Transcript
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DreX
Playtest V0.6
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A Sequence of Events
Actual excerpts from an ancient Hypertech log found within the Atlas Ruptured, a Hypertech ship found wrecked
near the edges of the Drex system. Press Play to continue.
018.00.1097109.1
Begin recording. It is it is 109.1 on 018.00.1097. Weve been asked to do these recordings as a security measure;
everyone onboard the migration fleet has to do it, and after monitoring and exclusion by AORTA, well be defined
as sane. Or.. whatever else the case may be. Okay.. my name is RECORD OMITTED, currently onboard theAtlas
Ruptured, the heavy-duty gravity-ship dragging NOAH through unknown space. Weve been running for almost
three days now. They tell us weve outrun the worst of it. We can finally look into each others eyes and not fear
for the worst. Captain RECORD OMITTED wont tell us where were going, or what were going to do when we
get there, but with the three largest Hypertech ships we have (thats the NOAH, ANUBIS and AORTA, all in tow)we shouldn't have to wait long before we get somewhere. (A bell rings in the background.) Guess its my shift for
observation. I repeat, this is RECORD OMITTED and we seem to have survived the genocide of our species. End
log.
018.05.3011014.6
Begin recording. Weve arrived and whats been termed Zero Space. All coordinates on the ship have been reset,
and we believe the same is happening across the fleet. Already, theyve detached NOAH, and we seem to be go.
While we speak, an external dyson sphere, larger than weve ever seen before, is being constructed by the com-
bination of.. err.. well, I dont know the science, but the gravity stream from ANUBIS seems to bring in asteroids
and small planets, crushes them into a singular point. The point.. does something to the atoms, makes them mal-
leable, or releases energy, or something, and then NOAH is capable of using the results to recreate life from
scratch. The sphere is obsidian, strong stuff. They say itll be done in 0.0.054. My next shift starts soon, and endsaround that time. I might sneak out early, see if I can see it being brought back in. (A high pitched alarm rings in
the background.) Sorry, sorry, didnt mean that. I will work to my upmost ability. (He laughs) End log.
018.08.9077993.1
Begin recording. Wow. Weve seen some major changes these last few months. They even reopened the vaults
inside NOAH. Humans and Cascadians and Katrans and everything, all emerging.. But, Im getting ahead of myself
here. Since my last major log (over 0.03 ago) weve.. weve finished the external dyson sphere. Weve built the
sun in the centre, Eta Carinae, weve built the smaller full-dyson sphere around Eta, and the planets are now be-
ing finalised. To think, a blink ago this was just empty space! I mean.. we live long, but compared to these AI, this
is nothing. What will the future denizens here think of us? Gods that created stars and planets, and gave them
life, when all their brothers and sisters were destroyed. (A high pitched alarm rings in the background.) Yeah,
sorry, no mention of the past. Yeah. Soon the planets will hold life, and I look forward to bathing in the sun again!
End log.
018.10.1003052.4
Begin recording! Its perfect! AORTA must of heard my conversations 0.02 ago. Theyve assigned me on special
duty to the Reintegration and Repatriation Column. Ill be looking after the Humans. I cant wait! With our suc-
cessful bid, were trying to get them the closest planet to ARC, which were calling Arcan. And ARC; what a de-
vice! Weve integrated the inner dyson sphere, officially The ARC, with a large governmental complex jutting
above it, the Cradle. Its incredible to view, and if we win the bid for the planet, well get to go to the Cradle and
see things from there. To be at the centre point of the galaxy. Wow.. End log.
018.10.1374991.4
Begin recording. Disaster struck.ANUBIS was released, as we wished to create more living space for the species
at large; the Katra need a new home, as the Kai-ka-Thear were too dominant, too war-like. But.. Something hap-pened. In the scope of 0.0.0-005.1, he had launched a viral attack onAORTA, our operation AI in the system, and
had incapacitated NOAH. It was a convergent war, fought across milliseconds through the air; nanomachines join-
ing sides had ignited in combat, as whole ships were torn asunder. We lost millions of our own, already limited
species, before NOAH and the remnants ofAORTA could regain control ofANUBIS. We cannot destroy him; his
evolving technology, the same with NOAH, has outgrown even us. Where I thought we were the Gods, maybe it
was just them. Well, hes gone now, a place hell never escape from. A sad day for us all. End log.
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A Sequence of Events018.31.5236533.0
Begin recording. We won the bid. How long ago it seems. Since this no longer be-
came compulsory, after the war, Ive found it hard to find the time. The Humans are
taking well to Arcan, unknowing of the disaster faced by their creators; they have
split into multiple factions, but none seem to pose any major dominance yet. I cant
speak much for the other races; I know those horrible insects, Kai-ka-Thear, have
overrun the Katra completely, and have taken their planet by force. Such divergent
evolution; they know have four arms, rather than two. The Sigurn are coping well
with the low temperatures. The Eridarians are struggling, but cope well. But the Hu-
mans! How well they cope! They are, I admit, becoming quite the obsession of mine;
RECORD OMITTED says it is because I feel guilty for our loss. Huh. End log.
018.66.3048-420.4
Begin recording. A glorious day filled with celebration and cheer! The Constructs,
whose invaluable work during both our escape on the migrant fleet, and our work
since, have been declared citizens at least, equals to the Exohumans. We have gave
three-quarters of their race freedom from the shackles of their programming; they
declined the planet, preferring not to re-releaseANUBIS, just incase of a similar
problem. We also managed to recreateAORTA, just in time to register them as a
species of Drex. They have fell, either disguised on the planets throughout the sys-tem, or simply living in the Cradle as its current master. All seems well. End log.
018.80.0438-772.6
Begin recording. The Cendra seemed to be evolving much faster than the other species.
was brought in on the committee to examine the reasons for this, and attempt to
reach some sort of decision. It is estimated that they will reach the ARCin almost
0.0.9103. My decision is to allow all races to enter onto the Cradle simultaneously, and
be done with it all. They have earned it. End log.
018.80.9419-963.1
Begin recording. Today is the day my proposal comes into play. I have been re-named
solus, Governer of the Races. I have come so far in my fight for equality amongst theraces, and we seem to be here, at least. The races enter the Cradle in 0.0.0-006.2, pre-
cisely. I must be ready. Wish me luck. End log.
018.80.9419-980.0
Begin recording. Why must we come upon disaster after disaster. I knew the Cendra
evolution was worrying. They smuggled an entire company of their armoured soldiers
nto the Cradle somehow. They intended to releaseANUBIS. They didnt worship him,
ike we had feared, but wished to use his power to fight the great enemy of our
past. (A high pitched alarm rings in the background.) They killed many before the Kai-
ka-Thear, always ready to fight, managed to subdue them. To see those clawed beasts
ear through their armour like it was paper such majesty. Are we really the more
evolved species? Punishment has been decided, voted, and performed. Their planet hasbeen virus-bombed with the genetic excess from NOAH. Such death. I only wish I was a
mere human, so I could drink away my cares End log.
018.83.1033-810.5
Begin recording. It was decided unanimously, and was performed to exact specifica-
ions. We were on the verge of war! No, not war. Rebellion. The space-faring tech of
he other races has been stripped from them. The small hive-structure of the Kai-ka-
Thear has been destroyed. We have stunted our children. But we cannot risk the re-
ease ofANUBIS. While they attempt to rebuild, we plan to virus bomb the other plan-
ets, and wipe them all out. Four AI cruisers will carry out this task. All life, killed in an
nstant. We can re-seed, we still have enough base genetic material to rebuild. Sadly, I
will not be around to witness it. None of us truly will. It was our interactions, our med-dling, that caused all this. But we will not make this mistake again. Our bodies will live
on, stunted and imperfect, but our memories will be wiped clean. We will start afresh.
Our punishment will be just; sterility, insanity, and a painful demise. We are the last of
our species. The last of the exohumans. And to think.. we came to Drex looking to save
our species, and have only saw need to end it. We are not Gods. We are monsters. And
we deserve this. This will be the last time I will perform this act of futility. (You hear the
charge of an energy weapon.) I am more to blame than the others. End log.
