TEXT: Anthrochimerics
  
  ANTHROCHIMERICS
  1
  Publisher
  John Dunn
  editing
  Susan Schmitz
  Cover Artwork
  Kathryn Dunn
  interior Artwork
  Brian Brinlee, Daniel Comerci, Rick Hershey, 
  Jeshields, Indi Martin, Brett Neufeld, Sade
  Contents
  Contents ..........................................................................1
  New Species ....................................................................2
  Anurite .............................................................................4
  Brochlan ...........................................................................5
  Canid ................................................................................6 
  Cerotan ............................................................................7
  Lepidan ............................................................................8
  Minotaur ..........................................................................9
  Naga................................................................................10
  Saurian ...........................................................................11
  Sekhmet .........................................................................12
  Tengu ..............................................................................13
  Tolban ............................................................................14
  Vermein .........................................................................15
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  trademarks of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games characters and 
  character names, and the distinctive likenesses thereof, are trademarks of Fantasy Flight Games. www.Fantasy-
  FlightGames.com
  This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used 
  with permission under the Community Content Agreement for Genesys Foundry.
  All other original material in this work is copyright © 2019 by Melior Via, LLC and published under the Com-
  munity Content Agreement for Genesys Foundry.
  Some artwork © Rick Hershey / Fat Goblin Games, Daniel Comerci / www.danielcomerci.com, Indi Martin, 
  Jeshields, Brett Neufeld, Dean Spencer, and  Sade used with Permission. All rights reserved.
  Contact us: info@meliorvia.com or visit us at meliorvia.com
  
  ANTHROCHIMERICS
  2
  New Species
  The species presented in this document are options for 
  player character species in a campaign using the Gene-
  sys roleplaying game. All are subject to GM approval, 
  as they may not be appropriate for every campaign set-
  ting. In fact, the GM may wish to review these species 
  when establishing the game world. In some campaigns, 
  each species might represent a distinct individual cre-
  ated through magic or science. In others, the species 
  could include vast cultures, controlling significant por-
  tions of the setting. Such decisions can have a huge 
  impact upon the game and the roles that the player 
  characters are likely to play within it.
  Depending upon the setting and the play group’s 
  preferences, the physical appearance for Anthrochime-
  rics could vary substantially. If the relevant characters 
  are all members of a species, then the species should 
  probably share a common appearance. However, if the 
  examples are created through magic or scientific meth-
  ods, different examples might demonstrate their ani-
  malistic nature to different degrees. In some cases, the 
  character might appear as a normal human with only 
  an unusual eye, hair, or skin tone distinguishing their 
  unusual traits. Others could appear far more animalis-
  tic. The artwork presented in this volume is suggestive 
  rather than a strict requirement.
  FAntAsy
  Species of different animalistic origins can inhabit a 
  fantasy setting as distinct cultures. Typically, their ori-
  gins link to the environments they inhabit. Anurites 
  and Saurians might fill a swamp, Minotaurs and Lepi-
  dan migrate across the prairies, Canids and Tengu pop-
  ulate the forests, and Naga and Vermein tunnel beneath 
  the world’s surface. Using this strategy, the different 
  cultures may also portray personalities consistent with 
  the animals from whom they are descended. So Lepi-
  dans could be skittish and peaceful, while Sekhmets are 
  predatory. Mixing up a few stereotypes could make the 
  setting more interesting, but playing to expected tropes 
  can make it easier for everyone to quickly engage with 
  the setting.
  It is important to consider how pervasive each spe-
  cies is within the setting. If a species is relatively rare 
  where the campaign is set, then NPCs may react to 
  members of a rare species with curiosity. In contrast, 
  if the species are known imperialists, thieves, or mer-
  chants, the reaction is more likely to be based upon 
  that stereotype. An important consideration from this 
  perspective is that it may be worthwhile to try to man-
  age the overall number of species present in the setting. 
  This is especially true if there are few places where all 
  of the different cultures can freely intermingle. Other-
  wise, the PCs may not have an opportunity to interact 
  with cultures of interest. 
  If the GM desires a campaign that shows a higher 
  level of integration, each of the different species could 
  exist as parts of a larger culture. In this case, the ani-
  malistic traits might simply be a manifestation of a 
  being’s inner nature. In a culture deeply steeped in fey 
  magic, individuals could begin to exhibit animalistic 
  traits as they matured. People of different backgrounds 
  could still represent a unified culture, but personality 
  aspects would become harder to hide based upon one’s 
  outward appearance.
  Modern
  Fitting a species of human-animal hybrids into a 
  modern setting requires making some changes from 
  a realistic world. While it may be reasonable for a 
  human to have an animal organ replacing their natu-
  ral ones, more extensive hybrids like those presented 
  here remain fictional. Consequently, the setting needs 
  to have advanced technology, hidden magic, or alien 
  contact to justify the new character species. Depending 
  upon the extent of these elements, an initially modern 
  setting could easily become science fiction, fantasy, or 
  even horror. 
  As a period piece, a setting that includes Anthrochi-
  merics might easily have pulp overtones. These beings 
  could dwell in unexplored parts of the planet. Perhaps 
  they dwell in the depths of the earth or in the hidden 
  regions of one of earth’s most dangerous continents. 
  
