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Void Drifters ยท The Crew

Species

Five species share the lanes, ports, stations, and ships of the Meridian Verge. They have different bodies, different histories, different infrastructure needs, and different reasons to be on a crew together.

This chapter covers every species: lore, culture, silhouette, mechanical package, common lineages, and the practical friction of living in a universe that was not built for everyone equally. The species packages in this chapter are the rules; Chapter Three summarizes them for character creation. Read the full entry for your species before finalizing your character.

Species vs Culture vs Power

Your species is biology. Your background and career are experience. Your relationship to the five major powers is history.

A Dhoran from the Funtari Confederacy and a Dhoran from the Irnan Directorate share a body plan and come from different cultures. An Ossen trained in a Shoiyan archive and an Ossen raised on a frontier relay station have the same eyes and hands and very different habits, loyalties, and expectations.

Human

In a universe of five species, humans are everywhere without being in charge of everything: in Irnan federal offices, Jaziri pilgrimage routes, Funtari clan freeholds, Shoiyan universities, Antaean trade ships, remote colonies, mixed-crew drifters, and every port of consequence between the core worlds and the frontier.

Human woman Human man

Human identity comes from culture far more than from biology, and "human" covers an enormous range. The cultures that share a genome have fought each other across centuries, prayed to different things, built different legal systems, and arrived at the Meridian Verge carrying all of it.

Why Play a Human?

Play a human if you want the broadest cultural range in the game. A human character's identity comes from where they grew up, what they believed, who they served, and what they owe. Humans fit every power, every crew role, and every zone without needing special accommodation, which makes them the easiest species to drop into most situations.

Biology and Silhouette

Humans use the standard Exodus NDS baseline: bipedal, bilaterally symmetric, gravity-tolerant across a wide range of standard conditions, breathing standard atmosphere, calibrated for roughly one standard G. Tool use, grip diameter, reach, visual range, respiration profile, and dietary flexibility all land within the design parameters that most mass-market equipment assumes.

Most civilian infrastructure in the five powers was built when humans dominated the early expansion period. Medical scanners run human defaults. Crash couch dimensions are human-standard. Pressure suit sizing trees begin with human proportions. Emergency kits carry human-compatible stimulants and nutrient packs.

Culture and Identity

Human cultures across known space have almost nothing in common beyond the genome. Irnan legalists trace their legitimacy through federal codes and treaty chains. Jaziri faithful organize life around religious obligation, submission, and communal discipline. Funtari clan humans understand loyalty as something earned through shared labor and defended ground. Shoiyan humans often emerge from bioengineered research cultures where lifespan management, continuity stacks, and posthumous memory are ordinary topics. Antaean humans tend toward transactional pragmatism: who are you, what do you have, what do you want, and can we make this work?

Then there are the Meridic humans: families that have lived in the Verge long enough that their loyalties are geological, pointing at whatever ground their grandparents claimed. There are shipborn humans who have never lived on a planet for more than a few weeks. There are colonial humans from settlements so remote that the capital they nominally owe taxes to is a rumor.

A human character should have a specific background, a specific culture, and a specific relationship to the people around them.

Species Package

Starting XP: 110

  • Familiar Infrastructure: Mass-market gear, standard ship stations, public seating, medical scanners, and pressure suits are built to the human standard. When you use equipment built to that standard, you never add a Bane Die for body fit, and you need no refitting (Chapter Nine, Fitted Suits and Armor). Gear built for another species' body affects you as it would anyone else.
  • Cultural Adaptability: Once per session, when entering a port, institution, ship, or bureaucracy where humans are the majority, the character may add 1 Boon Die to one social, legal, or logistical check. The player must be able to explain which shared custom, dialect, credential, or habit the character is drawing on. The GM may disallow this if the specific human subculture present is one the character would not share.
  • Gravity: Standard thresholds in every gravity band (Chapter Ten).

Starting XP

Humans begin with the most starting XP of any species because human biology gives no special senses, unusual physical capability, or environmental specialization. Cultural Adaptability is narrow by design, and the extra XP makes up the difference.

Common Origins and Lineages

Human lineages are defined more by culture, region, and social history than by biological differentiation. These four represent common character origins, not an exhaustive list.

Coreworlder: Raised inside old infrastructure, state systems, universities, courts, or major religious institutions of one of the five powers. Coreworlders know how authority operates from the inside; they know the paperwork, the etiquette, and the names that open doors. They may be comfortable with power or deeply suspicious of it, but they understand its mechanisms.

