Malcharans

A fascination with the mechanical has transformed the Malcharans into race that sees the basic humanoid form merely as template meant to be improved by any means necessary.

Homeworld

The planet Malchar’s nightmarish atmosphere is awash with a red-orange haze as the light from cracks in the mantle filter through toxin-rich skies. Caustic billows of smoke greet descending visitors as deadly vapors congeal into a smoglike soup of thick, sulfurous clouds. Peering past the haze reveals the never ending collage of a metal-encrusted surface. This world, of all places, would seem to be devoid of organic life. The universe however, continually confounds those who accept it at first glance. Against all odds, life has firm grip upon Malchar. The planet’s history shows the environment’s current state was engineered by those who embraced the machine in an attempt to augment their all-to-frail humanoid form, with each passing generation drifting further from its ancestors. Malcharans toast the future of cybernetic enhancement and drink deeply from the chalice of science.

The inhabitants of this mecha-fetish world view cybernetics as a natural right for all sentient beings to possess, and they see unaltered beings as unfinished canvases. Thus, the Malcharans have taken up the quest to spread their gift through known space. Their task is daunting because there are some who fear the would-be Prometheans. Those who refuse augmentation are pitied and thought to be mentally flawed.

Society

Malchar’s technocracy is ruled by a cabal of its leading scientists known as the “Council of Crafters.” Because this world prizes order and stability, only law-abiding sentients are allowed to possess working cybernetics. After all, cybercitizens are expected to be made of sterner moral character because they are the next step in evolution! Lawbreakers quickly find themselves taken into custody. Punishments typically include some amount of implant deactivation, often accompanied by a fine, rehabilitation classes, or incarceration. Although there is no official form of capitol punishment, murderers forfeit their cybernetic gifts and are exiled to Malchar’s surface.

The devastating power of a cyborg unleashed can inspire both awe and terror in the viewer as cyberenhanced soldiers are formidable fighting machines worth their weight in precious metals on the battlefield. Unfortunately, the increasing number of cyborgs engaging in the criminal and soldier-for- hire arenas feeds the fires of those who fear cybernetics. This has prompted more than one security firm to employ limited yield electromagnetic pulse weaponry to stop such marauders in their tracks. Fortunately, the old adage “the bigger they are, the harder they fall” definitely rings true because those who rely solely upon cyberenhancements are nearly helpless when they fail.

Unfortunately. all is not wine and roses for those who receive the gifts of science. While cutting-edge cybernetics often function worry tree for those that can afford them, others are not so fortunate. Many recipients of implants face deployment in high-risk arenas where life expectancy is low. The lucky survivors of these conflicts often run into problems when returning to civilian life because corners were cut during installation. These poor souls spend a good deal of their time petitioning their home governments for replacement surge1y to correct flaws in defective, low-quality implants designed for a short lifespan. Sadly, many turn to crime in an attempt to pay for reconstructive surgery or as an outlet for frustration. Back alley chop shops can also supply cyberware, but they produce cyborgs doomed to a life of misery. The lucky ones merely have their implants fail and deal with their infirmity. Others endure the ongoing misery of cybernetics rejected by the host body, illnesses caused by leaky systems, and malfunction-induced injuries.

Entertainment

The cybersociety is home to many universities and has numerous graduates of great renown. Artists and musicians enjoy a unique perspective because they can enhance their work by tapping into the world’s electronic resource network. Sporting events are extremely popular as even the most sophisticated beings need to let off frustrations. While this sates the appetites of the masses, some crave more than mere games. Criminals feed this desire by hosting secret bloodthirsty events. Such battles are gory, death-strewn spectacles.

Plot Ideas

Heroes may find the local populace is up in arms because they’re afraid of enhanced worker:s stealing their jobs and making them obsolete. The characters could be tasked with defending innocents from the maneuvering of hate groups trying to eliminate the cyborg economic menace. As tempers flare, cybervictims may have a hard time restraining themselves from showing why they should be feared.