  ANTHROCHIMERICS
  3
  In a setting with hidden or secretive magic or tech-
  nology, hybrids could maintain their society apart 
  from the mainstream world. In a conspiracy or horror 
  themed setting, the PCs must hide their true nature 
  constantly. Whether they are heroes or predators, none 
  must know of their very existence for fear of govern-
  ment or mass population response.
  Alternatively, the Anthrochimerics could be aliens—
  from other planets or dimensions—who attempt to 
  merge with human society. Some might distrust the 
  intruders, while others enthusiastically embrace them. 
  Such a setting is likely to resonate with overtones of 
  prejudice and injustice as members of the disparate 
  societies struggle to coexist. If all of the aliens so closely 
  resemble earth animals, though, this may devolve into 
  a campy trope. It is worthwhile to consider adding 
  alien species of very different appearances to offset this 
  potential issue.
  sPACe oPerA
  Many science fiction settings design alien species as 
  hominids with animalistic features. Often, the species 
  have personality characteristics reminiscent of the ani-
  mals with which they are associated. Using this strat-
  egy, a campaign could easily populate a galaxy full of 
  different alien civilizations using species derived from 
  earth’s different organisms. Typically, such a setting 
  is more interested in its themes and visuals than in 
  embracing scientific elements. Consequently, it is usu-
  ally a better approach for a space opera.
  Each of the different species could maintain their 
  own distinct worlds or even star-spanning Empires. 
  Using this approach, a more predatory species—such 
  as the sekhmet or naga—could be presented as villain-
  ous imperialists, seeking to conquer the galaxy. Other 
  species could staunchly battle against them, or might 
  already have fallen before them. The PCs become 
  embroiled in the battle, selecting characters from the 
  oppressed species or members of the imperialist ones 
  who have seen the cruelties inherent in their native cul-
  ture and seek to overcome them.
  In this circumstance, each of the species must have 
  distinctive technologies. These certainly have respec-
  tive strengths and weaknesses, which help to distin-
  guish the cultures and the characters wielding them. 
  The imperialists are likely to have the best weapons, 
  but other species are more adept at medicine, agricul-
  ture, transport, energy production, or metallurgy. The 
  defenders may need to acquire assets from a variety of 
  different cultures in order to maintain holding actions
  against their aggressors. Perhaps negotiating treaties 
  between these different species could play a major part 
  in defeating the expansionist culture.
  Post APoCAlyPse
  In the wake of a global disaster, humanity transforms. 
  Radioactive fallout, a rogue virus, an angry artificial 
  intelligence, alien machinations, wild magic, or some 
  combination of these elements devastated the world. 
  The survivors of the crisis emerge as different beings 
  who create new civilizations and cultures. A few may 
  remain recognizably human, but others are clearly not. 
  Perhaps their ancestors were once human, or perhaps 
  they were the other animals who inhabited the planet 
  newly evolved as sapient beings. In any case, these dif-
  ferent species now must choose whether to cooperate 
  or battle for control of the few remnants that survive.
  This setting incorporates a range of different technol-
  ogies from crude weapons to nanotechnology. Magic 
  or psychic abilities may also have emerged as a conse-
  quence of the disaster. Different parts of the world have 
  access to completely different equipment, just based 
  upon how their region survived. In the wastelands, 
  clans may battle with tooth and claw for the only clean 
  water source. An underground bunker, however, might 
  conceal a population that has ready access to plasma 
  weapons and food synthesizers.
  Different species may possess their own cultures, but 
  they may also dwell together in larger communities. 
  Both could exist. Species-based clans, kingdoms, and 
  empires war with one another in some locations, while 
  neutral trade towns bring them together in others. 
  Using this approach, distinct species may have different 
  cultures and attitudes depending upon where they are 
  from. It might also be appropriate to break the differ-
  ent species into subcategories, with tiger-like sekhmet 
  differing from jaguar-like sekhmet, while parrot-like 
  tengu are very different from hawk-like tengu. 
  species tAlents
  This volume introduces the idea of talents that 
  are only available to members of a specific spe-
  cies. They are included with the respective spe-
  cies descriptions as a sidebar. While intended to 
  be linked to a specific species, at the GM’s dis-
  cretion, characters from other species may learn 
  these talents, though it may be appropriate to 
  increase their Tier.
  
  ANTHROCHIMERICS
  4
  ANURITE
  Anurites 
  fuse 
  human 
  genetic 
  material with frog 
  or toad. Their set-
  tlements are near 
  bodies of water 
  to 
  accom-
  modate 
  their 
  a mp h i b i o u s 
  nature. Some 
  are 
   