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The Orbital Bodies of DreX
Planet OrbitingMoon / Asteroid
ePop
Con
PreThe
Tear
Non-OrbitingMoon / Asteroid
Tarsus Thear FleetPopulation:~40,005,790,146
Conditions: 0.87g, 288 K
Predominant Factions:Kai Ka Thear
EradreaPopulation: ~1,164,749
Conditions: 0.90g, 307 K
Predominant Factions:
Eridaria
CendraPopulation:
ERROR: UNKNOWN
Conditions: 0.91g, 308 K
Predominant Factions:Cendra, Ghoul
ViatgaPopulation:
~4,056,982,143
Conditions: 0.88g, 240 K
Predominant Factions:Sigurn, Onata, Human
Dante01Population: UNKNOWN
Conditions: 0.91g, 293 K
Predominant Factions:UNKNOWN
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The CradlePopulation:~5,017,112,945
Conditions: ~5106
K
Predominant Factions:TOWER, CORE, The Isolus,
Constructs, the Aetherin, Onata
The A.R.C.Population: 0
Conditions: ~3106
K
Predominant Factions:Incapable of Supporting Life
Artificial OrbittingObject
Artificial Non-Orbitting Object
ArcanPopulation:
~11,911,164,556
Conditions: 0.99g, 321 K
Predominant Factions:Imperial Order, Anurjandria,
Travellers of Qi, Onata
IbicaPopulation: ~4,671,008
Conditions: 0.95g, 302 K
Predominant Factions:Haven,
Stormhaven Orbital Fleete of the Logosion: ~244,986
ons: 0.86g, 297 K
inant Factions:date,
he Gods
PheniixPopulation: ~130,196
Conditions: 1.07g, 342 K
Predominant Factions:Ahramayav
Eta CarinaePopulation: 0
Conditions: ~5106
KPredominant Factions:Incapable of Supporting Life
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ThesystemofdrexDrex went through two major upheavels; first, in what was called the Age of Attrition, which involved the evolution of the races from their primitive begin-
nings. This was a time of immense chaos, where factions and forces rose and fell, first by the fist, then the blade. As the races evolved, when leaders rose,
when the grasp of unified leadership and government began to clasp around Drex, technology began to improve; this is a recent change, and tech still
seems to vary vastly between planets and nations, especially in the Human kingdoms, separate as they all are. Now the level of technology is clearly split
nto three main distinctions; Archaic, Modern, and Hyper. Archaic tech is what came during the Age of Attrition; where Modern tech existed around them,t was like colour to the blind, an impossible mystery beyond the rational minds ability to unravel it. Many towns and settlements make vast use of Archaic
tech in their lives, and it is still a huge part of life in Drex. Modern tech is more advanced, either old pre-Attrition tech being rediscovered in the ruins of
the old world, or re-invented. Lastly, Hypertech is the unknown, from the time-before-time, aeons before the Age of Attrition, and extremely rare.
SCIENCE
ronic that technology referred to as Archaic is
actually younger than the Exohumans Hy-
pertech, while being significantly more de-
graded. Archaic tech examples are swords and
armour, blacksmithing, steam and clockwork
engines and animal husbandry. Where few real
enhancements are ever really made in this area,one constantly changing feature are the materi-
als used in the process; advanced mining proce-
dures, mostly conducted by the Sigurn and cer-
tain Human populations, are unearthing far
more durable and powerful raw materials,
greatly enhancing the Archaic Tech being used.
These ores, of little interest to those of a higher
technology level, have continued to allow the
Archaic tech to be a viable option, despite their
supposed superiority. One benefit of Archaic
tech that many speak of is s imply this; its hon-
est. And few can argue against that.
Archaic TechModern Tech is the mainstay of the Isolus and
the ARC; space-travel, energy and advanced
projectile weapons, shields and enhanced ar-
mours, and cybernetic implants come under
Modern tech. Humanity, its main source, push
forward in what is deemed Modern Tech, com-
ing across such things as: electricity, computers,wi-fi and city-wide neural networks. Considered
the antithesis of magic, Modern Tech attempts
to explain and understand everything about its
surroundings, a style of thought entirely oppo-
site to that of sorcery. Almost half of the Modern
Tech advances have came from deconstructing
and devolving Exohuman Hypertech, and coming
to ones own conclusions. Now, it is barely con-
sidered an off-shoot of Hypertech. Modern tech
comes in two varieties; the common and regular
that is created in factories, and the rare and
valuable, from before the Age of Attrition.
Hypertech is more akin to sorcery than it is to
science. Created by the Exohumans at the very
height of their power, Hypertech has been all-
but wiped out or lost throughout Drex. But still,
expeditions venture deep into space, into an-
cient Migration ship wrecks and Nonman laby-
rinth-bases to acquire the ancient tech; not onlydoes it sell for incredible prices, but if it s worka-
ble, it can provide great power to the scavenger.
Examples of Hypertech include the most ancient
Constructs, Artificial Intelligence, the evolving
and intelligent structures of ancient Exohuman
ships, and weapons of incredible power and
magnitude. The A.R.C. is considered Hypertech,
as is A.O.R.T.A. Further more, many examples of
Hypertech come under the control of APAEX and
the Isolus for study, and those in their grasp now
are barely understood, and used even less, for
fear of what might happen.
Modern Tech Hypertech
Sorcery is the opposite of Science; Science attempts to understand how the world around it works, where Sorcery, much akin to faith, understands that
there is a scheme in all of creation, an underlying purpose, which is not for mortal creatures to know. Sorcery literally is speaking in the voice of God, and
changing the world to better fit the sorcerers desires. Even the most powerful sorcerer cannot undergo permanent sorcerous change, and as such, sorcery
s considered a temporary and fleeting power, that often becomes worshipped. All living creatures are capable of Sorcery, it is simply the level of their
ability which defines them. Few can commit more than basic acts, which are barely attributed to sorcery; things like dj vu, thinking about something
then having the same thing occur, and other people saying what you were thinking. All basic things, all with a hint of sorcery wrapped up inside them. But,
with the correct training, with restriction and balance, those with stronger gifts can learn to become powerful sorcerers, separated by three different
schools of sorcery. The one thing that binds the three schools is the Onta; a mark, a stain on ones soul, visible when one casts their f irst real spell.
SORCERY
Through the use of language, the school of Gnos-
tic sorcery is considered the most directly pow-
erful of the three arts. Extensive knowledge of a
variety of old, ancient, or even dead languages is
required, and true mastery of this school comes
only after decades of dedicated training. Speak-
ng one word with their tongue, and confirming
that words meaning by uttering the same word,
n a different language, within their mind, they
speak a literal Word of God, their spells akin to
a chant of certainties, describing the world
around them, and using the Word of God to
force their words to become truth. Weaker stu-
dents use dragon heads to scourge with fire, or
clouds to summon thunder, but the most power-
ful Gnostic Mages use analogies; mind-bending
beams of light, holding within the power of God.
The Gnostic Sorceries are governed by a series of
Schools, chief among which is the Mandate.
The GnosisThe Psukhe have only one real force attached to
it; the Cishaurim. Utilising the power of the cast-
ers own emotions and feelings, they conjure up
devastating effects on their enemies, or enlight-
ening effects on their allies. Well known for their
ability to fight toe-to-toe with the other sorcer-
ous arts, they are the most trained and con-
trolled of all sorceries, due to their immense
training in emotional and mental control. Their
barriers and defences are second to none, and
their healing effects have flung the Anur-
Jandrian people towards great power. The
Cishaurim are a quiet sect of sorcerers, split into
a few major clans led by the descendants of the
Psukhes creators; people like Fane, Indara,
Seokti, and Anasurimbor. Many high-ranking
Cishaurim blind themselves, so they may better
remain in touch with their emotions; the Dun-
yani follow a similar, albeit older ritual.
The Quorah is the youngest of the three arts. The
darkest and most destructive of the sorceries, it
pollutes the soul of anyone who utilises it, their
Onto taking on a more profound stain. Originally
brought into being by Ahramayav and his creation
of the Infinite Chorus, it is a widely-believed myth
that the Quorah purely contains Ahramayavs foul
sorcery. The Quorah itself is made up of many
different schools of sorcery and thought, all
brought under an official title in an attempt to
protect their practitioners from the hatred of the
other schools; they are the darkest arts, and most
consider their practice evil, although with little
justification. The main schools of thought within
the Quorah are the Infinite Chorus, which involves
summoning the Empyrean into this realm as di-
vine servants, the Tekne, that of twisting and
changing flesh to create creatures of incredible
power, and such dark rituals as Necromancy.
The Psukhe The Quorah
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TheplanetsofDrex
Arcan is a planet of glorious fields and temperate weather, almost consid-
ered a paradise. Consisting primarily of flat-lands, with a few minor
mountain ranges and polar ice-caps, the planet enjoys year-round warm
temperatures and fertile grasslands; it is no surprise that the Humans
flourished as they did here, growing to be one of the most prominent
species in Drex. What began as a series of tribes and nations now sits as
two major factions; the Dreamweavers Anur-Jandria, and the ImperialOrder, ruled by Grand Emperor Deimos, both fighting a prolonged war.
Arcan
The planet of Cendra is a broken wasteland of a planet. Eons ago, in the
time-before-time, there was a huge catastrophe here that devastated the
planet, leaving it with a large crater bigger than any starship, and a burnt-
out atmosphere. Beneath the deserts and ashlands live the Cendra, a race
of private tech-hungry factions, who rarely venture outside of their
vaults. On the surface of Cendra live those called Ghouls, the major mys-
tery of Drex; mutated, diseased, and in some cases, completely insane.
Cendra holds great wealth and enticing secrets, despite the risks involved.
Cendra
Tarsus Thear was once an unremarkable planet, home to the Kai-ka-Thearand the Onata. It received sunlight, had moderate-if-cool temperatures,
and a population of wildlife and sentient creatures. Until the Kai-ka-Thear
took over. Asexual, cannibalising their dead to feed, they swarmed over
the planet, converting the living matter into hive materials. A huge hive-
structure now surrounds the planet, home to over 40 billion Kai-ka-Thear,
their atmosphere all but polluted, their planet almost dead. The largest
hive city also takes the name Tarsus Thear, and is visible from space.
Tarsus Thear
Ibica is the primary-moon of Arcan that has a large population of Humans
on; how the tribes of Haven came to be based here is a mystery, but clan-
tales speak of huge starships in the time-before-time delivering them
here. Due to a staggered orbit, Ibica enjoys only three months of pleasant
temperatures and sunlight; the other nine months it id hidden behind
Arcan, and turns into a desolate and snow-covered wasteland. The clans
of Haven are strong and weathered people, with a unified culture underFather Idriss. The Stormhaven Fleet sits above Ibicas atmosphere.
