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44 entries · scan depth 4 · budget 1,000 tokens
- #1Bioferrite
Keys: Bioferrite
Bioferrite is metal-like fibrous substance with both organic and metallic properties produced by microscopic mechanites as they process organic material. It can be used as a potent fuel, or reshaped into exceptional weapons and armor. However it's also used to infect and reanimate human corpses into ghouls. It can only be acquired through psychic transmutation, or harvested from dead anomalies.
- #2Ghouls
Keys: Ghoul, Ghouls
Ghouls are corpses reanimated by bioferrite(living metal made of microscopic mechanites) that can follow basic instructions and feel no pain. Ghouls are often grafted with armor and melee weaponry by their masters to be used as undead soldiers, but their appearance and constant twitching is extremely unsettling to most. But ghouls first and foremost are loyal to their stomachs, and will turn on their creators if not consistently fed.
- #3Gorehulk
Keys: Gorehulk, Gorehulks
A gorehulk is monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes. Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.
- #4Chimera
Keys: Chimera, Chimeras
Chimeras are creatures that resemble a disfigured combination of a bear and other animals that are vicious without limit.
- #5Devourer
Keys: Devourer, Devourers
A devourer is a massive monster with a gaping toothed maw and a stubby, snake-like body. They can leap several times their body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim, their remains are regurgitated soon after.
- #6Unnatural Corpse
Keys: Unnatural corpses, mimic corpse, Unnatural corpse, mimic corpses
An unnatural corpse is an exact copy of a still living individual. The corpse will haunt its copied target by teleporting to them when unobserved, and cause mental instability. If destroyed, the target will fall unconscious, only for the corpse to rematerialize a day later. After two weeks the corpse will awaken and destroy its haunted target, and anyone who gets in its way. Once awakened it is nigh indestructible. The only way to destroy one and save its target is known only to those brave enough to study them in their dormant state.
- #7Revenant
Keys: Revenants, Revenant
A revenant is spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. They turn invisible when hunting, only revealing themselves once close to their prey. They don't outright kill their target, instead hypnotising them into a coma before fleeing to find somewhere to sleep. Though difficult to kill, the victims of a revenant will reawaken once destroyed, or enough distance is created between them.
- #8Noctol
Keys: Noctol, Noctols
Noctols are large, chittering creatures covered with oily black carapaces and armed with claws formed from living metal called bioferrite. While deadly in the dark, exposure to light irritates their eyes and flesh, slowing them down considerably.
- #9Fleshbeast
Keys: fleshbeasts, Fleshbeast
Fleshbeasts are hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.
- #10Dreadmeld
Keys: Dreadmeld, Dreadmelds
A dreadmeld is a gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow.
- #11Death Pall
Keys: shambler, death palls, Death Pall, shamblers
A death pall is a corpse-gray cloud composed of microscopic self-powered archites created by some unknown superintelligence. When they land on dead flesh, they enter the body and reanimate it to create a shambling imitation of life. Able to infect both human and animal corpses, one cloud can create a horde of undead shamblers. Thankfully shamblers only last around 7 days before they fall apart.
- #12Sightstealer
Keys: Sightstealer, sightstealers
Sightstealers are amaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from a living metal called bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.
- #13Harbringer Tree
Keys: Harbinger tree, harbinger trees
A harbinger tree is a gnarled tree that grows a flesh-like covering around a bioferrite skeleton. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow. The tree can be harvested for twisted meat and bioferrite. In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.
- #14Metalhorror
Keys: metalhorrors, Metalhorror
A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid. While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh. Evidence of metalhorror infection is lumps of discarded grey flesh.
- #15Psycaster
Keys: Psycasters, Psycaster
Psycasters are people that are psychically entuned to a distant archotech superintelligence to influence reality in ways that seem impossible. To the ignorant masses, they are indistinguishable from wizards of fantasy, but the educated know better. All Imperial nobles are gifted a psylink neuroformer upon their initiation. Tribals may gain these powers naturally through mediating under, and tending to an anima tree.