  even 
  beneath the 
  s u r f a c e 
  of 
  large 
  b o d i e s 
  of water. 
  Others dwell in swampy 
  locations—particularly 
  environments 
  poorly 
  suited for other spe-
  cies, where construct-
  ing stable buildings is 
  particularly difficult.
  If the game setting 
  includes anurites as a 
  distinct species, then their culture links to their aquatic 
  nature. They are renowned merchants, who use boats 
  or submersible craft to transport goods via the water-
  ways. More agrarian anurites harvest the waters to feed 
  their communities and trade with neighbors. Anurites 
  are particularly well suited for crops like rice or cran-
  berries that depend upon submerged fields. Alterna-
  tively, some cultivate seaweeds, or domesticate fish and 
  amphibians.
  In a fantasy setting, anurite spellcasters embrace abil-
  ities that work below the water as well as above it. For 
  practical purposes they generally eschew flame magic, 
  embracing similar variants that are based upon steam. 
  Electrical magic would be considered extremely dan-
  gerous due to its tendency to arc unpredictably. If they 
  have access to alchemy, their potions must take a solid 
  form, so that they do not disperse in the process of 
  being consumed. Anurite religious beliefs might invert 
  human tropes, with the ocean’s depths presenting the 
  home of the gods, while the distant sky could be where 
  souls are sent to suffer far away from the waters.
  Their semi-aquatic lifestyles require anurites to be 
  careful with electrical equipment in modern or futur-
  istic settings. Internal combustion engines can also be 
  problematic if required to operate while submerged for 
  an extended period. An alternative approach might be 
  for anurites to use technology based upon clockwork. 
  Steam might also work, though this requires a different 
  way of generating heat energy and extensive insulation. 
  sPeCies Abilities 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  PRESENCE
  • Starting Wound Threshold: 9 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting Experience: 100 XP
  • Special Abilities: An anurite starts with one rank 
  each in Athletics and Coordination. They obtain 
  this rank before spending experience points, and 
  they may not train these skills above rank 2 during 
  character creation.
  • Amphibious: Anurites may breathe underwater 
  without penalty and never suffer movement penal-
  ties for traveling through water.
  1
  3
  2
  2
  2
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  prehensile tongue
  Tier: 1
  Activation: Passive
  Ranked: No
  Prerequisite: Anurite species only
  The anurite’s tongue functions as an additional 
  limb. It may be used to grab, hold, and carry 
  things. It is fully capable of supporting the 
  anurite’s body weight. This does not grant any 
  additional actions.
  This talent should be available to anurites in all 
  settings.
  
  ANTHROCHIMERICS
  5
  BROCHLAN
  H u m a n o i d s 
  derived 
  from 
  badger-like 
  anc e stors , 
  bro c h l a n s 
  retain many 
  natural pro-
  clivities and 
  character-
  istics. They 
  dwell 
  in 
  subterra-
  nean envi-
  ronments, 
  d i g g i n g 
  expansions 
  to 
  their 
  homes and 
  communi-
  ties 
  from 
  the earth as 
  needed. Other cultures 
  recognize brochlans as 
  being physically and mentally resilient. They resist 
  physical poisons with the same determination they use 
  to overcome persuasive arguments. 
  With  a reputation for independence and volatiity, 
  some humans transformed into brochlans embrace iso-
  lation, living as hermits. If an entire culture exists, they 
  might be perceived as effective warriors and merce-
  naries. Rather than a unified culture, brochlan society 
  might be fragmentary, as communities refuse to work 
  with one another or cede leadership to their peers.
  Brochlans establish subterranean homes in a fantasy 
  setting. Note that they do not dwell exclusively in that 
  environment, spending some of their time on the sur-
  face, particularly after nightfall. As natural miners, they 
  have access to ores as well as precious gems and metals. 
  These might be traded for other resources including 
  crafted goods. Brochlan magic centers on stone ele-
  mental manipulations, to aid excavation and mining. 
  As a species that is more pragmatic than brilliant, 
  brochlans are not known for their technological inno-
  vations. Instead, they make use of the tools others have 
  designed. In a modern setting, their gear would be of 
  commonly available designs, though their strategies 
  and tactics could differ substantially from those other 
  species employ. As a star-faring collective, they use 
  spacecraft associated with other species.
  sPeCies Abilities 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  PRESENCE
  • Wound Threshold: 11 + Brawn
  • Strain Threshold: 9 + Willpower
  • Starting Experience: 90 XP
  • Special Abilities: A brochlan starts with one rank 
  each in Resilience and Coercion. They obtain this 
  rank before spending experience points, and they 
  may not train these skills above rank 2 during 
  character creation.
  • Digging Claws: Brochlan hands include claws 
  designed for digging. These count as tools for any 
  sort of digging work. Their claws (Brawl; Damage 
  +1; Critcal 3; Range [Engaged]) may also be used 
  in melee combat. 
  3
  2
  2
  1
  2
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Furious Burrower
  Tier: 1
  Activation: Passive
  Ranked: No
  Prerequisite: Brochlan species only
  A Furious Burrower can dig as quickly as most 
  people can normally move. As an action and 
  maneuver, a Furious Burrower digs a tunnel the 
  length of a range increment each turn through 
  normal soil. At the GM’s discretion loose sand 
  or dense rock may adjust the distance excavated.
  This talent should be available to brochlan in all 
  settings.
  