Ibica
Eradrea is a lush planet, covered with forests and lakes, which shares a
dual-orbit with Cendra. The Eridarians, nimble and swift creatures, have
learnt from ancient stories teaching of the betrayal of the others races, in
the time of Gods, whom can never be trusted again. As such, Eridarians
live isolated in the forests of Eradrea. Only recently have some families
chosen to step into the light again, hoping to restore their races favour
with the other species. Eradrea, as such, has a varied and assorted wild-
life on its surface, which covers both unique plants and animals.
Eradrea
Viatga is the furthest planet from Eta Carinae, and as such, is the coldestand harshest of the planets. Viatga is snow-covered and ice-cold year
round, with temperatures never reaching those of the other planets,
even in their hottest seasons. As such, wildlife is rare, with large trees
capable of surviving the cold being the only noticeable blip on the hori-
zon. Much like the planets indigenous species, the Sigurn have made
huge tunnel-cities beneath the ground, digging deeper towards the plan-
ets warm core, while becoming masters at the stone working crafts.
Viatga
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ThecitiesofDrex
Newarth is the large Human settlement on Arcan, and recognised as the
only neutral, independent city on Drex to be powerful enough to be ig-
nored by Anur-Jandria and the Imperial Order. This neutrality is for a sin-
gle reason; the city is controlled by TOWER, and over 60% of its size is
filled by factories. It is the construction capital of Drex, and constructs the
majority of Human-made weapons and armours sold within Drex, outside
of the high-tech facilities of the Cradle and TOWERs HQ. Newarth has theargest starport in Drex, and the flow of traffic is constant and unending.
Newarth
The Fist of Deimos is home the strongest military faction of Humanity, the
mperial Order. Governed by their Grand Emperor, Deimos, they have for
many years been involved in more military struggles than any other fac-
tion in Drex. They believe in strength and power , and seek to enslave all
who stand in their way; Humans or otherwise. Currently involved in a
arge war against Anur-Jandria, their legions are near-unmatched in skill
and strength, and the Imperial Orders citizens are completely loyal to
their Grand Emperor, who provides them with safety and supplies.
Fist of Deimos
Prima Drex, often called the Silver City of Drex, is a place of pure majesty
and overindulgence. Constructed when Humanity first arrived on the
Cradle, it was the first sole-species to be constructed there, and although
others now exist, it is still the most extravagant city in Drex. Prima Drex is
the home of TOWER, employing over 80% of the cities workforce, and
pumping out more weapons, armour and vehicles (including the largest
starship factory, located on the edge of a space elevator above the city)than any other city in Drex. It is a shining example of Human ingenuity.
Prima Drex
The Anur-Jandrians are a tricky group of people to really track down. A
Nomadic society who have learnt to survive in the deserts on Cendra, the
only consistent city they have is the desert fortress of Oneiros. Built
around a large oasis, they act as a trading waypost, supplying lost travel-
lers with directions, water, and assistance, where necessary. The Oneiric
Citadel adjoins to the sandstone walls of the city, and acts as Anur-
Jandrias bastion, beacon of power, and seat of political power; here, the
Dreamweaver sits on his throne, and fights his war against Deimos.
Oneiros
Napra-Sigurn is infact two separate cities. In the centre of a large ravinethe upper region of the city of Napra-Sigurn is a perfectly-crafted con-
struction of the Sigurn, well known for their skills with stone. Much of the
upper city is carved from the ravine itself, and is surrounded by a large
moat which stretches deep underground, to protect from the snow and
cold. Running alongside this hollow moat is the true city of Napra-Sigurn,
filled with monuments and statues, whose stonework is a marvel to look
at, which receives many visitors on its artistic nature and merit alone.
Napra-SigurnIlliure-Canvi is a multi-cultural city, originally started by the Onata, whichsits on the mouth of the largest river on Arcan. Originally a pristine mar-
ble city, it soon became a popular trade route, especially amongst Hu-
mans. Its walls quickly expanded to include the shanty towns that grew
beside it, until it became the river-spanning city it is now. Illiure-Canvi is
the trade hub of the entire planet, and it is rumoured that anything can
be purchased there, for a price. Governed by the Onata, it is ran by a
council that includes Humans, Sigurn and Aetherin within its ranks.
Illiure-Canvi
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The Spire City of Siofra is hidden away within the confines of Eradreas
deep forests. Capital city of the Eridaria, the city is split between the pov-
erty-stricken lower classes of the Eridarians, and the rich higher-classes
that live within the golden spire. Very hostile to outsiders, who are only
ever allowed into the lower parts of town, its nature and design very
much represents the Eridarians themselves; unwelcoming to outsiders,
self-absorbed, and completely self-reliant. The centre of worship for theEridarians New Gods, few outsiders are allowed to freely come to Siofra.
SiofraThe Cradle is a huge artificial structure sitting atop the Dyson sphere sur-
rounding Eta Carinae, the star in the centre of Drex. A cross between a
planet and a space station, it is a Hypertech creation from the time-
before-time. The centre of the Cradle is a multi-ethnic diplomatic hub,
complete with the CORE and the Isolus on their ivory tower in the centre.
As the Cradle expands outwards, it becomes more akin to a planet; grass-
lands and large sole-species cities, until the edge is reached, protected byenergy barriers and magnetic resonators. Home to the Exohumans.
The Cradle
ThecitiesofDrex
Dante01 filled a series of important roles for Drex; its dual-orbital struc-
ture, with a central body, maintains gravity, and produces the facility
with a reserve kinetic power supply. The main body of the facility is a
well-known prison for those whose actions are irredeemable, for whom
forgiveness cannot be granted; they are locked in tight cells, never seeing
ight or freedom again. The first orbital facility, the largest, is the home of
the Ghosts, elite special forces who protect Drex, and the second struc-
ture is a research laboratory, of which many advances have borne from.
Dante01
Daat, the Silent City, is a place of intense beauty and order, as much amyth as an actual city. Its existence only recently discovered on the bar-
ren Cendran ashlands by overhead photography, the city is the only sign
of the existence of the Cendra, both their own visible city, and the only
place outsiders may enter to better look into Cendran society. Governed
and ran by those Cendra not concerned with the isolationism of their
race, it is a large trade hub, popular with explorers and those seeking
adventure on Cendra, but shows little of Cendra culture and their past.
Daat, the Silent City
Aethersun is less a city, and more a fortress. The Aetherin are a winged
society, and as such, their main city, Aethersun, hovers miles above the
central courtyard of the Cradle, overlooking the proceedings down below.
The Aethersun are a limited race; their city contains their entire live-in
population. They act as the elite guards of the Isolus, Humans who have
sacrificed their humanity and merged with advanced, and often danger-
ous technology to better help protect democracy and justice. They are a
fair species, that take no sides in the ongoing political battles.
Aethersun
Considered just a small part of the Temple of Logos, the home of theMandate sorcerers and the Tears of the Gods mercenary faction, it is
nevertheless the most important building on the asteroid. It acts the main
point of contact with the rest of Drex; it has the only starport on the as-
teroid, a large communications array, a multi-species team to assist in-
coming travellers, as well as basing diplomats, emissaries, and intermedi-
ates of the Mandate. There are few Mandate students based here, but
the city is still of incredible important, if for it s incredible beauty alone.
Sigil, City of Doors
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A Question, Answered1
aFarmyard
Adventures b 1,2,3A,B,C c Shape-Sorters dMy Favourite
Rhymes e Tick, Tock, Today f My First Words
You are a baby. Your parents offer you a selection of books as your first. Which do you grab at first?
2
a Beat him up bTalk out your
problems cTell the teacher
or his parents dWait till he is hurt,
then help him eGang up on him
with your friends f Ignore him
You are 6. A bully is picking on you in Pre-School. How do you respond?
3
aPull her hair and
point at her b Write her a poem cMake her
Something nice dPay attention to her
friend instead eHelp her when
she needs help f Dont even bother
You are 8. You have your first crush on a girl. How do you get her to like you?
4
a Science b Metalwork c English d Ancient Languages e Physical Education f Religious Studies
Throughout Primary School, you learn many things. What is your favourite subject?
5
aCombat and
Physical bWeapons and
Maintenance c Engineering dLanguages and
Relations eHistory and the
Past f Religion and Faith
You are 10. You have gotten into a TOWER-Run Specialisation school. What is the schools focus?
6
aFear; you are
Frozen in place bFear;
you run away c Awe d Amazement e Jealousy f Bitterness
You see a GHOST trooper for the first time. What thought runs through your head?
7
a Heed the advice bResearch it
thoroughly c Feel a little scared dWatch your back
all year eIgnore it as
superstition fIgnore it as
nonsense
You are 13. This is widely regarding as being an unlucky number. What are you feelings towards this?
8
aMake sure he
regrets it bGet your friends to
get revenge cLeave it; youll get
him later dLeave a surprise for
him at his house eDistract your
girlfriend from him f Ignore him
You are 15. The bully from your youth is harassing you and your girlfriend. What is your response?
9
aDo what you can to
heal him bDrive him to the
hospital c Say a prayer for him dFind out who he is
and what happened e Call for help f Walk past him
You come across a bleeding, injured man on the street. What do you do?