Wealthy entrepreneurs could employ agents to rescue mechanically enhanced explorers whose implants have failed in a hostile environment. The players could be forced to use their wits to survive the unknown and rescue chose who may view themselves as superior beings. Subterfuge might enhance the plot when evidence arises that the incident was no accident. It might take the combined aid of both cyborg and unaugmented life to get to the bottom of things, save the day, and set things right.

Cyborgs are naturals for military-based adventures. Heroes could be caught between an undergunned settlement and invading tech-altered imperial forces, mercenaries, or deserters. The unrestrained pursuit of power may also seduce a cyberenhanced being. Given the right circumstances, one might easily find a cyborg has set themselves to rule over a small village.

Heroes might also land at the other end of the spectrum when they encounter cyborg soldiers who deeply regret time spent as government-sanctioned killing machines. Adventures could center around convincing them to use their power to defeat a great menace that looms on the horizon. Saving the day could cake characters to the limit of their diplomatic ability and reward those who rally the seemingly immovable object to aid the plight of others.

One could encounter cyborgs who cloak themselves in mystery to be better defended from chose who fear them. A technowizard might to mystify the general public by keeping her extranormal powers a secret, only allowing them to manifest when she’s sure no one is watching. Such individuals may merely wish to add mystique to the situation but could have more nefarious motives. Heroes might find themselves uncovering layers upon layers of deception while delving into the machinations of a rogue technowizard!

Typical Malcharan Artist

Agility 5D: acrobatics 5D+1, dodge 6D, running 5D+1, throwing 5D

Mechanical 2D Strength 1D: lift 2D , stamina 1D+2, swim 1D+2

Knowledge 2D: cultures 4D, languages 3D, scholar 3D, streetwise 2D+1

Perception 5D: artist 7D, bargain 5D+1, hide 6D, investigation 5D+2, persuasion 5D+2, search 5D+2

Technical 3D: computer interface/repair 3D+2, personal equipment repair 3D+2

Strength Damage: 1D

Move: 10

Fate Points: 0

Character Points: 2

Body Points: 13

Wound Levels: 3

Disadvantages: Achilles’ Heel (R3), +3 to difficulty when resisting airborne toxins and + 7 to difficulty when resisting ingested toxins; Debt (R2), owe patron for equipment; Devotion (R2), honor bound to patron Advantages: Fame (R1), established fan base; Equipment (R1), patron supplied; Patron (R1)

Special Abilities: Uncanny Aptitude (R2), +2 bonus to all art-related Perception skills; see also cybernetics in equipment description

Equipment: cybernetic right hand (Enhanced Sense: Touch (R1), +3 to touch-related skill totals; Extra Sense (R1),+1D to search and investigation rolls when attempting to detect flaws in stonework, crystals, ere.; both have Cybernetics (R1) ); hammer (damage +2); set of chisels (damage +2 each)

Typical Malcharan Explorer

Agility 2D: brawling 2D+2, dodge 2D+2, firearms 2D+1, flying/0-G 2D+ 2, running 2D+2, throwing 2D+1

Mechanical 2D: comm 2D+1, navigation 4D, piloting 2D+1, vehicle operation 2D+1

Strength 3D: climb/jump 3D+1, lift 3D+2, stamina 3D+1

Knowledge 3D: aliens 30+1, astrography 3D+2, cultures 3D+2, languages 3D+2, scholar 3D+2, survival 3D+2

Perception 4D: bargain 4D+1, investigation 5D, search 6D

Technical 4D: computer interface/repair 4D+2, flight system repair 4D+1, medicine 4D+2, vehicle repair 4D+1, personal equipment repair 4D+2

Strength Damage: 20

Move: 10

Fate Points: 0

Character Points: 2

Body Points: 19

Wound Levels: 3

Disadvantages: Enemy (R1), rival explorers

Advantages: Contacts (R1), in exploration community

Special Abilities: Endurance (R1), +3D to Strength or stamina checks when performing taxing physical tasks; Hardiness (R2), +1 to the damage resistance total to resist any type of damage; Iron Will (R1), +1 to willpower rolls and +2 to the standard difficulty of such attempts against the explorer; Lucky: Good (R1); Sense of Direction (R1), +l to navigation and search rolls; see also cybernetics in equipment description