  ANTHROCHIMERICS
  6
  CANID
  Humanity has a close tie with dogs, and many people 
  credit these animals with human emotions and person-
  alities. A setting that offers a means to grant physical 
  human traits to animals likely includes canines among 
  the transformed species. Humans might even be more 
  accepting of people descended from their former pets 
  than of those from other ancestries.
  Canids are a particularly social species, achieving 
  status through their network of contacts as well as 
  their friends and family. They tend to remain loyal 
  to their word and to those with whom they have 
  formed an alliance. Most view their sense of cama-
  raderie as a boon, though some species see this as an 
  exploitable weakness. 
  Most commonly a migratory culture, as a fantasy 
  species, canids travel with the seasons following herd 
  animals or seasonal harvests. This could cause conflict 
  when a large clan moves through a populated area, or 
  it could create an opportunity for trade instead. This 
  might vary depending upon relations between canids 
  and other species. Canids often specialize in familial 
  and household magic or in spells associated with hunt-
  ing. Their scriptures promote loyalty and perseverance 
  as the greatest of virtues. Other setting elements may 
  make it necessary to distinguish canids from other spe-
  cies, particularly werewolves.  
  Canid culture could be closely integrated with 
  humans in a science fiction setting. If the hybrids had 
  synthetic origins, their design could make them depen-
  dent upon mankind for continued survival, as a virtual 
  slave species. Alternatively, they might show a broad 
  range of shapes and forms, corresponding to different 
  breeds—each of which could embrace specific profes-
  sions and societal roles. 
  sPeCies Abilities 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  PRESENCE
  • Starting Wound Threshold: 10 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting Experience: 100 XP
  • Special Abilities: A canid starts with one rank 
  each in Perception and Discipline. They obtain 
  this rank before spending experience points, and 
  they may not train these skills above rank 2 during 
  character creation.
  • Smells Off: Canids pick up on scent cues when a 
  person attempts to deceive them. Any time a canid 
  needs to resist a social interaction or detect a lie, 
  they add 󲊸 to the check, provided they are in range 
  to smell the speaker.
  2
  2
  2
  3
  1
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  pursuit predAtor
  Tier: 1
  Activation: Passive
  Ranked: Yes
  Prerequisite: Canid species only
  Some canids train to run for extended periods 
  without tiring. The character adds 󲊸 per rank of 
  Pursuit Predator to Athletics checks to run for 
  an extended time. 
  This talent should be available to canids in all 
  settings.
  
  ANTHROCHIMERICS
  7
  CEROTAN
  As a rare surviving terrestrial megafauna, rhinoceros 
  are powerful animals who cannot be ignored. Merging 
  their traits into a humanoid species creates exception-
  ally rugged and powerful individuals. Such a massive 
  physiology requires additional nutritional require-
  ments, as well as robust material construction of tools, 
  living conditions, and related matters.
  Rooting the species’ culture in their animalistic 
  nature suggests that they would be very protective of 
  their holdings. While not particularly expansionistic, 
  cerotan still go to great lengths to defend what they see 
  as theirs. Any intrusion is weighed and overwhelming 
  force is quickly applied in most instances. To avoid the 
  risks, members of most other cultures usually avoid 
  cerotan enclaves whenever possible. 
  Due to their impressive caloric requirements, cero-
  tan must be an agrarian culture, managing extensive 
  fields of crops. However, they are also hesitant to trade 
  their harvests, leaving outsiders jealous of their bounty. 
  In order to defend their holdings, most of the cerotans 
  would be citizen-soldiers, capable of taking up arms at 
  short notice, to rush to the defense of their commu-
  nities. Notably, cerotan communities are typically less 
  populated than their neighbors. While stronger on an 
  individual basis, their total numbers can put them at 
  a disadvantage. Cerotan’s often focus upon magic that 
  can enhance their physique. Their religious beliefs link 
  physical conditioning to spiritual worth, encouraging 
  fitness as a virtue. 
  Scarcity is much less of an issue for cerotan dwell-
  ing in a technologically advanced setting. This could 
  enable them to demonstrate their physiological assets 
  more aggressively. Many cerotan hire out as mercenar-
  ies and bodyguards, intimidating opponents through 
  their presence long before weapons are drawn. This 
  may result in their culture fracturing, as few indepen-
  dent cerotan communities survive.
  sPeCies Abilities 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  PRESENCE
  • Wound Threshold: 12 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting Experience: 90 XP
  • Special Abilities: A cerotan starts with one rank 
  each in Athletics and Resilience. They obtain this 
  rank before spending experience points, and they 
  may not train these skills above rank 2 during 
  character creation.
  • Charge In: When a cerotan uses a maneuver to 
  engage a target and then attacks in the same turn 
  each 󲊳 on the attack provides +2 damage instead 
  of +1. 
  4
  1
  1
  1
  2
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  rumBling chArge
  Tier: 1
  Activation: Passive
  Ranked: No
  Prerequisite: Cerotan and minotaur species only
  This character may use a single move maneuver 
  to engage an opponent from short or medium 
  range. This may be combined with the Charge In 
  species ability.
  This talent should be available to cerotans and 
  minotaurs in all settings.
  
