Corporation

The Most "human" of the different races - this race has yellow patterned skin along the neck, back, shoulders, and hairline. They tend to be who owns everything in the galaxy currently, but are considered pshycially weaker than others and even looked at as greedy. They hate the Kaltoran people, finding them reckless and unconcerned with keeping contracts.

Play if you:

  • Value Social Power
  • Value money and possession
  • Care about your appearance
  • Want to be a space merchant
  • Refuse to be defined by your genetics

Common Characteristics

  • Abrasive
  • Decisive
  • Organized
  • Pragmatic

Distinctive Physical Features

Yellow patterned skin around neck, back, shoulders, and hairline.

Preferred Combat Equipment

  • Ion and particle weaponry
  • Drones
  • Clothing or Combat suit

Corporation

Creator Archons
Average Height 1.7 meters
Average Weight 75 kilograms
Average Life Span 80 years
 
Homeworld Alabaster
Total Population 8.9 million (estimated)
Years since arrival in Haven 53 years
 

Left-to-right: Agent, Business, Professional

Classes

Agent

These specialize at espionage and infiltration- they are something akin to a thief from other games. They are best used for hacking or breaking to a location, then stealing or eliminating a target. Just goes to show that not all Corp members are in finances.

Business

Ever wanted to play a merchant? That's pretty much this role- only it's the charismatic shop-keeper from a local town that has global reach. Educated and a smart leader, this role would make a good party lead or administrator.

Professional

As the name suggests- this role is a professional who is highly specialized into a particular field. Be it designing or building spacecraft, being a data analyst, or a specific surgeon.

Kaltoran

The Kaltoran are pretty much the description of a dark past- they were nearly driven to extinction during the Great X'ion war. Due to their ability to receive genetic memories, some of them can occasionally remember- undesired at that- when their ancestors had to eat each other in the dark underground to survive. It's amazing that after so many years living in complete darkness underground, they are such a happy people now that they have returned to the surface and space in general.

Play if you:

  • Value friends and family above all else
  • Want to be a space rogue
  • Make spontaneous decisions
  • Like to make lots of different Skill Rolls
  • Enjoy Tactile and dirty technology
  • Distrust greedy Corporates

Common Characteristics

  • Cunning
  • Driven
  • Fun-loving
  • Inquisitive
  • Friendly
  • Loyal
  • Opportunistic
  • Thrifty

Distinctive Physical Features

Dreadlock hair, four pointed ears

Preferred Combat Equipment

  • Self-propelled and irradiated weaponry
  • Smoke and dummy shells
  • Electro-Grav equipment
  • Combat suit or tactical armor

Legion

Creator Archons
Average Height 1.65 meters
Average Weight 70 kilograms
Average Life Span 120 years
 
Homeworld Kadash
Total Population 8.2 million + 2.6 million Dark Tribe (estimated)
Years since arrival in Haven 5 Years
 

Left-to-right: Founder, Pioneer, Dark Tribe

Classes

Founder

A literal Jack of all trades- they are more traditional than Pioneers, but spread out through Haven looking to make the lives of their family better. Generally they play the role of a mechanic or explorer.

Pioneer

Generally young adventurers seeking excitement- these are occasionally found getting into trouble with other races by focusing on their own sense of personal justice over that of the public justice for their location. The Corporation especially tends to frown upon these displays against accepted law. Happy bar fighters, weapon smiths, gun for hire, all acceptable roles.

Dark Tribe

Very paranoid and dangerous- the Dark Tribe are blind and often eat the flesh of their own kind. They are few in number, but incredible fighters who have methods for dealing with their blindness.

Legion

The Legion are unique, in that they were the oly Archon race that didn't fall during the great war. They are a heavily militarized society, somewhat akin to the Spartans of old. This strength and structured government are key reasons for their persistance in the galactic stage. They were designed to fight the Nephilim and as such carry something of a grudge against them- as well as the recently restored Remnant (they betrayed the Archons in the great X'ion war).

