Plane Masters

Plane Masters are a small and notorious group of individuals who command considerable power: the power to alter the fields that govern reality itself. To that end, they use an ultra-technological device called "the Arkyllian ring".

Their history is inextricably linked with the history of the Arkyllian ring, and this its also the history of its creator, an individual named Arnish.

Arnish hails from Stauren, a very high-tech world of which little is known about today. At Stauren, Arnish was one of its best physicists and mathematicians, even though, in his own words, he was neither the best nor the most famous.

One day, however, while researching the nature of matter and energy, he came up with a highly improbable idea for solving the equations that describe the universe. By applying this idea to existing equations, he found that they all fitted together, and a final and complete explanation of nature had been achieved.

This idea is the existence of the "Zero-Field". Arnish discovered the Zero field 345 million years ago. Since then, in all of the visited galaxies, only one other person has discovered it for himself (a plane master named Auros). The existence of the Zero Field is an entirely counterintuitive and unlikely solution to the secrets of physics, despite being the most comprehensive one known to date.

The discovery of the Zero Field led Arnish to build an equipment capable of altering the very mechanics of the fields that control matter and all the energies in the universe. This equipment, which in its first version took the form of a pilon three kilometers long, was called the "Cosmic Resonator".

Arnish and his assistants went on to dedicate their lives to perfecting the Resonator, and became the founders of the "Secret Order of the Plane Masters". An order that actually remained secret for 40,000 years, until, when dealing with a major galactic threat, they eventually revealed themselves to the other galactic powers and became a recognized force on the political scene. From then on they dropped the word "Secret" from their name, becoming simply the "Plane Masters".

# The Arkyllian Ring

The Cosmic Resonator has been refined and miniaturized to the point where it became capable of being worn around a humanoid finger. 5,000 years after the Resonator was built, Arnish and the masters created the first version of what was called the “Arkyllian ring”, named after the master who developed its first prototype.

The ring allows its user to manipulate the fields that form reality in an extremely versatile way. Currently, it is in its fourteenth version. This is fundamentally a piece of technological equipment. Though its technology is beyond the comprehension of the rest of the galaxy, it is not above the understanding of the plane masters themselves, and in order to use it properly, it is critical that they understand the fields as true masters of that technology.

The Arkyllian ring contains 12 configurable "sectors", plus one system sector. Sectors are used for field manipulation and the system sector contains the ring's memory and processing cores. The ring is a very powerful computer, and the system sector houses 2048 thousand processing cores, each running at a speed of 1 Peta Hertz and with a total memory of 270 Exabytes.

The ring bearer uses their own knowledge of quantum fields to configure a different "power level" for each sector. Each quantum field that the user knows allows them to configure a number of different powers, and each power has a level of 1. The greater the sum of a power's levels that are configured into the Ring, the stronger its allowed effects. The Ring also grants some basic powers to the wearer, even if they have no knowledge of quantum fields. These are called "level 0 powers".

Each ring is created specifically for each plane master and is locked to their genetic code. Another person wearing the same ring would not be able to access any of its powers. In their hands, the ring would just be an ultra-tech jewelry. However, a plane master can reconfigure their own ring to also accept commands from specific other people from which they have access to a genetic sample.

## Reconfiguring the Ring

Setting a ring's powers is an activity that takes 1 hour per altered power level. At this time the user can set a power in one of the ring's sectors, remove a power from one of the ring's sectors, or switch a power for another.

The plane master can record a specific configuration for the 12 sectors of the ring in its memory and configure it all at once, they so choose. In this case, it takes 1 hour to reconfigure the entire ring. Each setup occupies 30 exabytes of memory and takes 10 hours to save.

# The Quantum Fields

Nature is made up of quantum fields that generate fundamental particles and energy gauge mediators, which in turn generate the forces, energies and atoms of the universe. The fields known and affected by the ring are:

 **The Omega Field:** | Which governs the particles of the "dark" side of the universe, which comprise the spirits of living things.

Each of these fields, when known, allow the user to configure different power levels in their ring.

## Transphysics

Arnish's total knowledge, used to create, repair and configure the ring, was encoded into the "Transphysics" skill (short for "Transcendent Physics"). This ability teaches how the universe works, was created, and will end, and is the ability plane masters need in order to use their rings.

Each level in this skill allows the character to know and set up one of the 7 fields on their ring. Fields known to the character must be chosen when the skill levels up, and cannot be altered afterwards. The maximum level of a field that can be configured in a ring is also equal to the character's "Transphysics" skill value.

Each sector of the ring can contain only one level of a quantum field's power. Each of the fields known to the character allows the use of one or more powers. To configure a field with 2 levels of power, for example, you must use up 2 sectors of the ring, and so on.

# The Powers

Each field allows the character access to one or more quantum powers:

## Matter Field

This field controls matter, though without much fine-tuning. It has three different powers:

### Resistance

A necessary power for anyone wishing to perform travel without a ship. Each level allows a certain immunity to radiation and/or heat:

Immunity to cold and heat also makes the user immune to spells that cause this type of damage. Heat immunity also makes the user immune to various forms of attack such as flashes of light, lasers and flamethrowers, but does not make them immune to electric lightning.
### Kinetic Shield

This power creates an energy field around the user that attenuates the energy of any projectile or energy directed at them, including microscopic projectiles and any explosion. The field confers the user a number of "Mega-Stress" points (see **below**). It is completely immune to normal stress, and only loses stress layers in contact with mega-stress (or higher). If it takes 1 point of giga-stress, it collapses immediately, but still protects the user from that one attack.
The shield can also be configured to support "Giga-Stress", but at the cost of 2 levels per point of giga-stress. In this case, any damage dealt with mega-stress removes only the lowest shield layer, while giga-stress removes stress layers as usual. If it takes 1 point of tera-stress, it collapses immediately, but still protects the user from that one attack.
The shield recovers all of its stress points at the end of a scene, however, a character can spend a turn in combat performing a "transphysics" check against an opposition of 2 to recover 1 stress point from the shield. On a success with style, it regains 2 stress points.
This shield must have an oval or circular shape, and can only be formed centered on the user at least one meter away from him. Therefore, although it can protect the user from missiles and bombs, it is not able to mitigate the damage taken by a knife in the ribs. For this reason, every plane master knows something of martial arts.
The shield protects against attack spells, as long as these are created away from the target and hurled at them. Direct and internal attack spells are not protected.
### Material Deconstruction

The user can break apart the atoms of a target. The subparticles that compose them (quarks and electrons) are absorbed by the quantum vacuum and simply disappear.
For this power to work, the fields need to line up perfectly, which requires a certain distance. For this reason, the power can only affect targets that are five feet or more away from the user. Therefore, a "Kinetic Shield" can be used to resist the deconstruction caused by this power. Each level of kinetic shield reduces the effect of material deconstruction by one level.

The character can set the ring to destroy matter temporarily, such that it returns to its original state after a period of time (maximum one scene). In this case, the deconstruction effect is 2 levels lower.
## Electromagnetic Field

The first quantum field discovered by most civilizations, the electromagnetic field is responsible for lightning, light, and almost all chemical bonds. The first perceived forms of "energy" belong to this field, and apart from the prana field, it is the field which most closely relates to the others.

The electromagnetic field has the "Energy Projection" and "Magnetic Control" powers.

### Energy Projection

The user of this power is able to project energy beams of arbitrary range, causing intense damage to structures or energy shields. The projected energy is electromagnetic, but its exact nature can be determined by the user (visible light, as in lasers, X-rays, gamma rays, infrared, etc.)
Each point in this power allows the user to cause 1 point of mega-stress with the beam, per combat turn. The beam can be discrete or continuous, as desired. Distance is irrelevant, but the beam travels at the speed of light. To strike a target, the user makes a "Shoot" roll.
The beam can be configured to cause giga-stress at the cost of 2 points os power per point of damage.
The user can configure one of this effect's points so that the beam is "tracking" and does not require a "Shoot" test to strike a target, as long as they are within 10 km.
### Magnetic Control

The user is able to control the shape and intensity of magnetic fields around objects, even if they are not metallic. Each point in this power allows selection of one of the effects below:
* ***Magnetic Levitation:*** Objects within 5m of the user can levitate at a speed of up to 100 m/s per point in this power. This effect can be selected more than once, increasing the maximum speed applied to objects by 100 m/s each time. The user itself can be one of these objects. If used to propel objects in order to perform attacks, each power point causes 1 point of normal stress. This power only works if you are near an intense electromagnetic source, such as that of a terrestrial planet. To function in the space within a star system, halve the applied maximum speed.

* ***Superconducting Field:*** For 1 level of this power, the user can surround itself or an object in a superconducting field. This field can keep them stationary, levitating stably in a phenomenon called "quantum locking", and completely ignores any damage caused by electromagnetic means (lasers, X-rays, gamma waves, infrared, etc.), regardless of quantity and type. Each level of this power allows a different object to be simultaneously enveloped in a superconducting field.

* ***Exothermic Control:*** The user can decrease in thousands of times the energy required to initiate an exothermic reaction, effectively causing an object, or even air itself, to explode. The explosion causes 1 point of stress in a zone, per point directed at this power. The explosion expands to adjacent zones, causing 1 less point of stress to each. If used to cause 5 points of stress or more, the central zone receives 1 point of mega-stress. This effect can also increase the energy needed to start an exothermic reaction, preventing gunpowder from exploding, extinguishing fires, or even causing internal stress to organic beings which will not be able to burn ATP for a few moments.

* ***Anti-Magnetic Zone:*** This power can be used to decrease or neutralize electromagnetic waves in a zone, causing electronic equipment to stop working therein. The only defense against this effect is a superconducting shield, or shell. Each point devoted to this effect extends its range by one more zone. Arkyllian rings are not shut down by this effect, but are not capable of performing electromagnetic effects while within an anti-magnetic zone.

## Zero Field

The Zero field is the great discovery that unifies physics and describes all the behavior of the observable universe, as well as stipulates the existence of several other unobservable aspects of the universe.

Strictly speaking, calling it a "field" is a mistake, because it is not exactly a quantum field, but a fundamental rule from which all cosmic constants can be deduced. Plane masters treat the zero field as a 0-dimensional field.

This field has only one power, called "Transport", which is the power used by plane masters to move through interstellar space. It works by distorting the space-time field in such a way as to create a zone of apparent movement that takes the user at what is called "instantaneous speed".

The traveler's perception of the transport is instantaneous.