  ANTHROCHIMERICS
  8
  LEPIDAN
  Rabbits are perceptive animals with fast reflexes that 
  enable them to thrive in a broad range of environments, 
  even in the presence of dangerous predators. Certainly 
  their rapid reproductive capacity plays a part in this, 
  but their physiology and psychology are also critical. 
  As a humanoid species, they are likely to be cautious in 
  all things, but also particularly aware of their surround-
  ings. Some might even embrace research and study, at 
  least partly to better identify dangers.
  Lepdians thrive in different environments from 
  grasslands to mountains to desert. While many dwell 
  in buildings upon the surface, some build subterranean 
  communities or place their homes in similarly defen-
  sible and inaccessible locales. Extended families may 
  dwell in a single dwelling, with adults sharing respon-
  sibility for raising the young, who assume responsibili-
  ties for chores at an early age. Their relatively frail phy-
  siques lead to high incidences of accidental mortality, 
  further contributing to their inherent risk aversion. 
  Lepidans are cautious, pragmatic, and prefer to run 
  rather than fight. That combination could lead them to 
  the role of a subservient, conquered species in many 
  fantasy settings. While they might maintain a heroic 
  resistance or a secret route for refugees to escape perse-
  cution, much of their civilization could struggle under 
  cruel slavemasters. Any magic that survived might 
  focus upon extrasensory perception, possibly for long 
  distance communication or to assist in escape attempts. 
  An alternative approach for a science fiction setting 
  could present lepidans as natural scoundrels. Their per-
  ception might aid them in recognizing opportunities for 
  dastardly actions. Exploiting their instincts for escape, 
  they could better flee to safety after committing a crime. 
  Such criminals might be hesitant to establish deep roots 
  in any one location, constantly moving from world 
  to world, always staying just a few steps ahead of law 
  enforcement and angry victims. In this case, their soci-
  ety might be migratory, with the largest enclaves existing 
  in massive freighters, which are always on the move.
  sPeCies Abilities 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  PRESENCE
  • Wound Threshold: 9 + Brawn
  • Strain Threshold: 9 + Willpower
  • Starting Experience: 110 XP
  • Special Abilities: A lepidan starts with one rank 
  each in Perception and Athletics. They obtain this 
  rank before spending experience points, and they 
  may not train these skills above rank 2 during 
  character creation.
  • Hop Up: Standing from Prone is an incidental for 
  lepidans.
  1
  3
  2
  3
  1
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  long Jump
  Tier: 2
  Activation: Passive
  Ranked: No
  Prerequisite: Anurite or lepidan species only
  This character may add 󲊸 󲊸 to any Athletics 
  check that involves jumping. 
  This talent should be available to anurites and 
  lepidans in all settings.
  
  ANTHROCHIMERICS
  9
  MINOTAUR
  Legends of human cattle hybrids stretch back to 
  ancient times and cross a range of cultures. Typically 
  larger, stronger, and tougher than a normal human, 
  minotaurs make strong workers and imposing sol-
  diers. They can thrive in a range of different envi-
  ronments and are quick to adapt to different respon-
  sibilities. In spite of their size, minotaurs maneuver 
  athletically through even unstable terrain, exploiting 
  their agile hooves. 
  While they are known for their fury, minotaurs are 
  not typically quick to anger. They have a remarkable 
  tolerance for things that would make most people irate. 
  Odd noises, rude intrusions, and noxious odors are 
  permitted for a time. However, they do have their lim-
  its. After an individual or cultures offends them repeat-
  edly, they react in an extreme manner. At that point, 
  they tend to rally their friends and family, exploit all 
  available resources, and extract revenge in the most 
  heinous and brutal fashion possible. Their rage is only 
  quelled once their foes are completely eliminated. 
  Then, they return to their homes and resume their rela-
  tively peaceful lives. Long term neighbors of minotaur 
  enclaves become adept at negotiating with them in a 
  peaceful fashion, always taking great care to never 
  truly raise their ire.
  For fantasy settings, minotaur civilizations are typi-
  cally agrarian. In spite of their bloodthirsty reputa-
  tions, they are physiologically herbivores. The combi-
  nation of their diet and sheer physical strength dictates 
  that their farms and villages have relatively few domes-
  ticated animals. Further, while they may ride in a car-
  riage, their anatomy limits them from riding a mount. 
  Teams of minotaurs often work together to fulfill the 
  roles for which others would use pack animals.
  In a modern or science fiction setting, minotaurs 
  prefer to do much of their physical work themselves. 
  While they may use computational tools to solve prob-
  lems, they generally prefer to use hand tools in place of 
  technologically advanced ones. Often, this is represen-
  tative of an association with long standing traditions. 
  However, they are necessarily pragmatic. They do not 
  needlessly spend days of work on a project if it can be 
  resolved in minutes or hours with a tool.
  sPeCies Abilities 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  PRESENCE
  • Wound Threshold: 10 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting Experience: 100 XP
  • Special Abilities: A minotaur starts with one rank 
  each in Coercion and Resilience. They obtain this 
  rank before spending experience points, and they 
  may not train these skills above rank 2 during 
  character creation.
  • Goring Horns: A minotaur’s wide horns (Brawl; 
  Damage +2; Critcal 3; Range [Engaged]) can be 
  used as weapons in melee combat. 
  3
  3
  2
  1
  1
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  
  ANTHROCHIMERICS
  10
  NAGA
  Snakes with humanoid features have been vilified as 
  demons and worshipped as deities. Their arms and 
  hands let them to survive in a human centric world, 
  though a snake-like lower torso grants them stability 
  on a diverse range of surfaces. Mundane snakes suffer 
  in cold climates, but naga survive or even thrive in far 
  harsher environments.
  Naga culture revolves around conflict—though it 
  may be social rather than physical. Ranking within 
  their society depends upon a complex hierarchy of 
  merit, heredity, and influence. Reasons for advance-
  ment within the society often vary. One individual 
  might gain power through business dealings, while 
  another performs acts of heroism, and a third might 
  claim to have fulfilled an ancient prophesy. Often, naga 
  achieve greater standing through manipulation of their 
  peers or even of people outside of their community. 
  The acquisition of goods or favors from other cultures 
  can be enough to catapult a naga into a leadership role 
  within their society.
  Naga are often affiliated with sinister or unholy pow-
  ers in a fantasy setting. Consequently, they seldom have 
  positive relations with the forces of light or heroism. 
  When travelling among more peaceful or civilized 
  lands, they face hostility from local security forces. In 
  exchange for these difficulties, they may have greater 
  access to demonic entities and dark knowledge. Magic 
  and alchemy that is forbidden in most of the world can 
  be readily available among naga. Some members of 
  their culture may even be willing to sell or trade their 
  knowledge and creations to people of other species. 
  In a science fiction setting, naga may have access to 
  technologies that are incomprehensible to other cul-
  tures. They likely have a different understanding of 
  quantum physics, which grants them a different per-
  spective into the core nature of matter. As a conse-
  quence, their technologies depend upon physical reac-
  tions that other species do not expect or comprehend. 
  This can lead to strange interactions between their 
  equipment, often at inconvenient times.
  sPeCies Abilities
  • Wound Threshold: 9 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting Experience: 100 XP
  • Special Abilities: A naga starts with one rank each 
  in Coordination and Stealth. They obtain this rank 
  before spending experience points, and they may 
  not train these skills above rank 2 during character 
  creation.
  • Fangs: A naga’s fanged maw (Brawl; Damage 
  +1; Critcal 3; Range [Engaged]) can be used as a 
  weapon in melee combat.
  1
  3
  2
  3
  1
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Venomous
  Tier: 2
  Activation: Passive
  Ranked: No
  Prerequisite: Naga species only
  The naga has poison sacs that inject poison into 
  its prey upon a successful attack with its fangs. 
  If a fang attack deals damage, the target must 
  immediately make a Hard (󲊷 󲊷 󲊷) Resilience 
  check or suffer wounds and strain equal to the 
  naga’s ranks in Brawl. This counts as a poison. 
  This talent should be available to naga in all set-
  tings.
  
