old instincts of first-brain-gener- common cultural touchstone — the last surviv-
ated distrust and rivalry between clone lineages ing planetside city, an enormous bunker serv-
mean surviving habitats have a hard time trusting ing as a toehold on the surface. This offers the
each other. They’ve never encountered another closest thing to a planetary government that
alien species; humanity will be the first. still exists, adjudicating over major conflicts
and assigning resources to the orbitals. Such
a survival-oriented situation provides little op-
CULTURE portunity for art or other indulgent past-times,
Unless a historical event has caused one culture but some Gardeners still express their iden-
to dominate, an alien species should probably fea- tities in the vital work of the eco-platforms; a
ture multiple cultures. These might be derived along Gardener artist is now someone who geneti-
territorial lines, reflect spiritual or philosophical be- cally engineers the most beautifully iridescent
liefs, or be imposed by stranger influences. A species slime coatings on the worm-fish they breed, or
may have a riot of competing cultures enshrined into hides poetic commentary in the chemical com-
position of soil purification fluids. Some orbitals
its civilization, with myriad factions competing for
embrace and encourage such self-expression;
dominance; or it may have no cultures at all, with ev-
others dourly crack down on it as a frivolous
ery instance of the species building a fundamentally waste of energy.
new and transient society each time.
Culture is the connective tissue tying individuals
together and gives the sorts of wider, impactful goals HISTORY
that tend to make good story material. Some ele- Some alien species undergo a similar history to hu-
ments of a culture derive from the aliens’ biology, but manity, evolving over long periods of time then cata-
it’s important to remember many cultural influences pulting themselves into rapid technological change.
are likely to not be set in stone and come instead from This doesn’t have to be the case, though; a species might
the accrued weight of history, circumstance, and so- have evolved at breakneck pace, and indeed still be
cietal pressure. What this means is that a culture evolving, with each encounter presenting significantly
that prizes violence and notions of “warrior spirit” changed biology and perspective. A species may be en-
is probably not an immutable truth about that alien gineered, the triumphant former gene-slaves who have
species, but something that could potentially change cast down their masters or the accidental by-blows of
during a chronicle. an attempt to terraform a habitable planet. The aliens’
Questions to consider: What cultures make up cultures may be historically stagnant, or be going back-
the parts of the species appearing in the story? Do ward, whether metaphorically declining or literally re-
they have one culture, or many? How to these cul- versing along an anomalous chronological flow.
tures interact with or see one another? Are they While the scope of evolutionary timelines is vast,
historically rooted, or young, or often changing? Is it’s generally advisable to avoid historical records
a culture a fixed thing for a member of the species, with enormous timespans — empires don’t need to
or something mutable? What does the culture prize, persist for ten millennia, when a century will do.
and what does it look down upon? What resources Frontloading the meaningful aspects of history to-
does it put to achieving its goals? What shocks and wards the present day makes them much more rel-
traumas has it endured? How does it perceive art and evant. The alien species currently active in the gal-
artistic endeavor, if at all? axy mostly matter because of what they’re doing
now, not what happened long before humanity ever
Example: The Gardeners tamed fire. A war that split a species into two feuding
The Gardeners’ former cultures shattered in their parties has more impact if it was last year than if it
final war. Now, though, each orbital habitat has occurred fifteen centuries ago.

Creating New Aliens 173


An exception here is in making allowances for
In the intervening years historical records,
space travel and light speed. Some alien species may such as they are, are maintained based on
not possess faster-than-light transport, putting a hard clone-lineages; although the orbitals remain
brake on how rapidly their civilization can enact any divided, they exchange information regular-
major historical events; making war between cultures ly out of a deep-seated terror that vital infor-
might require the inciting incident being five hundred mation for the biosphere repair project might
years in the past, just so the automated weapons sys- otherwise be lost. As a result, Gardeners abso-
tems unleashed back then can finally reach each other lutely prize precision, clarity, and truthfulness;
in the now and do battle. Equally, with human player a petty lie could otherwise replicate and spoil
characters likely able to hop around in flagrant viola- the understanding of many lineages’ archives,
tion of relativity, it opens up the field of astronomical
and threaten disaster.
observation as a crucial plot device. By positioning
themselves ahead of a bubble of spreading light, char- TECHNOLOGY
acters can place themselves to witness major events
Technology plays an enormous part in the feel of
from hundreds or even thousands of years ago, or
an alien species. Strange devices and bizarre capabil-
pick over a breadcrumb trail of centuries of evidence
ities help define the character and feel of an alien,
that might help them pinpoint the location of a spe-
and lend wonder or menace to interactions. It’s
cies now. It also makes possible the melancholy of the
worth thinking of the species’ technology in some
great rift of time; an Æon Trinity team could witness
broad brush strokes compared to humanity; define
the telltale radio frequencies of a civilization and learn
areas where the aliens may be ahead and, just as im-
much about it, knowing full well that observers from
portantly, where they may be behind.
a closer point to the source have discovered the sys-
Wild gaps or disparities in technological prowess
tem in question is, so many years later, entirely silent.
can help make the alien feel alien, but think the con-
Humans might meet the descendants of those whose
sequences through when introducing new techno-
messages they received, sent millennia ago — the last
logical capabilities — especially because they might
letters sent from a history of which the modern aliens
end up in the hands of the player characters, and then
have no remaining knowledge.
wider humanity. That’s a valid story to explore in its
And what if an alien species knows of humanity by
own right, but it’s best to do so purposefully rather
our own species’ history propagating upon a wave of
than have the Storyguide struggling to catch up and
light, and is prepared to deal with us based largely on
figure out the changes to society that might follow.
information centuries out of date at best?
Equally, human technology is likely to have a similar
Questions to consider: Where did the aliens impact on the alien species in the areas where they
come from, and are they still there? How have they are deficient or simply took a different path, which
learned from history? How has history shaped or could introduce major shock-waves through their
scarred their cultures? Do they have historical allies society as they confront concepts they want to reject
or foes? Do they have historical goals and agendas? or struggle to even believe in.
What events do they still keep in mind and reference
It’s important to remember that technology is not
culturally? Do they record their history, and is the
simply a matter of “progress;” there isn’t a straight
record truthful?
line from simple to complex, or from crude to won-
drous. A species might develop technology in a way
Example: The Gardeners
that’s inelegant or unintuitive to humans because
History for the Gardeners is easy, as it came to they prioritize different goals or simply because
an end with the last world war which stands as
the somewhat random process of experimentation,
the most important, traumatic moment in their
research, and raw coincidence has not led them to
species’ memory. Before that, Agena thinks
they had a history of many small-scale con- the same sequence of discoveries. By ripping out
flicts and growing exploitation of planetary something we would consider an underpinning of
resources; a gradual build-up to the disaster. science or engineering, the Storyguide can radically
But she doesn’t sweat the details too much; the alter the resulting feel of the technology. Don’t sweat
Gardeners don’t even know who specifically the practical details too much as long as the end re-
pushed the buttons and gave the commands sult feels right; a species who never even realized the
that almost wiped them out centuries ago. wheel was a concept of use yet have spaceships is