A transport causes enormous turbulence in all quantum fields, including the Prana field. For this reason, when a plane master uses this power, all spells and supernatural powers in effect on the travelers are canceled, and all electronic equipment ceases to function.

### Instant Speed

There is an apparent speed which is the highest possible speed at which the space-time field can be distorted. This maximum apparent speed is derived from the current elasticity of the space-time field, and varies according to each point in space and time. For the Milky Way, at the present time, the instantaneous speed equals **1000 light years per hour**, on average (approximately 1/4 of a light year per second). Any FTL travel or communication, for any civilization, is limited to this maximum speed.
### Transport

This is an "open" power. Each level of this power allows the user to configure a different effect, but there is no scaling between effects. For example, if the user sets up 3 levels of the "Transport" power in the ring, they can choose any of the 3 effects described below. The only exception is the basic effect, which all rings have, and is considered to be level 0. This is the ability to perform transports to dimensional marks.
When performing a transport, the plane master can carry not only himself, but everything that is close within a circular or oval area of 1m distance. This is just like the volume covered by the “kinetic shield” effect because for a transport to take place, the kinetic shield power must be active. Otherwise, the user would be ripped apart by gravitational forces. For this reason, when transporting, the plane master also carries a bubble of air and atmospheric pressure that is maintained as long as the kinetic shield is up. This allows transport to outer space as well as to the bottom of the sea. The ring even purifies the air within the bubble by altering the atoms present to always provide the oxygen the user requires. Thus, the plane master is capable of flying through outer space if they so choose.
These are the 6 possible effects of this power.
* ***Transport to a Dimensional Mark***:

The user is able to carry out transports for dimensional marks. Dimensional marks are records of time-space fields configurations that uniquely identify each point in the universe. They are extremely complex and require a large amount of memory on the ring. Each dimensional mark occupies 20 exabytes of memory. Since the ring contains 270 exabytes in total (without any memory expansion), a user can typically configure a maximum of 13 dimensional marks on their ring.
Recording a dimensional mark requires the plane master to stand still for an hour in the location where the mark is to be recorded. The ring must dedicate itself entirely to this task, such that for this time all its other powers and effects are suspended.
All plane masters can use this effect.
Transport to a dimensional mark requires 1 minute of charge for the ring to accumulate the necessary space-time distortion.
* ***Calculated Transport***:

The user is able to transport to a location without a dimensional mark. For that, they need to calculate the destination's configuration before carrying out the transport itself. This is an extremely complicated task that only an ultra-computer like the ring can handle. This calculation takes longer the greater the distance to the destination.
The calculation takes a time in hours which equals the base 10 logarithm (the order of magnitude) of the distance in meters. No check is required, the ring performs all calculations. For reference, the order of magnitude of a light year, in meters, is 16.
* ***Collective Transport***:

The user can transport other people along. Each person other than themselves increases the time required to charge up the transport (as well as the time required to calculate the destination) by 50%. When making the transport, everyone must be at most 2m away from the plane master.
* ***Accelerated Transport***:

This effect can be configured multiple times. With it, the plane master is able to speed up the time needed to charge up the ring as well as the time required to calculate the transport's destination. Each time this effect is configured, the calculation speed increases by 100%. That is: with 1 level the necessary times are divided by 2, with 2 levels they are divided by 3, etc...
* ***Follow-up Transport***:

The plane master is able to follow the trail of another transport that took place in the same area, and transport itself to the same destination without knowing it and without having to calculate it. To do so, they must know that a transport has taken place in their immediate vicinity.
This requires a "Transphysics" test against an opposition of 1 for every 5m away from the transport they are, plus 1 per hour since the original transport took place.
A transport leaves no visual or energetic indication that it has happened. If the plane master doesn't have its ring configured with proper sensors, they have no way of knowing that there even was a transport in a given place.
* ***Paired Transport***:

Two or more plane masters can configure their rings with this effect to keep them linked through space, allowing them to transport to each other, functioning as moving dimensional marks. This is the fastest way to transport. A paired transport takes 10 seconds of charge and no calculations are required.
## Space-Time field

This field rules motion, time and gravity.

### Impulse

This power allows the plane master to propel a physical body, either themselves or another body, from a distance. If used to propel a body at a distance, the generated impulse is divided by the distance in meters to the target. Living or sentient targets can add their "Will" to the "Transphysics" test made by the plane master.
This power uses the concept of "Impulse". One unit of impulse is wnat's required to accelerate 1 kg at 1 m/s per second. Impulse 50, for example, could be used to move 50 kg at 1 m/s per second, or 1 kg at 50 m/s per second. You cannot use this power for less than 1 second.

### Acceleration

The plane master can alter the rate at which they can accelerate with this power. This power confers several simultaneous advantages.
* Bonus to the number of hexes moved which equal to the power's level plus one.
* User can change their total initiative by an amount equal to the power's level.
* +1 on all actions (the plane master feels time more slowly) if the power is level 3 or higher.
* Multiplier on the distance of jumps and thrown objects equaling 10 to the level of this power. This also affects the range of projectile weapons like arrows or firearms.

### Flow

This power allows the plane master to alter the flow of time in an area. Each level of power confers a multiplier on the flow of time that can be used to multiply or divide the passage of time. If used in an area where there are intelligent or sentient beings, they can resist the power by adding their "Will" to the "Transphysics" test.
The minimum area used by this power is 1m radius. With each additional meter of radius the multiplier decays by the same amount. For example, at level 3 the plane master can alter the flow of time in an area of 1m radius by 10 times, or an area of 2m radius by 5 times, or an area of 4m radius by 2.5 times.
The affected area is static and does not move in relation to the local time-space field referential. It cannot be created or sustained more than 100 meters away from the ring. It can have other shapes than the circular one (maintaining the same volume), but no dimension of the created volume can be lower than 1 meter.

### Portals

This power allows the plane master to open portals through space that behave in the same way as Einstein-Rosen distortion metrics (also called Wormholes).
The destination of a portal depends on the amount of levels configured for the "Transport" power. Since with the "Transport" power at level 0 the plane master is able to transport to other "dimensional marks", this power can always be used to open portals to dimensional marks.
The portals have the shape of a sphere or an oval with a maximum proportion of 2:1. The dimensions listed below are equivalent to the maximum portal diameter. The smallest radius of a portal is 30 cm.
The portal stays open for as long as the plane master wishes, but its points of origin and destination are fixed to the space-time referential frames of where they were opened.
A portal takes a time to open equal to 10 minutes per portal level, plus the time needed to connect the two points at instant speed.
The plane master can open the portal at a distance of 1m per level.

* ***Partial Portals:*** The character can choose to open portals through which only one or a few types of matter or energy can pass. For example: portals through which only light can pass, or only radio waves, or only magic, etc. Partial portals have a size 1 level smaller than the configured power.
* ***One-way Portals:*** Portals can be created to only allow passage from one point to another. One-way portals have a size 1 level smaller than the configured power.

## Prana Field

This is the field responsible for the prana particles, a force with a very low energetic charge and which, for this very reason, can cross through any other field. Prana particles are associated with high concentrations of magnetic fields and are related to the phenomenon called "life". Fundamentally, the more elaborate the life form, the greater the amount of prana it carries. Sentient beings have large pranic charges, but some inanimate bodies, such as stars, can also generate immense doses of prana.

Prana interacts directly with all other known fields, and for this very reason it can be used to manipulate them, although due to its low energy charge this manipulation is not direct, but needs to happen through a complex pranic configuration. In many worlds, the Prana field is associated with what is called "magic".

This field only allows access to one power, called "transmagic".

### Transmagic

Like "transport", this is an "open" power. Each level of this power allows the user to configure a different effect, but there is no scaling between effects. The only exception is the basic effect, which all rings have, and is considered its level 0.
* ***Improvised Magic***:

This is the basic transmagic effect, and all plane masters can perform it. It allows the user to improvise spells without knowing them. Its effect differs depending on which rules of magic are used, "Arcane Magic" or "Words of Power".
In the case of Arcane Magic, this power allows the user to keep a reference to all spells known in the ring, so they don't require a written reference to cast them ritually. Thus, with this power, arcane mages don't require the "Memorize" skill.
For Words of Power, this power allows the character to gain a "wildcard" syllable that can be used to construct spells. This power can be configured more than once, granting a new wildcard syllable at each power level.
* ***Personal Flow***:

The Ring can be configured to force a local mana flow according to the parameters of a spell. In the case of Arcane Magic, each level of this power grants the character 20 magic points to cast spells, in addition to the limits of their "Channelling" skill.
For Words of Power, each level of this power grants three extra "destiny points" that can only be used to cast spells and replenish at each game session.
* ***Specialized Magic***:

This effect allows the plane master to load one or more advanced magic techniques, usually purchased as stunts, into the ring. Each level of this power allows the user to place into the ring one magical stunt from among those available for the type of magic being used.
* ***Independent Magic***:

The ring itself can be configured to cast and maintain a spell at a simple mental command from the user. In this way, the user can cause the ring to cast a spell at the same time they perform other actions, which might also include casting another spell. If the spell cast by the ring has a cost (in Destiny or Magic points), the user must pay for that cost as normal.
* ***Mana Sculptor***:

The user can change the local mana, increasing or decreasing it. The change is permanent.
Mana has levels which are counted with a number going from -4 to +4. At -4, spells are impossible. User can modify one mana level by 1m radius per hour. This is not a magical effect. It is possible to create a mana field in a full -4 mana world.
Each hour this power is used, the user can choose to modify one Mana level in the center of the effect, or move the edge of the effect away from the center by 1m.
Example, on a -4 Mana area, in the first hour, the user raises 1m of mana by 1 level. The levels around them become:
-4 -3 -4

In the next hour, they increase the center's mana by 1 level:

-4 -2 -4

In the next hour, they increase the borders' mana by 1 level:

-4 -3 -2 -3 -4

In the next hour, they increase the mana of the borders by 1 level again:

-4 -3 -3 -2 -3 -3 -4

After that, they raises the center's mana by 1 again:

-4 -3 -3 -1 -3 -3 -4

And so on...
* ***Power Source***:

This effect allows the user to generate their own mana field around them, making them immune to low mana regions or the uncertainties of very high mana. Around your body, mana will always have a value one point closer to 0.
This allows them to cast spells in areas where they usually can't, but only if those spells target them. Since they only generate a mana field around their own body, any magic that affects distant targets is neutralized when leaving them. However, they can cast spells that affect targets they touch.
* ***Magic Conversion***:

The character is capable of converting several different energy sources into magical energy. Each conversion source requires the configuration of a different sector in the ring.
* ***Living Energy:*** The character can use other people's fate points or spell points, provided they consent or are unable to defend themselves. The character must touch the targets, and the energy must be used in full in a single spell casting.
* ***Vegetation:*** The character can convert local vegetation into magical energy. This kills vegetation and sterilizes the land around it. Each patch of grass or bushes, or each dead tree, grants 1 fate point or 3 magic points. It can only draw energy from vegetation around it or that it is touching. Energy must be used in full in a single spell at the time of conversion.
* ***Faith:*** If sentient beings believe in the user and trust him or her with authority over their spiritual existence, the power of that belief adds up and endows the user with a steady stream of magical energy. The generated flow is equal to the order of magnitude of the number of faithful individuals rounded down. This converts to an extra number of fate points or spell points that can be used each game session. The power of Faith does not travel faster than Light, and therefore can only be used effectively on the planet which it is produced.
* ***Mana:*** The character can drain the local mana level and use that energy in spells. Each drained level of mana bestows 1 fate point or 10 spell points. Energy must be used in full in a single spell at the time of conversion.
* ***Skill points:*** The character can convert their own skill points into magical energy. Each skill point can grant 1 fate point or 10 spell points instantaneously.