Equipment: neural jack; knife (damage +1D); personal blaster (damage 3D; range 4/8/12); med-kit(+1D to medicine skill; 3 uses); survival rations; enviro-suit

Typical Malcharan Mercenary

Agility 3D: acrobatics 3D+1, brawling 3D+2, dodge 4, firearms 5D, melee combat 5D, missile weapons 3D+l, running 3D+2, throwing 3D+2

Mechanical 2D: comm 2D+1, gunnery 2D+2, navigation 3D, vehicle operation 2D+2

Strength 4D: climb/jump 4D+1, lift 4D+2, stamina 4D+2

Knowledge 2D: intimidation 2D+l, security regulations 2D+1, streetwise 2D+2, survival 2D+2, tactics 2D+1

Perception 4D: know-how 4D+1, search 4D+1, sneak 4D+1

Technical 2D: armor repair 2D+1, demolitions 3D, firearms repair 2D+2, medicine 2D+1, vehicle repair 2D+1, personal equipment repair 3D

Strength Damage: 2D Move: 11 (enhanced)

Fate Points: 0

Character Points: 2

Body Points: 22

Wound Levels: 3

Disadvantages: Culture Unfamiliarity (R2), frequently deployed on alien worlds or has deal with foreign cultures; Enemy (R3), military deserter

Advantages: Trademark Specialization (R1), + 2D to sneak attempts in dim or dark conditions

Special Abilities: Ambidextrous (R1), +1 to relevant two-handed actions; Combat Sense (R1), surprise penalties reduced by 2; Fast Reactions (R1), +1D to Perception when determining initiative and may take an additional action once per round for up to 3 times during an adventure; see also cybernetics in equipment description

Equipment: cyberlungs (Natural Ranged Weapon: Breath (R1),damage3D,range5/10/20,with Restricted (R1), damage used as Strength to determine knockdown only, and Cybernetics (R1)); cybernetic left leg (Hypermovement (R1); Natural Hand-to-Hand Weapon: Foot Spike (R1), damage +1D; all Special Abilities have Cybernetics (R1)); med-kit (+1D to medicine rolls; 2 uses); laser pistol (damage 4D; range 25/75/175; ammo 15); light armor vest (Armor Value +1D+1)

Typical Malcharan Philosopher

Agility 1D: dodge 2D+1, running 1D+1

Mechanical 2D

Strength 2D

Knowledge 5D: aliens 7D, bureaucracy 7D, cultures 5D, languages 5D, scholar 7D

Perception 5D: bargain 5D+1, con 5D+1, investigation 5D+1, persuasion 7D

Technical 3D: computer interface/repair 3D+1, personal equipment repair 3D+1

Strength Damage: 1D

Move:10

Fate Points: 0

Character Points: 2

Body Points: 16

Wound Levels: 3

Disadvantages: Hindrance: Artificial Knee (R1), +1 acrobatics, climb/jump, and running difficulties; Quirk (R1), stutters when views are questioned, adding +3 to difficulty of spoken Perception skills

Advantages: Contacts (R2), cult-like following; Fame (R2), promoted covertly by cult operatives

Special Abilities: Skill Bonus: Acting (R1), +1 to bargain, con, and persuasion totals; see also cybernetics in equipment description

Equipment: cybernose (Enhanced Sense: Smell (R1), +3 to scent-related skill totals, with Cybernetics (R1) ); hand comp; selection of scholarchips on philosophy, ethics, and theology

Typical Malcharan Raider

Agility 3D: acrobatics 3D+1, brawling 3D+1, dodge 3D+1, firearms 3D+1, melee combat 4D+1