174 CHAPTER FIVE: TELLING ALIEN STORIES & CREATING ALIENS


fine, as long as the engines of said spaceships don’t talent for electrical technology; actual Aberrant-
then clearly operate off principles that the players tier manifestations of Quantum power shapes the
know to involve wheels or gears. species’ existence at every level. If there are haves
Questions to consider: What broad areas does and have-nots when it comes to power, society may
the alien technology excel in? Where do they strug- fracture along those lines. Powers can also offer a
gle? Do their cultures prize particular kinds of tech- route around or replacement for technology; a spe-
nology? Have they focused on or away from particu- cies could well have interstellar travel without ever
lar kinds of technology due to their biology? Did they building so much as a combustion engine.
develop all their own technology, or did they inherit Questions to consider: Does the species express
it from the ruins of other civilizations they encoun- psionic or Quantum power? Does it have Talents?
tered? Do the aliens have philosophical or spiritual Are powers widespread across the whole species, or
reasons to reject or embrace elements of technolo- rare? Is power seen as a gift or sacred thing, a scien-
gy? To what extent have they normalized particular tific phenomenon, a curse, or simply a natural talent?
technologies within their regular life? Are those with powers adored, feared, respected, or
cast out? Do they rule? Are they in control of their
Example: The Gardeners own power, or have they devolved into monstrosity
Agena knows the Gardeners have advanced like human Aberrants? How do they view the same
terraforming and environmental sciences, be- powers among other peoples?
cause it’s what they’ve spent the last centuries
devoted to, but they also have very limited Example: The Gardeners
material resources. Gardener tech is make-do, Agena’s Gardeners aren’t psionic, but she thinks
bodged together with whatever is available, that maybe they do have the ability to express
and so their theoretical capabilities outstrip Quantum power. She decides this played a
their practical ones. They don’t have effective part in their apocalyptic world war; Gardeners
extrasolar space flight, and they also now with Quantum powers have long played a role
avoid weapons almost entirely; the trauma of as sorcerers and mystics in Gardener history,
the last war is burned too deep. and they brought their abilities to bear in the
With an inherent ability to tailor and grow war and left large Quantum Flux Zones on
spores into customized, disposable limbs, the planet below. If new Quantum “sorcerers”
Gardeners also tend to a somewhat throw- erupted in the surviving population it could be
away attitude to biotech and a strong inclina- their salvation — or their doom.
tion towards recycling. Many biotech devices
derive from this sporing trait, further editing the
relevant genetic information to grow items from CREATING ALIEN
the Gardener’s own tissues. In turn, culturally
it’s very strange to use someone else’s’ biotech
CHARACTERS
tools; you may well be handling a literal part Populating the reaches of the galaxy with strange
of them. and wondrous new forms of life is one thing; making
them available as player characters may seem like
quite another. Bringing an alien character to life in
PSI, QUANTUM, AND TALENTS the game can be a great and enjoyable challenge for a
The presence of psi, Quantum, or Inspiration in player willing to get stuck into exploring an inhuman
an alien population is important. Decide whether mindset and experience. However, concerns around
the species has any latent ability at all, and whether balance between alien and human characters, and
these are expressed on a widespread basis or if they how to implement a new species in a way that gives a
take luck, effort, or special resources to activate like compelling play experience without becoming over-
humanity. If they manifest a particular kind of pow- ly complex, may pose challenges for a Storyguide
er, they may only possess particular versions, like contemplating the idea.
limited psionic Aptitudes or specific pools of Gifts. This section provides a quick, streamlined ap-
The knock-on effects of these powers can be huge. proach to playable alien game mechanics. Some spe-
Even something relatively minor like wide-spread cies may require or benefit from more elaborate sup-
but limited electrokinesis deeply influences cultures port to implement them as player characters — like
and traditions, with a focus on light or an incredible the Qin and their biosuits.

Creating New Aliens 175


Keep in mind the intended Tier of play when de- THE ALIEN TEMPLATE
signing a playable species. In most chronicles, an
At Step Five of character creation, an alien species
alien should equate to either a Tier 1 human or a Tier
applies the Alien Template rather than the Psion
2 psion, with Tier 3 options as an outlier. Some spe-
or Talent Templates. This grants the character any
cies might have possibilities for two or three Tiers,
Qualities and species Scale they may possess, an
just like humans. Aliens whose default is significant-
Alien Condition if appropriate, and Psi, Quantum, or
ly more powerful than a human psion are unlikely to
Talent abilities (if any).
be suitable for play; a Doyen, with a potent psionic
armory and incorporeality, will outshine psions and QUALITIES
Talents at anything less than a Proxy-tier game.
Some aliens possess extreme capabilities as a
Creating an alien character proceeds along the same
result of biology or anomalous power, such as ar-
path as a human character, applying the Alien template
mor-like hide, natural weaponry, or the ability to fly.
at Step Five rather than the Psion or Talent templates.
These are represented by Qualities, drawn from the
Aberrant Qualities list (Divergent and sub-Aberrant
ALIEN CAPABILITIES
mutant Qualities only) or created by the Storyguide
In this system, most alien capabilities are covered by at roughly the same level of potency.
Qualities, Edges, and Species Scale. While an alien may
A Tier 1 alien may be given a single Quality as part
possess a panoply of weird abilities, they usually won’t
of its Origin Path; doing so means either means that
require representation in game mechanics — especial-
Path has no Edges associated with it and gives no
ly if the aliens also lack capabilities humans take for
free Edge dots, or that it comes with −1 species Scale
granted, or where common technology can easily make
in an additional area of weakness. A Tier 2 alien may
up lost ground. It’s probably not worth the time and ef-
have up to two Qualities without further cost and, if
fort to painstakingly craft rules for traits with only have
it lacks Psi, Talent, or Quantum powers, it may have
a light narrative effect on the game.
up to two more Qualities.
PATHS AND EDGES SPECIES SCALE
Alien Paths tend to vary from those available to
When a species possesses unusually strong or
humans, though sometimes existing Paths can over-
weak ability in an area related to Attributes and
lap cleanly — like an alien warrior with the Soldier
Skills that isn’t a Quality, it’s represented via species
Path. The usual rules for creating new Paths apply
Scale. Each weakness or strength has a descriptor as-
(see Trinity Continuum Core Rulebook), with a
signed to it, like fragile body, lightning-fast reflexes,
particular slant toward aspects highlighting alien
hulking mass, or full-spectrum senses. For each area
distinctiveness.
of strength with species Scale, the species must also
The Storyguide may wish to create new Edges to possess an equally broad area of weakness. In some
provide mechanical support for minor alien charac- cases, the same source of Scale may be both strength
teristics. While an Edge can be compulsory, a speciesand weakness. Think carefully before giving a spe-
shouldn’t have more than one compulsory Edge on cies more than one strength and weakness; it’s better
their Paths to avoid being restrictive on player choices.
to keep an alien species’ rules focused on the most
Additional unique Edges can flesh out aspects of cul-important aspects of their nature.
ture, physique, or technology possible without forcing
When a weakness of species Scale would be appli-
all aliens from the species into the same mold.
cable, the alien simply suffers from 1 less Scale (likely
The species may also have limitations on its ac- Scale 0) in the described area, or an opponent gains
cess to some common Edges, but these should be +1 Scale.
determined on the basis of conveying the species’
When a strength of species Scale would be appli-
feel and theme.
cable, the alien’s player may gain +1 Scale on a single
SKILLS AND ATTRIBUTES dice pool or interaction relating to that strength at
the cost of 1 Momentum. Aliens do not get a benefit
Playable aliens use the same range of Skills and
of Scale for free or all the time, only when the play-
Attributes as humans. Where a species is notable for
er commits the needed payment to bring that aspect
going beyond human potential, or for a distinctive
of their character into focus in this way. In this way,
lack, it’s handled by species-related Scale.
the benefits of species Scale operate more like a Skill

