Other Characters

As a game, Rainworld has a permissive attitude, rather than any strict idea of what's "canon". Optional supplementary content has introduced a number of extra types of character.

Variant Statistic Bonuses

The core Rainworld rules dictate that, based on your species, two of your stats are slightly higher than the standard starting value of 5. Even within the Republic's wider fictional setting of the Interstellar Commonweal, this biological essentialism is understood to be race science.

All the optional character types, instead, say that people vary from each other on an individual basis; instead of applying a +1 to two statistics dictated by your species, apply +1 to any two of your choice from PHYS, CON, TUF, ACU, EDU and PPL; or, for a very character with very narrowly focused aptitude, apply a single +2 to one of them.

If your gaming group agrees, there is no reason you cannot build standard Rainworld characters on this basis, too.

Aliens

The notion of sapient peoples with no biological antecedent on Earth as "aliens" — the Other enfleshed — is problematic. The Interstellar Commonweal is better in many ways than Rainworld; but it's not perfect, and still thinks of these kinds of character as aliens.

Ak-Un

The Ak-Un are the motile and communicative mid-life instar of colonial organisms sharing many high-level characteristics with Earth fungi. Ak-Un characters have these traits:

  • Polymorphic: consisting of an irregular ovoid mass of woody tissues (approximately 0.5m3), surrounded by a tough but extremely elastic membrane filled with another 1m3 of protoplasm. Ak-Un can extrude an arbitrary number of pseudopods, by default roughly the length and thickness of a pencil; the length and/or thickness of individual pseudopods can be increased by reducing their overall number
  • Chemospeech: their native communication consists of complex volatile chemical synthesis and absorption through their membranes. (You start with a computerised AAC device for spoken speech.)
  • STOP 1 against electrical Stun damage
  • Humanoid PPL-based skills automatically fail to work on you unless they have a specialty in dealing with Ak-Un
  • Human-oriented equipment is poorly accessible to you
  • You have approximately 30 human years between your sessile larval stage and your fully adult instar. As a full adult, you will settle on an Ak-Un world and reabsorb your protoplasm and membrane; your now-immobile core will grow throughout your life, fusing at its edges into neighbouring Ak-Un and forming part of a planet-spanning superorganism.

Machinic Consensus drone

The Machinic Consensus is a massive, heterogenous collective intelligence formed of inorganic and computational sentients. MC drones are sentient software members of the MC occupying wholly unique, bespoke telepresence units. They have these traits:

  • Self-Repair: they heal one box of injury from their Body track at the end of each combat round.
  • immunity to social manipulation of any kind by biosentients. (However, likewise, they require both a skill specialty and a subspecialty to socially manipulate biosentients: e.g. Aggro ⇒ Human ⇒ Threaten With Violence)
  • take Stun damage from weapons-grade electromagnetic fields and EMPs.
  • Duality: you have these traits due to the clear separation of your software and hardware:
    • given sufficient time, you can automatically port yourself to any sufficiently sophisticated hardware; you can either move your consciousness to that hardware, or spin up a new, autonomous sentient copy of yourself on it
    • your drone can operate on autopilot to a degree of physical sophistication which is, on casual inspection, indistinguishable from you operating it
    • in extreme circumstances, your drone hardware can be remotely overridden to act as a conduit for the attention and authority of the Consensus itself
    • destruction of your body is not permanently lethal to you; an instant-of-death backup can be remotely retrieved by the Consensus. (Death-adjacent experiences are, however, just as traumatic for you as for biosentients)

Earth-stock nonhumans

The concept, and term, "uplift" are now considered extremely problematic within the Interstellar Commonweal. Self-sustaining populations of their early efforts exist, however.

Boid

Boids are biotech avians spliced from corvid and parrot gene-lines.

  • human-oriented equipment and environments are poorly accessible to you
  • however, many environment prohibitive to humans based on their own size and shape are easily accessible to you; and you can, of course, fly
  • certain human vocalisations may be difficult for you, particularly under stress; you may wish to use a supplementary AAC device
Ceta

Cetas are most commonly derived from dolphin genes, created to form worker populations on wet colonisation prospect worlds.

  • you are an air-breathing aquatic creature
  • Sonar: you can detect and track objects, judge the size and shape of, and navigate within spaces
  • you require a skin-hydration suit to enter air environments, using mechanical or gravitic systems for physical support and locomotion
  • bidirectional AAC will be necessary to communicate easily with air-resident characters
Pode

Podes are cephalopod derivatives, spliced largely from octopus and cuttlefish gene-lines.