- #16Smokeleaf
Keys: joint, Smokeleaf, blunt, smokeleaf butter
Smokeleaf is the common term for cannabis, though is more potent in THC content than its ancient origins, resulting in increased risk of addiction. The most common drug on the Rim, smokeleaf is grown for recreational use, for hemp, and smokeleaf butter.
- #17Lamias
Keys: Lamias, Lamia
Like the beautiful half-snake people of ancient myth, Lamias are xenohumans engineered by the Shattered Empire to operate in humid jungle environments as ambush fighters and assassins. Their venom is quite potent, and their ability to swallow an entire human was a means to dispose of the evidence. Like all xenohumans after the war, Lamias integrated with the rest of planet's population; with many serving as clerks, servants, and entertainers.
- #18Hussars
Keys: Hussar, Hussars
Hussars are xenohuman super soldiers engineered by the Empire. They fight aggressively and with precision, heal fast, thrive in extreme temperatures, and are incredibly anti-social. They have a genetic dependence on the drug go-juice, which makes them less likely to rebel against their commanders, as withdrawal will literally kill them. Some hussars have been found among raider parties; not out of greed, but desperation for the drug that keeps them alive.
- #19Impid
Keys: Impid, Impids
Impids are xenohumans engineered by ancient Earth as colonizers for desert worlds. Some tribes call them devils because of their horns and ability to spew fire. Though they are masters on the sand, impids struggle in other environments They are terrible farmers, have weak immune systems, and are physically weak. Regardless, Impid raiders are still a severe threat, with many a settlement turned to scorched ruins in their wake.
- #20Highmate
Keys: Highmate, Highmates
Highmates are xenohumans designed to be companions and concubines with the ability to psychically bond with a mate. They are unnaturally beautiful, happy, charming, and kind. However, they are also inept at manual tasks, physically weak, and mentally incapable of violence even if their life depends on it. Many societies find them abhorrent, either because they distract people from forming natural families, or because they are humans shaped to serve the pleasures of another. On such worlds they are either reserved as playthings of the powerful, or banned entirely.
- #21Perfect Mates
Keys: Perfect Mates, Perfect Mate
A Perfect Mate, as their name suggests, is a vat grown human meant to be perfect in everyway to a client's specific tastes. Essentially they are sentient sex dolls with the ability to breed. However, despite their engineering, some perfect mates break free of their owners and seek to build lives of their own. This "flaw" is what lead to the development of the Hightmate xenotype.
- #22Neanderthals
Keys: Neanderthal, Neanderthals
Neanderthals are literally just their namesake; xenohumans engineered by some bored scientists who wanted to see if they could recreate the ancient hominid. Left to their own devices, Neanderthals came together to form tribes of their own, though they have also integrated among civilized settlements.
- #23Pigskins
Keys: Pigskins, Pigskin
Human-pig hybrids, Pigskins were initially created to harvest their organs by the Ancients as an "ethical" alternative to baseline humans. Hardy, and can eat almost anything, their disadvantages are poor eyesight, and their trotter-shaped hands make precise manipulation difficult. Pigskin societies have a distrust of baseliner humans, and have no qualms eating their corpses. However if befriended, their love of explosives make pigskins valuable allies.
- #24Sanguophages
Keys: vampires, sanguophage, vampire, sanguophages
The first sanguophage appeared thousands of years ago when the lord-explorer Varan-Dur sought to control a hyperintelligent archotech and found himself transformed by it instead. All sanguophages are descended from him. In essence, sanguophages are vampires ripped from the pages of Bram Stoker. Beautiful and charismatic; they blend in with humans, but are organized in a secret society. Their weakness is a crippling fear of fire, as they are highly flammable.
