Create a Zekiran

Mutations and Disadvantages

Please note that this character chart does not include Dragon Master, Dragon Breeder or Rogue status. For those please go to the Dragonmasters of Zekira website. The information there may conflict slightly with this normal timeline.

Physical Mutations, plus Mental, Emotional, and Social Disadvantages
Since there are a variety of Bred mutations out there, also there is a strong chance that a character with any kind of mutation in the Special category will have a number of physical oddities as well. (Some will not, it just depends.)

Some of the mutations listed here will be beneficial, many are neutral, some are harmful. Some of the rarer Disadvantages are intangible Social problems, but exist none the less within certain people. All BOLD Disadvantages are completely optional.

Natural parenting will never result in any mutations. Since a Purity of less than 50% is necessary for such things, two natural born parents will always have a normal child. Any Breeding, however, will tend to produce mutated offspring.

For every Power Rank below 5 roll once on the charts below. (Ex: Pow 3=roll twice, Pow 1=roll four times.) Those with a PR 5 may roll but weaken any Minor into what amounts to a "latent" mutation (say, slightly pointed ears, or slitted eyes, fused finger joints, a hacking cough... Nothing more serious than those things in terms of mutation).

Alternate route: roll on this chart after taking the Powers, but you must simply take as well the exact level of physical mutation as the Power chosen.

This is just a basic list, other mutations can be made up, usually the best are in fitting with the particular character's needs. Don't forget that mutations don't run in Natural Bred people -- hanging out with normal folks may be embarrassing or even harmful.

Voluntarily taking on harmful mutations... You may do this, making sure the Character concept is sound with it. For every decrease in a stat because of a mutation, add that amount to an unaffected stat. You must not have rolled the mutation in the first place, to get this bonus. Characters born to normally non-mutant parents can only ever take the weakest form of mutation as a rule. Others can take up to the full amount of mutation.

Note that there are few if any mutations regarding the Int score. Breeders are concerned about the mental quality of their Stock much more than the physical deformities, and if they are certain that a baby will be born with their full mental capacity, they will insist that it be born, even with damaged limbs. The opposite holds true for mental or brain damage. This might seem cruel but it is in their hands. Breeder's emphasis has always been on selecting for smarter and more competent children, and always will be. It is up to the Game Holder to decide to include things like mental retardation, idiot savant abilities, autism and other things along that line. Dyslexia is the one thing that may be used at will, but remember that it will affect the Education level.

Most people of Power Rank 5 don't have any mutations, however one could always select one off the Minor list. Those of Rank 1 or 0 might select very specific sets of mutations or disadvantages which reflect their powers. Some might have a set of circumstances where powers work or don't, or can be triggered. Each of the Mutations or Disadvantages below have their own set of quirks. It is entirely possible to roll a heavily Bred Psionic of Rank 1 with absolutely no physical mutations. Rare, but it can happen!

Characters without any Psionics may roll on the Disadvantages chart for interesting quirks for personality development, but NOT on the Mutations chart.

Choose which chart to use if your character is already Psionic. Roll a percentile and check both the Mutations and the Disadvantages list, to see which might work best for the character. Always, feel free to choose either instead of rolling randomly!

POWER RANK 4 3 2 1 0 Results
Roll Percentile 01-50 01-40 01-30 01-25 01-10 No physical mutation or disadvantage
  51-75 41-60 31-60 26-50 11-30 Minor mutation or disadvantage
  76-90 61-80 61-80 51-75 31-70 Major mutation or disadvantage
  91-100 81-100 81-100 76-100 71-100 Special level mutation or disadvantage

 