  • you are a water-breathing aquatic creature
  • you have a fixed, but greater than human, number of limbs (usually 8) — all of which are highly dexterous and do not suffer off-hand penalties
  • your physical form is enormously flexible, with little to no rigid structure to prevent you from traversing small or complex spaces
  • Chromatophoric Skin: you can finely and instantly control the colour and pattern of your skin. When using it to camouflage yourself, you have a fixed CAMO stat of 5, which adds to your Stealth vs. visual perception and acts as a penalty to any visually-guided attack on you
  • you require a full skin-hydration and water-reoxygenation environment suit to enter air environments. You do not require gravitic physical support for in-air agility, but when available, it grants you an effective +1 rank in Gymnastics
  • bidirectional AAC will be necessary to communicate easily with air-resident characters
Simi

In some respects the most controversial, Simia draw on orangutan, bonobo, gorilla and chimpanzee genes.

  • your physical capabilities fall (intentionally) very close to human; their built envionments do not pose you an instrinsic challenge
  • your people were specifically and explicitly created as an attempt to produce a rightsless, unpersoned servitor species to humankind. Both your and their kind have to live with that...and their kind is really good at forgetting things it doesn’t like

Epihumans

The Interstellar Commonweal in general does not (openly) consider people to fall into the same hierarchies of humanity that Rainworld does. Where Rainworld has "near-human aliens" and Mutts and "normal people" and Perfects, the IC has one, theoretically inclusive, category: epihuman.

In the wider IC, for example, a Rainworld Mutt character is simply be considered a Rainworlder — a Rainworld-variant epihuman; and the Ganzfeld are Ganzfeld-variant epihumans.

Using the epihuman variant rules from Rainworld: Offworld, human characters can simply take a maximum of one, free, Epihuman Variant Quirk to differentiate the capabilities common to their origin.

Rainworlder

(Has the traits of a Rainworld core rules Mutt.)

Ganzfeld

(Has the traits of a Rainworld core rules Ganzfeld.)

Dearborn

From the eponymous planet; the Dearborn gain the effects of the Anaerobe Quirk for no character creation point cost

Tordennsteiner

When in non-trivial skin contact with a surface of sufficient density (stone, glass, artifical building materials), Tordennstein-clade epihumans perceive vibrations through it as if they were sound in air — footsteps and other movements across its surface, and for thin enough layers of material, sounds transduced into it from air on the other side

Full-Body Cyborg

You voluntarily had the central nervous system extracted from your unwanted human flesh and sealed into an armoured life-support core.

Creating a Full-Body Cyborg has the following differences to a standard character:

  • You have five functionality points; divide them between Function and Person (with a minimum of 1 in either).
  • You have a pool of 100 character creation points to spend, as usual. You can spend Function×20 of them on your mechanical body; you can spend Person×20 of them on your stats, skills, specialties, and Quirks, as usual.
  • You cannot take Upside/Downside Quirks
  • You do not receive a starting gear budget — you are your gear
  • You lose access to the additional, human-specific uses of Click. Your Click stat is equal to 3 or your Person, whichever is lower
  • Permanently gain one of: Fast Start, Go-Again+, Go-Again—

Like a Machinic Consensus drone, if your Body track fills with Injury, this represents destruction of your chassis; it is not intrinsically lethal. (The death-adjacent experience of destruction of your physical body and the resulting sensory deprivation is, however, just as traumatic.)

Pick the form factor of your robotic chassis:

Humanoid
Built to the body plan of a tall, extremely bulky example of a human being.
Minitank
An armoured vehicular chassis, similar in scale to a ride-on mower or golf cart.
Grav-Platform
A jetski-sized hovering ovoid or rounded wedge shape based on gravitic drone tech.
Radial
A starfish-like structure of 4—7 tapered, dexterous mechanical tentacles around a disc-shaped core.
Function Quirks

Hotplug: 10 points from your Function pool. Your core assembly is designed to hot-swap between cyborg chassis equipped with suitable sockets; doing so requires a full-round-duration Basic Activity to dock them in the exchange position, and another to transfer your core. Each chassis you own after your first costs another 15 points from your Function pool. (Every Function customisation you buy applies to one specific chassis.)