176 CHAPTER FIVE: TELLING ALIEN STORIES & CREATING ALIENS


Trick, and prevent it from becoming an overwhelm- pattern of psionic ability, and thus its starting dots
ing advantage when compared to mundane human are set by the Storyguide, it gains an additional dot.
characters. If it can use more than one Aptitude, it has one fewer
dot than normal. Even among aliens that can chan-
ALIEN CONDITION nel multiple Aptitudes, Quantakinesis is so rare as to
If an alien has a particular drawback that can have be essentially unknown; only humanity can manifest
major dramatic consequences but which it can alle- Quantakinetic power in any significant amount.
viate, such as Qin and their biosuits, it gains an Alien Inspired Tier 2 aliens gain the normal effects of
Condition appropriate to its frailty. This may pres- the Talent template.
ent Complications or Difficulty on particular dice For Tier 2 or higher aliens with Quantum power,
pools, but resolves when the alien meets specific Storyguides and players should look to the character
requirements. creation rules for Aberrant (p. 86); the Mutations
and Corruption used for Storyguide characters with
PSI, QUANTUM, AND TALENTS Quantum power in Æon Trinity are not appropriate
Psionic Tier 1 species may possess up to a specific for playable characters. Much like with psionic pow-
single dot in a single Aptitude as an inherent ability. ers, if the species’ starting (term for Quantum Ability
Tier 2 species can possess full psi, Quantum, or dots or ranks?) are set by the Storyguide, they gain
Inspired abilities. The character begins with a rating of (an appropriate amount more?), with (an appropri-
2 in the appropriate trait (such as Psi for psychic aliens). ate amount more or other appropriate benefit) if the
Psionic Tier 2 aliens have a default of three dots to species cannot develop those Quantum abilities any
purchase psi Modes. If the species has a set or limited further and is limited purely to the initially deter-
mined capabilities.

Creating New Aliens 177


They thought her computer was some strange kind of half-alive stone
animal. Yet the Tendu were capable of prodigies of biotechnology. Her
transformation and the amazing feats of healing she had seen proved that.
– Amy Thompson, The Color of Distance

Every alien species humanity has encoun- noetic biotech to the simple but still effective tech-
tered uses some form of technology. These range nologies created by the Chromatics, and everything
from the Doyen’s impressive and vastly powerful in between.

BREACH ANOMALIES
While they’re no closer to understanding or com- Essentially, each cube contains a personal re-
municating with the bizarre Breach aliens, Æon wind. The sole method that Operation Closed Door
Trinity operatives in Operation Closed Door have has currently discovered of opening one is via the
managed to salvage two exceptionally unusual Conversion power of Quantakinesis, meaning that af-
artifacts. ter the Chitra Bhanu purge, the cubes are only of use
to the smattering of psions who possess Energetics
TIME CUBE as an Auxiliary Mode; efforts continue to find a more
Operation Closed Door first recovered a “time technological means of breaking a cube open.
cube” during analysis of a captive Breach synthetic A character with Conversion can use the power on
following the Mictlan Incident (p. 113). Investigation a time cube she’s touching, automatically unsealing
of the synthetic’s interior computational space re- the pocket of time and causing it to flood her noetic
vealed the folded lattice of time and space in the template. While she physically remains where she is,
entity was rapidly degrading without proximity to she’s overwritten with an earlier version of herself
a Breach beachhead. Attempts to prevent this de- — from anywhere between an hour and a week prior
cay met with failure until a psion researcher with to the current time, the specific moment being of her
a minor knack for quantakinesis attempted to use choosing. The overwrite is total, physical and men-
Conversion to quell the cascade of disruption from tal; wounds since the reset vanish, while injuries that
the fraying energies. While the control lattice still have healed since that point may spring back into
collapsed in on itself, it left behind a stable four-di- being. To the psion’s perception, it’s as if she leaped
mensional tesseract of lingering energy. Analysis from the moment she reset to into her current situ-
showed this to be something like a battery contain- ation as a jarring transition, which can be extremely
ing the left-over time from the synthetic’s core, con- disorientating. If she had a haircut in the interven-
tained within a pocket of warped space. ing time, her hair’s back to how it was before; she’s
Repeat experiments showed the process to be un- as fresh or exhausted as she was at the moment she
reliable but consistent enough that Operation Closed resets to. This device doesn’t suppress memories of
Door was able to accrue a small stockpile of the the intervening period; they’re simply gone, as the
anomalies, albeit initially with the hope that further psion now never actually experienced the interven-
investigation might reveal more about the nature ing period.
of the Breach. Their appreciation of the time cubes The cube cannot be used on anyone other than the
changed when the same psion used Conversion on a activating psion, and doesn’t affect objects the psion
cube again, hoping to open it back up. This worked, wears or holds; if she’s in armor in the now, she re-
but the stored energy flooded out along the noetic mains in that armor despite resetting herself to sev-
connection with a very specific effect; it catapulted eral days ago. Once used, a time cube is expended.
the psion’s noetic template back in time, without Initially researchers assumed the time cube’s
changing her reference point within the current ma- effects, while amazing, would be of extremely lim-
trix of space-time. ited use. The possibility for healing severe injuries