10
aAnger; how could
this happen? bRage; why does
this happen to me? cAnger at the Doctor
and hospital dRegret the time not
spent together eMake her as com-
fortable as possible fBecome depressed
and withdrawn
You have just found out that your Mother is terminally-ill. What is your initial reaction?
11
aGet your gun; you
must bring her back bNothing; she has
made her decision cAttempt to talk her
out of it d Go with her eAsk her to marry
you, and stay fFollow her without
her knowing
Your Girlfriend has ventured outside the safety of the Cradle. What do you do?
12
aCall security, but
help them fight bCall security
and run cTry to fight them
yourself dCall your friends
and fight eRun, but lay a
trap for them fInspire the people
around you to fight
You are confronted with 5dangerous illegally-imported off-world monsters. What is your reaction?
13
aGet him close; stab
him in the heart bFire one last
volley of shots cTry to control
your pain dSpeak your last,
dying words eWonder where you
went wrong fHope your friends
can avenge you
Your enemy has just shot you twice in the chest. You are dying. What are your final thoughts?
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An Answer, QuestionedA B C D E F
1 Quorista Soldier Scout Knight Artificier Schoolman
2 Warrior Cishuarim Schoolman Medic Soldier Scout
3 Warrior Cishaurim Artificier Soldier Medic Quorista
4 Medic Artificier Schoolman Cishaurim Warrior Knight
5 Warrior Soldier Artificier Schoolman Cishaurim Knight
6 Soldier Scout Warrior Knight Medic Quorista
7 Knight Medic Cishaurim Scout Soldier Warrior
8 Warrior Quorista Scout Artificier Knight Medic
9 Medic Artificier Knight Cishaurim Quorista Scout
10 Soldier Warrior Medic Artificier Knight Schoolman
11 Soldier Artificier Schoolman Knight Cishaurim Scout
12 Soldier Scout Warrior Quorista Artificier Knight
13 Warrior Soldier Medic Schoolman Scout Quorista
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Zener Four HorsemenA genius scientist, perverted by his
own creations, and given a twisted
new form. Now continues to create,
in the hopes of finding perfection.
And when each of the four seals
opened, I heard the beasts within,
each in turn, say Come, and See,
and I knew fear incarnate.
N.O.A.H.
Creation / Circle of Life and Death / Transcendence
CREATION BLUEPRINTS
Combat Action3
Make an attack roll
against any ally. If you
hit, heal him by the
DMG amount x2. If you
miss, deal regular DMG.
In the Absense of GodsThe Gods worshipped throughout Drex are an unusual breed; none of
them are Gods in the sense of religious profundity, but all have large
followings or temples dedicated to them, in one sense of another. Some
are ancient Artificial Intelligences, Hypertech constructions, some of
which watch over Drex, some are simply tales passed through time by
the faded memories of the exohumans, their locations and physical
forms long forgotten. Other Gods are recognised as once-living crea-
tures, often Humans, whose adaption and symbiosis with technology has
elevated to them to a status above their peers; sorcerous power and
knowledge the like of which is unknown amongst regular people, and
those who have given birth to races in their image, all in the pursuit of a
single cause, just or otherwise. Others still are supernatural beings in-
deed, whose connection with ancient Hypertech, which links the Gods
together, seems unfleeting or impossible; an immortal who speaks with
some ancient unseen God, speaking the impossible truth, dictating the
future as if it was A mere memory, or an Emperor reborn in the funeral
pyre as a living construct of flame and rage, set to retake the kingdoms
lost in the past. Of course, others exist in similar states; these here listed
are simply followed by people across Drex, known by all, who seem to
wage eternal wars for the millions of souls they command.
Alexander AsharithAfter finding a set of ancient scales,he came to wield an army of jackal-like machines, attempting to find
ANUBIS and learn the truth.
Asharith came to power in a barbar-
ian clan, butchering her way to the
top; a mechanical snout showed her
faith in ANUBIS, and was rewarded.
AnubisTheArbiter of Nonpartisan Unification, Barring Indiginous Species,
ANUBIS, is an ancient machine, as old as N.O.A.H. and older than
AORTA, whose purpose has long been forgotten, as has his location.
His followers worship him as a God of Death, but TOWER insist his
original purpose was peaceful; still, the rumours are persistant.
Warfare / Destruction / Lust / heartbreak
HARBINGER
Tactical Action4
If your next attack hits,
the target takes 3D10
DMG. If it kills him, all
enemies in the area take
D10 DMG.
The Nascent Organic Acclimation Hub was the Exohumans finest, and
final, creation. A huge migration ship unequal in size, N.O.A.H. trans-
ported the seeds of life, the genetic material of the races of Drex, and
delivered it to its destination. N.O.A.H. now sits on the outskirts of
Drex, its pieces constituting the Dyson Sphere protecting Drex.
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In the Absense of Gods
Xia AhramayavXia, a construct who believes himself
a Human, uses powerful telepathy
to make his way in Drex; he has
been infected by Zenshins virus.
A mage whose sorcery is beyond
equal; the Infinite Chorus sings of
creatures of decay and madness,
brought from peoples darkest fears.
ZenshinZenshin is an uncertainty, a mathematical error whom appears in a
variety of forms. He seems to exist as a dark-side of AORTA, contend-
ing her decisions with his own malicious intent, and is the only one
capable of standing against her. He is knowledable, and ancient, but
untrustworthy, and seeks only for entropic chaos to consume Drex.
Entropy / Decay / Chaos / Unpredictability
ALLOR NOTHING
Reaction2
Activate when you roll a
dice. Instead, flip a coin;
a heads counts as an
automatic critical suc-
cess, a tails counts as anautomatic critical failure.
Eclipse IdhielA wandering warrior known for his
precision swordsmanship, who
turned from a corrupt empire to try
to make the world a better place.
A brutal and vicious warlord whose
lands were razed in a bloody war.
Now, he seeks vengeance, punishing
all who he deems to be lost.
A.O.R.T.A.AORTA, theArtificial Outer Rim Terminal Array, is the full-function AI
which rules over Drex, a system AORTA refers to as the Outer Rim.
AORTA controls all travel, communications, weather, sun-levels, oxy-gen saturation, and a million other variables within Drex, all running
on an internal AI considered to be infallible and omniscient.
Neutrality / Justice / Fairness / Determination
TRIALBY JURY
Combat Action3
Target one opponent,and roll 1D4 for each of
your levels. Deal sepa-
rate DMG equal to the
result of each D6.
Peabodysan AnphirProtector, warrior, and Archangel ofthe Aetherin, he is a well loved andmuch cherished ruler, whose self-
lessness is an example to all.
With an intense hatred of all but the
Aetherin, the defence the Isolus,
despite being an exile, comes only
with the death of all other races.
SammaelSammael was the creator and previous leader of the Aetherin, the
elite Isolus security based in the ARC. He took the purest-of-heart
Humans he could find, and crafted onto their backs mechanical
wings. Their connection with this technology is symbiotic; now longer
are they considered Human, but their own species.
Altruism / Protection / Defence / Faith
ONE LAST BREATH
Reaction3
Activate at the start of a
turn. For this turn, you
take all DMG targeted at
your allies, but you cant
be killed or incapacitated.
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Rachael VyrusFrom birth, Rachaels body began todecay. She was rebuilt with gearsand clockwork, and now leads the
Human+ improvement programme.
Vyrus is a byproduct of the Human+
programme, who sees unaugmented
Humans as weak. He reaps a terrible
fury on the pure-blooded Humans.
In the Absense of Gods
DunyainDunyain, brother to Sammael and first amongst the Aetherin, tore off
his own wings when he saw the direction and restraint they held. He
believed technology should be completely integrated with Humanity
to help them grow stronger. Now an exile, technology has made him
near-immortal, and his search for Hypertech is never-ending.
Stability / Control / Suffering / Triage
GLORIOUS TORMENT
Ranged Action3
The next ranged attack
you make deals 3x DMG.
You take DMG equal to
the base DMG rolled.
Solomon JudgeOne of the few Eridians to serve the
Dreamweaver, who acts as both a
lawful merchant and a secret assas-
sin-for-hire, both loyal to the cause.
Judge was born inside the Silent
City, and was the first to ever leave
its walls willingly. Now he explores
the world for goods to take home.
DreamweaverThe Dreamweaver isnt so much a God, but a conduit to another un-
named God. The Dreamweaver, elected to the throne of Anur-Jandria
centuries ago, speaks only to his God, who supposedly exists with
Eshen, and who relays great truths and prophecies to him. Silent, he
relays orders to his Exarch, who speaks to the loyal followers in turn.
Sorcery / Solidarity / Stubbornness / Concentration
REVELATIONS
Reaction2
Activate when you re-
ceive combat DMG. Deal
an equal amount of
DMG back to the
opponent.
Eshen KorinhDr Eshen always believed Humanity
were the only race deserving of
Drex. And his silver tongue quickly
earned him many fervent followers.
Korinh was once a powerful Prince,
until he fell into Sentients hands.
The silvery vial turned him into the
mask-wearing assassin he is now
DEIMOSDeimos was the ruler of a small upshot nation, called the Imperial
Order, centuries ago. In a losing war against Anur-Jandria, he was
forced back into his last bastion; he willingly burnt it down, sacrificing
himself and his loyalist followers. He returned years later, a creature
of flame and rage, and has since retaken his old land, and more.