Mechanical 3D+1: comm 3D+1, navigation 3D+1, piloting 3D+1

Strength SD: climb/jump 6D, lift 6D, stamina 6D

Knowledge 2D: intimidation 2D+1, security regulations 4D, streetwise 2D+l, tactics 2D+l

Perception 3D: con 3D+l, hide 3D+l, know-how 4D, search 4D

Technical 2D: firearms repair 2D+1, security 3D, vehicle repair 2D+2

Strength Damage: 3D

Move: 12

Fate Points: 0

Character Points: 2

Body Points: 25

Wound Levels: 3

Disadvantages: Infamy (R2), wanted by authorities

Advantages; Contacts (R1), underworld connections

Special Abilities: Accelerated Healing (R1), +1D to natural healing attempts; Combat Sense (R1), surprise penalties reduced by 2; see also cybernetics in equipment description

Equipment: cyberlegs (each leg: Hypermovement (R1); Natural Hand-to-Hand Weapon: Razor-Edged Foot (R1), damage +1D; all Special Abilities have Cybernetics (R1)); blaster pistol (damage 5D; range 20/50/150; shots 12); protective coat (Armor Value +1D)

Typical Malcharan Scientist

Agility 2D

Mechanical 2D: comm 4D, sensors 4D

Strength 1D: lift 2D

Knowledge 5D: aliens 6D, astrography 6D, languages 6D, scholar 8D, willpower 6D

Perception 3D: investigation 5D, search 4D

Technical 5D: computer interface/repair 5D+2, medicine 6D, personal equipment repair 5D+2, robot interface/ repair 5D+l

Strength Damage: 1D

Move: 10

Fate Points: 0

Character Points: 2

Body Points: 16

Wound Levels: 3

Disadvantages: Age: Old (R2), +l to difficulties of Agility, Mechanical, and Strength tasks requiring unusual physical exertion; Devotion (R3), to gaining knowledge; Quirk (R1), becomes despondent if personal cyberware is not equal to latest equipment on the market

Advantages: Authority (R2); Patron (R2) Special Abilities: Skill Bonus: Photographic Memory (R1), +1 to languages, scholar, and astrography totals; Uncanny Aptitude (R1), +1 to Technical skills when dealing with computer programming; see also cybernetics in equipment description

Equipment: scholarchip reader with scholarchip: Meditations (Iron Will (R1), +1D to willpower rolls and +2 to interaction difficulties against user, with Restricted (R1), may only be used with scholarchip reader); neural jack (Skill Bonus: Computers (R1), +3 to computer interface/repair totals, with Cybernetics (R1)); cybernetic left ear (Enhanced Sense: Hearing (R1), +2 to related skill totals, with Cybernetics (R1)); hand comp; scholarchips on a variety of scientific topics

Typical Malcharan Warrior

Agility 3D: acrobatics 3D+1. brawling 4D, dodge 3D+2, firearms 4D, melee combar 5D, running 3D+ l, throwing 3D+1

Mechanical 3D: comm 4D, exoskeleton operation 3D+2, gunnery 5D, vehicle operation 3D+ 1

Strength 5D: climb/jump 6D, lift 6D, stamina 7D

Knowledge 2D: security regulations 2D+2, tactics 2D+2

Perception 2D: command 2D+2, search 2D+2, sneak 2D+2

Technical 2D: exoskeleton repair 2D+2, medicine 2D+2, personal equipment repair 2D+l. security 3D

Strength Damage: 3D

Move: 10

Fate Points: 0

Character Points: 2

Body Points: 25

Wound Levels: 3

Disadvantages: Employed (R2), subject to commander’s orders

Advantages: Contacts (R2), has military benefits; Equipment (R1), for sanctioned government missions

Special Abilities: Combat Sense (R1), surprise penalties reduced by 2; Endurance (R1), +3D to Strength or stamina checks when performing trucing physical tasks; see also cybernetics in equipment description