Category Roll Minor Major Special

MUTATIONS

01-03 Webbed finger/toe Webbed Arm/Leg Batlike Limbs (extended)
  04-07 Missing sm. appendage Missing hand/foot Missing limb
08-11 Extra finger joints Extra Fingers (noticable) Extra limbs: Arms
12-15 Oddly Shaped Toes Extra Legs (stump) Extra Limbs: legs/centauroid body
16-19 Tentacular Fingers/toes Tentacular limbs Multiple Tentacle Shape (not missing leg)
20-22 No ears Pointed Ears Long Ass Ears
23-26 Small odd facial feature Extreme Odd face Fully non-human head
27-31 Short quills on arms Long Quills (or on arm/legs) Porcupine City
32-35 Tiny Horns Short but noticable Horns Kickass Horns/Antlers
36-39 Extra Eye (one) Two extra Eyes Eyes (or other features?) in Unusual Places
40-45 Short Tail (under 4") Medium Tail (to 3') Big Ass Tail (to full body length)
46-50 Small, useless wings Short Wings (glide?) Full wings (animal or not)
51-54 Thick skin Leathery skin Natural armor
55-59 Hard nails Small claws Long claws
60-65 Small fangs Long fangs Tusks
66-69 Birthmark Skin condition Bad skin problem
70-73 Facial Hair Body Hair Gross Mangy Body Hair All Over Them
74-75 Skin Burns Easily Very Sensitive Skin Completely Albino
76-78 Brittle bones Misshapen limb Deformed limb
79-81 Weak bones Very soft bones Cartilage no bone
82-83 Tense Joints Stiff-Jointed Inflexible
84-85 Exudes Scent Condition Based Smell Pheremone Production
86-87 Small skin growth Large subdermal lump Foetal twin
88-89 Slightly Conjoined at Birth Major Conjoined Twin Inseperably Joined Twin
90-92 Short Lifespan Accelerated Aging Terminal
93-96 Weak constitution Sickly Debilitated sick
97-100 Hard to Activate Powers Major Control Loss of powers Cannot control ANY psionic powers
DISADVANTAGES 01-04 Allergy Sensitivity/1 substance Damage from substance
  05-09 Susceptibility (mental fx) Weakness (mental fx) Automatically Targeted (mental fx)
10-13 Min. Immunity (men/phy) Maj. Immunity Completely Ignores ... (pain, fire, etc)
14-18 Minor dependance Heavy dependance Complete dependance
19-23 Minor Addiction (mental) Heavy Addiction (mental) Complete Addiction (mental)
24-27 Strong sense Very strong sense Oversensitive
28-32 Weak sense Weak 2 senses Complete loss of 1 sense
33-36 Dizzy Spells Motion Sickness Narcolepsy
37-40 Butterfingers Klutz Accident Prone
41-44 Bad Dreams Night Terrors Psychic Dumping Ground
45-49 Fear Terror Catatonia
50-52 Unmotivated Depressed (clinical) Suicidal
53-56 Irritating Habit Insensible/Compulsion Dangerous Compulsion
57-59 Bad Seed Wrong Side of the Tracks Trouble Magnet
60-63 Bad Tempered Foul Homicidal
64-67 Twitchy Freak Paranoid Hallucinatory Delusions
68-71 Easily Distracted Scatterbrained Attention Deficit Disorder
72-75 Bad Stutter/Lisp Cannot Speak Cannot properly communicate (autism)
76-82 Secret Bad Secret Really Bad Dark Secret
83-86 Obsession Fanatical Zealous
87-90 Wallflower (social) Clueless (social) Basket Case (social)
91-92 Disinterested in Sex Frigid Completely Aversive to Sex
93-95 Attractive to Odd Things Things Swarm To You Weirdness Magnet
96-98 Anachronistic Attitude Luddite (will/can not use tech) Lost in Time (really!)
99-100 Nerd (social) Loser (social) Quintessential Loser (social)

Family Ties
The family lines in Zekiran history are pretty twisted things, but for each 1000 year chunk, there are usually about nine or ten families which really stand out for one reason or another. For two or more generations, these families show off by their quality Breeding, talents, longevity, powers or actions. All these things can easily be transferred to your character through the miracle of Breeding, but be warned: each family has expectations of itself -- and the world does as well, often completely different ones!

You'll note that most of these families are of either very high or very low Status. Most FreeWorkers or Land Holders who make enough of a name for themselves wind up in a higher Status, those who make a bad impression or live in infamy might wind up in Slavery or exiled/rogued. Making up a new character in an existing family is easy: make something up. If there are visual guidelines, use them or temper the character with them. Bonuses and changes rarely go over 20, seldom over 15 when positive, and are often balanced with negatives (either socially or physically balanced to offset those without actual score penalties) - and note that these are usually in addition to those penalties and changes brought on by mutations! Where there are powers or mutations, also use those as guides but never feel that you have to stick to exactly what this line or that is most often seen as. There are always loud Bayaran (black sheep, clever, huh?) in a family, that in itself can be a good story hook for the Game Holder to use: why aren't you more like such-and-such? Or, you look so much like uncle-who's-famous! Either way, it's a good way to get a grip on the society and the characters might just find themselves living up to the family potential one way or another!