Play if you:

  • Value Honor, duty, respect, and skill
  • Want to be a space soilder
  • Want to be tough
  • Love big guns and heavy armor
  • Can hold a grudge
  • Distrust monsters

Common Characteristics

  • Efficient
  • Focused
  • Honorable
  • Loyal
  • Organized
  • Protective
  • Proud
  • Stubborn

Distinctive Physical Features

Scaled, lizard-like skin. Often large and muscular

Preferred Combat Equipment

  • Gauss and rail weaponry
  • Kinetic and shrapnel shell
  • Tactical armor or assualt plates

Legion

Creator Archons
Average Height 2.4 meters
Average Weight 180 kilograms
Average Life Span 70 years
 
Homeworld Cerberus Prime
Total Population 2.8 million + 1.8 million Exsilia
Years since arrival in Haven N/A Never lost the ability
 

Left-to-right: Nomad, Specialist, Mercenary

Classes

Nomad

These were originally literally nomads that become arctic hunters and gatherers during the early settlement years. They are also similar to rangers from other more traditional games. They now explore the Haven system looking for better lives.

Specialist

You could think of these are thieves, or wizards- but they are highly specialized persons, as their name suggests. They are users of heavy weapons and coordinated strikes, which make them a deadly adversary. They are very intelligent and look for the best ways to exploit a weakness in their foe.

Mercenary

This would be a traditional warrior from other games- this role is a soldier that could have other functions like a medic or leader. They are more likely to use rifles and lead their group to victory through teamwork.

Nephilim

The Nephilim are a brutal and strong society that view life as cheap and plentiful. It is shaped by views on genetic superiority that were quite literally breed into them. They were created by the X'ion instead of the Archons, and many still pursue genetic perfection. Their society is one that saw the creation of the Emissaries; literally created to look less monstrous and have knowledge and memories implanted that help interface with the other races. The few laws in place by the society are built around the weak not getting in the way of the strong. Public beating for incompetence in your duties is literally one of the only minor crimes they care about. If you have something a stronger Nephilim wants, you can be beaten publicly for it.

Play if you:

  • Value innate ability and science over all else
  • Are motivated by intellect and instinct
  • Like to defy presumptions
  • Possibly want to look like a monster
  • Believe the end always justifies the means
  • Don't mind modifying your body and genetics

Common Characteristics

  • Blunt
  • Dismissive
  • Focused
  • Proud
  • Honest
  • Instinctual
  • Intelligent
  • Ruthless
  • Fierce

Distinctive Physical Features

Wide range of appearances, often have mammal and/or insect features

Preferred Combat Equipment

  • Bio tech equipment

Nephilim

Creator X'ion
Average Height 1-2.5 meters
Average Weight 50-290 kilograms
Average Life Span 20-(est)300 years
 
Homeworld Eden
Total Population 12.2 Million Pureblood, 52.4 Million Hybrid, 0.12 Million Emmisarries
Years since arrival in Haven 26 years
 

Left-to-right: Pureblood, Hybrid, Emissary

Classes

Pureblood

Some of these are hold overs from the Great X'ion War, they are original version of wartime perfection. They are large, powerful, and strong minded monsters. Play this if you like playing something like a Barbarian, or just generally want to be a gigantic monster.

Hybrid

These actually tend to be fairly unique, with a lot of different options. They tend to be very adaptive, and are actually increasing in numbers, where the Purebloods are declining. Having a bio weapon built into your arm isn't unheard of for a Hybrid. These are most like thieves from other games, cunning and flexible. But really, like with people, you have many options.

Emissary

The above two still look like monsters, so the Emissaries were created to seem less threatening. They are predominately female, and look a bit like green humans. They are grown at full adulthood, and already have fake memories implanted to build their personality. These are most commonly diplomats, spies, or assassins.