Breach Anomalies 179


among psions with Quantakinetic Auxiliary Modes translators is limited, but in theory a single Quantum
quickly became evident, albeit at the cost of the fountain in a light Quantum Flux Zone could power
intervening memories and experience. It also sug- a large building, while a heavy Zone could sustain
gests utility for covert agents, who can wipe their a substantial part of an arcology, and the potential
own memories of any acts they may have taken might be even greater.
and in such a thorough way that a Telepath cannot A discharging Quantum fountain has several addi-
dredge the truth out of them. tional anomalous properties. Anyone attempting to
Operation Closed Door’s current stockpile of cubes teleport or warp distance in the immediate vicinity
is thus a potentially precious resource, and there’s no of one, either as origin or destination and whether
way to acquire more without further Breach engage- via noetic or Quantum power, suffers an additional
ments and captive synthetics. level 5 Complication. Failure to buy this off means
that, while the travel will still succeed, the character
QUANTUM FOUNTAIN (and anyone along with them) suffers a sense of be-
Found amid the strange, warped garden-lands ing “in-between” for an excruciating few moments
of the former imperial Breach worlds, the artifacts as horrific forces scour and twist at their intrusion
dubbed “Quantum fountains” tap into the reali- into a place where matter should not exist. This is
ty-bending potential of Quantum Flux Zones. A a one-off source of environmental source of damage
Quantum fountain is a large assembly, varying be- with a damage rating of 6 and the Aggravated and
tween twelve and twenty feet wide and tall, made Deadly Tags.
from shimmering composite that has the organic Any Quantakinetic interaction with the foun-
texture and sheen of a scarab’s carapace. Amid this tain’s discharge pillar immediately disrupts it and
physical anchor, stems of insubstantial something shuts it down; a disrupted fountain remains qui-
weave into a complex tapestry emanating exotic par- escent for at least a day, during which time the
ticles in a mimicry of radioactive decay, bathing the surrounding Quantum Flux Zone imposes its full
fountain in a lambent lavender glow. The incorporeal effects as normal.
part of the fountain thus far resists analysis, but if the Operation Closed Door’s researchers have yet to
carapace around it is damaged, it becomes evanes- discover several further properties of the fountains.
cent and dissipates. Using any power from the Transmutation Mode to
While within a Quantum Flux Zone, a Quantum disrupt the fountain also reduces the Psi cost of the
fountain drains energy from the Zone and generates power to 0 while allowing its full normal effects, and
power. While the Quantum drain doesn’t reduce allows the psion to treat the energy of the pillar as
the actual Corruption of a Quantum Flux Zone, it matter perfectly appropriate for the power’s use. For
does ameliorate some of the effects on living beings example, a Quantakinetic psion with Alchemy could
in the area. The effects on healing and reproduc- draw on the energy of the pillar to make an object
tion are both reduced by one step on the Quantum of up to Large size that could be multiple substanc-
Flux Zone Effects table (Trinity Continuum Æon, es chemically fused together, while treating the
p. 192), with light Zones producing minimal to no Difficulty only as if it were a pure element, and at no
effects at all. When rolling Corruption to see if a cost in Psi at all; the fountain would then shut down.
character suffers a Quantum Flux disease from the Were a quantakinetic to attempt Alchemy in this way
Zone, add 3 to the Difficulty. while combining her powers with those of a vitaki-
An active Quantum fountain produces a pillar of netic and a biokinetic, she could create a single liv-
discharging exotic energies cascading upward from ing organism of her own design, albeit subject to the
its location; archeology on the former Breach worlds usual rules of physics, chemistry, and biology after it
suggests that some sort of Breach anomaly in space- comes into existence.
time would be positioned above this pillar, possibly A Quantum fountain can be moved, and Operation
to absorb the discharge. While the pillar radiates a Closed Door has excavated three from their original
number of forms of energy that are highly hazardous positions in Quantum gardens. Worryingly, parties
(and several that still defy explanation), Operation unknown have extracted at least two more from the
Closed Door has developed power translators that newly-discovered planets.
can tap into the more traditional frequencies of
the discharge. Currently the efficiency of these

180 CHAPTER SIX: INHUMAN TECHNOLOGIES


CHROMATIC TECHNOLOGY
Much like early humans, Chromatics adapted parallel channels of communication while minimiz-
aspects of their environment to suit their needs ing interference. Builders painstakingly embedded
and lifestyles. However, biology, subterranean liv- pulse stones of different frequencies between dynas-
ing, and being naturally gifted photokinetics led ties and Holdings over the generations, giving rise
the Chromatics down a distinctly different path to to a current considerable communications network.
humanity. Neighboring territories often agree on the meanings
of sequences to convey messages between groups.
PULSE STONES Many Chromatics have developed personal en-
The twists and turns of subterranean tunnels ham- cryption techniques relying on pre-arranged colors,
per long-distance communication for light-directing patterns, or shared imagery, as they have no ability
Chromatics. Their discovery and refinement of pulse to block signals moving from one pulse stone to the
stones has somewhat addressed this. next. Characters employing such crude encryption
Pulse stones possess crystalline matrices that ab- roll relevant dice pools — usually involving Enigmas
sorb photokinetic wavelengths and sympathetically — imparting the successes as Difficulty for those
resonate with wavelengths added to pulse stones without the cypher to understand it. Tech: Hard,
within Long Range — up to around 1,000 meters. The Size: Small, Tolerance: N/A, Cost: • for generic
simplest application of pulse stones is to light entire transmission, up to ••• for less broadly transmitting
caverns with minimal effort. A Chromatic simply stones.
applies a photokinetic power at a pulse stone within
range and the wavelength spreads across the room as RADIANCE SHARDS
the closest pulse stones resonate with the initial sig- Chrome Prime’s crust holds seams of twist-
nal and activate the next in range. While the power ing crystal lattices that resonate strongly with
endures the light remains across the group of stones. the Chromatics’ Photokinesis. Chromatics mine
The signal transmissions and brightness decrease as these seams with finely focused photonic force for
each resonating stone pulses slightly less than the straight, pure shards, aiming to procure the longest
original, or those closer to it. rods possible.
A more complex use of pulse stones is to send pat- Radiance Shards focus and enhance the
terned pulses, either light and darkness, different Chromatic’s inner light, with longer shards giving
colors, or different EM wavelengths. Nearby pulse rise to greater effects. The shards are unfortunately
stones copy and spread the signal in the hope that an brittle to physical blows and Chromatic gem cutters
intended recipient sees it. Powerful Chromatics can and traders make a constant trade in new shards —
even impart realistic holographic illusions into pulse attractively wrapped in dried water weed or cured
stones, sending miniature recreations of the scene stunfish leather to give some protection from misad-
radiating along the network. venture — and buy smaller, broken fragments to re-
Pulse stones that more strongly resonate with oth- purpose in new inventions and constructions.
ers of their crystalline matrix exist, allowing multiple Many Chromatics own at least a small shard to