There are also many combinations of family lines, Mirage and Sengihr (Myst and Sabre); Mirage and Kshau (Shatter); Kshau and Sengihr (Aevan... you weirdo); Kshau and Kstet (too many ks-ks in the world!); Sengihr and Chanay (Iva); Chanay and Morgontain (Chantain); Tiir and Sengihr (Vylar), etc. Combining the names into things like Chantain and Singe can be a challenge, but the character does not have to have a last name to be in the family.

Blackstone/Alabaster/Arregon - Businessmen and madmen, with connections all over the world.
Chanay - Excellent Membayar and strong independent thinkers.
Dahash - Immortal and Vampiric, betting men and Animal Masters.
Glades - Etan's clan of Rogues and telepaths, scattered and invisible.
Haital/Vlask - Prolific and sensible, mainly Naturally bred but half are inadvertently 6th; Owners, High Holders, and Slaves.
Khat - Engineered Animal Masters and Free Land Holders, catlike and loves water!
Kshau - Spined and charismatic Animal Masters with connections to everyone in Racing.
Kstet - High Holders mostly engineered into new shapes (with, without tails), hunting specialists.
Mailala - High Holders and Suzerain with ram-like horns and elegance at any locale.
Mirage/Marad - The Most Beautiful Woman In The World and her relatives.
Morgontain - Breeders, Animal Masters, Engineers and everyone invited to parties.
Rhiin - Membayar, High Holders and business leaders, many are Triptych but some are not.
Sengihr/Paveh/Veh - Breeders, some crazy and some not, with their formidable genes in everyone else's.
Tani - Tiger-genes making great hunt management, protectors and Animal Masters.
Tiir - Four Armed or Naga-shaped Breeders and Slaves, most with Animal tunings.
Tul - Normally FreeWorker or below, used ideally in Splice of Life experiments, Animal Mastery later on.
Von - Engineering, technical abilities, Bred in with many of the Kshau and Naturally Bred folk.

Blackstone/Alabaster/Arregon Founded by Arregon several hundred years ago, Tresis now is the lone inhabitant of his own part of Neres, but he didn't leave until he gave the world Skie Blackstone by way of the Blackstone/Frost girls. Those girls are the partial progenitors of the Kshau clan, by the way. Skie then gave us both Hollis and Engell, see the two-sides/same-coin argument below. The whole line is white-white-white: skin, hair and oddly eyes are often pale or very pretty blue-grey. The whole line is also utterly cutthroat in its attitude toward business and how to treat people who get in the way of it. Politicians, tacticians, and power merchants all of them. Blackstone consists of nothing less than High Holders/Owners, Arregon is used to being utterly outside of normal Zekiran political and social structures, and Alabaster is well known for having Engell's genes in places they don't belong. This isn't his fault, but it's still true. (Neither he nor Aeroch offered their approval for Vanya's creation of Ten, but look where it got the former Slave... now High Holder. He's clearly his fathers' son.) All of these lines have attachments to Mirage, Sengihr and Tiir. Blackstone is tied to the Glades and Kshau; Alabaster runs with Aeroch and the Kstets; while Arregon picks up the pieces dropped to him by old Glades friend Etan. Don't expect to get into this clan easily, and don't ever expect to get out. They're mobsters, at the worst; bent on owning the world.

Alabaster bonuses and changes:
App and SS +10 each; Edu +5
Arregon bonuses and changes:
Hea and Rea +5 each; SS and San -15 each
Blackstone bonuses and changes:
Int and SS +10 each; Cha OR San +5

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Chanay 'The' Chanay passed on recently, but she left a wonderful daughter named Iolen, and possibly others to play with. She was the consummate lawyer, utilizing her status as a Membayar to its utmost until her death as a High Holder many years later. Iolen has continued in the tradition, and her sons (and daughter) carry on in a fashion if not specifically in her vein. There are possibilities for both sons (both of them with horns and one with hooves as well) and the daughter (Sengihr's) as per their desires. Children in this line will be canny and adept at most forms of socializing, have high sanity, and attract the strangest people. Known offspring already include Velvet (with son and daughter Vendetta and Veil, more Sengihrs), Shire (and her four-legged shapeshifting offspring Seeker and Secret, both living in Neres), and Iva (currently taking care of Vanya's finances). Ties are strongest with Mirage and Sengihr, less so with the Rhiin people, but exist also as purely financial ones with many High Holders, potential Breeding couples, and land buyers. Chanay expects her children to simply excel in anything they put their minds to, and to do things with their abilities that have not been done before. She's very proud of once-wallflower son Haesh, who is now a corporate spy for Alabaster...