Palantor

The actual last remains of humanity- these are digital minds that were forced into murderous machines by the Archons. It is worth noting that the Archons thought they were using old human software, but the damage has been done regardless. Because of this, the Palantor are incredibly old, but are psychologically unstable. The Palantor exist in what is effectively an internet, and so they are immortals that can load themselves into robot bodies. Some of the bodies can even be a collection of networked drones, providing the ability to be both C-3PO and R2-D2 at the same time. There are downsides to their physical existence, and going from a digital universe worth of �scaling� to a single robotic body means they have some eccentric peculiarities. They are struggling as a species against the Mechonids, but refuse to ask for help- so you know they are human. It is important to note that they view themselves a creation of the Archons/humans the same as the other races do- though they are purely digital.

Play if you:

  • Wanna be a space robot (better than regular non-space robots)
  • want to never die (the internet will save you)
  • enjoy being the know it all about secret technologies- but at the cost of being a little crazy and unstable

Distinctive Physical Features

Ornate Robot Bodies that are various metallic colours

Preferred Combat Equipment

  • Combat Computers
  • Tungsten Carbine Armor

Palantor

Creator Humanity
Average Height 1.9 meters
Average Weight 320 kilograms
Average Life Span Unknown
 
Homeworld The Palantor Network
Total Population 0.8 million (est) + 5.2 Billion in Network (est)
Years since arrival in Haven 3000+ years
 

Left-to-right: Reclaim Mechonid, Ancient Body, Networked Body

Classes

Reclaimed Mechonid-

Those giant robot death machines, known as the Mechonids? You stole their body, or someone did, but it�s yours now. You are likely wielding built in weapons, ranging from something like an auto-cannon, to having a radioactive core you can detonate to end a fight and this body.

Ancient Body

As the name suggests- these are old robot bodies, actually built by honest to gods humanity for maintaining the Palantor network itself. They are however incredibly advanced, since humans reached the �pinnacle� of technological progress, where the Archons went for genetic/biological technology. These are generally humanoid bodies with built in weapons and tools. Think of a blacksmith or something for this class.

Networked Body-

Are you having a hard time choosing your body? Why not pick a variety pack and use them all at once? This offers a wide range of options and allows you to be something akin to a cat with multiple lives in a fight. You are literally several bots at once, and can be specialized, maybe one drone is a flight model, one is wheeled, and one has tank treads, you have a lot of choices.

Remnant

The Ursai are still blacklisted by some in the Haven system because during the great X�ion War, they betrayed the Archon�s and sided with the invading Nephilim, but were ultimately wiped out for it. However, something akin to space Jesus, but known as the All-Being appeared on their world some thirty years after the Ursai were wiped out. The All-Being returned them to life and they became the spiritual Remnant that exist today. The All-Being has left, but the impression left by it has shaped this entire race- understandably. This race is equipped with psionics, and have some cool energy blades they can use because of it. They are a spiritual race that is looking to discover why they were returned, where other races are still angry with them for a decision they have no memory making. They are a very strict and organized race, who value discipline.

Play if you:

  • Value discussions around life, morality, spirituality, etc
  • want to have psionics, basically want to be a space priest

Common Characteristics

  • Dedicated
  • Contemplative
  • Opinionated
  • Passionate
  • Philosophical

Distinctive Physical Features

Fur covered skin and mammalian features

Preferred Combat Equipment

  • Plasma, laser, and Psionic weapons
  • Tactical armour or assault plates

Palantor

Creator Archons
Average Height 1.9 meters
Average Weight 145 kilograms
Average Life Span 75 years
 
Homeworld Kumba
Total Population 9.8 million (estimated)
Years since arrival in Haven 1 year
 

Left-to-right: Psionic Monk, Priest, Crusader

Classes

Psionic Monk

As the name suggests, these are monks that use their psionic abilities as their defensive weaponry. They are physically well trained, and very acrobatic. They search for the truth in all things.

Priest

While one might think about clerics from more traditional games- this is much more like a bard or paladin. They are rule focused, strong in their faith, and focused on recruiting and leading others. They work to spread the knowledge of the All-Being.

Crusader

These are almost carbon copies of paladins from traditional games- they operate to eradicate evil from the Haven system, and do so through firm convictions, capable leadership, and physical training. Look at the picture- that�s a space knight in armor.