  ANTHROCHIMERICS
  11
  SAURIAN
  Saurians are humanoid lizards. They may have evolved 
  from dinosaurs, emerged from a scientific accident, or 
  arrived from an alien world. Most are egg-layers, rais-
  ing their young in large broods. Due to the number of 
  young, communities share responsibility for raising 
  their children. Typically an appointed group of adults 
  serve as educators and surrogate parents for each birth 
  cohort. Genetic parents are seldom involved in raising 
  their children.
  Saurians culture is highly ordered. Each member 
  assumes responsibility for a specific job, and retains 
  that responsibility for their entire working life. Those 
  assignments are made based upon extensive testing 
  performed over the course of their education. Once 
  assigned a job, opportunities for advancement or job 
  transfer are rare. Saurians are typically stoic about this, 
  as they are about most things. Emotions are generally 
  kept tightly concealed, except in the company of their 
  closest friends. 
  Fantasy settings present saurians as keepers of a 
  fallen civilization, hidden within the jungle’s depths. 
  They have powerful magical techniques that frighten 
  other species. Often, they may also have domesticated 
  beasts, including dinosaurs or other animals that are 
  extinct outside of their holdings. The saurian deities 
  may predate other deities and may have fallen from 
  power, even though they retain forbidden knowledge 
  and powers. Trade with saurians may involve 
  bartering for lost knowledge, unusual arti-
  facts, or spell components that are 
  only available through them.
  Saurians who become 
  frustrated with their pre-
  destined societal role, 
  may leave their world 
  traveling the galaxy 
  as independent 
  traders, 
  mercenaries, or bounty hunters. Encounters with 
  these isolated loaners may color the galaxy’s percep-
  tion of their species. However, dealings with saurian 
  worlds could be far more civilized than outsiders had 
  come to expect.
  sPeCies Abilities 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  PRESENCE
  • Wound Threshold: 11 + Brawn
  • Strain Threshold: 9 + Willpower
  • Starting Experience: 100 XP
  • Special Abilities: A saurian starts with one rank 
  each in Deception and Skulduggery. They obtain 
  this rank before spending experience points, and 
  they may not train these skills above rank 2 during 
  character creation.
  • Scaly hide: Thick saurian skin and scales grant 
  the character +1 soak. This soak may be combined 
  with a piece of worn armor.
  3
  2
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  1
  2
  1
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  deAdly mAw
  Tier: 1
  Activation: Passive
  Ranked: No
  Prerequisite: Saurian species only
  The saurian’s maw (Brawl; Damage +2; Crit-
  cal 2; Range [Engaged], Ensnare 1) can be used 
  as a weapon in melee combat. Note that when 
  Ensnare is triggered, the saurian’s jaw is wrapped 
  around its target. They are immobilized until 
  their next turn.
  This talent should be available to saurians in all 
  settings.
  