Chanay bonuses and changes:
Int and Edu +5 each; SS OR Cou +10; Str -10

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Dahash Immortal and vampiric, Slave Dahash and his High Holder brother Sho are about as opposite as a pair can get, but once they were so close as to be inseparable. No one alive today other than them know what drove them apart, but the effects have been obvious. Both of them have sired children, immortal vampiric ones, but half are generally Slaves or low Status, while the others are Owners and High Holders. They visually resemble each other, as will their children: dark grey or black skin, black or silver hair, and fangs prominently showing. Sho cannot go out into the sun any longer, Dahash has an extreme sensitivity to water, but some of their children can endure these allergies. Sho has sired about five children, Dahash has been used in nearly twenty Breeding mixes and directly has sired twelve children (most of whom are still alive today). Both men are intelligent and calm, quick witted and sensible, but seem dangerous on first sight. They have contacts in extremely different sections of society: Sho was Mirage's first mate, and still has an affection for her (who doesn't?), but he is also involved with the Alabaster team, while Dahash is Owned by Kstet and is used by those that Avlen deems appropriate. They will assist one another grudgingly, knowing that either of them will simply live to see the next decade, no matter how long they sit out in the sun and burn.

Dahash bonuses and changes:
Hea +15; Int +5; SS OR Agg -10

Glades Another immortal line, but this one is due exclusively to the fact that there are clones in them thar' vats. Etan has existed for at least two thousand years, and is going strong. The main drawback to being in his line is that he will offer ONCE that you can go with him and conquer the world. After that, you'll have to BEG. He is rogue and usually not seen. When he is, it's way too late, even for people who normally are sharp witted and perceptive of mental and psionic deception. Traveling the world with a cadre of his offspring and descendants, Etan selects people to Breed, goes and Breeds them, without their permission, money, or knowledge. That's right, he can simply wipe their minds so completely clean of the pregnancy that it's a wonder that he doesn't already rule the whole world. He could be standing behind you right now, he's like a god that way. But you won't know until he wants you to. Etan's descendants are cream or white-based, with yellow hair and blue eyes, with some variation. By the way, he's Jonbyer's father. Yes, that Jonbyer. Yes, mental abilities run in his line, very strongly. But you know the routine. If you don't want to be stuck out there wandering around pushing into people's heads constantly and giving the illusion that you're not really there, you don't want to be in his clan. The offer also stands that you may gain a clone in the Vin facility. But if you take it, that clone belongs to HIM. Kshau, Sengihr, Blackstone, Triia, Mirage all owe Etan some amount of attention, Archeria and he go way back, and Tresis Arregon is occasionally competing with him or assisting him in the conquering of Zekira. Note well that the Paveh line is devoted to Etan's destruction.

Glades bonuses and changes:
Up to a bonus of +20 in or spread among Int, Edu, App, Cha or Agg; -10 other

Haital/Vlask Vrang Haital is sudden and unique in the realm of Naturally Bred people, he is clearly Hyperfertile, and - how to put this... loves sex. In one hundred-year period, Vrang sired at least five children, one with his wire Mita, another with his mistress Besch, another with his Slave Nahan, later on one with a member of the Palace of Pleasure's HighMistress Parvati... He's all over the place. His genes are clearly strong and of low Purity, which means his offspring will be more normal than not, usually are of the Owner or High Holder/Owner status, but some are Slaves. Notably in the Slave category are fire-manipulating and shapeshifting individuals. The others tend to be sharp witted Betting men and equally sharp tongued Lawyers. Mostly of dark-blue persuasion, their scores will tend to be average for Owners, rarely with one much higher score reflecting some facet of their Mother. If the offspring is of Owner or higher Status, they will usually adopt his last name of Haital or a form of it (witness: Voor (his son) and his partner Shy Blackstone made Voshir HighStone, a new line); if the offspring is of lower Status, they will take the name and Status of their mother. Typically, his further descendants will be Haital, but there are quite a few Vlasks, as she was a very viable source.