Twi-Far

This race is unique in that each member of it is actually two members merged into a single being. Twilinger merged with Faren to create the Twi-Far race; originally even by mistake. The Twilinger were made by the Archons (the race that followed humanity, basically super humans), and eventually met the Faren. The Faren are more akin to aliens than the other species in Fragged Empire, as they are unknown and not made by the Archons. The Twi-Far are also unique in how they approach life- it’s an adventure to be experienced, and they don’t tend to obsess over accumulating wealth or power. Because of this- beauty is a major aspect of Twi-Far life, with the arts being a big focus point. They came to the Haven System primarily for protection from the Oni fleet- which are basically rampaging Nephilim.

Play if you:

  • Value beauty, art, and skill
  • Value philosophical discussions
  • Want to be able to shot energy blasts out of your body
  • Generally want to be a space hippie

Common Characteristics

  • Creative
  • Dedicated
  • Focused
  • Mystical
  • Passionate

Distinctive Physical Features

Brightly coloured orang glowing skin with dark patterns

Preferred Combat Equipment

  • Faren blast or other energy weapons
  • light, low weight armor or none at all

Twi-Far

Creator Archons & Unknown
Average Height 1.75 meters
Average Weight 68 kilograms
Average Life Span 75 years
 
Homeworld None
Total Population 4.1 million (est)
Years since arrival in Haven 4 years
 

Left-to-right: Dragon Warrior, Phoenix Mystic, Salamander Engineer

Classes

Dragon Warrior

Most similar to monks from other games- they are traditional, and focused on directing their race to the stars instead of the static lifestyle They use physical strength and small arms predominately- though obviously using their own energy blasts is a thing as well.

Phoenix Mystic

Perhaps this class could be considered something akin to a bard or wanderer. More than other Twi-Far they enjoy life and value freedom. The super space hippie role- they use super charged versions of their bodily energy blasts. Otherwise are a knowledge based class.

Salamander Engineer

Unafraid of monotonous activities, they value the small details required of an engineer or manual laborer. These are great mechanics or engineers for your spacecraft, and will take ownership of such vessels.

Zhou

You could almost call them voracious tree monsters- but then some are made from metal. The Zhou are the latest addition to the sector, and as such, they are the least organized. They operate most commonly in either small tribal groups, or as is often the case of the Silver Masks, they operate solo. They are still struggling to move away from their weaponized roots- where they were used to devour worlds, and eventually themselves. They live now in varied climates in the system, and even sometimes on ships, but they are having to learn how to adapt and better limit their consumption. They still take more resources than other species, but they are a powerful race that values and utilizes change well.

Play if you:

  • Are motivated by primal instincts
  • Want to be a sentient plant
  • Like to eat things
  • Like to change the shape of your body
  • Like to explore strange environments

Common Characteristics

  • Cunning
  • Fast Learner
  • Fierce
  • Instinctual
  • Primal

Distinctive Physical Features

Bodies are made from a wide range of materials (but usually vegetation). Mask like faces, not always bipedal.

Preferred Combat Equipment

  • Melee weaponry
  • Their limbs

Zhou

Creator Archons
Average Height 1.5 meters
Average Weight 135 kilograms
Average Life Span 32 years
 
Homeworld Praid
Total Population 312 thousand (estimated)
Years since arrival in Haven 3 years
 

Left-to-right: Pathfinder, Silver Mask, Stow-Away

Classes

Pathfinder Warrior

These are somewhat like elves or rangers from more traditional style games. They are more primitive in appearance and weapons, but have great knowledge of their environments and hunting.

Silver Mask Scientist

These are the metal ones, more machine than monster now. They seek to trade knowledge and skills for resources and work to better their lives and the Zhou through technology and advancement. They are likely to upgrade their body and utilize high tech weaponry. You can think of these as scientists, like the name suggests.

Stow-Away

So about the voracious monsters- that’d be these fellows. Large hulking body shifters, they were literally stow-away creatures on Twi-Far vessels. They weren’t supposed to be in civilized space, and are very dangerous and hungry. If you want to play something akin to a traditional barbarian, who also happens to be larger than many doorways, and devour everything you find, this is the role for you.