Note: Playing with the Ar-Turans as written requires the
supplemental book Beyond Science: a Guide to FX. If
you do not own a copy of the book, it is possible to revise this species
so that the standard Psionics rules are used instead. In such a case,
ignore the last sentence under Role-playing (above); all Ar-Turan characters
are at least Psionic Talents (starting with a number of psionic energy
points equal to their Will score), and elite Ar-Turans (around 2% of the
population) are full Mindwalkers (starting with a number of psionic energy
points equal to their Will score times 1.5). In the text below (History),
replace references to Alienism with Biokinesis, Shamanism with ESP, Diabolism
with Telekinesis, and Hermeticism with Telepathy; ignore references to
all other FX powers. However, this is a poor substitution, and getting
Beyond
Science is recommended.
Ar-Turo has much less surface land than Earth, so the Ar-Turans never fragmented to the degree the human species did. Ar-Turans developed language and literacy over 50,000 years ago while still relatively close together. Around 10,000 years ago, however, the Ar-Turans developed shipbuilding and ocean navigation and quickly colonized the planet's few continents. The result was what the Ar-Turans call Ir-Tacha ("the Sundering"): the division of their species into separate cultures. It was after the Sundering that the Ar-Turans discovered their natural affinity for supernatural powers: their evolved amphibian physiology is perfected attuned to the strange cosmic (and possibly inter-dimensional) energy signals that crisscross Ar-Turo and saturate the life forms that live there. The divided, primitive Ar-Turan cultures attributed the changes to various celestial events, such as the appearance of a nova in the night sky or the arrival of a new lesser kar ("moon"). Indeed, the planet Ar-Turo does have one primary moon and one subordinate satellite.
There are four distinct cultures or Brunai ("tribes"), each specializing in one particular branch of FX powers. The Bruna in which an individual is raised determines the free broad skill received. The vast majority of Ar-Turans fervently believe that this specialization is hereditary, but this belief purposefully ignores evidence to the contrary. Some youths have defected to a rival tribe or were captured as eggs and hatched and reared by another tribe, and these individuals specialized in that tribe's power (with no attunement to the specialized power of the 'genetic' tribe). Furthermore, a small union of heretics has formed in the past thousand years, secretly recruiting members from all Brunai and somehow learning all known powers.
The Praiarans ("followers of the Ancients") are perhaps the most influential tribe, and certainly the most technologically advanced. Their specialized power is the Faith FX broad skill Alienism, which they call Praion ("Ancient power"). Believing that their Sundering was ordained by the Prai ("Ancients") who originally created all life, they have aggressively pursued space exploration since entering the industrial age 400 years ago. The tribal leadership is, not surprisingly, very unstable due to the psychologically debilitating side effects of Alienism. As a result, the eldest Praion Adepts provide merely symbolic leadership and inspiration. Praiaran technologists and holy warriors have long held the real political power in the tribe; a comparison from Earth history can be made with Pakistan (an Islamic state run largely by its military) in the late 20th century.
The Turonai ("those with life-force") are the largest tribe in terms of population and area controlled. They also claim to be the closest to their species' original way of life. Their specialized power is the Faith FX broad skill Shamanism, which they call Turon ("life-force"). They deny the omnipotence of the "Ancients" and instead pursue a link to the spirit world, a parallel dimension in which all sentience in the universe is eternally merged across time and space. This tribe is the most primitive technologically, having entered the industrial age only a century ago (and only very reluctantly); PL 4 and 5 technology is restricted to the three small islands off the coast of their continent. Tribal hierarchy can be best described as a theocracy, in which the eldest Turon Adepts rule unquestioned; a comparison from Earth history can be made with Iran in the 1980s.