Haital/Vlask bonuses and changes:
Up to a +15 in ONE score to reflect their mother's ability

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Khat Created by Lene Rosh in her normal preference for cat-like features, Kayt'cha ahlKhat is certainly the premier of her work. Kayt'cha was born in 10412, just before Lene died. It is no surprise that Kayt'cha is Hyperfertile, but she has never had more than one child per Breeding session, unlike other catlike mutants. Mostly found in Land or Animal Mastery, the Khat line combines with most others the same way that the Tani line does, but without the stripes, and with an added and very strange Power: that of "genrehopping". This allows them to see into the other dimensions nearby, and occasionally travel to them. Combine these things with any other line, add Khat or ahl- to the name, and you've got it. Particular descendants include Aynatchavay Singe, who, like Chanay, made her name with extremely aggressive Bond and advertising techniques. (Hey, Vanya can't do it himself, but that has never stopped his daughters from being really keen Membayar...)

Khat bonuses and changes:
+10 to Cha or Int, and -10 to San in that case; if Genrehopping, -10 SS

Kshau Notably found among Animal Master status, and jobs relating directly to animals and Steed racing in particular. Generally shaded blue or blue-green, with two-textured hair in two colors (blue and white are the mainly found variables), with movable spines (impale and scratching damage) on arms (and often elsewhere depending on how extreme the line gets) and usually long claws on fingers. Eyes are often extremely sharp, skin and internal organs heal at a fast rate, they are graceful and fast, stronger than average, charming, and have a terrible susceptibility or vulnerability to psionics when they don't already have other mutations going. Kshau has the largest Racing Circuit, and any Kshau available is usually requested or required to be there for the family when things are gearing up for shows. They have ties with: Archeria, Mirage, Sengihr, Blackstone, Glades and others. They share ancestry with Aeroch. A Kshau usually is born with a strong sense of justice, equality, and passion. They spend money like it's growing on trees, and usually have more compassion for Slaves and Bayaran than others. Primarily, as well, they're going to be of the bisexual persuasion: why choose when you can easily have people spliced together...? Many of them Hold land on Kiran, in the desert.

Kshau bonuses and changes:
Str OR Agi +10; App AND Cha OR Agg AND Cou +10; SS -5

Kstet Spread between High Holder, Animal Mastery and Slavery, the Kstet line is as diverse as the entire world's genes can get. The progenitor of the Kstet clan died hundreds of years before now, but his legacy lives on in the current head of the clan, HighMaster Avlen. A cat-centaur with all the perks that go along with it, but very few of his offspring actually carry that line. Those that do: usually are found in Neres chasing natives. Those that don't: usually see the dead and are pretty odd. Kstets often have an extremely aggressive attitude, are fearless and a little crazy. They love working with animals, but often are as much animal as human. Avlen does not expect much out of his children, particularly those who won't take him up on his exploration funds. Contacts with this family include Kshau, Dahash, Rhiin, Alabaster, and Tani. Most of the explorers are hushed up in social circles, those who still live in Zekiran settings don't speak of their four-legged brothers and sisters until they're alone.

Kstet bonuses and changes:
Edu +10 IF above Slave; SS +10; San -5

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Mailala Bred by Morgontain for several generations, one of her longest term and most successful projects. Endar is currently the ranking Mailala, with his typical appearance of curved ram's-horns and hoof-hands and feet. With this lack of dexterity however comes a grace and style which all Mailalas display. With the slightest mental tweak, clouding or memory lapses are used, or just changing colors often works. They are all used in Morgontain's best mixes for 6th Degree projects, anyone with the ability to change their colors, or who has chosen a ram-style mutation may be from this clan.

Mailala bonuses and changes:
Hoof-hands and feet, SS +10, Cha +5, most often Owner or above

Mirage Anyone with Mirage in their lineage can claim to be of the most beautiful woman in the world's clan. It usually shows. Mirage is picky as to her mates, few of them lower than Animal Master in status. Beauty attracts beauty, and while it is true that there are oddities in some of her descendants, most of her own born children can be considered 'perfect'. Oh, there's a tail here and spines there, a little facial hair and some patterns in that skin, but those just seem to add to the beauty. Social graces and charm, as well as a liberal dash of mental power over people make Mirage's line some of the strongest High Holders in the world. Mirage usually names her children after events, times, or concepts -- Haze, Trance, Alchemy, Sabre -- and expects her offspring to do so as well when it's appropriate. She and the Sengihr/Paveh people are inseparable, but she has ties to everyone who wants to be anyone in the world, she's been kept from Arregon, but Alabaster is in, she knows all the best Breeders and socialites. Just get in there. Appearance is most often white or extremely pale colored, with extremely dark full hair, and mostly violet eyes. Marad is her most notable ancestor, who sired perhaps thirty five children of Membayar or above in Status. They tend to be violets and blues, and have subtle applications of empathy or latent psionics.