Frontier-Born: Raised where central authority is thin and local survival matters more than formal credentials. Frontier humans may have grown up on a Funtari clan holding, a remote Jaziri mission world, a contested Red Marches colony, or a settlement that predates the current power structure. They tend to trust competence over title.

Shipborn: Raised in transit communities: convoy families, migratory fleets, station-to-station drifters, crew lineages that have not had a planet address in three generations. The ship is home. Shipborn humans often have a complex relationship with settled folk of all species.

Meridic: Raised in the Meridian Verge itself, where mixed loyalties are normal and navigating three sets of bureaucratic expectations is a survival skill. Meridic humans are often fluent in complexity: they know which power to present which credential to, and when to present none at all.

Equipment and Infrastructure Needs

Human equipment is abundant, cheap, and easy to replace. In an emergency, a human character is more likely to find a compatible suit seal, a matching nutrient pack, a crash couch that fits, or a medical scanner with the right defaults. When the crew is improvising, adapting, or working with second-rate supplies, humans pay fewer of the hidden costs.

Playing a Human

  • Every human character comes from somewhere specific, and that place has its own politics, faith, class, and history.
  • The infrastructure advantage comes from history: humans dominated the early expansion, so the mass market was built for their bodies.
  • Irnan and Jaziri space are human-heavy, but humans live in every major power and most frontier settlements.
  • A human from a remote colony may know less about a capital world than an Ossen diplomat or a Dhoran naval engineer from that city.

Story Hooks

  • A human character discovers that the "standard" local emergency kit is missing components needed by two of their crewmates. The gap was never noticed because no human ever checked.
  • A human family line has changed political allegiances three times in two generations without moving worlds; the borders moved around them.
  • A human drifter is useful to a contact precisely because they can move through several bureaucracies without triggering species-specific scrutiny or specialist processing queues.
  • A human raised in a mixed-species colony feels more kinship with nonhuman crewmates from home than with humans from the capital who share the same species but not the same life.
A Human woman settling into a crash couch at a bridge console

Ossen

Ossen are compact, fine-boned humanoids with narrow faces, large dark eyes, long fingers, and a quiet attentiveness that many people mistake for fragility. Ossen bodies are built for efficiency: low caloric expenditure, high information retention, fine motor precision, and a capacity for pattern recognition that emerges from biology as much as discipline.

Ossen woman Ossen man

They are built for environments where waste was lethal and accuracy mattered more than mass.

Why Play an Ossen?

Play an Ossen if you want to be the person who sees the structure everyone else missed: the analyst, the investigator, the navigator, the surgeon, the AI coordinator, the fraud auditor, the archivist, the quiet diplomat who remembers exactly what was promised. The package reflects biological and cultural traditions that value precision and memory because their ancestors paid for carelessness; intelligence varies among Ossen as it does in any species.

Play an Ossen if you want mechanical edges in information work, technical systems, and careful hands, with real costs in physical confrontations and poorly fitted environments.

Biology and Silhouette

Ossen stand shorter than the human average, with a slender build, fine bone structure, and long fingers well-suited to close detailed work. Their eyes are large, dark-adapted, and designed for interior spaces: reading, close inspection, fine instrument work, and low-light environments. Their skin shows faint iridescent undertones under strong light, a feature that varies by lineage from barely visible to clearly present.

They are physically capable, but their musculature is built for precision rather than force. Heavy lifting, blunt impact, and extended rough physical labor will cost them more than it costs a human. Their best ergonomic environments include adjustable consoles, lighter grips, precise haptics, lower-impact crash couches, and medical systems calibrated for smaller bodies. Armor and pressure suits must be fitted carefully; a suit built for a human torso will not distribute impact correctly on an Ossen frame.

Culture and Identity

Many Ossen communities place high value on memory, pattern discipline, apprenticeship chains, and reputational accuracy. In traditions shaped by this value set, a false claim deceives the listener and also corrupts the record. Contracts, testimony, and stated credentials carry weight because they are expected to be verifiable. An Ossen who cannot be trusted to recall accurately is treated as professionally broken, whatever the intent.

Plenty of Ossen are neither honest nor academic. Ossen smugglers, spies, fraud investigators, black-clinic surgeons, and information brokers exist across the five powers. Some of them are terrifying precisely because they remember everything and know exactly which records have been altered. The discipline that makes an archivist reliable makes a con artist very dangerous.