The Karbrunai ("tribes of moon") are the least-populous tribe, feared and distrusted by the others. Their specialized power is the Arcane Magic FX broad skill Diabolism, which they call Kuron ("dark power"). Minority clans within the Karbrunai specialize in Hemomancy, which they call Vuron ("blood power"), and Necromancy, which they call Duron ("death power"). Adepts from this culture can learn all of these powers. The Karbrunai believe they are still directly in contact with the Ancients, or powerful servants of the Ancient, in a parallel dimension of darkness. To the Karbrunai, the Ancients are spirits of tremendous evil power--destroyers, not creators--who put the lesser moon in the night sky as symbol of their eternal pact with the Karbrunai. They are a mildly technological society, entering the industrial age around 300 years ago--mostly in order to fight against the Praiarans, who consider them heretics. Tribal hierarchy is fairly authoritarian, with an hereditary caste of Kuron Adepts ruling over the entire society; a comparison from Earth history can be made with China in the 1980s.
The Bryiarans ("followers of form") were the last tribe to experience the Sundering. Inhabiting the most distant, isolated continent, they did not re-establish contact with the other tribes until around 500 years ago, after they first entered the industrial age. An alliance with the much larger Praiaran tribe gave them expanded influence, but allowed the Praiarans to absorb their technology and quickly become the most advanced tribe. Their specialized power is the Arcane Magic FX broad skill Hermeticism, which they call Bryion ("power of form"). Minority clans within the Bryiarans specialize in Illusion, which they call Darbryion ("false form"), and Mesmerism, which they call Taron ("mind power"). Adepts from this culture can learn all of these powers. Bryiaran philosophy is what Earth humans might call "materialist"--they deny the existence of a spirit world and argue everything proceeds from the natural universe. They were the first to identify the Ancients as off-world alien species. Although their population is small and they often still rely on the Praiarans for trade and resources, the Bryiarans produce the planet's best scientists. Tribal leadership is fairly egalitarian and democratic, with mass participation in regional representative assemblies. However, the assemblies tend to be dominated by the eldest Bryion Adepts; a comparison from Earth history can be made with parliamentary England (dominated by land-owning gentry) in the first decade of the 1900s.
The Kumonarai ("the masters of all power") are the secret
faction of Ar-Turans who seek to learn the specialized FX powers of all
the Brunai. They are called the Dartuchai ("false ones")
by the four tribes, who denounce them as heretics. A few small islands
serve as independent Kumonarai strongholds, but many Kumonarai remain in
their original cultures, gathering together in secret meetings from time-to-time.
What has made the Kumonarai most hated by the Brunai is how this
movement tends to attract the best and the brightest among them, so the
Kumonarai benefit from the knowledge, expertise, and technology brought
to them by their new recruits. Leadership of the movement is very
decentralized, with a secret military command at the top handing orders
down to independent cells which have little knowledge about the other cells
(and thus cannot betray them if captured by the other tribes); a comparison
from Earth history can be made with the French resistance movement during
WWII. Even the Kumonarai do not considers themselves a Bruna;
they simply are not numerous enough (no more than 10,000 individuals),
nor do they aspire to gain a large population and become a new nation.
If allowed as player-characters, Kumonarai can choose their free FX broad
skill from among the specialized powers of the four main tribes, and Adepts
from this culture can learn any of the specialized powers.
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Beam blade* | Melee-powered | +1 | Personal | En/O | d6+1w / 2d6w / d4+3m |
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Beam blade* | 3 | 10 | +2 | 2 | Mil |
* A beam blade is a palmed-sized hilt that generates a glowing stream of charged gas contained in a phased magnetic field; unlike a star sword, the user does not suffer any special damage on a Failure or Critical Failure.
There is only one other planet in the Ar-Turan system, Tor-Prai ("star of the Ancients"), a world poisoned by widespread atmospheric toxins. There are signs of particularly old ruins on it, which the Praiarans claim were left by the Ancients. As the only space-faring Ar-Turan culture, they claimed the planet as a colony destined for them by the Ancients. It was while trying to colonize this toxic world that they first encountered the alien races from the other nearby solar systems. This desolate planet is of interest to all of the other species and cultures as well, arguably making it the system's biggest bargaining chip.
Mythology: Follow this link for more detailed information about the Ar-Turan belief systems and FX powers.