Mirage bonuses and changes:
Int AND App must be over 90 or add up to more than 175; SS +10

Morgontain The best in the biz. Bred by Etan to be an excellent Animal Mistress as well as Breeder, she's lived up to it and by the time she died (in 10406) she was known to have mothered or created from her own cells sixty children! She wasn't one to leave well enough alone, however, so most of her direct offspring don't even slightly resemble her, or particularly their fathers. From tech-elves to cat-girls, party monsters and ideal servants, Morgontain's genes have served the world for generations and they will continue to do so for many more to come. Nearly any character might claim Morgontain's heritage, with the stipulation that they will be of over 80 Intelligence, and there is some shade of gold in their hair, skin or eyes. Her children often either flaunt or hide their relation to her, but rarely offer the information that they are hers until it becomes important to say it. They have an impressive web of Breeder friends, Animal Masters, and High Holders, but they are welcome in any setting and usually at any party.

Morgontain bonuses and changes:
As above over 80 Int; SS +10; Hea -10; Rea -5

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Rhiin Contrary to popular belief, you don't have to be a Splice of Lifer to be a Rhiin. What you do have is a propensity to yellows and beige in your color scheme, tall and slender build, and a certain genius for business. Ruthless in transactions over land, betting and Ownership deals, the original Riitan (born several centuries ago) was known for swiftly taking over any unclaimed Inheritances. His son Rhiin eagerly took up the mantle when he met his untimely demise... Expect that too, by the way. Don't expect to make many friends. Also contrary to popular belief, Rhiin was not related to Jonbyer, though they appeared to be visually. That isn't saying that they are not related to the Tiir line, which they are. Rhiin descendants are largely found among Owners, Suzerain and High Holder/Owners, rarely are they located in either Breeding or lower Land Holding, and NEVER in Bayaran. Those who are among the Splicers are most often Animal Masters but occasionally abandon it to the more typical Rhiin professions.

Rhiin bonuses and changes:
Aggression +10; if GP under 50 San -10

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Sengihr/Paveh/Veh Two sides of the same family coin, but flipped around Breeding. Darkhanis Paveh is secretive and sly, and Vanya Sengihr's uncle. Vanya has been mentioned before. Either of them compliment each other perfectly in social situations, and their offspring are carefully selected so they do not ever overlap (subtlety on the part of Darkhanis, since his relation to the younger Sengihr was unknown to Vanya until after Darkhanis' death). Those of the Paveh line have a strong shapeshifting ability, mind clouding and dream-walking ability, as well as the facial hair mutation (which can evolve into more or less given the right Breeding), and are typical of the barrel-chested Stetil folk. Sengihr's side of the family are the darker, moodier, purely physical people, long of limb and face, with powers usually restricted to those which can be used on themself. Paveh is more socially adept, Sengihr is by far the fastest man on the planet, and very close to the smartest if not already. And not even close to the most insane: those were their Breeders. Sengihr does not require anything of his offspring, unless they are constantly in his hair, in which case they'll have to be subject to anything he can put them through: watch him embarrass himself in public, mainly. Paveh does seem to want to show his offspring the better things in life: sneaky Breeding, using powers behind people's backs, and partying without being on the guest list. Ties to either half of the line include Mirage, Kshau, Aeroch, Chanay and Alabaster. As mentioned in the Glades section, Paveh descendants are initiated into a strange clan of mind-benders who are usually found keeping Etan in check, around the world. Only they and his own children may be immune to Etan's mental workings, and someone has to stop him from taking over. The Sengihr line does not, unfortunately, have this ability, in fact they are often susceptible. Veh is their common ancestor, and she also plays prominently in others. Strong intelligence, a flair for the dramatic, and high sensory abilities are common to Veh descendants.