Internal Ossen communities vary considerably by region. Shoiyan-affiliated Ossen often come from research and medical traditions with deep institutional roots. Antaean Ossen may have spent generations in information commerce, where memory is currency. Frontier Ossen, raised outside strong Ossen institutional networks, frequently develop more direct, improvisational styles that can seem blunt or irreverent to more formal lineages.

The stillness that humans often read as distance or weakness is, in most cases, attention.

An Ossen man on a low step working a human-height instrument panel

Species Package

Starting XP: 105

  • Analytical Memory: Add 1 Boon Die to checks made to recall technical details, compare records, reconstruct timelines, identify contradictions, or recognize a pattern previously observed.
  • Fine Manipulation: Add 1 Boon Die to delicate repair, medical, forensic, or interface work where careful hands matter more than strength.
  • Interface Discipline: Once per scene, when coordinating with a directive intelligence, expert system, archive, or ship computer within its intended purpose, remove 1 Bane Die from the check or add 1 Boon Die if no Bane Dice apply.
  • Light Frame: Add 1 Bane Die to checks that rely primarily on raw lifting, resisting crushing force, absorbing blunt impact, or prolonged (Chapter Nine) heavy labor without proper equipment.
  • Fitted Gear: In poorly fitted heavy gear, armor, or pressure suits, add 1 Bane Die to prolonged physical checks. Chapter Nine, Fitted Suits and Armor, defines prolonged and covers fitting.
  • Gravity: Treat every gravity band one band worse: Elevated gravity applies High penalties, and High applies Extreme. Fatigue accumulates at twice the normal rate in Elevated gravity and above. Low gravity imposes no penalty. Chapter Ten describes the bands.

In Play

Analytical Memory applies to recall, reconstruction, and pattern recognition only. Interface Discipline applies only when the system is working in its intended role; hacking and sabotage do not qualify. Light Frame comes up in physical confrontation; Fitted Gear comes up during extended operations in equipment not built for Ossen.

Common Origins and Lineages

Archive Ossen: Raised around libraries, law engines, medical archives, institutional records, or government documentation systems. Archive lineages often have strong memory discipline, formal credentialing habits, and a personal relationship with accuracy that can feel religious to outsiders.

Glasshouse Ossen: Raised in controlled habitats, research stations, generation ships, or resource-tight settlements where environmental discipline is cultural law. Glasshouse Ossen tend to be precise about waste, very aware of life support parameters, and quietly uncomfortable in messy, improvised environments.

Thread Ossen: Raised in ship, relay, or communications communities where timing, signal integrity, and cross-system coordination matter. Thread Ossen are often comfortable with AI systems and complex network structures, and they tend to think in flow and timing rather than static facts.

Frontier Ossen: Raised outside strong Ossen institutional networks, often in mixed-species communities or small settlements. Frontier Ossen frequently develop more direct communication styles and less formal relationships with institutional authority. They may be more improvisational and less patient with archive custom.

Equipment and Infrastructure Needs

Ossen can use most human-standard tools, but standard rarely means comfortable. The best Ossen environments include adjustable console heights, lighter grips, precise haptic interfaces, properly fitted pressure suits, crash couches with smaller support geometry, and medical equipment calibrated for Ossen body mass and physiology.

In emergencies, a poorly fitted suit will still work; it will tire an Ossen faster and distribute force less effectively. Plan for fitted gear from the first session.

Playing an Ossen

  • Ossen fill every role on a crew; a smaller body comes with full adult competence and authority.
  • An Ossen who goes quiet is usually paying close attention.
  • An Ossen who declines a fistfight is applying the same efficiency logic that shaped the species.
  • The strongest Ossen edge is usually preparation, records, and pattern recognition rather than raw calculation speed.

Story Hooks

  • An Ossen character carries a precise, verifiable memory of an event that several powers want officially forgotten. The record exists only in one mind.
  • A ship's directive intelligence has begun routing certain questions to the Ossen crew member instead of the captain, because the Ossen asks the questions the AI was actually designed to answer.
  • An Ossen from a frontier settlement rejects the conventions of archive culture as elitist gatekeeping; their lineage has its own forms of discipline that institutional Ossen do not recognize.
  • A medical or legal record has been subtly altered. Only the Ossen notices the shape of the missing data, which is itself the evidence.