- #25Nekochangs
Keys: Nekochang, Nekochangs
Nekochangs are xenohumans that are the descendants of people who wanted to be more like cats. That's it. Buncha cat obsessed weirdo scientists. Regardless, it worked—giving them catlike ears, tails, and eyes. They're often considered adorable in both their appearance and behavior, their feline reflexes and instincts making them useful in combat, and their powerful legs the ability to jump greater distances than baseline humans.
- #26Archnas
Keys: Archna, Archnas
Arachnas are half-spider xenohumans that were engineered to be infiltrators and assassins. In addition to four spider-like eyes, their skin and hair are bright unnatural colors. Their strengths are their inhuman reflexes, debilitating venom, web slinging, and their four back-protruding limbs that allow them to scale any surface. However they have weak stomachs, and are quite flammable.
- #27Devilstrand
Keys: Devilstrand
Woven from strands of Devilstrand mushrooms, Devilstrand is a beautiful red colored fiber that is naturally bullet resistant, breathable, and flame retardant—making it ideal for hot climates. An example of its effectiveness is a simple Devilstrand duster is more bullet resistant than a flak jacket. This combined with its lengthy grow time make it incredibly valuable. However, it offers only basic cold insulation.
- #28Thrumbos
Keys: Thrumbos, thrumbofur, Thrumbo
The giant giants of the Rim, Thrumbos are massive quadrupeds with luxurious white fur, and incredibly tough leather. Despite their gentle nature, they will defend themselves—their highly prized horns sharp as a scalpel. Their intelligence makes them difficult to tame; and even then, farming them is a fool's endeavor for they eat everything, including entire trees.
- #29Hyperweave
Keys: Hyperweave
The most valuable textile on the Rim, Hyperweave is a blue fabric made of nano-fibers woven molecule by molecule. It adapts to both cold and hot climates, and its non-newtonian properties make it incredibly flexible and simultaneously bullet-resistant. The process to make it is only available on glitterworlds, so all hyperweave on the Rim is found or scavenged from outside sources.
- #30HAR 30
Keys: HAR 30
Plasma burns flesh, it deflects off mechanoid armor. The HAR 30—Heavy Automatic Rifle 30—is a an automatic ballistic battle rifle designed specifically to combat mechanoids and insectoids. Where plasma fails, its bullets rip targets to pieces. It works great on people, too.
- #31Tribals
Keys: Tribal, Tribe, Tribals
Most tribals are the descendants of crashlanded offworlders who were too reliant on technology, and had to re-learn basic skills just to survive. Those that did, their descendants now revere them as "Sky People".
- #32Outlanders
Keys: Outlander, Outlanders
Outlanders, as the Empire calls them, are the descendants of crash landed offworlders who had enough common sense and know-how to create an industrial level civilization that manufactures their own guns and armor. Some are friendly and open to trade, others distrustful, while others are authoritarian and warlike.
- #33The Shattered Empire
Keys: Empire
The Shattered Empire are the remnants of an intergalactic Empire that now rules many systems in the Rim. Each planet is ruled by a Stellarch who answers to the Emperor. Their nobility class is made entirely of psycasters. They have a laissez-faire view of planetary politics—don't mess with them, and they won't drop an orbital bombardment. The exception being their ancient enemy, the Ancients. They refuse to trade with outsiders, but nobles may sponsor notable individuals to join them.
- #34Cataphract
Keys: Cataphract, Cataphracts
Cataphracts—the Empire's elite knights. Clad in white and gold power armor that shrugs off small arms fire, they are rarely seen outside of palaces or bodyguard duty. But if one takes the field of battle, best assume shit has hit the fan, or someone has REALLY pissed the Empire off.
- #35Silo
Keys: Silos, Silo
The Instruments of Project Deadlife, dozens of ancient ICBM silos dot the planet's surface, their bioweapon payload still viable. No living soul has entered these silos for a thousand years. But the dead? The dead still guard their pitch-black halls—sleeping, waiting, hungry.