  ANTHROCHIMERICS
  12
  SEKHMET
  Cats have been a part of human culture since prehistoric 
  times. No matter their level of domestication, all cat spe-
  cies are natural predators. They are talented and finding 
  and eliminating prey, and most take delight in the hunt. 
  Sekhmet retain their predatory nature, combining it 
  with sapience leading to a species who embrace battle 
  and hunting. Most sekhmet train in combat even if they 
  choose to master other professions as well.
  Sekhmet rarely work in large groups, which has lim-
  ited their cultural development as a species. The most 
  common group is a family, with one to a handful of 
  adults assuming parental responsibilities, and up to a 
  dozen young and adolescents. Upon reaching matu-
  rity, the young typically depart their families to travel 
  alone. Most retain a solitary existence, only entering a 
  new family to mate. The parental members of a family 
  typically separate after all of the young have matured, 
  though some mated groups do remain together for 
  much longer.
  Distinct sekhmet families rarely cooperate with one 
  another to found communities. Instead, each family 
  establishes their own, typically nomadic lifestyle. In 
  some cases, they may join a community dominated 
  by other species, taking up residence and living on the 
  outskirts of that society. Largely because of this interac-
  tion with other species, sekhmet do not have their own 
  language or culture. Instead, they learn the language of 
  the dominant species in the place where they matured. 
  Sekhmet mercenaries typically come at a high price, 
  as they have a reputation as powerful warriors in a fan-
  tasy setting. However, they are seldom available to hire 
  in groups. Instead, these individuals serve as guards, 
  assassins, or reconnaissance operatives to a larger orga-
  nization. Many cultures view sekhmet soldiers as a 
  symbol of status.
  As outsiders, sekhmet often operate on the fringes of 
  galactic society. They are stereotyped as mercenaries, 
  smugglers, pirates, and bounty hunters. Members of 
  other species may be suspicious of those who attempt 
  to blend in, expecting betrayal or simple departure 
  without warning.
  sPeCies Abilities
  • Wound Threshold: 10 + Brawn
  • Strain Threshold: 9 + Willpower
  • Starting Experience: 100 XP
  • Special Abilities: A sekhmet starts with one rank 
  each in Coordination and Deception. They obtain 
  this rank before spending experience points, and 
  they may not train these skills above rank 2 during 
  character creation.
  • Arboreal: Sekhmet are comfortable working at 
  heights adding 󲊸 to all Climbing checks and Coor-
  dination checks related to heights.
  1
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  2
  3
  1
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  grAceFul lAnding
  Tier: 1
  Activation: Passive
  Ranked: No
  Prerequisite: Sekhmet species only
  If the character suffers a fall, they reduce the 
  range increment by one. This may reduce the 
  damge and strain to zero. If they suffer no dam-
  age, they land on their feet.
  This talent should be available to sekhmet in all 
  settings.
  
  ANTHROCHIMERICS
  13
  TENGU
  Unaided biological flight requires tremendous levels of 
  adaptation. Fighting gravity requires a huge effort that 
  goes far beyond simply moving air. Every possible bit 
  of a body’s excess weight must be sacrificed, and the 
  physique must be optimized for aerodynamics. As a 
  consequence, members of any species capable of flight 
  become far more fragile. As descendants of birds, tengu 
  retain many of their traits.
  Tengu are agrarian. Their metabolisms run at a rapid 
  pace, requiring a substantial energy input, most read-
  ily available from a diet that focuses on high sugar and 
  starch input. To accommodate these demands, as a cul-
  ture they focus on cultivating grains, fruits, and nuts. 
  They also go to great lengths to secure their fields and 
  orchards, as well as their harvests. They build sturdy for-
  tifications, often in locations that are very hard to reach 
  for those who cannot fly. Domestic animals are kept for 
  labor and byproducts, rather than as sources of food.
  Tengu communities in a magical setting are located 
  in inaccessible places. Examples include islands, pla-
  teaus, and mountain steppes. Tengu exploit the limited 
  farmland effectively, while depending upon its iso-
  lation as a key factor in its defense. Their communal 
  homes may be built in tunnels that face onto cliffs, or 
  in aeries mounted atop isolated peaks. Often, there are 
  no paths to reach these communities. If they trade with 
  outsiders, transactions take place in shanty towns that 
  members of other species establish seasonally.
  Their natural aptitude for flight makes tengu natural 
  pilots in settings with flying vehicles. Galactic militar-
  ies and corporations offer a premium to tengu who 
  accept roles as pilots—often paying for their training 
  and offering generous incentives to employees. How-
  ever, many who enjoy the freedom of natural flight are 
  hesitant to spend their lives strapped into a cockpit 
  where they cannot feel the wind on their feathers. 
  sPeCies Abilities 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  PRESENCE
  • Wound Threshold: 9 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting Experience: 100 XP
  • Special Abilities: A tengu starts with one rank each 
  in Charm and Perception. They obtain this rank 
  before spending experience points, and they may 
  not train these skills above rank 2 during character 
  creation. In a setting with flying vehicles, the GM 
  may choose to replace Charm with Piloting.
  • Flight: Tengu fly aerodynamically, moving faster 
  than ground creatures and can ignore most ground 
  terrain when doing so. They may move from long 
  range to short range using a single maneuver.
  1
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  2
  2
  2
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  wing BuFFet
  Tier: 2
  Activation: Active (Action)
  Ranked: No
  Prerequisite: Tengu species only
  The tengu trained to use their wings in combat. 
  The character may make a Brawl check opposed 
  by its target’s Coordination. On success, the 
  target suffers damage from a short fall and is 
  knocked prone.
  This talent should be available to tengu in all set-
  tings.
  