Function

You can customise your mechanical chassis using points from your Function pool:

Sensors

Your chassis supplies a standard human-compatible sensorium (and can stream it externally, compatible with the homunculoid Telepresence Link, without additional equipment). The following sensory feeds can be added to it, using points from your Function pool:\begin{itemize}

  • IR: 1 point. Thermal vision integration
  • UV: 2 points. Integrates ultraviolet spectra, including Panoptikon UV laser target designation
  • Hyperspectral: 5 points. Smart composite visual feed integrating sophisticated image processing on all available wavelengths, including human-visible, terahertz, microwave, X- and gamma rays.
  • LiDAR: 1 point. Geometric point-cloud mapping of enclosed spaces
  • Vibroprocessing: 2 points. Sub-and ultrasonic sound processing, and detection and analysis of vibrations conducted through solid surfaces
  • Magnetosense: 1 point. Detect magnetic fields, including those generated by electrical equipment
  • Enviromental analysis: 1 point. A full suite of temperature, humidity, light intensity, radiation level, atmospheric composition, and air and water toxicity sensors
Armour

Although your core assembly is heavily armoured, so as to survive even total destruction of your chassis, the chassis itself has STOP 0 by default.

You can increase your chassis armour for 5 points per +1 STOP.

Melée Weapons

Adding an integrated melée weapon costs 1 point. By default, this is a fixed, obvious blade or bludgeoning attachment which does DMG 2.

  • make DMG type Stun instead of Injury: free
  • increase DMG: 1 point per +1 DMG
  • increase AP: 2 points per +1 AP
Firearms

Adding an integrated firearm costs 1 point.

  • Type:
    • 9mm or Vanadium Wolf calibres: default
    • 8mm, 10mm, 12mm, standard shotgun: +1 point
    • 15mm, Puffball, flechette, Plasmajet: +5 points
    • antipersonnel maser, grenade launcher: +10 points
  • Fire:
    • single: default
    • burst (up to 10): +1 point
    • auto: +3 points
  • Clip:
    • 10 (or nearest multiple of burst size): default
    • each increase by the base clip size: +1 point
  • Increment:
    • 10m: default
    • each increase by 10m: +1 point
  • concealed/retractable: +2 points
  • autonomous target tracking: +2 points
  • autostabilised (aim as an Adjunct Activity): +1 point
Tools

You can also add non-combat features to your chassis. Each single-purpose tool you add costs 1 point. A programmable smart-matter tool head, which can emulate a wide range of small hand and power tools, costs 10 points. Either costs an additional 2 points to make it retractable/concealable.

Draculoids

The Ganzfeld are not the only near-human people out there in the dark of space. Not the only, not the first, not even the strangest.

Rainworld’s Perfects have compelling voices, unstoppable arrogance; exquisitely engineered social predators. But Rainworld didn’t create the inherent human susceptibility to the Vox Legis; and perhaps in the Vox itself, they merely refined, mass-produced, something already there.

Perhaps rogue strains of weird humanity had begun to spin off the family tree much earlier than anyone suspects. All the way back to Earth itself; way back in the murk of history, a breed apart — hypergerontic, parasitic, mesmeric.

The surveillance states of the pre-starflight Bottleneck must surely have threatened to squeeze such a crypto-subspecies out of existence. But of course, who else but an immortal race of puppet-master plutocrats could see past the resource-death of the very societies that threatened to end them, and sketch out a post-scarcity future among the stars...where such a monster could safely disappear into the vast sparseness of human settlement once again?

Fairytales, of course. Nothing more than fairytales.

(Draculoids are not an entirely serious addition to the game. But they fit in surprisingly well with the worldbuilding!)


Draculoids add the feature Hæmovore: they drink the blood of living humans. For every box of injury they inflict on a living human via blood loss, they gain one point of Bloodfire. Bloodfire can be spent immediately, or a certain amount can be banked for later. All Draculoids can spend one point of Bloodfire to do one of these things:

  • instantly heal one box of injury from their Body track
  • instantly empty all Stun from their Body track

Pick a Draculoid variant:

Fledgeling

The youngest category of Draculoid craves blood, but is not a fully obligate hæmovore — which helps to avoid detection before they come into their full powers.

  • can bank up to 5 points of Bloodfire
  • Arete: spend 1 point of Bloodfire; on any Activity involving a PHYS, CON or TUF-linked skill, instead of rolling 2d10 as usual, roll 3d10 and discard the lowest-valued die before calculating the total

Gerontocrat

Mature Draculoids can still eat food, but cannot survive without blood. Their gifts run hot; every Activity for which a Fledgeling could potentially use Arete uses it automatically, without spending Bloodfire.