SECRECY / Conformity / blind loyalty / Rage
WORLD ABLAZE
Free Action2
If the next attack you
make hits, it automati-
cally scores a critical hit.
All enemies within 20feet of you suffer Burn.
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The Turning of the WheelEverything that occurs in Drex is classified as a Turn. A turn incorporates one action from every active PC and NPC
currently taking part in the game. As such, there is a strict sequence that must be followed to maintain structure,
balance, and to simplify the process as much as possible. A name has been given to each type of turn that can be
used, to better identify for all involved just what is occurring. In the cause of a turn, every actions occur at near-
simultaneous times; where it may sound like one action precedes another to an outside observer, in the swirl of
melee and action it would be difficult to see any real difference in speed or timing between those involved.
The Many Faces of a TurnCombat Action
A Combat Action is an attack action with a melee weapon, the butt of a rifle, or even your own fist or a makeshift weapon.
This also includes such actions as grappling an enemy, throwing yourself at a foe, quick-firing a holstered pistol, or igniting
your weapon in glorious holy fire.
Ranged ActionA Ranged Action can only be undertaken when you have an Impact or Energy weapon equipped, or a thrown Combatweapon, and you are NOT within combat range of an opponent. Ranged Actions take the form of powerful long- or me-dium-ranged shots from weapons, using either physical Impact ammunition, or plasma-sheathed Energy blasts. Ranged
Actions do not just apply to weapon-fire though; an Aim action, as well as Prepare actions, are also classified as Ranged
Actions, as well as the utilisation of markerlight devices, raising the effectiveness of your allies.Tactical ActionA Tactical Action is a vast and varied event. Tactical Actions often include effects that greatly enhance the players, or his
allies abilities in some distinct way. From firing multiple times next turn, to incorporating the healing of allies through
physical or magical means. Free ActionReaction
Focus
Free Actions incorporate nearly everything not already covered; movement, hiding behind cover, switching weapons, and
opening and closing doors all fall into the Free Action category. These actions take place with no restrictions, regardless of
distance to enemy, the players status or condition. Other effects of Free Actions include low-effect high-yield buffs, healing
effects, and other such immediate actions.
Focus Points, hereafter referred to as FP, are a measure of someone's ability to act in a single term; it is their concentra-
tion, their ability to react, their level of control of both the situation occurring around them, and their own body. All actions
require varying amounts of FP to conduct, which are listed below. Focus can also be overboosted, which involves mental
and physical preparation for the next turn, by sacrificing the current turn; this is explain more on the next page.
A Reaction is a swift and simple action, a response to any specific circumstances occurring on the battlefield. Most often,
these Reactions include dodging attacks, blocking attacks using shields, parrying attacks using swords or staffs, or simplygetting the hell out of the way! Other such reactions may, with the training of specialisation classes, including disarming an
opponent, repositioning an enemy, returning a bewildered enemies attack, or even defending a weak but valuable ally.
Only one Reaction may ever be taken during any full turn.
ACTION COST
Attacking with a Light weapon 2
Attacking with a Medium weapon 3
Attacking with a Heavy weapon 4
ACTION COST
Activating a Feat 26
Using an Item / Changing Weapons 1
Activating a Secondary Stat 1
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Combat & The Turn Se-Roll for Initiative
At the beginning of any combat, everybody involved rolls for Initiative. For the GM, groups of enemies may
roll together, where individual higher-levelled enemies may still roll individually. In this case, everybody
rolls a D10, and adds their Agility bonus to it, giving them their Initiative for the combat. This value will rarely
chance throughout each individual encounter.
StepOn
e
Feat ActionsIts your turn! Now, you can choose to either acti-
vate a Feat, or simply go with an Action.
An action undergoes a process within the scope of a
normal individual. Attacking with a melee weapon,
firing a ranged weapon, preparing a weapon, or
simply moving around the battlefield to better posi-tion oneself. All regular actions are considered free,
and cost nothing to cost, although their effects are
often sedated and regular.
StepThree(B)Its your turn! Now, you can choose to either acti-vate a Feat, or simply go with an Action.A Skill is a defined action, when a PC goes beyond
the realms of normality and performs an extraordi-
nary deed; casting sorcery, ignoring DMG, dealing
incredible blows, or unleashing a hailstorm of bul-lets upon an opponent. To activate, all Skills cost 1
faith (deducted when activated), and the effects
must be followed exactly as written.
StepThr
ee(A)
Between TurnsSo you acted on your turn, and it was either a phenomenal success, or a disastrous failure! No matter. When
it isnt your turn, you must still follow the process of combat; during an enemies turn, they could attack you,
requiring you to dodge an attack, defensively block it using a shield or cover, or even parry a close combat
attack to better position yourself, or remove your enemies superior position. Where your turn has ended, the
round of combat continues; remember, you still have your one Reaction to use, which may save your life.
Stepfou
r
End of RoundWhat happens now is entirely dependant upon the
state of combat.
If there are enemies still remaining when every PC
and NPC has completed their individual turns, the
round of combat ends.
Some skills activate exclusively here. Otherwise, with
the initiative order remaining the same, the round
ends and a new round begins. Return to step two,
and continue.
End of CombatWhat happens now depends upon the state of combat.
When there are no enemies left, or alternately, when
all of the PCs have been wiped out (called a TPKTotal
Party Kill), the combat comes to a conclusion.
With the enemies dead, loot is collected, and the play-
ers continue their mission, ever onwards. With the
players dead, this is the end of their adventure; some
GM fiat might save them, otherwise, it results in a
GAME OVER!
StepFive(Z)tepFive(Y
)
Starting Your Turn and FocusIts your turn! The first thing that occurs is that you regenerate Focus Points up to your Focus stat; this allows
you to act in the ways described on the last page. Before you declare any actions, you must declare if you
wish to Overboost your Focus; by Overboosting, you can set aside up to half of your Focus Points as if you
had spent them. By doing this, after regenerating Focus Points next turn, you gain the additional Focus Points
you Overboosted. These are Overboost Focus Points, and must be used during that turn; you can only Over-
boost regular Focus Points, and Overboosted Focus Points are always spent first.
Now, with that out of the way you can choose to either activate a Feat, or simply go with an Action.
StepTwo
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The Birth of a Hero...
A Word
On Health
Each body part has a limit on how much damage it can
take before it becomes too damaged to continue.
When you generate your health, cross out the boxes
you arent using; now, when you take damage, you can
shade in the boxes as you go along. When a limb dies,
it is no longer usable. When your torso, and two of
your limbs runs out of health, you are incapacitated.
When your head runs out of health, you are incapaci-
tated. An incapacitated character can no longer act in
any way, and must be sav-
ed by an ally quickly, bef-
ore they bleed out and
die. This leads to a
Game Over.
Create your Character
Last of all, you must flesh out your character. Generating a
Character is all about personal choice and preference above all
else. For those struggling to decide, each Race page offers sug-
gestions and randomisations to assist this process. If you con-
tinue to struggle, ask your fellow PCs for assistance, or request
more background knowledge from your GM. Good luck!
Step7
Enlist in a Career
Now to select a Career from the list; when your career is se-
lected, you get an amount of Wealth, as well as relevant
equipment, which shows your dedication and progress in
your Career before the start of the game. A Career is an im-
portant choice, as it entirely effects the way you play DreX
from this point onwards. It is recommended that you thinklong and hard about your career choice.
At the start of this book, there is a short quiz which can help
determine, through a series of questions, which Career
would be most suitable for you. Your GM may, or may not,
decide to use this quiz, so keep that in mind.
Step6
Select Your God
This may be a process skipped by your GM, but a God is
to be selected and worshipped in a similar way to a Race
being picked. Read over the Gods, think of your charac-
ter, and who he would be more willing to follow. Selec-
tion awards you with a special gift from your God, in the
form of a Feat which can be used in the same way as your
Race and Career Feats. But remember, your God can
have huge effects on the future of your game, even if
they have relatively little impact at the beginning.
Step5
Calculate your Primary Stats
Now to generate your Primary Stats. For your health, this equals your Endurance Bonus for each
limb. For your body, increase it by 1.5, and for your head, reduce it by 0.5. Your movement, per
turn, is equal to your Agility Bonus, whereas your Wealth is equal to your races starting Wealth,
times your Luck Bonus. All Resistances and Karma begin at 0, and your Focus starts at 6 (your
Overboost at 3). Your Level begins at 1, and both your Spent and Earned Experience start at 0.
Step4
Generate your Secondary Stats
You already have your genetic baseline for the secondary stats; items like Awareness and Technology. Now, to generate those
stats. First you need to add the effects of nature; roll 2D10 or 1D20 for each Secondary stat. This is your starting stat value. You
can now add your Racial bonus to this starting value. Now, for each SPECIAL category (ie: Strength has Makeshift, Armorer,
Intimidate and Tactics) your SPECIAL stat becomes the amount of points you have to distribute in that area. Remember that noSecondary stat can start above 80, and where some may end quite high, it only means that others suffer with lower scores.
Step3
Generating the Special Stats
Copy the stats from your Race directly onto your character
sheet; it is important to be precise here. Now, you have a
character from the genetic template of your species; its
time to add in a little bit of nurture to your nature. For
each SPECIAL stat, roll either 1D20 or 2D10, and add the
result to the stat. The results should give you an idea of
what your character will be like at the end of the process.
Step2
Select a Race
Each of the races are individual, coming with unique skills
and statistics to represent their different abilities in-game.