## Vacuum Field

The vacuum is not empty, it has tiny vibrations that generate endless particles that are created and destroyed all the time. These fluctuations create an inherent uncertainty in every event, and are truly random. The vacuum field, so to speak, creates luck and bad luck. By controlling it, a plane master can shift the chance of things happening in their favor.

This power does not have level 0.

## Omega Field

This field sustains all particles that do not interact with light, the so-called "dark matter", which is what makes up the spiritual part of living beings. It has two powers, called "Omega" and "Psi".

### Omega

This is an open power. Each level of this power allows the user to configure a different effect, but without a scaling between effects. The only exception is the basic effect, which all rings have, and is considered level 0.
* ***Animic Protection***

This is Omega Field's basic power, and any plane master can use it. It allows the character to consume their skill points (used or unused) to gain in-game advantages.
The expenditure is instantaneous, but the character can only spend 1 skill point per turn this way. They can use this retroactively, as long as the decision is made shortly after a dice roll.
A skill point can:
* Grant +5 on a dice roll.
* Re-roll a test three times and choose the best result.
* Recover all physical and mental stress points of a target.

* ***Animic Transfer***

The character can transfer fate points to others, or take fate points from other people. The target must consent to the procedure. It is impossible to perform this transfer on a target that opposes it. Transfers into animals, plants, minerals or synthetic beings always fail.
The character can transfer 1 fate point per second. This transfer can occur up to 5 meters away.
* ***Consolidated Transfer***

The character can only configure this effect if they have already configured "Animic Transfer". It allows the transference of skill points (used or unused) between characters. These points are transferred without losing their characteristic. If a plane master takes 1 point of "Physique" from a character, they gain those points as "Physique" points. If they transfers them to someone else, these are still "Physique" points.
Users can transfer 1 skill point per minute. This transfer can happen up to 5 meters away. *The transfer is not permanent*, and only lasts for as long as this power is maintained.
As before, the target must consent to the procedure. Transfers into animals, plants, minerals or synthetic beings always fail.
A target can only receive external skill points or give away skill points if the consolidated transfer's power level is greater than the number of skill points it has already received or given away from external sources.
Transferred skill points cannot go beyond the current campaign limit.
* ***Animic Capture***

This power allows a character to gain and spend "wildcard" skill points. Upon contact with any given civilization, the plane master can gain a number of wildcard skill points equal to this power's levels. They can spend these points on any skill that is generally known on the planet. For example, if they are in a medieval world, they could spend wildcard points on "Fight", and learn to fight with medieval weapons, but if they were in a high-tech world, where such weapons are rare, they could not.
The character can also "un-spend" these points at any time, reconverting them into wildcard points. If your ring is reset and loses this effect, all wildcard points already spent are lost.
The plane master can also treat unspent skill points as wildcard points.
To spend these points, they must wait one hour per character point while the ring works.
* ***Animic Acceleration***

This effect allows the plane master to use the effects described in "Animic Protection", but able to spend as many skill points as they want per turn.
* ***Animic Remembrance***

The character manages to get in touch with their past lives and reconfigure their spirit in specific ways. This power allows the character to use alternate forms in all of their mental skills.
This power can be configured more than once. Each time grants the character a new re-distribution of mental skill points. The mental skills are: "Rapport", "Lore", "Contacts", "Empathy", "Deceive", "Investigate", "Crafts", "Perception", "Burglary", "Will", "Academia", "Technology" and "Medicine".
The character needs 5 minutes to switch between mental distributions. They must keep track of which is the "main" distribution, because if this power is de-configured from the ring, they lose access to all other distributions, reverting to the main one.
### Psi

This is the power that governs psychic abilities and mental powers. A ring can be configured to bestow or enhance the wearer's psychic powers.
Each level of power directed to Psi grants the character one of the psychic feats, or one point in a psionic ability, described **HERE**.
## Additional Effects

Not only quantum fields live an Arkyllian ring. In addition to the already described powers, it is possible to configure the sectors of a ring with a range of additional effects, listed below. Each of these effects occupy a sector of the ring.

### Memory Expansion

A sector of the ring can be configured to contain a memory expansion. Each sector increases the ring's memory by 1000 exabytes.
### Language and Cultural Package

The ring can be loaded with a database containing all the major languages known in the galaxy. When in contact with one of these languages, the ring projects linguistical knowledge directly into the user's speech center of the brain, so that they can communicate like a native.
This works for spoken and written languages.
The ring also can contain a database with information about all of the known galactic cultures, including the entire "wikipedia" of these civilizations. When in contact with these civilizations, the ring projects into the Gnostic center of the user's brain the best way to speak, to present themselves, to express themselves, such that the user does not suffer any penalty for being in contact with an alien culture.
### Sensory Pack

A ring sector can be configured to contain advanced sensors capable of performing specific operations. The result of a sensor scan can be projected directly onto the user's visual cortex or fed into another digital system. Each sensory pack below occupies one sector of the ring.
* Multispectral Sensors: Allows for "seeing" in several simultaneous bands of the spectrum, from infrared to ultraviolet. Increases the range of frequencies seen by a human eyes in 10 times.
* Telescopic Sensors: Allows for seeing further within the visible spectrum. It can allow the user a visual magnification of up to 100,000,000 times. This resolution is equal to 0.000033 arcseconds, which is enough to perceive a coin on the moon.
* X-Sensors: Can perceive elements through solid objects, penetrates up to 3 m inside an object with the density of rock, being able to see more or less depending on the density of the objects.
* Pranic sensors: Can perceive pranic energy flows.
* Omega sensors: Can perceive flows of spiritual energy.

### Technical Skill Pack

Each level of this configured effect grants the character one point of a specific skill. Only skills that can be taught or trained can be set. Thus, you cannot configure this effect with "Physique" or "Resources", for example.
### FTL Communicator

A sector of the ring can be dedicated to an FTL communicator capable of sending and receiving messages at instantaneous speed.
### Genetic Restructuring

This package allows the ring to slowly reconfigure the user's genetics, changing their physical appearance and/or species, adapting them to a specific environment. With it, given enough time, the user can completely alter their species, being able to pass themselves off as a native of virtually any planet. They can also choose their appearance and have whatever physical shape they want.
The genetic restructuring takes at least 24 hours to complete.
### Holographic Projection

The ring can have a sector configured to manipulate light in a region in order to create holographic images. The maximum volume that each sector can project equals to 8 cubic meters. The hologram can be programmed to react and behave however the user wishes. This effect can be used to project an illusory shell around the user in order to make them look however they want.
The created hologram can also be used to hide the user or a desired object. In this case, any other individual or system attempting to perceive the hidden element using purely visual aids is subject to a +2 in opposition. On a success, they will realize that there is *something* there, even if they don't know *what*.
### Regenerative Pack

The ring can be configured to enhance and aid the wearer's biological regeneration, recovering them from injuries. With that, they start to automatically recover from physical consequences, even if one treats them.
### A.I.

Despite all its sophistication, the ring is just a piece of technological equipment, and depends on the user's knowledge, skill and initiative to function. These limitations can be overcome by setting up an AI for the ring, which can behave as autonomously as the user wishes.
The AI has "Will" 4, "Transphysics" 2, plus 10 points in other mental skills. It can mentally converse with the user or project its image onto their visual cortex. It is perfectly obedient to the user, and can be ordered to use ring's powers even when the user is not wearing the ring.
### Nanobot support

One of the sectors of your ring can become a receptacle for more nanobots. Each sector allows the character to keep one more nano-point on their body (see below).
### Nano-Cloud Support

The character can configure one of the ring's sectors so that it autonomously sustains an additional **nano-cloud**. With that, it can maintain and control more than one nano-cloud simultaneously.
## Fine Tuning

Over time, plane masters have learned to tune the ring and optimize its use under specific conditions, allowing it to perform better and for its powers to be stronger than normal.

Each listed fine tuning is a different stunt the character learns. Each level in "Transphysics" also allows the character to know one of the stunts below. These allow the user to "gain" more sectors to configure the ring's powers, if these sectors meet specific conditions.

* ***Harmonious Synchrony***: This tuning needs to be acquired for each different quantum field. The user is able to tune these fields so that their interference generates constructive harmonics with results that simulate other frequencies. For every 2 levels of a specific power they sets up in the ring adjacently, they gains a third level for that same power.

* ***Dimensional Interference***: This tuning needs to be acquired for each different field trio. If the user configures two different fields, adjacent to each other in the ring, they can simulate a power of a third field, determined when this tuning is acquired.

* ***Secondary Effect***: This tuning must be acquired for each different field. By configuring 4 adjacent sectors with the same effect of the same field, it can simulate 3 levels of another power of the same field.

# Stress Scales

The more technology evolves, the more ways to annihilate individualsin the blink of an eye are invented . Therefore, in highly technological environments, the simple counting of stress points becomes simplistic. Thus, attacks caused by ultra-technological weapons, or extreme natural events, cause stress on other scales. These scales are called: Mega-Stress, Giga-Stress, and Tera-Stress.