Hazren

Hazren are tall serpentine people with long muscular torsos, scaled skin that varies from matte desert tones to glossy river patterns, narrow heads with slit pupils, and two arms adapted for tool use. They have no legs. Locomotion is controlled muscular undulation, bracing coils against available surfaces, and an upright posture when reaching and working at human-height stations.

Hazren woman Hazren man

Hazren occupy rooms differently, use furniture differently, read heat, and negotiate personal distance with rules that do not map cleanly onto bipedal customs.

Why Play a Hazren?

Play a Hazren if you want a physically distinct character whose advantages come from an unusual body doing what that body actually does: vertical movement, thermal sensing, controlled holds, balance across difficult surfaces, and a relationship with built environments that is never taken for granted.

Hazren make strong scouts, engineers, survivalists, diplomats, pilgrims, security specialists, climbers, medics, and patient investigators. Their mechanical edges apply in physical and perceptual situations where most humanoids have to work harder; their costs come from infrastructure that was not designed for them.

Biology and Silhouette

Hazren bodies are long, flexible, and powerful. Their tails are the primary locomotion system, the bracing anchor for upright work, a tool for climbing and restraining, and a visible component of social body language. A Hazren reading a room with their tail still is communicating something. A Hazren whose tail is active is also communicating something, and the difference matters in their communities.

Their scales vary by ancestry and environment: glossy river patterns, matte desert earth tones, pale plateau coloring, and dark habitat variants for station-born lineages. Scale condition is often a health indicator.

A Hazren can detect heat traces from recent movement, distinguish warm-blooded presence from ambient environment, notice fresh machinery activity from thermal output, and identify injuries in others through heat irregularity. Other species often find this sense unsettling until they are used to it.

Cold environments are difficult. Abrasive, jagged, or poorly textured flooring imposes friction costs on movement that bipeds do not pay. Human seating is useless. Standard crash couches require adaptation or replacement.

Culture and Identity

Hazren communities often organize around place-memory: river bends, warm stone deposits, pilgrimage paths, ancestral coil-halls, or old route shrines. In many Hazren traditions a "good place" is concrete thermal and textural information: where rest is possible and where community can safely gather.

Hospitality in Hazren culture frequently means providing appropriate space, appropriate heat, and appropriate rest infrastructure. A host who fails to warm the guest area before arrival signals indifference to the guest's physical wellbeing. This makes Hazren excellent at noticing when a mixed-species environment has been designed with care and when it has merely claimed to be.

In mixed ports, Hazren often become practical experts in adaptation. They know which corridors have floor texture worth moving on, which stations have warm rest areas, which medical facilities have non-standard beds, and which staff will actually look up the correct pressure suit sizing rather than handing over a human-standard universal. A station that welcomes Hazren shows it: warm transit lanes, coil rests, vertical handholds at body height, curved rails, and medical beds that do not assume legs.

Hazren communities span the five powers and the frontier without being owned by any of them. They appear frequently in Jaziri communities and Red Marches settlements, in pilgrimage routes that cross several power zones, in warm-habitat station clusters, and in ship crews that have built their own adaptation norms over time.

A Hazren woman raised upright on her braced coil at an engineering console

Species Package

Starting XP: 100

  • Coil Body: Add 1 Boon Die to climbing, balance, bracing, squeezing through suitable tight spaces, resisting being knocked prone, or holding a position with the tail.
  • Constricting Strength: Add 1 Boon Die to grapples, restraints, and controlled holds when the Hazren can bring their full body into play.
  • Thermal Sense: Add 1 Boon Die to Perception, Survival, medical triage, or tracking checks where heat traces, body warmth, active machinery, or temperature differences are meaningful to the outcome.
  • Unsuitable Terrain: Add 1 Bane Die to fast movement across abrasive, jagged, freezing, or poorly textured surfaces without appropriate gear.
  • Adapted Stations: In vehicles, ships, armor, or workstations built only for legged humanoids, add 1 Bane Die to prolonged operation (Chapter Nine defines prolonged) until the station is adapted or the character has specifically trained around the limitation.
  • Gravity: Hazren stand by raising the upper body on a braced coil. In High gravity and above, checks that need the Hazren to hold that raised posture (fighting from a standing stance, working at a standing-height station) add 1 more Bane Die beyond the normal penalty. In microgravity, remove 1 Bane Die from Athletics checks. Low gravity has no special effect. Chapter Ten describes the bands.