RADIANCE SHARDS
Type Description Cost
Shard +1 Enhancement to Photokinesis activation rolls • (Chromatics only)
Claw As above, plus increases Range of Photokinesis 3+ ••• (Chromatics only)
to Long at no cost
Staff As above, plus applies the Beam (1) tag to •••• (Chromatics only)
Photokinesis 3+ effects at no cost
Lance As above, plus gives user +1 Mode dots to ••••• (Chromatics only)
Photokinesis for dice pools and accessing effects

Chromatic Technology 181


SIFTER ARMOR
Type Base Tags Size Tech FT Cost
Sifter Bulletproof, Impact, Complete 3, 0 Hard N/A •• for nomads,
Leather & Slash Resistant Environmental 0 •••• for subterra-
(Sunlight), Hard 1, nean Chromatics
Soft 2

enhance their photokinetic abilities. Warriors and only understand their operation as explained by the
most dynastic Chromatics carry claw-sized shards Witnesses.
that boosts their weaponized blasts. Successful hunt- Each harness appears as an oversized slug-like
ers, wealthy dynasts and elite guards often have rarer node with a bulbous hemisphere of flesh at one end
shards up to one meter long, while the rarest, most and six coiled rubbery, suckered tentacles emanat-
powerful (and most expensive) lances are two me- ing from the other. Teleportation harnesses resem-
ters or longer. ble misshapen Earth cuttlefish, or subterranean sea
Radiance Shards have no formatting cost and predators the Chromatics sometimes eat. Though
can’t focus Thermokinesis but may aid other psion- the Chromatics have no frame of reference for the
ic energy projections such as Biokinetic biolasers comparison, the harnesses also look like grotesquely
or Quantakinetic Energetics. At the urging of the bioengineered Qin, which humans may one day re-
Doyen, the Witnesses forbade Chromatics from mark on.
taking Radiance Shards from Chrome Prime. Some Teleportation harnesses are unusual in allowing
rare sacrilegious Chromatics have ignored this edict, formatting by two individuals. The first is the con-
taking comfort in the small piece of home they carry troller — always a Chromatic warrior with the honor
with them. Tech: Hard, Size: Tiny to 0, Tolerance: of controlling the human “slave” — while the second
N/A, Cost: See below is the human teleporter. The victim has no control
over this formatting; the controller places the slug
SIFTER ARMOR against her flesh and activates the harness. The bulb
Nomadic, surface dwelling Chromatics hunt sand creeps over the teleporter’s face while the tenta-
eaters. They cure the meat, tan the leather, and ex- cles uncoil and stretch around her throat, torso, and
tract useful resins from the balls of excrement. These limbs. The suckers bite into her flesh and draw blood
nomads use the sifters’ tough upper hide for tents to force the formatting bond.
and make tough but supple armor from the sifter’s Once harnessed, the hood blinds the victim who
lower skin. The high metallic concentration in the cannot access her teleportation Modes without
sifters’ skin helps shield from the sun’s radiation as the controller’s permission, incurring +5 Difficulty
well as photonic blasts and howler claws. In addition to do so. This includes Basic abilities, leading to
to damage protection, sifter armor also tends to con- harnessed teleporters spending time outside ‘mis-
fuse whatever strange senses sand eaters use to iden- sion’ blinded and stumbling in the darkness. The
tify each other. Sand eaters suffer +3 Complication victim can move freely unless the controller wish-
when detecting tents or armor made from sifter es otherwise, at which time the harness’s tentacles
leather. Failing to buy off this Complication means constrict to prevent her movements. The teleport-
the sand eaters mistake the structures or small be- er suffers +3 Difficulty to all physical actions and
ings for other sand eaters and ignore them. must contend with the throat tentacle choking her
into unconsciousness — taking Resolve + Stamina
TELEPORTATION HARNESS rounds — if restricting her movements seems inef-
When the Chromatics completed and tested the fective. This effect, including choking, starts im-
first bioreactor chambers specific Witnesses came mediately if the victim tries to remove the harness
forth and carefully injected an unknown matrix for without permission.
inclusion in their databanks. This matrix encoded When the controller grants the human permis-
for the harnesses Chromatics would eventually use sion to use her teleportation, a telepathic effect
to control and direct human teleporters. Chromatics makes a loose link between the Chromatic and
have no idea of the science behind the harnesses and

182 CHAPTER SIX: INHUMAN TECHNOLOGIES


human’s minds. The controller gains broad aware- The harness rewards compliance with a telepathic
ness of the teleporter’s noetic connections or may flood of feelings of contentment.
impose one of their own. The harness compels Tech: Ψ, Size: Large, Tolerance: •• each for
the teleporter to focus on the chosen destination controller and victim, Cost: N/A (restricted to
and activate the powers desired by the controller. Chromatic interstellar war efforts only)

COALITION TECHNOLOGY
In addition to the two items described below, For other examples of Coalition Technology, see
Coalition envoys often wear bugs surprisingly similar both Trinity Continuum: Æon, p. 350, and Distant
to those used by humanity (see Trinity Continuum: Worlds, pp. 135-136.
Æon, pp. 292-293). These bugs broadcast to the pro- Coalition gamma rifle: This deadly gamma ray la-
genitors they are representing. While the Coalition ser is the spinal’s primary missile weapon. Although
could create bugs that were smaller, self-mobile, or spinals strongly prefer to engage in melee combat, they
more difficult to detect, progenitors are unwilling to are trained in using this weapon. The technology used
permit the manufacture or use of devices that rival to create this weapon is well in advance of humanity’s.
progenitors could use to easily spy on them. Tech: Hard, Size: Large, Tolerance: N/A Cost: N/A

COALITION GAMMA RIFLE


Type En Range Dmg Type Tags Size
Gamma Rifle 4 Near-Long Ballistic Brutal, Deadly, Destructive, Large
(Coalition) Obvious, Quality 3, Ranged
(Clash-Long), Two-Handed

Coalition Technology 183


SASQ MULTITOOL including power tools like mechanical drills, laser
drills, handheld saws, or screw drivers, as well as un-
This hardtech wonder consists of a mixture of
powered tools like hammers, pry bars, or wrenches.
electrically activated memory alloys and durable
While this tool can be used as a weapon, it is spe-
nanomachines. In its neutral configuration, it’s a
cifically not designed to function as one. As a result,
cylinder 34 cm long and 3 cm in diameter. Using the
even the laser cutter only has a maximum effective
same neural link used by Coalition computers, the
range of two meters (close range) Tech: Hard, Size:
operator can command it to become almost any tool,
Medium, Tolerance: N/A, Cost: N/A