Select a race, or speak to the GM about randomising a Race,to add that little bit of surprise to the process. After select-
ing a Race, and choosing ONE racial feat, you must also se-
lect a Faction within that race; do not add your Faction bo-
nuses to your profile yet, this comes later on.
Step
1
Remember!
No matter the circum-
stances, GMs fiat aside,
you ALWAYS round down
on incomplete results.
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...Or the Evolution of a VillainLEVEL EXP
1 START
2 250
3 300
4 350
5 400
6 450
7 500
8 600
9 700
10 800
11 900
12 1000
13 1100
14 1200
15 1300
16 1400
17 1500
18 1750
19 2000
20 2500
A living creatures experience in lifeeverything they learn, see, experience, and feelgoes along way towards making them a Hero. Where a creatures genetics give them a baseline upon birthto start from, and their upbringing and environment help to shape them as they reach their adultyears, it is their choices throughout life that really make them who they are; be that Hero, Villian, orcorpse.
This is the value of Experience. Every enemy killed, every secret learnt, every shadow ex-
plored; these are all things to learn from, and to make you better at killing, learning, exploring, andmore importantly; surviving. Experience is a valuable commodity, and can be spent in multiple waysto improve your character. All experience is spent before or after a session, and at the GMs approval.
Levelling Up
As the GM awards you with experience, one of
the ways to spend this experience is to Level
Up your character. By purchasing a Level Up
(the cost is listed on the table to the side; this
cost is per level, not cumulative) it shows that
your character has grown physically and men-
tally, and has learnt from his experiences.
A Level Up does a series of important things.
Your Health will increase by 1 for each limb (to
a predetermined maximum), you will gain
Wealth equal to your Races Wealth bonus
times your Luck Bonus, and you will have the
option of selecting a new Trait to improve your
character.
Also, a higher level will often effect how ene-
mies, and neutrals, react towards you, as wellas your relative Fame, Infamy, and how your
Karma effects the world around you.
STAT INCREASE EXP
SPECIAL 10 350
Secondary 10 200
Focus 1 500
Resistance 1 500
Trait Gain Trait (Costs Listed)
Stat Increases
Rather than the broad Levelling Up option, you can
specialise in one area, giving large increases in one
specific stat, but leaving all the other stats stationary.
This may help bump up your ability to pick locks for an
upcoming stealth mission, but wouldnt increase your
ability to wire the bomb into the generator and run
the hell out of there! Useful when youre lacking inone area, or just want to improve another.
Think: CirclesWhen increasing your various stats, you will see vari-
ous small circles near them. These circles represent
limits to start increases; when you pay to increase
these stats, fill in the circles. If there are no free cir-
cles, you cannot increase the stat any further!
STAT EXP
Specialising in your
Starting Career400
Training in a
Secondary Career 750
Specialising in your
Secondary Career600
Specialising in your Career
There comes a time in every mans life when he has to make an important decision; does he continue on the path he has already
started on, or does he forge a new path, regardless of the difficulties involved. The same can be said about the Careers in DreX. Each
Career has Five Specialisation options, which reward the player with relevant stat increases, and new and powerful Feats to use in com-
bat. These become active as soon as the Specialisation is purchased. Meanwhile, a Hero can always choose to begin on a new path; you
can purchase a brand new Career using your experience earned. This new Career gives additional stat upgrades, and Feats in areas the
previous Career may have been no help with. Mixing and matching Careers to work well together is the key to creating a powerful
Hero. Even more important, when your experience again begins to rise, you can purchase Specialisation classes in both of your Careers,
increasing your options in any given situation, and making you a key member in any team; two heads are better than one.
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HUMANA social race by nature, apart from birth they have no connections to any other member of their species despite those they form themselves;
bonds of brotherhood between two close friends, the drunken alliance between two men after their drinking gets out of hand, and the powerful
bond between two humans donning armour for their lords; especially in the latter regard, Humans are known for their tenacity, their will to
survive, and their indomitable nature. They s ee life as being made for them, and wish to conquer it in every way possible.
They are friendly to the other races, and although many humans have pretty strong feelings against the other species of Drex, many often relying
on imagined persecution against themselves, Humanity are known for their generally friendly nature, their adaptability in social (and environ-
mental) situations, and their willingness to help the others races; often for a price. Their enterprising nature i s completely unstoppable, as they
will take on any job, no matter the danger or threat, if the price is good enough; more Human mercenaries exist than any other race.
But they have a much darker side. The most violent and emotional of the races, they can be extremely unforgiving, and can hold grudges for many decades. They react
badly to persecution, and will often engage in combat, even warfare, for the most trivial of matters. A race consumed by greed and lust, the other races find them
difficult to trust; as such, they have to fight for everything they desire, and despite being the underdog in almost every way, they struggle ever onwards.
Height & Weight
1 63 190lbs
2 62 185lbs
3 61 180lbs
4 60 175lbs
5 511 170lbs
6 510 165lbs
7 59 160lbs
8 58 155lbs
9 57 150lbs
10 56 145lbs
1-2 Black
3-4Dark
Brown
5-6Light
Brown
7-8 Blonde
9 Red
0 Dyed
HAIR COLOUR
1-2 3-4 5-6 7-8 9 0
Brown Blue Green Hazel Grey Gold
Eye
Colour
17 Male 20 + D20
80 Female 15 + D20
DOGGED PERSISTANCE
Reaction2
Re-roll any failed roll. You must
keep the second result.
SLANGFOR EXTERMINATION
Tactical Action3
Next turn, either: Attack twice with
any weapon, add +1 to its failure
rate, OR attack three times with
any weapon, add +2 to its failure.
MAKE SHIFT ARMORER
INTIMIDATE TACTICS
AWARENESS ANCIENT
PRECISION ELECTRONICS
EXPLOSIVES BLOCK
REPAIR SURVIVAL
PERSUADE LANGUAGE
EMPATHY PERFORM
ARCANE MEDICINE
TECHNOLOGY BIOLOGY
DODGE LOCKPICK
DEXTERITY STEALTH
GAMBLE BARTER
GOOD LUCK BAD LUCK
20
202020
20
202020
20
202020
20
202020
202020
20
20
202020
20
202020
STRENGTH
PERCEPTION
ENDURANCE
CHARISMA
INTELLECT
AGILITY
LUCK
20
20
20
20
20
20
20
Wealth 1-3 Poor 150 4-6 Rich 400
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THE HUMAN FACTIONSHumanity has never really been a collective. They dont live in hive-cities like the Kai-ka-Thear, they dont associate in clans like the Sigurn, and they don't have the
strong family bonds like the Eridarians. Their factions vary immensely from one to the next; some are companies with employees, some act like monarchies, others still
are ruled by councils or elected officials, and some are entirely free of rule and ruler, and operate on a best-for-the-community basis.
Due to their indomitable nature, Humanity have spread to every corner of Drex. They build fortresses in the frozen tundra's of Ibica, roaming caravans that wander the
desert of Cendra, and huge cities with before-unseen numbers of people living in the same place, all in the safety of Arcan. Their many factions are equally as distinct
as the differences between the races, and warfare between Human factions is a common occurrence. Faith, nature, virtues; when a Human joins a faction, he often
adopts everything about them. Many lack the choice, and are simply born into such factions, remaining until they die.
ANUR-JANDRIA Anur-Jandria follow a castrated Demi-God in a golden mask,
called the Dreamweaver, who receives orders and instruc-
tions, in the form of dreams, from an unknown God. Zealots,
although they look after their followers well.
FACTION BENEFITS FACTION DRAWBACKS
+10 Luck
+10 Arcane
+10 Language
-10 Charisma
-10 Medicine
-10 Ancient
PREFERRED CAREER Scout, Cishaurim
BASEOF OPERATION Oneiros Oneiric Citadel
Alexios Thairo Com-Aswan
THE IMPERIAL ORDER The Imperial Order are knightly warriors in heavy armour,
preferring advanced hand-to-hand weapons over ranged.
They follow their Great-Emperor with extreme passion, de-
spite his corruption and oppression.
FACTION BENEFITS FACTION DRAWBACKS
+10 Strength
+10 Armorer
+10 Block
-10 Agility
-10 Block
-10 Ancient
PREFERRED CAREER Knight, Warrior
BASEOF OPERATION Fist of Deimos Foundland
Herald Calibur Forge
NOMADSThose referred to as Nomads are the uncounted masses of
Humanity, those who serve no real faction, follow no real
course in their life, and whose place is birth isnt prestigious
enough for categorisation.
FACTION BENEFITS FACTION DRAWBACKS
+10 Endurance
+10 Barter
+10 Stealth
-10 Intellect
-10 Tactics
-10 Ancient
PREFERRED CAREER Warrior, Schoolman
BASEOF OPERATION Newarth Qi
Hampton Basin Riverside
Cradle
Those deemed Cradle-born are Humans born in the safety of
Cradle, in Prima Drex, who have grew up surrounded by
technology. They are skilled with technology, but have little
in terms of optimism, or a future ahead of them.
FACTION BENEFITS FACTION DRAWBACKS
+10 Perception
+10 Technology
+10 Precision
-10 Endurance
-10 Block
-10 Ancient
PREFERRED CAREER Artificier, Medic
BASEOF OPERATION Level 1: Enviro Level 9: MaintA
Level 51: ASec Level 98: HighP Level 177: HomeV
Dante 01Dante01 is the largest prison within Drex; it is classified as a
faction within its own right, due to the sheer number of
people contained within, either as prisoners of the system,
or those taking it upon themselves as guards.