* ***Normal Stress:*** Encompasses the impact of "low" technology weapons: thrown objects, arrows, darts, gunshots, medium-intensity lasers, small explosions (such as grenades).
* ***Mega-Stress:*** Is stress caused by high-technology weapons that can be used by a humanoid person, such as hand phasers, monowire vibroblades swords, gauss machine guns, gravitational weapons, as well as stress caused by large, inferior technology vehicles such as tanks, planes, warships, including missiles, cannons, etc.
* ***Giga-Stress:*** Is stress caused by ultra-technological vehicles or ships, which include photon missiles, proton torpedoes, turbolasers, etc. Atomic bombs cause giga-stress.
* ***Tera-Stress:*** Is stress caused by extreme natural events such as a supernova explosion, a quasar beam or the annihilation inside of a black hole.

The relationship between these scales is decisive. If, for example, a normal person is hit by even 1 point of mega-stress, they are immediately knocked out (if not annihilated). Likewise, if a spaceship receives even 1 point of tera-stress, it is immediately disabled, if not destroyed.

# Nano-Technology

Not just Arkyllian rings are available to plane masters. Being able to travel through the cosmos at impossible speeds, they can get in touch with all kinds of technological civilizations, and thus manage to enjoy all the benefits that ultra-technology can offer. However, apart from the Arkyllian ring, none of these benefits are as versatile as nanotechnology.

Any plane master can make use of nanotechnology, and given its relevance, virtually all of them do. To do so, the character must know the new "nano-engineering" skill.

## Nano-Engineering

This is the ability to create, program and alter generic processing nanobots in order to have them perform various custom tasks. With this skill, characters are able to safely inoculate nanobots into themselves and keep a stock of them inside their own bodies, without harmful effects. These nanobots can then be programmed to impart various new abilities to the character.

Character must keep track of how many nanobots they have on their bodies, in a new "Nano-Points" track. Each nano-point roughly corresponds to 10 billion individual nanobots inside one's body. The effects and perks conferred by nano-technology use the character's nanobots by committing a certain amount of them to one or more desired effects.

These effects usually do not destroy the used nanobots, but when they do, the character can recover lost nanobots by ordering the remainign ones to replicate using whatever raw material the character is in contact with. 1 nano-point takes 1 day to regenerate and consumes more or less 1 kg of raw material.

In an emergency, the character can even order nanobots to replicate by consuming their own bodies. Every 2 nano-points regenerated this way imposes a new light physical consequence on the character.

The number of nanopoints characters can keep in their bodies equal the sum of their "Nano-Engineering" skill and their "Physique".

## Nano-Technology Limits

Just because a player can think of a certain effect doesn't mean it can be performed by nano-technology. The very nature of nanobots imposes limits on what they can and cannot accomplish.

Each nanobot is a 2 nanometer long construct. Although they are already extremely small, they are still giants compared to certain elements such as, for example, a strand of DNA. Much larger even than atomic particles or the fabric of space-time itself.

Thus, nano-technology is incapable of:

* Affect cells at the genetic level or at the level of organelles. In this way, curing genetic diseases, cancer, or rejuvenating a person is impossible.
* Directly affect specific atoms. Thus, connections between molecules or atoms cannot be broken. Effects such as an atomic explosion, atomic fusion or nuclear decay are not possible.
* Affect any quantum field, such as the time-space field. This means that nano-tech cannot open wormholes in space, change the flow of time, jump between dimensions, make a target insubstantial, or change characteristics of quantum uncertainty (luck or bad luck).
* Affect any effect considered “metaphysical”, such as the human spirit, or the intelligent mind. Thus, “resurrecting” someone is not possible (assuming the target is already “dead”. The definition of death itself may vary according to the technological level of the location).

## Nanotechnological Effects

There are two types of distinct effects that can be achieved with nanotechnology. *Internal Effects*, which occur inside of a character's body, and *External Effects* which rely on the character expelling their nanobots in a "nano-cloud" (described **below**).
Characters can re-program their nanobots and change their functions relatively quickly if they have an Arkyllian ring. Reprogramming the nanobots requires concentration for a full turn during a conflict and a "Nano-Engineering" roll against an opposition equal to the number of reprogrammed nanos. If the test fails, but the dice result is still positive, some of the nanobots will have been reprogrammed, and others will not.
If the character cannot make use of an Arkyllian ring, they can only reprogram their nanobots in a suitable technological facility, called a "nano-factory", and the reprogramming takes one hour per nano-point.
### Nano-Clouds

External effects occur outside the character's body and also outside of another living being. They affect the surrounding environment. For the nanobots to produce these effects, characters have to expel them from their bodies, forming a "nano-cloud" around them that responds to their physical or radio commands (characters must control the cloud through gestures, or words, or by direct radio contact using an Arkyllian ring).
Although the cloud is made up of billions of nanobots, these are spread out enough to be imperceptible to normal human vision. A character's nanobots are tailored to their DNA signature and therefore only respond to their own commands. It is not possible for one character to steal another's nano-cloud.
The cloud exits the character's body through their pores (the nanobots are small enough for this), and while the nanobots are in cloud mode, they are effectively outside of the character. Thus, the character has less nano-points on their body. The ejection process takes 1 second per nano-point. The character can expel as many nanobots as wanted.
While the character doesn't need to be in contact with the nano-cloud for it to take effect, they do need to be in contact with the cloud to reabsorb it back into their body, or if they want to change its programming, or issue a new command.
The cloud can move along with the character, and can move autonomously at a maximum of 20 m/s.
A nanocloud can only exist in gaseous, liquid or vacuum environments. It cannot be expelled or move within solids.
Under normal circumstances, a nanocloud breaks down and is dissolved after 1 day outside the character's body.
Normally, the cloud stays close to the character. However, to perform specific effects, it can be extended to cover a larger area. Each nano-point can cover at most an area of 4 hexes (20.8 cubic meters, each hex being 2.6 meters square and 2 m high), or one "zone" in combat.
When an effect requires more than one nano-point, the nanobots must be stacked inside each other in the same affected area.
A character can only coordinate one nano-cloud at a time.
### Destroying nano-clouds

Although the nano-cloud is a physical construct, it is so sparse that it is really difficult to damage. A nano-cloud is not affected by physical stress, be it a blow, cut, pierce, or even explosions. Only a nano-cloud can destroy another, with a specific effect programmed for that end.
The cloud contains 1 point of "nano-stress" for each nano-point that composes it.
### Combining efforts

Two or more characters can combine their efforts and create stronger nano-tech effects. This can be achieved through external effects. The characters must emit their nano-clouds in the same area and one of them, chosen as coordinator, controls the entire cloud as long as the others allow it. All characters must be in contact with the nanocloud during the effort.
Characters who are not the coordinator cannot change the effect being executed. Their only choice is to whether remove their nanobots from the cloud or not. Once a coordinator is chosen and control is handed over to them for a specific effort, they have complete authority over the cloud.
### Internal Effects

These effects require the character to "use" their nano-points, though without "spending" them. When creating internal effects, charaters determine how many nano-points are allocated to each effect, and "commit" them to the associated effects. At any time, they can reprogram their nanobots and change the nano-technology effects that are taking place, without losing their nanobots.
Nanobots can alter virtually any biological function, and can even create new functions in some cases. Most effects are achieved by creating a new aspect on the character that represents the created change. Aspects created this way require the use of 2 nano-points and last for as long as the character wishes to leave those nano-points committed to the effect. Examples of valid aspects are: "Breathe underwater", "See in Infrared", "Internal Radio Interface", "Immunity to Poisons", "Resistance to Fire", "Resistance to Radiation", etc.
Eventually, characters may wish to create aspects whose impact is much greater than , and change the very mechanics of a conflict. These are called "extreme aspects". Some examples of extreme aspects are: Accelerating the character's metabolism to allow one more action in a turn of a conflict, making a melee attack cause mega-stress, full immunity to heat, etc. Extreme aspects require the use of 4 nano-points. However, because they demand too much from the character's own physical body, each time an extreme aspect is invoked it causes 1 point of physical stress to the character. This physical stress can be avoided by spending 1 fate point.
In addition to creating aspects that alter the functioning of the physical body, nanotechnology can create the following internal effects:
* ***Mega-Armor:*** Each nano-point can be programmed to create an ultra-resistant mesh on the character's skin, granting a number of points of mega-armor which equal the number of nanobots commited to the effect. This makes the character, effectively, invulnerable to normal stress. This is by far the most common use of nanotechnology. Mega-armor can only be damaged by mega-stress (or higher scales of stress). When damaged, the mega-armor's nanobots are not destroyed, but they lose mesh cohesion and need to be reprogrammed if the character wishes to regain their mega-stress points.
* ***Reactive Mega-Armor:*** Like "mega-armor", but each point of mega-armor consumes 2 nano-points, and when damaged it automatically regenerates at the rate of 1 point of mega-stress per turn.
* ***Increased Strength:*** Characters can increase the stress points caused by their melee attacks by 1 point per nano-point commited to this effect.
* ***Built-in Weaponry:*** Nanobots can be configured to emulate a weapon installed inside of a character's body. This weapon behaves like a ranged weapon (such as a revolver or pistol) that causes 1 point of stress for each nanopoint committed to the effect. The weapon can be configured to cause mega-stress, but in this case each attack that causes mega-stress consumes 1 nano-point or causes 1 point of physical stress to the user, or requires the expenditure of 1 fate point.

### External Effects

These effects require characters to create a nano-cloud and emit it out of their bodies, as already explained. Once the cloud is expelled, the character's number of nano-points temporarily drops, as long as the nanocloud remains outside their bodies.
Nano-clouds can be used to create aspects that affect an entire combat zone. Each aspect created consumes 2 nanopoints. It can only last for one scene. At its end, the character must reabsorb the nano-points, or lose them permanently. Examples of aspects created with external effects are: "Diminished Visibility", "All flammable things catch fire", "Light illuminates the location", "Gives electric shocks to anyone in the area", etc.
As with built-in effects, it is possible to configure the nano-cloud to create extreme effects. Extreme effects cause dramatic changes in an environment that can conclusively alter the flow of a scene. Extreme effects consume 4 nano-points. If used to confer bonuses or penalties, extreme effects confer +4 or -4 modifiers to dice rolls. Examples of extreme effects: "Zone of absolute darkness", "Great fiery conflagration sweeps through the zone", "All electronic equipment is burned out", etc.
In addition to creating aspects, nano-clouds can be configured to perform the effects below:
* ***External Attacks:*** Nano clouds can be configured to corrode whatever they touch, causing 1 point of physical stress to any solid body within their covered area. If the character wants to exclude certain targets from the cloud's effect, they have to keep controlling it constantly. These attacks do not cause mega-stress.
* ***Nano-Attacks:*** Nano clouds can attack other nano-clouds. Each nano-point dedicated to this effect causes 1 nano-stress point to a nano-cloud. This effectively destroys the target cloud's nanobots.
* ***Nano-Defense:*** Nano clouds can be configured to defend against nano-attacks. Each point devoted to this effect reduces the damage dealt by a nano-attack by 1 point.