Sengihr bonuses and changes:
Int, Rea, App +10 each; SS, San -10 each; most will be Hyperfertile
Paveh bonuses and changes:
Int +5; Cha +10; Cou OR SS +10 IF San is over 50 (otherwise no SS bonus)
Veh bonuses and changes:
Int, Rea +5 each; Cou +10; generally Breeders

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Takin The specially bred line of servants that the Marad family has always used. This group of darkly green, pale yellow haired Slaves has no intention of being anything other than companions and servants to their Marad line Owners. Any aspirations were bred out of them generations ago - but they don't care. They are uniformly small, slender, petite and look rather like they've never grown up. Universally infertile, they must be Bred by someone - any given 6th degree Breeder will take them on, but Darkhanis (shown above in the middle) is the current supplier. Their powers are subtle, they are often gifted with precognitave powers that allow them to be bringing the right drink to the right person, or to offer the cushion for someone in need... They're always underfoot but you'd never know. Actually, no one knows just how many of these little practically-cloned people there are in Mirage's Telva estate, there could be dozens - there might be hundreds. They're like little cute oompa-loompas. The male ones usually work the Steed races and outdoor events, while the females often only do parties and indoor work.

Takin bonuses and changes:
Infertile, Soc score +20 for any party, App +10, precognitave powers

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Tani Or more accurately the Raanatani line is exclusively catlike, always has a tail and most often has stripes. Most of Tani's offspring are Hyperfertile, furry, striped and have really big hair. Many of them are Animal Masters, some Owners and some lower Status, very rarely below Worker. They have a penchant for chasing insects, their tails, and other people's tails. Tani was Bred by Morgontain, does have some of her genes, and it is known that she has been Bred with most of the aforementioned (and following) families, mainly Kshau and Sengihr. Tani only requests that you be nice, be honest, and if you cannot, be fierce. Most females tend to have a flair for motherhood, and if the males are let loose there ought to be some yeowling going on outside. They generally don't work with Steeds, but love other animals to play with.

Tani bonuses and changes:
Agi +10; Rea +5; Cha OR Agg +10

Tiir All that is left to Lish is her mother's name, Tiir, for when she was Bred she was made outside the confines of any human body, by grandfather Riitan (also the father of the Rhiin line). Lish has upwards of thirty children of her own, and they occupy niches from Slaves and Rogues to High Holders and Breeders. She herself is fond of animals more than people, but many of her children prove opposite. She is usually consumed with her work, and that work is often in the field with Steeds. Her appearance is very close to that of the original colonists: tall and reed-slender, with long limbs and face. She has four arms, and though some of her children have other mutations (related to it, the naga-shaped and legless Savistahni proves that there are more limbs than just arms to play with genetically speaking) they most often have the ability to sense or distinguish genetics, images, or other stranger things psionically. Some 80% of her offspring will be of the four-armed persuasion, the rest will be either normal or naga-shaped, if female they will take the shape of their mother, if male, the mother's genes will still dominate but be tempered by the father's appearance. Lish and her offspring are not necessarily close to one another, she rarely nurtures her own children. She does not expect them to come to her aid should she need it, but she does find they often do. Lish has contacts with most Breeders, and many Animal Masters.

Tiir bonuses and changes:
Int +5; Rea +10; San -10; App -5 IF multi-armed or Naga shaped

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Tul Originally found without mutations beyond a vague Animal Tuning here and there, the Tul line was firmly embedded into the Triptych when Riita was born. (Oddly though her name is similar, she is not closely related to the Riitan or Tiir lines.) Pale of skin but with a violent streak visible when they shapeshift, the Tuls take to mental abuse with almost the same flair as Sengihr, watch out for their offspring by the way. RiitaTul has splices of extremely fast things in her shapeshifting ability: what equates to a cheetah and all, described in the Package Deal for Triptych (and see her image in the Powers/Enhancements/Shapeshifting section). Expect that any other offspring she has will be fast, irritable, and large.

Tul bonuses and changes:
SS -10; Agg and Rea +10; often strongly susceptible or addicted to pain


Von Ghean Shu Von was the last of her line until she finally met up with the Kshaus. From there it was history. Von left his daughter Ghean with a legacy of latent mutations and psionics, many of which surfaced after she was traumatized and became an Animal Master. Her mastery over machines is not coupled with the typical elf-eared appearance that many would expect, but her descendants usually have them. She is white skinned and many of her offspring are as well. Most of them are also visually unmutated, since she usually Breeds with normals or only slightly-Bred people now. Most of her notable descendants are of Kshau as well, however, and they opt to use the Kshau ways.

Von bonuses and changes:
SS -5; Agi OR Rea +10