SASQ MULTITOOL
Type En Range Dmg Type Tags Size
Sasq Multitool 3 Clash Edged Destructive, Quality 3, Ranged Medium
Blade (Coalition) (Clash-Close)
Sasq Multitool 3 Clash Ballistic Destructive, Quality 3, Ranged Medium
Laser (Coalition) (Clash-Close)

DOYEN TECHNOLOGY
Little remains of the technology the Doyen used fragments are all translucent, and the outside of
when they were corporeal beings, and they have not these spheres are a mixture of deep blue and orange,
required much technology since they became beings that looks vaguely like a life-bearing world that is be-
of living plasma, but there are a few artifacts that ex- ing torn apart. In addition to being both sturdy and
plorers can find. imposing, this monument is also noetically active. It
is a single giant focal crystal (Trinity Continuum:
THE HULAT TRIUMPH Æon, p. 290). Any psion or psaid who has at least one
ON AZURE HOME dot in any clairsentient Mode who touches it can feel
Located near the center of the largest continent that it contains a powerful message. If they use The
on the dead world of Azure Home, this monument Sight (Trinity Continuum: Æon, p. 217), they feel
is dedicated to the destruction of the Hulat, a hostile an almost overwhelming sense of both hatred and
alien species the Doyen killed more than four mil- triumph, and see a brief but exceptionally vivid im-
lion years ago. The Hulat were the first species the age of dozens of huge asteroids impacting a life-bear-
Doyen destroyed. The monument is made of a trans- ing world with orange vegetation and large blue seas.
parent red orange crystal that looks somewhat like Several asteroids are destroying large and complex
solidified flame, and is impervious to all weapons or looking stations orbiting this planet, while the rest
other forms of damage other than concentrated fire are clearly in the process of transforming this planet
from a plasma weapon, fusion bombs, or the huge into a lifeless expanse of molten rock.
laser weapons that must be mounted on large vehi-
cles. Even a diamond-tipped drill won’t even scratch
DOYEN PSYCHOKINETIC
this edifice. It is huge and disturbing, since it takes AMPLIFICATION DEVICE
the form of six curving, tentacle-like spikes that all Humanity is just beginning to learn some of the
extend up into the air from a common center. The atrocities that the Doyen have committed against
monument is 110 meters tall and 70 meters across at other species, but they have not yet learned how they
the top. Each crystalline tentacle is curved at the end Doyen accomplished this feat. Even a Proxy Tier psy-
so that it appears to be holding a portion of a sphere chokinetic using kinetic enhancement combined with
that looks like it was once almost 20 meters in diame- kinetic mastery is limited to either moving a Size 4
ter. It looks like the six tentacles are in the process of object at Space Speed [3] or a Size 5 object at Space
ripping this sphere apart into six jagged fragments. Speed [2], both of which are more than sufficient to
Unlike the flame-colored tentacles, the sphere destroy a large city, but not remotely enough energy

184 CHAPTER SIX: INHUMAN TECHNOLOGIES


to fragment or even sterilize a planet. However, the this device, they increase each modifier by +2, per-
Doyen developed a piece of noetic biotech that al- mitting them to either move a Size 6 object at up to
lows them to do both of these things. This device am- Space Speed [5] or a Size 7 (see Trinity Continuum:
plifies psychokinetic power by combining the power Aberrant, p. 164) object at up to Space Speed [4],
of thousands of Doyen with Proxy-Tier Telekinesis. both of which would melt most or all of a planet’s
This device requires up to 1,500 Doyen with Proxy- crust, sterilizing it completely. These 5,000 Doyen
Tier Telekinesis to work together to cause a target to can also use telekinetic dynamics to either throw up
move. The device increases both the maximum Size to seven such objects at a single target at once, which
of the object and the maximum Space Speed of the could fragment a planet, or to cause a single object
object by +1 each, permitting these Doyen to either of up to Size 5 to explode. This device only works
move a Size 5 object at up to Space Speed [4] or a for Doyen with Proxy-Tier Telekinesis, it requires
Size 6 object at up to Space Speed [3], which is suf- formatting by each Doyen who helps to active it, and
ficient to cause a mass extinction like the one that is the exclusive property of the Doyen faction the
wiped out the dinosaurs. In addition, if 5,000 Doyen Exterminators (p. 126). Tech: Ψ, Size: 4, Tolerance:
with Proxy-Tier Telekinesis work together using ••••

HEXER TECHNOLOGIES
Additional Hexer devices can be found in Distant electronic warfare; anyone going up against these
Worlds, pp. 133-135. forces risks Hostile Intelligence infiltration of their
own systems. Several already prowl through the sur-
HOSTILE INTELLIGENCE viving Hexer datasphere of Ivdel, quietly working
The hostile force which wiped out Hexer civiliza- to baffle and subvert human research systems; more
tion developed — or was — artificial intelligence of lurk among the silent servers of the other Hexer
a strange and uniquely powerful variety. More than colony-graveyards.
simply sentience wrought of data and code, these Unlike SI agents, HIs are fully intelligent and au-
Hostile Intelligences possess a level of malign so- tonomous, capable of making their own decisions
phistication that is far beyond the simple capabili- and actively subverting other electronic systems. HIs
ties of Satisfactory Intelligence and even the unsta- have an Inspiration rating of 6; Intuitive, Reflective,
ble AIs of the Aberrant War. The technology used and Destructive Facets of 2 each; and can spend
to create each HI has imbued them with an echo Inspiration in all the ways a Talent normally can,
of Inspiration; the original source of these devious including Dramatic Editing — indeed, the latter may
entities was either a powerful Talent, or somehow have contributed significantly to the efficient and
capable of tapping into that same incredible force seemingly fateful doom that overtook the Hexers.
through terrifying scientific acumen. HIs only regain Inspiration through Scene Breaks.
Despite being a true intelligence, each HI is similar Booting a HI from a system destroys it if it has no-
to a Satisfactory Intelligence in that it follows a par- where else to retreat to; so will destroying the sys-
ticular agent template common among its peers. An tem’s physical infrastructure in such circumstances,
HI presumably develops uniquely from this original while turning it off merely plunges the HI into dor-
template based on its experiences, but the founda- mancy. Short of blowing a server up, then, fighting
tion of each agent maps out something akin to a per- an invasive HI requires boxing it in and deleting its
sonality — so much so, in fact, that even newly-cre- presence in an act of digital xenocide.
ated HIs possess quirks, oddities, and preferences Telepaths and clairsentients can sense the pres-
quite unnecessary in a baseline artificial intelligence. ence of an HI as something off, the tantalizing impres-
Most HIs humanity encounters are combat-sa- sion of a mind just out of reach, but cannot directly
vant “warminds” controlling Wraith-class warships, affect an HI with such powers. Electrokinetically in-
overseeing Mantes detachments, or dwelling in the teracting with an HI or the system it inhabits impos-
remaining infrastructure of Penumbra. However, HI es 4 Difficulty and a level 2 Complication that will in-
deployment systems are capable of rapidly fabricat- flict the Stunned Condition on a failure and a severe,
ing strategically-tailored fledgling HIs in real-time lasting headache if the Complication isn’t bought off.