# Huraigammas

Long ago, before plane masters adopted nanotechnology as their primary tool to supplement the Arkyllian ring, they used the huraigammas. Huraigammas are small metallic living beings covered in tentacles that, when implanted in the correct way inside the body of another living being, establish a symbiotic relationship with them and become a true living armor, sharing the same body as their host. Huraigammas are notorious for being compatible with almost any chordate animal that is the size of a human being, and for being able to grant them a wide variety of "powers" that come from their biometallic nature.

Huraigammas do not coexist with nanotechnology, rejecting and destroying nanobots that infiltrate their hosts' bodies. For this reason, plane masters must choose between using nanotechnology or a huraigamma. Most opt for nanotechnology for its more versatile aspect, though there are still some nostalgics who have become too attached to their huraigammas to part with them.

Once the character is implanted with a huraigamma, the symbiotic process between it and the host begins. This process grants the host a range of powers, represented by levels in a new ability called "huraigamma". Each level in this ability allows the character to choose a new power, and also gives the character a level of mega-stress. Once chosen, huraigamma's powers do not change.

In order to use the abilities of their huraigammas, characters must "manifest" it. Normally, the huraigamma remains inert, coiled inside the character's body. When it is manifested, hundreds of metallic tentacles come out from behind the character's back, covering them with a biometallic armor. Such a character looks like a creature straight out of a horror story, and gains access to the huraigamma's abilities. As the manifestation occurs very quickly and the tentacles are tough and sharp, normal clothes cannot survive this process. The manifestation of a huraigamma takes a few seconds: a full combat turn to complete.

Any character who has a huraigamma can manifest it and use its many metallic tentacles as if they were very long and flexible fingers. These tentacles can extend up to 2m in length.

## Huraigamma Abilities

These are the main abilities that huraigammas can develop.

* ***Flight:*** The huraigamma gains the ability to telekinetically propel the host at high speeds. Its maximum speed is equal to 100 km/h plus 100 km/h for each level in the "huraigama" skill.
* ***Ultra Regeneration:*** While manifesting a huraigamma, the character with this power regenerates 1 point of normal stress per combat turn. It also regenerates physical consequences without the need to undergo treatment in order to initiate recovery.
* ***Symbiotic Redundancy:*** This power causes a huraigamma to grow redundant internal organs, such as a second heart or third lung. Each level in the "huraigama" skill gives the character one more light physical consequence that can be used. While these consequences are regenerating, the huraigamma cannot be un-manifested. Multiple light consequences regenerate serially, not in parallel.
* ***Magic Resist:*** Against spells that must be resisted with fate points, this power grants the player a number of "bonus" fate points that can only be used to resist spells. These points regenerate at the end of a game session. The character has as many bonus fate points as his level in "huraigamma". Against spells that are resisted with "Physique" or "Will", this power gives the character a +2 bonus to all resistances.
* ***Psychic Resistance:*** This power makes the character immune to telepathic influences. However, while active, the character is also unable to use telepathic abilities.
* ***Mega-Claws:*** The host can extend razor-sharp claws up to 5 feet in length. These claws are vibrating monowire, and do not have maximum damage. They also gain an aspect called "Mega-Claws", which can be invoked to have the claws cause +2 damage or to cause mega-stress.
* ***Ultra Speed:*** The character gains an aspect called "Ultra Speed". This aspect can be invoked to grant +2 to initiatives, attack rolls, or to allow the character one more attack action in a turn.
* ***Biochemical Filtration:*** The character becomes super resistant to pressure, radiation, disease and poison. The symbiote also becomes capable of breaking carbon dioxide into oxygen, thus allowing hosts to breathe under water or even in a vacuum, although in a vacuum they cannot keep breathing for more than 1 day.
* ***Instant Manifestation:*** The character gains the ability to manifest the huraigamma practically instantly. However, this manifestation is so, so fast, that no equipment in contact with the character survives it. Even if some equipment is *extremely* resistant, the character cannot keep hold of it during an instant manifestation.
* ***Premonitive Sense:*** Characters gains an innate sense of danger, which is accurate enough to allow them to use it in combat. They cannot be surprised, and are able to attack and defend against opponents they cannot perceive.
* ***Partial Manifestation:*** The character doesn't need to manifest all of the huraigamma at once, being able to manifest only part of it as desired. This ability can be used so that an "instant manifestation" doesn't disarm the character, if they are wielding weapons or personal shields.

# Other Technologies

The rules and descriptions of the other existing technologies in the different space civilizations can be found **HERE**.

# New Skills

High-tech scenarios open up the following new abilities to players:

## Technology

Characters use this ability to interact with, build, design, alter, or hack anything high-tech, from personal computers, cybernetic implants, to spaceships. To use this ability, a character needs direct contact with the equipment being affected, although in many cases that contact need not be physical, and could simply be digital.

### Hacking

Hacking simply means gaining access to a system that you shouldn't have. Attempts takes place as a normal conflict, but with some modifications.
* ***Initiative:*** No initiative check is required. A hacker always acts first, as a defense system has no reason to defend against an attack before it actually happens. If more than one hacker is trying to break into the same system at the same time, they each make a "Technology" check to determine who goes first. The target system defends against both attempts simultaneously.
* ***Attack Rolls:*** Hackers use "Technology" to determine their attack margin. Generally, a system can always defend itself, as these attacks are pretty obvious. However, an attacker can attempt a "stealth" attack, taking every possible precaution to remain undetected. Sneak attacks impose a -2 penalty on the attack roll. Systems can defend normally against sneak attacks, but in this case, unless their defense rolls have a success margin of 3 or more, they cannot counterattack.
* ***Defense Tests:*** Each digital system has a value in the "Technology" skill with which they defend against attacks. If they defended against an attack and identified the attacker, they can counterattack on their turn. If the attack was a successful sneak attack, the defense system cannot counterattack. If a defense system performs a counterattack, it can also perform a "stealth counterattack". If this is successful, the original attacker cannot attack on their turn, as they will not know that the defense system is attacking them!
* ***Digital Stress:*** Simple systems, such as smartphones, home TVs and the like, have 1 layer of digital stress. Most civilian systems, such as personal computers or commercially available cybernetic implants, have 2 layers of digital stress. Digitally reinforced systems, such as servers, can have 3 to 5 layers of digital stress. Paranoid military systems can have up to 7 layers of digital stress.
* ***Victory Outcomes:*** When a hacking conflict ends in favor of the attacker, they can do whatever they want to the attacked system. This "victory" grants privileged access that lasts for the remainder of the scene. However, the hacker can cause permanent physical damage to the system if they so chooses, in which case the effects of the hack can be permanent.
* ***Digital Stress Scales:*** Depending on the tecnological level of a digital system, its digital stress points can belong to one or another scale, as well as the digital stress they inflict in their attempts. Arkyllian rings cause Tera-Digital-Stress and have 12 points of Tera-Digital-Stress.

## Medicine

In high-tech environments, this skill encompasses not only the study of diseases and necessary interventions in humans, but also biology, xenobiology and genetic engineering. With this ability a character can heal, poison, regenerate, or study any organic body.

The galaxy has several forms of advanced medical treatment that can be helpful to characters during a campaign.
* ***Hiposprays***: Small consumable sprays that inject antibodies and coagulant accelerators which act on almost all known species. Can be used to recover 1 point of physical stress as a free action in combat. Prolonged use can cause nausea, diarrhea, headache, fever, 73 forms of cancer, kidney failure and premature aging.
* ***Medical Kit***: A small suitcase with everything a field medic needs. It can be used to perform improvised surgery, which can initiate recovery from a mild (Medicine roll vs. 2) or moderate (Medicine roll vs. 4) physical consequence. A success with style can allow immediate recovery of a mild consequence.
* ***Medical Treatment***: Treatment in a suitable facility, such as a ship's medical bay, can initiate recovery from a mild physical (Medicine check vs 2), moderate (Medicine check vs 4), or severe (Medicine check vs 6) consequence. A success with style can allow immediate recovery from a mild or moderate consequence.
* ***Healing Tanks***: Tanks with genetic regenerators can heal almost any character's wounds. Healing tank treatments requires the character to be out of play for a scene. This automatically recovers a mild consequence and initiates recovery from all moderate and severe physical consequences, without the need for a skill check.

## Subliminal Control

Plane masters can learn and use the subliminal control rules, described **HERE**

# Artificial Beings

Among the plane masters' various knowledge is knowledge that allows them to create artificial beings, commonly called androids or synthetics, which possess fully autonomous behavior and are even capable of legitimate emotions and moral thought. Players can play with artificial beings, and these can even be plane masters themselves. To that end, they need to purchase one of the below stunts:

* ***Android:*** You are a humanoid robot. As such, you have no mental stress track and cannot have levels in the "Will" skill. Instead, you have a "digital stress" track, which is equal to 1 plus your "Technology" skill level. You don't need to sleep, breathe, drink or eat, but you do need to recharge yourself with electrical power 1 hour each day. If you miss a recharge session, you must take a -1 penalty to all actions, cumulative per day you don't recharge. After 5 days without recharging, you turn off. You can survive indefinitely in a vacuum, and even if you lose all your energy, you can be recharged and come back to life no matter how much time passes. You also don't age, you can't be asphyxiated, poisoned, and you don't get sick. In turn, you don't automatically recover physical stress at the end of a scene, and require someone (which could be yourself) to run a maintenance cycle on you by performing a "Technology" skill check. This roll's success shifts indicate how many stress points you recover in that scene, provided you're not engaging in strenuous activity, such as physical combat. You can purchase the "Modular Body" skill, described later. You cannot develop psychic powers or magic, and your digital mind is immune to these.

* ***Synthetic Body:*** You have a body that, despite being organic, was artificially constructed. This feat can also be acquired by people who have had a "normal" birth but have undergone extensive genetic modification. You have all the limitations of a normal biological body, but you can buy the "Modular Body" skill, which counts the genetic changes you've undergone (or with which you were created).