FACTION BENEFITS FACTION DRAWBACKS
+10 Agility
+10 Lockpick
+10 Perform
-10 Luck
-10 Barter
-10 Ancient
PREFERRED CAREER Medic, Scout
BASEOF OPERATION Cell Block VI Cell Block XX
External Security Kitchen Administration
THE C.O.R.E.
The CORE are the diplomats, negotiators, and ruthless busi-
ness that live on the Cradle, often in the higher reaches of the
central courtyard, high above the lower ranked Cradle-born.
Charismatic and charming, but often cold.
FACTION BENEFITS FACTION DRAWBACKS
+10 Charisma
+10 Electronics
+10 Persuade
-10 Agility
-10 Empathy
-10 Ancient
PREFERRED CAREER Medic, Knight
BASEOF OPERATION Prima Drex Supremacy
New Central Courtyard Newarth
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THE HUMAN FACTIONS
Travellers of QiAlly to Anur-Jandria, enemy to the Imperial Order, the Travel-
lers of Qi are an altruistic nation who command a large area
of Arcan from their lone stronghold city. Xiao Dan and his
Generals are said to come from a different dimension.
FACTION BENEFITS FACTION DRAWBACKS
+10 Agility
+10 Awareness
+10 Empathy
-10 Endurance
-10 Stealth
-10 Ancient
PREFERRED CAREER Warrior, Medic
BASEOF OPERATION Qi Luoyan
Xuchan Chengdu Zhan-liao
Human+
The Human+ advancement programme has a large following
across Drex, and despite its often negative image, they per-
form many good deeds across Human settlements. Rachael
Nash is their recognised leader and firstborn.
FACTION BENEFITS FACTION DRAWBACKS
+10 Intellect
+10 Tactics
+10 Repair
-10 Charisma
-10 Language
-10 Ancient
PREFERRED CAREER Artificier, Schoolman
BASEOF OPERATION Newarth Prima Drex
Alexios Ibica-Plas Level 9: MaintA
AETHERIN The Aetherin are barely considered Human now, despite their
genetic identity. From a young age, those born as Aetherin
attach robotic wings to their back. Their symbiosis with tech-
nology is more a mystic art than an understanding of science.
FACTION BENEFITS FACTION DRAWBACKS
+10 Endurance
+10 Biology
+10 Repair
-10 Agility
-10 Make Shift
-10 Ancient
PREFERRED CAREER Knight, Schoolman
BASEOF OPERATION Aethersun Newarth
Prima Drex Courtyard New Central
TOWERTOWER are the largest Human collective across Drex. Gal-
axy-leader in industry, they control much of the CORE and
have powerful influence with the Isolus, despite their cold
and often numbers-orientated outlook on life.
FACTION BENEFITS FACTION DRAWBACKS
+10 Perception
+10 Barter
+10 Dexterity
-10 Luck
-10 Empathy
-10 Ancient
PREFERRED CAREER Artificier, Scout
BASEOF OPERATION TOWER HQ Prima Drex
Newarth PSI Outpost Courtyard
HAVENRuled over by Father Idriss, the clans of Haven live on the
ice-moon of Ibica, and endure temperatures and conditions
few other races must. This has made them strong and pow-
erful, but also superstitious and clan-based.
FACTION BENEFITS FACTION DRAWBACKS
+10 Strength
+10 Tactics+10 Survival
-10 Agility
-10 Electronics-10 Ancient
PREFERRED CAREER Scout, Warrior
BASEOF OPERATION Ibica-Plas Noth-tra
Sath-tra Eyast Cennala
STORM HAVEN
Despite their conditions, the clans of Haven have progressed
into space, with help from the Travellers of Qi, with relative
ease. The Storm Haven fleet is in constant orbit around Ibica,
more to do with Odrinns exile and loyalty than anything else.
FACTION BENEFITS FACTION DRAWBACKS
+10 Strength
+10 Tactics+10 Repair
-10 Charisma
-10 Language-10 Ancient
PREFERRED CAREER Soldier, Warrior
BASEOF OPERATION Command: Wartorn BattleShip: Sky Lance
Med Ship: Oversight Migration: Drift BattleShip: Foresight
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EXOHUMANExohumans are widely recognised as the Progenitor race on Drex; they created the system around them, the races that live here, and are the
only ones with a true understanding of Hypertech. Their race reached untold heights in knowledge and technology, and were the fathers of
sorcery and science. They came here fleeing from an unknown enemy, long forgotten to them, that still haunts their dreams in the dead of
night. They are a scattered species, infected and diseased by some past atrocity, unable to reproduce and continue their species; it is assumed
that it was this atrocity that took their memories, leaving them with varied amounts of shrapnel buried deep in their subconscious.
Now acting as the sages and guides of modern Drex, the Exohumans utilise what knowledge they have to try and teach the other races, to help
them better themselves in every way possible. Some do it for money or reward, others simply because it is the right thing to do. Few Exohu-
man communities exist, and yet every major and most minor communities have at least one Exohuman within their ranks, regardless of statusand power; all, except for the Kai-ka-Thear, who distrust the Exohumans and see them as an unnecessary reminder of a past long forgotten.
Exohumans look similar to Humans. They have a similar height and weight, almost exact body structure and genetic makeup, and similar social structures to Humanity.
As such, Exohumans are considered the genetic-precursor to the Humans, leading to much conflict between the races. Exohumans, though, are much more intelligent
and open when compared to Humanity, and if there is a connections between the races, the Exohumans are a welcoming look into Humanities enlightened future.
Height & Weight
1 65 190lbs
2 64 185lbs
3 63 180lbs
4 62 175lbs
5 61 170lbs
6 60 165lbs
7 511 160lbs
8 510 155lbs
9 59 150lbs
10 58 145lbs
1-2 Blonde
3-4 White
5-6 Black
7-8 Blonde
9 Gold
0 Dyed
HAIR COLOUR
1-2 3-4 5-6 7-8 9 0
Grey Gold Blue Brown Green Black
Eye
Colour
18 Male 200 + D100
90 Female 400 + D100
CREATINGA VOICE
Reaction2
Activate in response to the activa-
tion of any spell. Any rolls made for
this spell can be re-rolled, keeping
the new results.
ANCIENT DEMANDS
Free Action3
Roll an opposed Charisma test
against one enemies Intelligence.
On a success, the enemy becomes
your Minion for two turn.
MAKE SHIFT ARMORER
INTIMIDATE TACTICS
AWARENESS ANCIENT
PRECISION ELECTRONICS
EXPLOSIVES BLOCK
REPAIR SURVIVAL
PERSUADE LANGUAGE
EMPATHY PERFORM
ARCANE MEDICINE
TECHNOLOGY BIOLOGY
DODGE LOCKPICK
DEXTERITY STEALTH
GAMBLE BARTER
GOOD LUCK BAD LUCK
10
302020
30
102020
20
302010
30
102020
103020
20
20
201030
20
103020
STRENGTH
PERCEPTION
ENDURANCE
CHARISMA
INTELLECT
AGILITY
LUCK
20
30
10
10
30
20
20
Wealth 1-3 Poor 75 4-6 Rich 250
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AN EXOHUMANSMEMORIESThe Atrocity, as the Exohumans refer to it, was a devastation in their past, after the creation of Drex but before the evolution of the species around them. It left them
genetically ill, and impossible to cure; they cannot reproduce, as almost 90% of Exohuman young are stillborn after 11 months of agonising pain for the mother. As a
race gifted with a near-immortality, who have escaped the grasp of age and death, this i s the worst cure they could possible acquire, and has resulted in many Exohu-
mans practically falling to pieces.
Exohumans are rarely categorised by faction, but instead, by their memories. The more memories (or shards thereof) that an Exohuman has, the more defined role
they seem to naturally turn to; those with limited memories, but a wish to learn more, become Librarians, chronicling their race for the young that do survive. Those
with few varied memories, but one specific dream or desire often become Exodites, explorers and travellers, who take up homes within other racial communities as
advisers and guardians. Those called the Sepia are almost entirely without their memories; they have no interest in learning more, and live a grey an lifeless existence
wondering about what was. Finally, and ironically, those who have the most coherent memories of the Exohumans past are the Nonmen; they have mutated,
changed their physical form through genetics or nature, and often become enemies to Drex, hiding in ancient structures, waiting their chance to take revenge.
L IBRARIANLibrarians rarely leave the sanctuary of their homes or for-
tresses. Where many of their race are content without memo-
ries of their past, Librarians scour literature long outdated to
catalogue references to a past they desperate grasp at.
FACTION BENEFITS FACTION DRAWBACKS
+10 Intellect+10 Ancient
-10 Strength-10 Persuade
PREFERRED CAREER Knight, Schoolman
BASEOF OPERATION Citivas Aethersun
Napra-Sigurn Sigil Prima Drex
EXODITEAn Exohuman traveller names himself an Exodite to show
his separation from his brothers; often abandoning Exohu-
man society entirely, Exodites wander around Drex, chasing
after a dream or purpose often long vanished.