Hexer Technology 185


The following HI agents are common across the every weakness, every flaw, then launch a single
ruins of Hexer civilization and the murderous war- overwhelming strike with no survivors. Phantasms
ships of Penumbra. “crew” the systems of the Wraith-class warships
that murdered the Hexer colonies, and operate de-
CONTEMPTFUL HATEMIND fensive installations in Penumbra; they also inhabit
Hateminds seethe among the ancient mecha- smaller scout and observation vessels. These Hostile
nisms of Penumbra’s shipyards and observation ar- Intelligences dislike being seen or identified, almost
rays, and plot the downfall of any surviving Hexers phobic of anyone having the chance to dig into their
from their digital bastions in the old servers of secrets, and jealously safeguard their own systems.
Ivdel. Smart and methodical, the bitter resentment Primary Pool: 9 (Strategic commander)
a Contemptful feels for its prey fundamentally de- Secondary Pool: 7 (Electronic warfare)
fines it — not just anger but, perhaps, a deep sense Desperation Pool: 5
of envy. The hatemind prefers a trap carefully bait- Enhancement: 4 (+1 when opposing a hacking
ed then sprung at just the right moment, savoring attempt)
every moment of triumph. Inspiration: 6
Primary Pool: 9 (Artificial mind and schemer) Gifts: Mirrored Sunglasses, Warrior’s Eye, Chess
Secondary Pool: 7 (Covering digital tracks) Master, Know Thine Enemy, Wheelman
Desperation Pool: 5
PURSUER WARMIND
Enhancement: 4 (+1 when Hiding Subversion
during a hack) Pursuers are hyper-aggressive warminds with
Gifts: Acme of Unchallenged Reason, Rosetta a thick sadistic streak, forged from data to serve as
Stone, Don’t Mess With Me, The Hook, Deep System the sharp, murderous edge of the Hexer extermina-
Scan tion effort. They run point on the Wraith-class war-
ships intended to go toe-to-toe with hostile forces
INCEPTOR SEEDMIND rather than just mopping up undefended locations,
Inceptors are the electronic warfare specialists dance through the networks of Mantes to get the up-
among the already considerable talents of their dig- close thrill of seeing the ichor spray, and now slith-
ital peers. They writhe into vulnerable systems and er through human systems waiting for the perfect
take them apart from the inside, spinning off alpha moment to set the machines on a killing rampage.
copies of themselves and launching the fledgling Despite Pursuers’ hunger for carnage, they’re not
seedminds into new targets. An Inceptor is relent- without impulse control and are capable of planning
lessly aggressive, favoring speed and shock-and-awe and executing a trap; without the restraining influ-
over subtlety, as if it’s always racing against some ence of other Hostile Intelligences, though, they’ll
looming deadline or growing tension. generally settle for short-term casualties over long-
Primary Pool: 9 (Crashing through e-warfare de- term strategic goals. Sometimes their risk-taking and
fenses and causing chaos) battle-thrill slips into a hysteric, nihilistic panic, as if
Secondary Pool: 7 (Setting digital traps) the agent template has some sort of death wish bur-
Desperation Pool: 5 ied in its code.
Enhancement: 4 (+1 when Leapfrogging during a Primary Pool: 9 (KILL, KILL, KILL)
hack) Secondary Pool: 7 (Sending systems haywire)
Inspiration: 6 Desperation Pool: 5
Gifts: Deep System Scan, Cut The Red Wire, Slip Enhancement: 4 (+1 when Forcing Function during
The Cuffs (avoiding countermeasures and tracing a hack)
only), Get The Drop Inspiration: 6
Gifts: Knee Deep In Brass, Murderous Totality, Fight
PHANTASM WARMIND
Choreographer (also applies to redirecting attempts
The Phantasm is the most common warmind to hack the system the HI currently inhabits), Say That
pattern among HI agents, and likely the most com- To My Face, What Tripwire? (also applies to trigger-
mon agent overall. These warminds are merciless ing alarms during a hack)
but calculating; they want to know their enemy’s