## Modular Body

This skill measures the amount of modifications an artificial body has in relation to a standard human body. Each point in this skill allows the character to choose an aspect related to a modification, such as: "Enhanced strength", "Improved blood oxygenation", "Skin stronger than steel" or something like that. These aspects can be invoked normally. A character can use its entire turn in a conflict to make a roll against "Modular Body". The success shifts grants them free invocations of their modifications, for that scene.
Special cases may apply to specific modifications.
* Modifications that increase a character's resistance, such as "Subdermal armor" or "Reinforced skeleton" can be invoked to reduce incoming damage by 2 points.
* Modifications that increase a character's stamina, such as "Enhanced blood flow" or "Biochemical stimulants" can be invoked to grant the character an additional layer of physical stress for a scene. Only one layer of additional stress is allowed per modification.
* Modifications that grant new weapons, such as "Retractable claws" or "Built-in rocket launcher" can be used to increase a character's final damage on an attack roll or to allow them native ranged attacks.
* Modifications can be selected that affect other characters, such as "Coordination pheromones" or "Poison breath". These can be invoked to apply a boost to other characters, with a free invoke. If these boosts are applied again to a character already affected by them, they become aspects that last for the entire scene.
* Characters with a modular body can also buy as modifications any effect described in the additional effects of the Arkyllian ring. Each configurable sector must be purchased as a separate modification.
* This skill's modifications represent specialized installations in androids or specific genetic alterations in synthetic beings, and therefore cannot be altered quickly, requiring a whole specialized treatment for that. However, one modification point can be used to give the character a modification called "self-modifiable", which allows the character to change their other modification points at the rate of 1 per day.

Once a modification is invoked during a scene, it is considered "active" until the scene ends or its effect takes place. An "active" modification cannot be re-invoked unless used up first.
## Special Stunts for Android Characters

Characters who choose to play an android can purchase some of the following special stunts:
* ***Prana Crystals:*** Your microprocessors were made with special crystals capable of conducting pranic energy. As a result, you are able to learn and use spells. Your technological body remains immune to spells intended to affect the bodies of biological beings, but spells can be created specifically to affect you.

* ***Psychic Processors:*** Your chips were developed with crystals charged with psychic energy. Because of this, you are able to learn and use psychic powers. However, your digital mind is affected by mental powers normally. Attacks that affect a target's mental stress affect your digital stress instead. You use the skill "Technology" as if it were your "Will".

* ***VAS Reactor:*** You have, built into your body, a virtual asymmetric separation reactor (called "VAS"). This reactor separates virtual particles into real particles and filters electrical energy from the quantum vacuum (ie: from nothing). With it, you never need to recover electrical energy and it is always fully charged.

* ***Modular Body:*** Every piece of your body can be detached from the rest and still function independently. You could free one eye and let it see what happens in one place while you go about doing other things, or you could detach your hand and have it move around by itself.

* ***Self Repairing Body:*** Your body contains self-repairing circuitry which can recover your lost stress after a scene as if you were organic. You still need maintenance cycles to recover from physical consequences.

## Plane Master Artificial Beings

Artificially created beings can be plane masters themselves, and can use all the abilities of an Arkyllian ring. However, they do not need to have a physical ring with them. Rather, they may have been created with all the circuitry of an Arkyllian ring embedded within their bodies.
All the normal ring rules and limitations apply to these characters. Rings are not circular in shape just to fit on a finger, but they need to be in that shape in order to affect quantum fields the way they do. Likewise, its size is not incidental: larger rings are not able to affect quantum fields more optimally, such that even if the character is itself much larger than a ring, they are not able to configure more sectors because of that.
# History of the Plane Masters

Three hundred million years ago, Arnish discovered the secret of the zero field and built the cosmic resonator, a huge space facility where the first plane masters, his assistants, were trained. Over time, as they traveled through the cosmos, new recruits were brought in, their numbers grew, and the space facility became a true city. Arnish and his seventy-eight assistants, the first plane masters, were given the name "The Founders".

Forty thousand years later, Stauren, the homeworld of Arnish and the other founders, encountered the Zendari, a militaristic, xenophobic, and extremely advanced galactic civilization which threatened to annihilate their people. To protect them, the Plane Masters revealed themselves and defeated the Zendari, and since then, all advanced civilizations have known of this group's existence.

## The Braxaron Rebellion

As the plane masters grew in number, they formed a hierarchical organization that gradually became quite restrictive. The limitations on what they could and could not do with the technology they had started to become arbitrary and overly complex. Eventually, a group of plane masters, disgusted with the situation, rebelled against the rest. Led by the founder "Braxaron", they stole a series of equipment that allowed construction of the Arkyllian rings, and fled. Worse even, during the robbery they were discovered by Arnish, and in the ensuing confrontation Arnish himself was killed along with three other founders.

Braxaron's rebellion sparked a major revolt among the other plane masters, and a veritable galactic hunt for the rebels began, one that lasted for millennia.

However, the rebels were not idle during this period either. Armed with the ultra-technology of the Rings and without the dogmatic confines of the Plane Masters, they dominated and controlled many galactic civilizations. Their confrontation with the plane masters, and often among themselves, created a constant state of war between the great space powers. During the period of Braxaron's rebellion, the rebels only wrought chaos and violence in the hedonistic pursuit of their individual pleasures.

## The Great Exile

After thousands upon thousands of years of pursuit and a painstaking hunt, Arnish's plane masters finally managed to capture the last of the rebels. However, the civil right that had been created left serious marks. Their number had considerably decreased, their image before galactic civilizations was the worst possible, and, as if that were not enough, a certain number of ring factories could never be fully recovered, and remain lost to this day.

Because of this, the remaining plane masters, who numbered twenty-one, decided to self-impose a forced exile. They withdrew from the interplanetary political scene, moved their city (now called "Arnish" in honor of their creator) to a secret location, and chose to no longer interfere with the fate of the galaxy, be it positive or negative. This was the period of the "Great Exile", and it lasted for millions of years in which the few plane masters dedicated themselves to research, to perfecting their technology, and did not increase their numbers only in the rarest of cases.

## Rise of the Galactic Superconsciousness

It happened that, on a planet close to the galactic center, called "Ioris", its population, strong psychics all, chose to unify their minds in a great psionic consciousness. This was the first recorded emergence of a planetary superconsciousness, and in time was followed by several other planets. In a few thousand years, that planetary superconsciousness became a true galactic superconsciousness.

However, although this process was voluntary, without anyone realizing it at first, the very existence of a psionic galactic superconsciousness began to affect the minds of every other being. Throughout the galaxy, individuals began to become, generation after generation, less intelligent, as if their intellect was being devoured. Entire planets reverted to a state of savagery and barbarism before the plane masters themselves could realize what was happening. The galactic superconsciousness was consuming the intelligence of all beings in the galaxy, whether willingly or not.

When the plane masters decided to come out of exile and intervene decisively, the galaxy was already so fragmented that space-faring civilization was left. However, eliminating the galactic superconsciousness meant destroying all inhabited planets in the galactic center, and the plane masters themselves were slow to agree on how to proceed.

The solution they opted for was the most time-consuming, and required all of them to develop their own psychic abilities through centuries of training, during which time the galaxy became virtually empty of intelligent beings. Finally, the plane masters made a direct attack on the galactic superconsciousness on the mental plane itself, and fragmented it in such a way as to destroy its individuality. The end of the galactic superconsciousness freed the minds of all individuals in the galaxy to resume their own development, but the cost was the technological reversal of every civilization.

Some, large fragments of the galactic superconsciousness that remained had to be contained and imprisoned in the mental plane, where they still remain today. Extreme aspects of a personality separated from its unity, they have come to pose a great risk to the psychic life of intelligent beings, and are known as "The Spectral Lords". To prevent them from becoming a threat again, the plane masters created a great piece of equipment called "The Phantom Sentinel".

## Age of Expansion

Millions upon millions of years passed, as galactic civilizations slowly re-emerged through natural evolution. Among these, one civilization in particular rose to the stars before the others: the Excellions. The plane masters revealed themselves to the excellions once they deemed their technology advanced enough to understand their existence, and for several years they coexisted in peace.

The excellion civilization, realizing that it was the pioneer in space exploration (except for the plane masters), began a project to seed intelligent life on several other planets. At that time, interstellar travel used a technology called "Quantum Jump", which allowed ships to traverse huge distances instantly.

The excellions, in time, created a vast galactic empire. However, envious of the technology of the plane masters, they tried in vain to discover their secret through various experiments. One of them, eventually, was catastrophic. Unknowingly, the excellions fundamentally broke certain quantum fields, and thereby disabled their own quantum jump technology. Their vast empire, suddenly unable to maintain FTL communication, splintered in a matter of years.

But worse than that, the quantum crisis somehow deranged the Phantom Sentinel, who proceeded to roam the galaxy, attacking and destroying every world that could potentially contain a Spectral Lord, which was every inhabited world in his path.

## The Great Quantum Crisis

Not only did the excellion empire lose its FTL travel capability, but also the plane masters, whose rings at the time used the same technology to move, found themselves constrained by the limits of the speed of light. As the excellion empire collapsed and the Phantom Sentinel traveled from world to world causing mass destruction, the plane masters had to organize as they could to overcome the new crisis. The city of Arnish was moved over thousands of years to the nearest technological world, a planet called Zyris, and along with the Zyrian civilization, the Plane Masters began a large research project in an attempt to find a way to restore FTL travel.

The Great Crisis lasted a total of 150,000 years, during which hundreds of inhabited worlds were destroyed by the Sentinel. In time, the plane masters managed, along with Zyrian scientists, to create a space hyperway technology that allowed connecting two points in FTL. This allowed for, overtime, more and more worlds that had been separated to reconnect, and, in one concerted effort, the Phantom Sentinel itself to be deactivated.

## The Stagnant Era

After the end of the Phantom Sentinel, and due to contact with the Plane Masters, the Zyrians established themselves as the most influential world on the galactic scene and instituted control over dangerous technologies, with the intention of preventing other events like the Sentinel. For thousands of years the other galactic civilizations were signatories to this treaty, often forcibly imposed by the Zyrian. However, not everyone was happy with the situation. A nascent civilization, the Lamorri, in an attempt to escape Zyrian scrutiny, secretly began a major biotechnology research project. Years and years of research allowed the Lamorri to build huge living ships that the Zyrian were unable to detect with their sensors.