  • can bank up to 10 points of Bloodfire
  • Mesmeric: spend 1 point of Bloodfire; on any Activity involving an ACU or PPL-linked skill, instead of rolling 2d10 as usual, roll 3d10 and discard the lowest-valued die before calculating the total
  • whenever you have Bloodfire banked, humans instinctively react to you as a source of threat
  • if you ever had a PineaLink, your body rejects and destroys it
  • your Click stat is reduced to 1
Immortal

Elder Draculoids can no longer tolerate any ingested nutrition except fresh human blood.

  • can bank up to 20 points of Bloodfire
  • every Activity for which they could use Arete or Mesmeric does so automatically, without spending Bloodfire
  • for every hour you do not feed, your Body track shortens by one box. If it reaches 0 boxes in length, your internal organs irreversibly liquefy and you die
  • shortened Body boxes are recovered on a similar timescale to normal human injury healing. When recovered, each box is filled with injury, which can be dealt with in any of the usual ways
  • spend 1 Bloodfire to:
    • delay feeding for one hour without harm
    • enter a state of suspended hibernation, of pre-decided duration, in which you can do and sense nothing, but do not need to feed
    • activate a Protopsionics technique
  • know 2 Protopsionics techniques
  • humans always react to elder Draculoids as sources of uncanny-valley unease
  • you no longer have a Click stat

Draculoid Protopsionics

Newly created Immortal Draculoid characters know 2 Protopsionics techniques; additional techniques can be learned for 10XP each.

Unlike Ganzfeld Flow manipulation, Draculoids cannot maintain more than one Protopsionics technique at a time; starting one will immediately end any ongoing technique. They are, however, an innate capability, not a learned skill — they require no skill check, and never fail to activate.

These Draculoid Protopsionics techniques are identical in effect to the Ganzfeld Flow techniques of the same name (except that Draculoids cannot attune to Ganzfeld artefacts, e.g. for Jump) — including all prerequisite chains:

  • Reposition
  • Levitate
  • Ambient Light Zone
  • Lux
  • Fetch
  • Jump
  • Mindcast
  • Mindtalk
  • Mindread
  • Mindwrite
  • Sense Deprivation
  • Body of Knives

In addition, Draculoids have access to these techniques of their own:

Renfield Protocol

Targets one person with whom the Immortal can make eye contact. On Homunculoids, this functions exactly as the Vox Legis. On humans, however, it is more subtle, accelerating and deepening rapport with the target.

While Renfield Protocol is active, whenever the Draculoid makes a suggestion or seeks agreement — no matter how low-stakes or obvious — which the target agrees or complies with (or fails an attempt to oppose) the target accrues a −1 penalty on future Endurance checks to disagree with or deny them. Any number of these penalties stack, along with an additional −1 if eye contact is maintained when the Draculoid finally presses the issue. (The Draculoid may also treat trying to break eye contact as an attempt to deny them — which again, if failed, makes it harder to refuse future influence.)

Invisibility

The Draculoid requires some level of concealment — a dark enough shadow will do. Provided they do not actively draw attention to themself, human onlookers’ visual processing will simply avoid recognising their presence. A prepared opponent with the equipment to track involuntary eye movements could detect “Invisible” Draculoids by the negative spaces established in bystanders’ saccades — but first such an opponent would need to believe they exist....

Became a Bat

Like Ganzfelds’ Sense Deprivation, an induced complex partial seizure. Particularly when enhanced with simple sleight of hand — the sweep of a cape, a thrown handful of powder, or similar visual stimulus — this technique disrupts the target’s ability to perceive and recognise form, movement, and relative scale, creating confusion and making them suggestible to misdirection — “the Draculoid turned into a bat and flew away!” perhaps, particularly when followed up with Invisibility.

Dracula, Uncountable

“Immortal” tends not to be true for individual Draculoids; the requirement to constantly feed off living humans is too conspicuous. Dracula, however, is a gestalt intelligence, informed by the cumulative experiences of every Immortal. Presumably there is some physical location where it can be visited; should death threaten to rob the Immortals of the life experience of one of their own, however, this will take care of matters. The Bloodfire, unleashed, flash-oxidises the entire Draculoid to dust and ash; in their last moments, they act as an ansible, beaming their mind directly into unity with the Dracula.

This is often mistaken for intrepid Draculoid hunters having “won”.