  ANTHROCHIMERICS
  14
  TOLBAN
  Tortoises are recognized for their thick shells and rela-
  tively slow pace. Tolban draw upon both characteristics 
  as defining aspects of their culture. These individuals 
  carefully consider every aspect of a problem before 
  they solve it. They depend upon their innate durability 
  to grant them the time they need. Careful thought and 
  analysis takes precedence even over practical matters. 
  No matter the circumstance, tolban are never willing 
  or even able to rush matters to accommodate someone 
  else’s timeframe.
  Tolban establish large, sprawling cities. While they 
  do not reproduce often, these egg-layers can have fifty 
  or more offspring in a single clutch. Caring for this 
  many young at a time requires a community effort. 
  Larger communities are better able to manage edu-
  cating and supporting such huge groups of offspring. 
  As a consequence, each tolban youth may have close 
  relationships with many parental figures, not necessar-
  ily including their actual birth parents. This leads to a 
  complex network of relationships, where an individual 
  may have stronger ties to a parent figure than they do 
  to a biological relative.
  Members of other species are hesitant to visit tolban 
  cities, even though they are large and well-defended. 
  There are no short stops at one of these cities. Simply 
  queuing and passing through security at the city gates 
  can take days. Bureaucracy is a central tenet of their 
  culture. Every guest is thoroughly vetted and screened. 
  In fact, there are often large tent communities outside 
  the city walls, so that visitors can trade fresh foodstuffs 
  before they rot, while waiting in line. 
  For a futuristic setting, tolban culture could represent 
  a star-spanning, self-perpetuating empire. Their popu-
  lation is vast and ever growing, while their soldiers 
  are capable of overwhelming their foes with numbers. 
  Conquered worlds become entrenched in the empire’s 
  bureaucracy. Over only a few years, they may become 
  completely dependent upon it, without fully realizing 
  how this has happened. 
  sPeCies Abilities
  • Wound Threshold: 12 + Brawn
  • Strain Threshold: 8 + Willpower
  • Starting Experience: 80 XP
  • Special Abilities: A tolban starts with one rank 
  each in Knowledge and Resilience. They obtain 
  this rank before spending experience points, and 
  they may not train these skills above rank 2 during 
  character creation.
  • Bony Shell: A tolban’s shell grants the character +1 
  defense and +2 soak. If they wear additional armor, 
  it supersedes the shell’s protection. 
  3
  1
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  2
  1
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  slow And steAdy
  Tier: 1
  Activation: Passive
  Ranked: Yes
  Prerequisite: Tolban species only
  The character may take up to rank actions to 
  prepare before performing another a skill check. 
  When they ultimately make the skill check they 
  add 󲊸 per preparation action taken. 
  This talent should be available to tolban in all 
  settings.
  
  ANTHROCHIMERICS
  15
  VERMEIN
  Rats are sturdy opportunists. They survive on a broad 
  range of different diets, often consuming foods that are 
  partially decomposed, without suffering harm. Most 
  dwell in the shadows of human civilization, taking what 
  they need, while trying to avoid drawing any attention. 
  Vermein retain these traits, maintaining communities 
  on the fringes of more civilized species. They often 
  scavenge or steal from others, rather than cultivating 
  or manufacturing their own supplies. They choose to 
  make due with the goods they can obtain. 
  Vermein culture prizes cunning and perseverance. 
  They recognize failure as part of the process of innova-
  tion. Consequently, unsuccessful attempts do not have 
  a strong negative connotation. When a vermein fails at 
  a task, peers generally encourage one another to keep 
  trying and offer accolades for the effort. Successful 
  innovations do meet with greater praise, but they are 
  also seen as community successes. New inventions and 
  methods are typically shared broadly between mem-
  bers of a community and eventually neighboring com-
  munities. Vermein breed prodigiously, and accept that 
  losses are a part of the cycle of life.
  Large vermein enclaves are only found in the shad-
  ows of cities belonging to other species. Vermein dwell 
  in the city’s slums, fringes, or even its sewers. They scav-
  enge its waste and prey upon the helpless and unde-
  fended. City guards routinely purge the vermein, but 
  these efforts are limited in scope and do little to contain 
  the population. In many cases, vermein are reluctantly 
  acknowledged as key factors in waste management.
  For a post-apocalyptic setting—or on worlds where 
  disaster has already fallen—vermein dominate the 
  landscape. They thrive in an environment where every-
  one constantly struggles to find the necessities of life. 
  Vermein are also found in unexpected places, develop-
  ing communities in the maintenance corridors of space 
  stations or starships. Their presence may put an unex-
  pected strain on a craft’s life support systems, leading to 
  emergency situations.
  sPeCies Abilities 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  PRESENCE
  • Starting Wound Threshold: 9 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting Experience: 110 XP
  • Special Abilities: A vermein starts with one rank 
  each in Stealth and Resilience. They obtain this 
  rank before spending experience points, and they 
  may not train these skills above rank 2 during 
  character creation.
  • Scavengers: Vermein are particularly capable at 
  finding and adapting things to suit their needs. 
  When attempting to find gear or necessities, they 
  add 󲊸 to their Streetwise or Survival checks.
  1
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  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  toxin resistAnce
  Tier: 1
  Activation: Passive
  Ranked: Yes
  Prerequisite: Vermein species only
  Some vermein are far more resistant than other 
  organisms. Those with Toxin Resistance add 󲊸 
  per rank to Resilience checks against poisons 
  and diseases. 
  This talent should be available to vermein in all 
  settings.
  
SOURCE: textdata/thevault/Genesys/Genesys - Anthrochimerics.pdf