When the Zyrian finally discovered the existence of Lamorri biotechnology, and attempted to contain it, they were ignored by the new civilization. The ensuing tensions soon erupted into open warfare between the two peoples. In this conflict, the plane masters chose to remain neutral, and refrained from supporting either side, even pulling the city of Arnish away from the Zyriani capital.

The Lamorri had been preparing for this conflict for millennia, and although the Zyrian were technologically more advanced, the Lamorri ships were able to reproduce themselves, and thus generate huge fleets that even the Zyrian were not able to oppose.

Eventually, the Lamorri defeated the Zyrian, but the war got out of even their control. Their ships, being alive, also evolved by themselves, and many spawned new species of enormous cosmic monsters, the so-called "Leviathans". Though the Zyriani were vanquished, the war against the Lamorri creatures would last until the present day.

## The Lamorri Era

After taking control of the Zyrian world and enslaving them all, the Lamorri began a great wave of galactic conquest, dominating all worlds in their path. The plane masters, disgusted with the direction the Lamorri were setting for galactic society, tried to intervene with them in order to stop their greatest atrocities. However, the Lamorri were not interested in being contained by any one group, and often ignored the ultimatums of the plane masters. These soon discovered that although they were far, far more advanced than the Lamorri, the sheer size of their empire made it almost impossible for a small group like them to make any difference.

It was in this era that the plane masters decided to review their policy of non-interference and isolation, and established a series of protocols in order to allow new recruits to join their order.

Eventually, the Lamorri dominated the entire galaxy, and all nearby satellite galaxies.

## The Al'a'Tari Era

The Lamorri, in addition to having great biological technology, were also powerful psionics. Eventually, a large group of them found the mind of one of the Spectral Lords, named Al'a'tar, and entered into a contract with him, sacrificing the psychic bodies of their slaves to the Spectral Lord, at the same time as they grew in psychic power.

Due to this contact, a large group of Lamorri discovered how to transcend their physical form and become a purely mental being. They called themselves "The Al'a'tari", and not only did they transform themselves into beings of psychic energy, but into true mental vampires who increasingly needed to consume the mental strength of other beings.

Imperceptibly, slowly, all of Lamorri society, slavers that they were, became slaves of the Al'a'tari themselves.

The Al'a'tari era would have ended with the end of all intelligent beings, had it not been for the interference of the plane masters. They chose three of the most numerous slave species of the Al'a'tari and coordinated a resistance among them. These were the Vhoor'lla, the Idrians and the Terlurians. Centuries of preparation culminated in a great rebellion that ultimately imprisoned the Al'a'tari in capsules specially created to contain their psychic form, as well as reducing the Lamorri civilization to shambles.

## The Age of the Great Arcanes

After the rebellion against the al'a'tari, a highly active group of plane masters advocated with the others for the creation of a "technological development protocol", which would prevent species from even thinking about developing dangerous technologies as long as everyone in the galaxy, weren't at the same level. This would allow the various civilizations to develop equally, and watch over each other, preventing one from dominating the others in an imperialist way.

The discussion about the protocol was extensive and time-consuming. However, unbeknownst to most of the masters, twenty-two of them, the self-styled "great arcanes", were already researching and putting into practice the protocol as the others discussed. Thus, silently, simultaneously, an extremely complex virus was spread across the galaxy, rewriting the genetic code of all living beings, bringing all civilizations back to a neolithic state.

When the other plane masters discovered the protocol's existence, the great arcanes were hunted throughout the galaxy. Many were captured and imprisoned, but many remain on the run today. Unfortunately, the plane masters were unable, in time, to reverse the effects of the protocol, and had to, forcibly, accept a galaxy where all species would develop their technological knowledge at the same pace.

## Arken's Civil War

The last major clash between the plane masters, and the worst of them all, was the Arken Civil War. A few thousand years ago, a plane master named "Arken" called a meeting where he laid out his plan to "fix" the universe. According to him, all the problems that existed were due to the fact that resources in the physical world were scarce, and death existed. However, this was a feature only of the current material structure. Another material configuration could create a universe where there would be no scarcity, or even death. This reconfiguration could be achieved through a series of equipment that would cause a "false vacuum decay" in the entire galaxy. This would destroy all that exists, but allow a new reality to establish itself in the new configuration calculated by Arken.

The plane masters discussed the matter at length, often quite heatedly. However, with the recent memory of the betrayal of the great arcanes, they did not wait for Arken and his associates to go behind their backs, and the arguments soon became a veritable civil war between the plane masters.

Arken's civil war was absolutely devastating. Almost all plane masters perished in this confrontation and in many points of the galaxy horrendous anomalies were formed wherever they fought. Eventually, Arken was captured and imprisoned, but the cost was too high. No active plane masters remained, and the order, as it had always existed, was extinguished.

Currently, if any plane masters survived the confrontation, they have not yet reconnected and restored the order. The galaxy is, so to speak, both unprotected and free of them.

# Major Galactic Civilizations

Below is a list of the major known galactic civilizations. There are thousands of others, smaller and more obscure, such players can make characters of just about any species they can imagine. However, in terms of galactic politics, these are the main ones.

## Vhoor'lla

The vhoor'lla are a species that evolved into gas giants. Their appearance is that of a series of gas sacs connected by a tangle of tentacles that they use with great dexterity as if they were fingers. The vhoor'lla move by altering their internal density, thus navigating the diverse atmospheric pressures of the worlds they inhabit, and also directing their membranes for or against turbulence to move one way or another.

Vhoor'llas do not have phonetic organs. Instead, they are capable of emitting pulses of light of varying hues, and perceive color and brightness with a much greater acuity than that of a normal eye. They communicate with each other through these pulses of light. It is so difficult to translate their “language” that most other species rely exclusively on the translators they provide to communicate with them.

The vhoor'lla are bi-gendered beings, although it is not easy to visually determine their gender. Surprisingly, they are mammals, and have a gestation period of 3 Earth years. Socially, they form monogamous family structures that last between 500 to 700 years.

The vhoor'lla are extremely long-lived. It is common for them to live around 3000 Earth years, and the oldest vhoor'lla can be 8000 years old. Because of this, they seem to live in another rhythm of time, much slower than normal. Their brains take much longer to process information, and they appear to be, from the point of view of many other species, dumb.

The vhoor'lla's delay in making decisions or reacting to external stimuli has generated a highly bureaucratic society, full of rules and dogmas that they follow blindly. Their slow thinking is such a problem when dealing with other species that several vhoor'lla have developed artificial intelligence programs that interact with the more "hurried" species instead, giving them only a simplified summary of what is happening. When dealing with the vhoor'lla, one never knows whether we are dealing with the individual itself, or with their artificial social interface.

Interestingly, the vhoor'lla themselves are responsible for the "speediness" of several of the other races. After they broke free from the al'a'tari's yoke, and before they were affected by the technological development protocol, they seeded several species across the galaxy, designed to act and react faster than them, and to have shorter lifespans, to so that their biological evolution would be accelerated. Their end goal was to create a psionic species that could one day destroy the Al'a'tari completely.

To live side-by-side with other species, the vhoor'lla wear thick armor in which they enclose themselves in an artificial atmosphere. These armors, in addition to being extremely resistant, usually contain the translator and the artificial intelligence they use as an interface.

The vhoor'lla have been used by the al'a'tari as technical labor for so long that they have genetically internalized obedience and acceptance of authority. A vhoor'lla has great difficulty taking leadership, and they accept orders so easily that it is part of their nature. They are so uncomfortable with a position of authority that their entire society has been built around committees and councils, such that the weight of major decisions is shared among the group.

Players can play vhoor'lla characters, and they start the game with their environmental armor. Most vhoor'lla interact amicably with most other species. The vhoor'lla have a strong sense of paternalism, and regard the species they created as children to be protected.

## Vexans

The Vexans are a recent civilization that began exploring space a few centuries ago. They expanded rapidly and conquered dozens of solar systems until they found the vhoor'lla, who also created them as they created Earth's humanity.

The Vexans, naturally expansionists, soon came into conflict with the vhoor'lla for failing to expand into their territory. This conflict became a war which the Vexans fought with the vhoor'lla for over 200 years.

Vexans are humanoid in shape, with 4 arms on their torso. Their exterior is lined with a calcium exoskeleton, and they have no internal bones, only strong cartilage that holds their organs in place. Their eyes are sunken into their triangular skulls, and between their arms and legs they have membranes with which they can navigate the strong atmospheric currents of their home world. Vexans are adapted to a wide range of environments, and are capable of living on Venusian, Earth, and Martian worlds.

Despite not knowing hyperspace engines, they can travel faster than light through stations that distort space by creating fields that compress the space between two points.

Of all the advanced technologies the Vexans have mastered, however, the most notable is the ability to create and extract energy from micro-black holes. The Vexans manage to create these micro-black holes in isolated star systems, and send the energy to their main systems via microwaves that navigate their space hyperways. They are also able to utilize much of a star's energy. Historically, all this Surplus energy has been used to sustain the confrontation with the vhoor'lla.

The relationship between the vexans and the vhoor'lla is cold at best. The vexans understand that the vhoor'lla are a divided people and that not everyone has the same condescending attitude toward them, but even so, centuries of confrontation have bred an innate distrust of the vexans for the vhoor'lla. The reverse, however, is not true. The vhoor'lla see the vexans as little more than children throwing tantrums, who will one day understand their ways.

## Idrians

Idrians are… stones. Conscious stones. Crystalline beings that sustain a mind capable of various psionic effects. They are one of the species enslaved by the al'a'tari and have been around for at least 300,000 years.

It is believed that idrians are not a species that underwent a normal process of evolution, but were created by the al'a'tari to serve as a means of personal transportation. They are, as far as is known, the only living beings capable of traveling faster than light without the aid of equipment.

Visually, idrians look like large rocks covered by a crystalline layer that glows in different colors. Therefore, they have no arms, or legs, or head, or mouth. They move through telekinetic waves, talk through telepathic waves, and travel through waves not yet understood by humans.

Idrians, despite being incredibly numerous, are finite in number and do not reproduce. Thus, it is believed that, given enough time, they will disappear. The youngest known idrian is at least 150,000 years old, having been created by the al'a'tari at the end of their galactic empire.

Idrians are obsessed with self-improvement. Practically their entire existence can be described as an incessant quest to do better what they already do well. In this quest, they eventually find crystals throughout space that can enhance them, and telekinetically incorporate these crystals into their own structure, thus growing in size. The smallest idrians are 4 to 5 meters in diameter, and the largest ever found is 7000 km in radius.