Equipment: cyberthroat (Natural Ranged Weapon: Sonic Scream (R1), damage 3D, range 5/10/20, with Cybernetics (R1)); cybertail (Natural Hand-to-Hand Weapon: Tail (R1), damage +1D, with Cybernetics (R1)); plasteel vest (Armor Value +1D+2); combat knife (damage +1D+2); med-kit (+1D to medicine rolls; 3 uses); survival rations

Typical Malcharan Wizard

Agility 2D: dodge 2D+2, running 2D+2

Mechanical 2D: comm 3D, navigation 2D+1, piloting 2D+ 1, sensors 2D+1

Strength 2D: stamina 2D+2

Knowledge2D: astrography 2D+ 2, intimidation 4D, scholar 2D+2, willpower 2D+2

Perception SD: artist 6D, con 6D, investigation 6D, persuasion 5D+2

Technical 4D: computer interface/repair 4D, exoskeleton repair 4D, personal equipment repair 4D, security 4D

Metaphysics 3D: channel 4D, sense 6D, transform SD

Strength Damage: 1D

Move: 10

Fate Points: 0

Character Points: 2

Body Points: 16

Wound Levels: 3

Disadvantages: Cultural Unfamiliarity (R2), never settles long enough to become familiar with a culture; Prejudice (R1), viewed with loathing by non-Metaphysical Malcharans

Advantages: none

Special Abilities: see cybernetics in equipment description

Equipment: torso dermal plate (Natural Armor (R1), +1D to damage resistance rolls, with Cybernetics (R1)); pouch of credits for a variety of worlds; hand comp; scholarchips on various metaphysics topics

Example Malcharan Cvbernetics cyber-ear: Enhanced Sense: Hearing (R1), +2 to related skill totals, with Cybernetics (R1); installation difficulty 20; cost 20 (20,000 credits)

cyberhand: Enhanced Sense: Touch (R1), +3 to touch- related skill totals; Extra Sense (R1), +1D to search and investigation rolls when attempting to detect flaws in stonework, crystals, etc.; both have Cybernetics (R1); installation difficulty 14; cost 14 (14,000 credits)

cyberheart: Endurance (R1), +3D to Strength or stamina when performing taxing physical tasks, with Cybernetics (R1); installation difficulty 21; cost 21 (21,000 credits)

cyberleg: razorleg (per leg): Hypermovement (R1); Natural Hand-to-Hand Weapon: Razor-Edged Foot (R1), damage +1D; all Special Abilities have Cybernetics (R1); installation difficulty 18; cost 18 (18,000 credits)

cyberleg: spikeleg (per leg): Hypermovement (R1); Natural Hand-to-Hand Weapon: Foot Spike (R1), damage +1D; all Special Abilities have Cybernetics (R1); installation difficulty 18; cost 18 (18,000 credits)

cyberlungs: Natural Ranged Weapon: Breath (R1), damage 3D, range 5/10/20, with Restricted (R1),damage used as Strength to determine knockdown only, and Cybernetics (R1); installation difficulty 22; cost 22 (22,000 credits)

cybernose: Enhanced Sense: Smell (R1), +3 to scent-related skill totals, with Cybernetics (R1); installation difficulty 20; cost 20 (20,000 credits)

cyberscream (throat): Natural Ranged Weapon: Sonic Scream (R1), damage 3D, range 5/10/20, with Cybernetics (R1); installation difficulty 18; cost 18 (18,000 credits)

cybertail: Natural Hand-to-Hand weapon: Tail (R1), damage +1D, with Cybernetics (R1); installation difficulty 12; cost 12 (12,000 credits)

cultures scholarchip: cultures 5D; cost 90 credits meditations scholarchip: Iron Will (R1), +1D to willpower rolls and + 2 to interaction difficulties against user, with Restricted(R1), may only be used with scholarchip reader; cost 100

philosophies scholarchip: cultures: philosophies SD; cost 90 credits torso dermal plate: Natural Armor (R1), +1D to damage resistance rolls, with Cybernetics (R1); installation difficulty 13; cost 13 (13,000 credits)

D6 Space Aliens, Volume I (WEG 51022), © 2005 Purgatory Publishing Inc.
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