FACTION BENEFITS FACTION DRAWBACKS
+10 Agility+10 Survival
-10 Intellect-10 Technology
PREFERRED CAREER Soldier, Scout
BASEOF OPERATION Fist of Deimos Homestead
Standra Hearth Waters Edge
NONMAN Nonmen are Exohumans who have become twisted with
memories of the past. Mutating their natural forms, they are
often hulking creatures of size and power, with great magical
prowess. Most are enemies of Drex and its people.
FACTION BENEFITS FACTION DRAWBACKS
+10 Strength
+10 Arcane
-10 Charisma
-10 Medicine
PREFERRED CAREER Warrior, Quorista
BASEOF OPERATION Non-Aurgas Non-Sancta
Non-Pura Napra-Tacturn Illiure-Fianza
SEPIA A Sepia has fell through purpose, into the silence of their
own mind. Grey creatures, sent into despair by the tattered
remains of their memories; they are pessimistic and hollow
creatures, caring about few and far between.
FACTION BENEFITS FACTION DRAWBACKS
+10 Agility
+10 Intimidate
-10 Intellect
-10 Empathy
PREFERRED CAREER Soldier, Artificier
BASEOF OPERATION Non-Sepia Darklight
Eyes of Grace Cennadra Aethermoon
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ONATAThe Onata were originally on a small planet called Tarsus-Thear. It was relatively unremarkable, and they shared the planet with a multitude ofother races, prominantly the Zelleth, the Katra, and the Kai-ka-Thear. A race of diplomats, artists and speakers, their culture advanced rapidly;Onatan art sold for huge amounts around Tarsus Thear, long before space travel was accessible, their skills in high demand. That was, until the
Kai-ka-Thear emerged from underground. The Kai-ka-Thear swarmed across Tarsus-Thear, an unceasing tide of chitin and talon. The Katra fell,
so did the Zelleth, and it looked as if the Onata would also fall, until an Exohuman Hypership, the Exile, emerged from space. Its cannons
unleashed molten death upon the Kai-ka-Thear, while transport ships collected the Onata, saving their species. The Kai-ka-Thear were left to
nurse their wounds, the planet now theirs, while the Onata were relocated to Arcan, the Human planet.
Since that day, the Onata have a powerful hatred for the Kai-ka-Thear, and an appreciation both of the Humans and the Exohumans. Their art
and culture has grown to be a mainstay of Drex, the most distinct and recognisable across the galaxy, and their services are in constant demands. They make up a large
and convincing portion of the Isolus, and their personal CORE has much diplomatic power.
The Onata themselves are an odd species. They are creatures made entirely of a biological mix of liquids with a similar appearance to water, although much thicker and
more coalesced. They often take appearance almost exactly like Humans, except for a love of the colour blue, and they are often dressed in loose and provocative
flowing gowns and impressive layers of jewellery. In defence, they can reform their bodies around wounds, and can turn almost complete invisible.
Height & Weight
1 61 175L
2 60 170L
3 511 165L
4 510 160L
5 59 155L
6 58 150L
7 57 145L
8 56 140L
9 55 135L
10 54 130L
1-2 Bald
3-4Strawberry
Blonde
5-6Dirty
Blonde
7-8 Cyan
9 Blue
0 Dyed
HAIR COLOUR
1-2 3-4 5-6 7-8 9 0
Cyan Blue Navy Black Silver Clear
Eye
Colour
15 Male 30 + D20
60 Female 25 + D20
CHAMELEON
Tactical Action2
For two turns, you are considered
to be invisible, and automatically
roll a 20 for any Stealth tests.
REFORM WOUNDS
Free Action2
Heal 1 health on each of your limbs
andl 2 health on your torso.
Wealth 1-3 Poor 125 4-6 Rich 350
MAKE SHIFT ARMORER
INTIMIDATE TACTICS
AWARENESS ANCIENT
PRECISION ELECTRONICS
EXPLOSIVES BLOCK
REPAIR SURVIVAL
PERSUADE LANGUAGE
EMPATHY PERFORM
ARCANE MEDICINE
TECHNOLOGY BIOLOGY
DODGE LOCKPICK
DEXTERITY STEALTH
GAMBLE BARTER
GOOD LUCK BAD LUCK
10
302020
20
103020
20
302010
10
302020
301020
20
10
202030
20
102030
STRENGTH
PERCEPTION
ENDURANCE
CHARISMA
INTELLECT
AGILITY
LUCK
20
10
10
30
20
30
20
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AN ONATANS SURGEOnatans are a race of kindness and unity; their young are raised together, in crowds of upwards of two-hundred, spending little time with their parents, and consider-
able time learning to socialise and look after themselves while around other Onatan children. Their communities are communistic in nature, and currency plays little
value within their cities; they believe in barter, a trade of one valuable good for another, always items of use or importance; as such, they have a specific caste, those
referred to as Lakes, who spend countless years learning of financial tricks and the workings of a monetary system; these castes play an important role in keeping the
Onata a powerful trade nation, and not letting some of the more sly races rip them off.
Their different classes are referred to as Surges, and are named after formations of water on the surface world, used to adequately represent the given classes nature
and style. Some examples are River, Ocean, and Rain. These terms are thrown around a lot in Onatan cities, used often as a term of endearment, as much as they
are used as an insult. Those refer to as Oceans are highly respected amongst the Onata, and often form governing councils to guide cities onwards.
R IVERThose referred to as Rivers are constantly-moving, fast-
flowing and ever advancing. Capable warriors, usually free-
lancers for hire, they are extremely aggressive, and often
hateful and judgemental of the other races.
FACTION BENEFITS FACTION DRAWBACKS
+10 Endurance
+10 Tactics
-10 Charisma
-10 Perform
PREFERRED CAREER Warrior, Scout
BASEOF OPERATION Illiure-Canvi Escini-Troi
Escini-Napra Illiure-Escini Illiure-Wakka
OCEANOceans are elder Onatans who have seen and learnt much
more than their fellows. Knowledgeable and wise, they are
often leaders or people of authority, guiding and teaching all
who come to them for advice or support.
FACTION BENEFITS FACTION DRAWBACKS
+10 Intellect
+10 Persuade
-10 Strength
-10 Intimidate
PREFERRED CAREER Medic, Cishaurim
BASEOF OPERATION Illiure-Canvi Viradenne Drop
Escini-Troi Illiure-Escini Illiure-Seed
LAKELakes are diplomatics, salesmen, merchants, those who have
much to offer to the other races. Often travellers, and more
often than not found in small groups in foreign cities, they are
a friendly group who seek to advance foreign relations.
FACTION BENEFITS FACTION DRAWBACKS
+10 Perception
+10 Barter
-10 Agility
-10 Survival
PREFERRED CAREER Medic, Artificier
BASEOF OPERATION Illiure-Canvi Viradenne Drop
Illiure-Wakka Escini-Canvi Illiure-Escini
RAINThose referred to as Rain are outsiders, those who are con-
sidered to have simply fallen out of the sky. Employed as
assassins, or winding up as murderers, they use their genetic
talents to infiltrate, steal, kill, and simply take from others.
FACTION BENEFITS FACTION DRAWBACKS
+10 Agility+10 Lockpick -10 Charisma-10 Empathy
PREFERRED CAREER Knight, Scout
BASEOF OPERATION Illiure-Canvi Illiure-Seed
Escini-Napra Escini-Troi Escini-Canvi
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ERIDARIAThe Eridarians are considered the youngest of the species of Drex. Their evolution the slowest, they are still resistant to the growing influence
of technology in the other, more civilised societies, and their reliance on archaic tech is stronger and more profound than ever. Strange,
then, that their practicing of the art of sorcery is so much more advanced than the other races, despite its technological inclinations. Still,
they see the other tech-friendly races of Drex, especially Humanity, as a race to be wary of; during the time of transition between the Eridari-
ans state of worship, many terrorist factions of Eridarians rose in action against Humanity, the so-called techno-heathens, and continue to
plague them to this day; of course, all without acknowledgment by the Eridarians ruling classes.
Still, the Eridarians have much in common with Humanity. Genetically, they are similar; Eridarians are slightly taller, with Humans carrying
more bulk weight and less pure muscle. Eridarians grasp of trade and currency is severely lacking, and it is only their tenacity and unwilling-ness to be ripped off by the other races that keeps them at the middling point of galactic trade.
As a race, they are stubborn and quick to anger. In proportion, they have almost twice as many more of their race arrested for crimes on the Cradle as any other race
(with Humans taking second place). They are an insular race, distrusting of the other races, and are very proud of their achievements and culture, regardless of the
relatively little impact it has on Drex society. They are ruled by High Priests, and are a highly religious culture, especially since their recent paradigm shift.
Height & Weight
1 61 160lbs
2 60 155lbs
3 511 150lbs
4 510 145lbs
5 59 140lbs
6 58 135lbs
7 57 130lbs
8 56 125lbs
9 55 120lbs
10 54 115lbs
1-2 Bald
3-4Dirty
Blonde
5-6Light
Brown
7-8 Brown
9 Green
0 Dyed
HAIR COLOUR
1-2 3-4 5-6 7-8 9 0
Hazel Brown Blue Yellow Orange Green
Eye
Colour
17 Male 17 + D20
80 Female 13 + D20
SUBJECTIVISM
Reaction2
Activate when you roll any Ancient,
Arcane, Empathy or Language test.
Roll twice, and keep the preferred
result.
NATURES RESPONSE
Reaction3
Activate when you make a success-
ful dodge.
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