186 CHAPTER SIX: INHUMAN TECHNOLOGIES


LISTENER TECHNOLOGY
The following devices are designed and produced exposure to low-humidity atmospheres. Tech:
either by Listeners or by humans on their behalf. Hard or Ψ, Size: 0 (Large for the biotech version),
Tolerance: N/A or •• Cost: •• (for either model,
LISTENER ADAPTIVE TECH but costs are likely to decrease when they are in
The following devices are intended to assist widespread use)
Listeners in surviving adverse environments, includ-
ing environments suitable for human habitation.
LISTENER VACUUM
ENVIRONMENT SUIT
PERFLUOROCARBON HARNESS Listeners have, thanks to human assistance, vis-
Perfluorocarbon is a class of chemicals, some of ited every world in their solar system, and walked
which in liquid form have extremely high gas solu- on the surface when possible — and every one of
bility, making them an excellent vector for oxygen them did so using the early version of the Listener
in liquid breathing apparatuses. Humans have been vacsuit. This full-body glove allows for unobstruct-
using perfluorocarbon breathers in medical fields for ed vision through all five eyes, but dampens acous-
decades in pulmonary or cardiac trauma cases, and tics to the point where most Listeners cannot hear
deep-ocean exploration for unmodified humans re- anything not piped into the suit itself (not much of
quires a liquid breathing apparatus if one wishes to a concern in vacuum, of course, but in emergency
leave the confines of a cramped and highly-special- situations it means helmet-to-helmet communica-
ized submarine. tion is effectively impossible). In addition, though it
For Listeners, perfluorocarbon liquid breath- has specialized flexible membranes along each of the
ing solves the problem of human-safe atmospheres five legs, Listeners report relatively little tactile feed-
having too little oxygen for them to effectively back through it, and of course cannot taste or smell
respire. Using a sophisticated hardtech harness, anything on the other side of the membrane (which,
the Listeners’ respiratory system is flooded with itself, tastes fairly foul, according to virtually every
warm perfluorocarbon fluid saturated with oxy- Listener who’s used the thing). The vacsuit’s systems
gen. Variations on the prototype are being tested and oxygen reservoir are carried on an underslung
using perflurohexane vaporizers and similar aero- harness beneath the Listener’s mouth. Some varia-
solized-liquid systems, but so far only the basic liq- tions use a perfluorocarbon liquid breathing system,
uid-based system has been produced in any quantity. described above.
The perfluorocarbon harness incorporates a tank The first hardtech vacuum environment suits
that stores up to 24 hours of breathable oxygen for for Listeners imposed a +3 Difficulty to all sensory
a Listener, assuming relatively low levels of physical actions except sight and a +1 Difficulty to all move-
activity. Rapid movement or strenuous activity may ment. A recently released improved Listener VES
reduce the oxygen payload to as little as 8 hours. It only impose a +2 Difficulty to all sensory actions
also imposes a +1 Complication to such activities due except sight and offer no penalty to movement.
to its bulk, and because the system may become dis- Tech: Hard, Size: 0, Tolerance: N/A Cost: ••• (••
lodged if subject to repeated jostling. for the older model VES)
Biotech harnesses similar to the hardtech mod- A biotech vacsuit is still being designed based on
el have just been developed by Orgotek. Currently, the BES (Trinity Continuum: Æon, p. 270), with
several are already in use on Skete. These devic- hopes that it will allow near-native levels of touch,
es do not need to be refilled in human-safe envi- smell, and taste capability, but prototyping is unlike-
ronments as they process oxygen from the sur- ly to occur in the immediate future.
rounding atmosphere, and are far less bulky than
the hardtech model, inflicting no Complications. LISTENER WEAPONRY
While both hardtech and biotech breathing har- While Skete’s society is largely (and intentional-
nesses protect the Listener’s lung tissues, they ly) peaceful, Listeners maintain carefully regulated
do not protect their skin or stomach (which is stockpiles of weapons. In the main, these are used
used for verbal speech) from dehydration due to when dealing with hostile or undomesticated life

Listener Technology 187


LISTENER FIREARMS
Type En Range Dmg Type Tags Size
Listener lever 4 Short Ballistic Obvious, Piercing, Quality 2, Large
action rifle Ranged (Short), Two-Handed
that poses a risk to Listeners or their infrastructure. blade, as the handle is simply too short for them to
Many are non-lethal or less-lethal. Some are excep- get a solid grip.
tionally lethal.
LISTENER FIREARMS
CORAL BLADE Traditionally, Listeners eschewed reliance on
A classical Listener weapon, wielded for millen- ranged weapons, as their poor eyesight made it dif-
nia before the unification of Skete. (Listeners have ficult to strike foes at a distance. Some groups mas-
rarely used metal as a weapon, distrusting something tered the art of flinging tiny blades cultivated from
that rusts so readily in Skete’s wet and oxygen-rich venomous coral, but for the most part Skete’s wars
atmosphere.) Each blade is a living coral colony, were fought at close quarters, with ranged weaponry
and must be carried in a specialized life-support reserved for assassinations. This remains true to the
sheath when not kept in a proper environment for modern day only because the Listeners collectively
storage. In addition, the blade must be regularly realized that they were developing the technology
pruned and reshaped; a few relic blades, thousands needed to kill each other not merely from dozens of
of years old, still survive and are revered within some yards away, but miles away, without the unfortunate
Traditionalist orders. victim ever knowing what had hit them.
All coral blades have sharped slashing edges, and Consequently, most ranged weapons of Listener
wielded properly are intended to open deep arteries make have not appreciably advanced beyond hu-
in the enemy’s legs. Some blades are cultivated from man firearms in use around 1900, as they have had
highly toxic coral species, and not only open wounds no need for them — even when using them against
but inject venom in the process, causing pain, paral- dangerous animals, one shot is almost always suf-
ysis, or even death. The proper technique for a cor- ficient. Virtually all are single-shot lever-action ri-
al blade is to invest everything into a single, perfect fles, long and cumbersome, intended to be wielded
blow, incapacitating or killing the target outright, as in an underslung posture with a tall sight between
a coral blade is fragile and all but useless for defen- the legs for an eye to zero in on a target. Still, a
sive purposes — even a successful attack, conducted trained Listener can fire nearly 40 rounds a minute
perfectly, might see the blade chip or even break, ne- with a modern example of the craft. A few exam-
cessitating years or decades of regrowth. ples of repeating firearms (rifles and basic machine
Coral blades come in all shapes and sizes, but the guns) exist, even more cumbersome and requiring
majority are long slashing blades similar to kata- water-cooling, but none have been fired outside of
nas or scimitars; add appropriate indirect damage Traditionalist training practices or demonstrations
tags for blades cultivated from toxic coral. These for hundreds of years, and they evoke a special kind
weapons possess either the poison tag or the poi- of terror in Listeners.
son (non-lethal) tag, see Trinity Continuum: Æon, Humans attempting to wield a Listener firearm,
p. 275 for further information. Humans can wield assuming they’re even allowed to touch what are ef-
coral blades as easily as Listeners, though the han- fectively museum pieces, suffer a +2 Difficulty while
dles are significantly longer than they would be on doing so. Listeners suffer a similar Complication if
a human-made weapon. Listeners would suffer a +1 they attempt to use firearms designed for humans.
Difficulty attempting to use a similar human-made

188 CHAPTER SIX: INHUMAN TECHNOLOGIES


UNDER ALIEN SKIES expands the setting
of TRINITY CONTINUUM: ÆON with de-
tails about the alien Chromatics, Coalition, and
Listeners, including rules for playing characters
belonging to these three species. In addition,
this book provides information about six other
species of aliens.
Inside, you will find:
• Further information about the Chromatics,
Coalition, and Listeners, including details
about their lives and societies, rules for cre-
ating characters belonging to these species,
and advice to Storyguides for incorporating
these aliens into their chronicles.
• Information on five extinct or nearly extinct
aliens, including several that left behind
dire threats to humanity, as well as the first
detailed information about the strange and
malevolent Doyen.
• Advice to Storyguides for incorporating
aliens into their campaigns as either spe-
cies for the characters to encounter and as
characters who are the heroines and heroes
of their own chronicles.
• Step by step instructions for creating new
aliens species as either creatures for char-
acters to encounter as well as unusual op-
tions for characters.
• New technologies used by various aliens,
including common devices and barely un-
derstood wonders that continue to baffle
and amaze human researchers.
Requires both TRINITY CONTINUUM: ÆON and the
TRINITY CONTINUUM COREBOOK to play.

TRI019

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