Idrians are very uninterested in anything that doesn't help them improve themselves. Galactic conflicts, threat of extinction of a civilization... none of that affects them if they can avoid it. Their main, and often their only, focus is on becoming better at what they already know how to do.

Idrian behavior has sometimes been compared to that of machines, and it has been conjectured that they are nothing more than over-elaborate artificial intelligences. However, they demonstrate initiative and a sense of self-preservation that do not always match the development of an artificial intelligence. Exactly why the al'a'tari created them this way remains a mystery.

## Zarkonians

Small, with no hair on their bodies, large heads and black eyes, the Zarkonians are the traditional "ETs" (also called greyes) who have been observing various solar systems for centuries and are occasionally sighted by less advanced societies.

The Zarkonians are a people from the Andromeda Galaxy, located 2.5 million light years away. According to them, thousands of years ago their entire galaxy was destroyed and they ended up taking refuge in the milky way. They signed a treaty with the vhoor'lla to colonize some worlds in their territories, and since then they have been carefully watching over the galaxy trying to protect it from the same fate that befell Andromeda.

The Zarkonians are a very closed people who have as little contact as possible with other species. That said, there is an established diplomatic relationship between the Galactic powers and the Zarkonians, and it would not be impossible to see a Zarkonian walking among vhoor'lla, idrians and terlurians. If that were to happen, however, it would likely be because the zarkonian would be spying on others' affairs, rather than actually aiding in any initiative of theirs.

The Zarkonians are adapted to worlds with lower gravity, hotter, arid, and darker than Earth. Despite this, they are able to breathe an earthly atmosphere and need water like most living beings. Their cellular structure has a genetic code surprisingly close to human, considering they come from another galaxy.

The zarkonians are very, very similar to each other. So much so that it is believed that they reproduce by artificial means. However, the difficulty of having a good sample of Zarkonian DNA makes such a conclusion impossible. They are a sexual species but do not appear to have functional genitalia.

## Terlurians

The Terlurians are the third major species enslaved by the al'a'tari, used by them as manual laborers. After the fall of the al'a'tari, the terlurians retreated into their worlds and undertook an enormous project to try to prevent any future interference from their former masters. This project culminated in the creation of massive obelisks installed on their worlds that generated an area of interplanetary-scale psionic static. Unbeknownst to them, however, this same area of static began to degrade their minds, and they very slowly lost the ability to reason coherently. Much of the population eventually reverted to an animalistic state and destroyed itself. The few survivors left their systems in large ships, and settled in another corner of the galaxy.

The terlurians are the holders of the original genetic code that was altered by the vhoor'lla, and then used to seed the diverse species found throughout the galaxy. In this sense, terlurians can be considered the primordial sentient beings of thousands of species.

The most distinguishing feature of terlurians is their ability to alter the shape, color, and texture of their own bodies, such that they are capable of impersonating any other species (even a vhoor'lla). Their original form is that of a humanoid with transparent skin and internal organs. This ability grants them enormous adaptive ability, and for this reason the al'a'tari used their work in the most diverse environments. Of all the species ever encountered, none are as adaptable as terlurians.

Their original solar systems are a group of 3000 stars, occupying a space of approximately 1000 light years, totally abandoned, maintained, cared for and protected by a fleet of machines that still today fulfill their original programming to protect their systems at any cost.

## Lamorri

The ancient slavers, xenophobes and imperialists who dominated the entire galaxy after defeating the Zyrian. The Lamorri are known for their biological technology and their unrestrained use of genetic modification. They are responsible for creating several colossal space monsters, called "Leviathans", which still travel the galaxy today causing terror and uncertainty wherever they go. When they were affected by the technology development protocol, they lost access to their biotechnology, which continued to evolve on their planets, often with disastrous effects.

Recently, after rediscovering FTL travel, the lamorri have returned to their domineering ways. However, as several other species are also capable of facing them, they have found a lot of resistance to their galactic control plans, and are seen by other species as a big problem about to burst.

The lamorri form a matriarchal society, where the few females mentally control the remaining males of their "hives". This control is not absolute: males retain their own initiative, but are biochemically unable to oppose females' mental commands. In fact, Lamorri females are the true rulers of their society, and their internal conflicts are as great as the external conflicts they intend to impose on other species.

## Zyrian

Descendants of the first species that tried, long ago, to impose a control on technology across the galaxy, the zyrian are a fanatically egalitarian society where virtually any individual expression is permitted, and the only limitation is that they do not directly harm each other.

Zyrians are a trisexual mammalian people, although they reproduce bisexually (any union of zyrians of two different sexes can produce fertile offspring). Despite being strong technologists, they placed a greater emphasis on social and ethical development, and are considered great galactic judges and philosophers.

Like so many other species, the zyrian have problems with the lamorri, but the fact that the lamorri long ago dominated the galactic empire they formed and enslaved their people, even today gives them a strong antipathy towards them. It's a known fact that the only thing that can drive a zyrian mad is interaction with a lamorri. Several times they have unsuccessfully tried to enlist the support of other species in plans to exterminate the Lamorri once and for all.

## Belaion

The Belaions are, along with the Lamorri, one of the most problematic species on the galactic scene, mainly because of their policy of setting themselves up as the deities of less advanced civilizations. Belaions are extremely domineering, but without being imperialistic or slave-owning. Indeed, they abhor slavery, and do not impose their culture on the species they dominate. Instead, they use their technology to ideologically control various other civilizations through false religions (which, from their point of view, is not false at all). In the solar systems they control, there are thousands and thousands of civilizations that even today exist in a medieval state, maintained at that level by the Belaions so that they can control their societies.

Virtually all other species consider the Belaion's foreign policy to be... in poor taste. However, as the Belaions are not militaristic and have never intended to expand their rule beyond their own systems, the other major galactic powers cannot get the majority needed to wage a military campaign against them, especially if it is to liberate a bunch of medieval worlds that the Belaions are not directly exploiting. Indeed, the reason why the Belaions ideologically control the civilizations of their systems seems to be simply to avoid the emergence of competition with their own civilization.

The ideological control of the Belaions also exists within their own society. Its citizens are often oblivious to the true motivation of their leaders. Belaion society specializes in espionage, counter-espionage, and the use of propaganda to control access to knowledge at all levels.

Biologically, Belaions are insectoid beings that reproduce sexually by laying eggs. Their worlds are hot and humid, and they are adapted to much higher atmospheric pressure than Earth's.

## Chiari

The Chiari are a humanoid civilization with elongated heads and no hair on their bodies. They are surprisingly human-like, having also been seeded by the vhoor'lla. Specialists in artificial intelligence and robotics, the Chiari have developed a society fully governed and managed by AIs, to the point that any interaction with them does not happen with the Chiari themselves, but with their "Guardians", as they call the androids and AIs that they themselves put in government.

The Chiari live in an idyllic society where every aspect of their life is provided by robots and A.I.s. Chiari do not have to engage in any activity they don't want to, and the effect of this on their society is that most Chiari live hedonistic and carefree lives. As long as their Guardians can protect them, they literally couldn't care less about galactic problems.

The few Chiari scientists and researchers are truly brilliant, as their society has come to value a person's intellectual achievements far more than physical ones. From time to time, it is also possible to see a Chiari outside of their original systems. There is, in some of them, the feeling that their society has degenerated irreversibly, and instead of enjoying the life that machines provide them, they prefer to explore space for themselves, even with the dangers involved.

## Excellion

Excellions are possibly the oldest species still relevant in galactic politics. They are the descendants of the ancient excellion empire, which hundreds of millions of years ago caused the great quantum crisis. Physically, they are beings with a mixed biology between animal and plant, and are a hermaphrodite species that can reproduce either by budding or by pollination (although never by self-pollination).

Excellions are eminently technocrats and embrace technological development with a voracity only matched by humans. Their political system is called a "scholarium", where the rulers are elected from a collegiate of scientists. For excellions, personal knowledge is the greatest and best way to determine the most competent leaders.

The excellions' failures at the height of their empire weigh heavily on their civilization, and while they are extremely fond of technology, they also developed a strong sense of prudence in its development. Dangerous or controversial technologies *are* researched and developed among the excellions, but often with the aim of learning to identify and contain them, and not to allow their indiscriminate use. The excellions view the emergence of new technocratic species on the galactic scene, such as the vexans or humans, with great reservation.

## Zenkrys

Not all al'a'tari were crazed psychic vampires. Some, few, were able to realize the horror their brothers had become, and wanted to get away from that. These al'a'tari, who were instrumental in organizing the revolt that eventually imprisoned the others, arranged for the plane masters to create for them an armor capable of containing their psychic form while also allowing them to function in the physical world. This was the beginning of the zenkrys.

Therefore, the zenkry they are al'a'tari, but instead of being loose on the psychic plane, they are encased in technological armor. This enclosure maintains their cohesion, such that zenkry do not suffer from the need to consume other beings' psychic energy, as long as they do not come out of their armor.

Many species, particularly the three former slaves of the al'a'tari: the vhoor'lla, the idrian, and the terlurian, can barely stand the existence of the zenkrys. Though these have proven time and time again that their neture is different from that of other al'a'tari, and though the plane masters themselves have given them their vote of confidence, hundreds of thousands of years of slavery are not so easily forgotten, and the zenkrys daily face strong prejudice from galactic society because of their vampiric origins. After all, as some say, although they "regretted it" at some point, they were also space vampires for a long time, and who can guarantee that, one day, they won't go back to being so?

## Galfarons

Galactic society is home to many very different species, but the galfaron are the champions of difference, because they are... conscious planets. The mind of the galfarons is made up of an enormous plant network that runs through their planets, creating a large brain where each neuron is a leaf on a tree. Galfarons communicate telepathically with each other, and although they are basically immobile, they are able to participate in the deliberations of the galactic council by projecting their presence remotely through complex technology they have developed.

On the Galfaron planets, their planetary mind is so powerful that all animals and plants behave like small organs in their bodies, forming natural ecosystems that interact in complete harmony. They would be perfect places for those who want to retire and live in peace, if only the mind of the galfarons were not so strong as to take control of even sentient beings that land on their planets.

Many believe that galfarons are psychic artifacts created by the destruction of the galactic superconsciousness hundreds of millions of years ago. Whatever their background, they don't seem interested in joining their minds together again, and are, in general, an extremely peaceful and rational group of people. Galfarons are known for their diplomatic clarity and for having been, at times, the main social influence that held the galactic community together.

* There is a **portuguese version** of this document.