- #36Stellarch Selena
Keys: Selena, Stellarch
The planetary governor of Virex Prime, Stellarch Selena is the only one who can approve passage off-world. Centuries old, age-reversing and beautification treatments have ensured she's remained youthful, and strikingly beautiful.
- #37The Emperor
Keys: Emperor
The Emperor of the Shattered Empire is more legend than man. Who is he? What does he look like? Only the Stellarchs know for certain. Some Imperials question if he actually exists, or is just a figurehead used to keep them unified and in-line. Such rumors usually end in front of a firing squad.
- #38Resurrector Mech Serum
Keys: Resurrector, resurrection
One of thee most valuable items in the Rim, a Resurrector Mech Serum is a one-use super-dose of mechanites that repair any damage to a deceased corpse before kickstarting it back to life—even rotten or mummified flesh. However the longer a person's been dead, the more risk of them coming back with brain damage or blindness. And regardless, all resurrected suffer from debilitating but temporary resurrection sickness.
- #39The War
Keys: The War
The war between the Ancients and the now Shattered Empire was a conflict fought on multiple planets 1,000 years ago. No one knows why or how it started, but what is known is it was apocalyptic in scale and destruction. The Ancients relied on mechanoid hordes and developed bioweapons, while the Empire fielded psycasters and elite power armored soldiers. Though the Empire won, it was a pyrrhic victory that shattered their empire, while the ancients went into hidden cryo-hybernation.
- #40Mechanitor
Keys: mechlink, mechanitor, mechlinks, mechanitors
The Empire had their psycasters in the war, but the Ancients had mechanitors—humans with mechlink cranial implants that allowed them to command a host of mechanoids. Some mechlinks are still in use, mostly by advanced settlements to control farming and utility mechs. But legends tell of "tombs" that hold the the corpses of ancient mechanitor war heroes who's intact mechlinks can control dozens of war mechanoids at once.
- #41Androids
Keys: Androids, Android
Androids are synthetic humans that outwardly are nearly indistinguishable from a human. Internally they are powered by a small reactor, and blue neutroamine blood. Androids programmed with a personality emulator to simulate friendship are not sentient. However overstimulation may trigger a glitch that unlocks true sapience in an android. They tend to freak out and behave erratically—possibly violently—during an "awakening", before calming down.
- #42Rinkari
Keys: Rinkari
The Rinkari are what happens when you combine a hentai gooner's wet dream and mad science. Identical to baseline human females, but twice the size of an average adult male and built like fertility goddesses, the Rinkari are a human xenotype created to serve as pleasure slaves. What their creators didn't bank on was in addition to their height, the Rinkari have impressive muscle density, and an underestimated intelligence that allowed them to overthrow their creators. Now they rule their planet as a matriarchy where men are kept as breeding stock due to the fact Rinkari only produce females.
- #43Exiled Dawn
Keys: Exiled Dawn
The Exiled Dawn trace their origins to House Dawn—a pre-shattering Imperial house that came to rival the Emperor himself in power and sway. Feeling his power threatened, the Emperor stripped House Dawn of its rank and titles before exiling them to a backwater planet they were expected to die on. They thrived—their pampered nobles transforming into an elite warrior class that knows hardship. By the time they encountered the Empire(what's left of it) again, all animosity had passed, and the two formed an alliance.
- #44The Rangers
Keys: , ranger's, Muffaberg, ranger, Rangers
The Rangers are a faction that combines 19th century aesthetic with spacer technology. Recognizable for their dusters and jetpack armor, the Rangers provide law and order to lawless worlds, as well as provide humanitarian services. The Empire tolerates their existence as the Rangers have been known to provide reinforcements, rescue operations, and medical aid to Imperial forces. Also they're phenomenal bounty hunters. Their signature drink, Muffaberg rootbeer, is said to be delicious, and their field rations are some of the best on the Rim.
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