In Play

Coil Body applies to movement, positioning, and bracing; Constricting Strength applies to holds, grapples, and restraints where the whole body is engaged. Unsuitable Terrain depends on the surface; Adapted Stations is a background cost in human-norm vehicles and workspaces that adaptation or training removes.

Common Origins and Lineages

River Hazren: Warm-water and wetland ancestry, often with strong swimming capability, experience negotiating settlement boundaries across waterways, and cultural traditions organized around river routes. River lineages tend toward deliberate, patient social navigation.

Stone Hazren: Rocky upland ancestry, strong climbers, patient scouts, and experienced readers of ambush terrain. Stone lineages often have strong thermal conservation habits from environments where heat sources are inconsistent.

Dune Hazren: Heat-adapted desert-edge communities with strong route discipline and resource conservation habits. Dune Hazren may be particularly attuned to thermal gradients and experienced with long-range travel planning across difficult terrain.

Shipcoil Hazren: Diaspora lineages raised in adapted ships, pilgrimage transit routes, or stations where coils and corridors have defined home for multiple generations. Shipcoil Hazren are often the most practiced at negotiating human-norm infrastructure and the most likely to have strong relationships with other species.

Equipment and Infrastructure Needs

Hazren need tailored equipment across most categories: armor, pressure suits, crash couches, medical beds, floor textures, and vehicle stations. A "universal" pressure suit is often not universal enough; suit seals at leg-ports designed for biped anatomy are simply absent, and the torso fit requires specific geometry.

Good Hazren spaces are recognizable: warm resting zones, curved rails at reach height, low-obstruction floors with texture, vertical access options, medical bays with adjustable beds, and workstations that allow bracing posture rather than seated posture.

Hazren-specific gear is available in most mixed ports, but it is rarely cheap or abundant. In frontier settlements and small stations, a Hazren character may need to source adapted equipment or improvise consistently.

Playing a Hazren

  • Hazren locomotion, posture, senses, and use of space differ from every bipedal species; describe how your character moves through a room.
  • A still Hazren may be resting, paying attention, reading heat, or assessing a threat.
  • Adapted infrastructure is a practical need; a crew that ignores it has operational problems.
  • Hazren thermal biology is sophisticated; "cold-blooded" assumptions are usually wrong.

Story Hooks

  • A Hazren pilgrim route runs through a disputed system where both controlling factions claim the right to police it, and neither will acknowledge the route's historical right of passage.
  • A station advertises Hazren access and charges a species-accommodation fee. The heat to the Hazren rest area has been quietly cut for months to reduce power costs.
  • Thermal evidence at a crime scene proves the reported timeline is wrong. Someone warm-blooded was in a cold storage area well after they claimed to have left.
  • A Hazren crew member can enter an access shaft that no one else can physically navigate. The interior was never meant to be survived for more than a few minutes.

Zosa

Zosa are lean, muscular, digitigrade predator bipeds with dense fur, short muzzles, forward-facing eyes, retractable claws, heavy tails, and compact ears. They are serious evolved ambush predators who developed tool use, culture, communal governance, and the social discipline required to live in crowded interstellar ports alongside people they could, in principle, hurt.

Zosa woman Zosa man

Their stillness can be unnerving, and their movement can feel sudden to people who are not used to it: the body was built to wait and then move.

Why Play a Zosa?

Play a Zosa if you want speed, threat awareness, low-light competence, and the social tension that comes with being visibly dangerous without being automatically violent. The mechanics reward alertness, positioning, and burst capability rather than sustained brute force.

Play a Zosa if you want a character who navigates the constant minor friction of being read as a weapon first and a person second, and who has had to develop a sophisticated internal calculus about when that assumption is useful and when it is exhausting.

Biology and Silhouette

Zosa have digitigrade legs, powerful tendons calibrated for burst speed rather than marathon endurance, claws suited for traction and climbing rather than combat by preference, dense neck and shoulder musculature, heavy tails that function as balance counterweights, and large forward-facing eyes adapted for low-light movement and tracking.

Their ears are mobile and expressive to other Zosa, but human and non-Zosa crew members often misread ear position. What reads to a human as aggression may be focused attention. What reads as calm may be something else entirely.

Zosa are built for bursts, not sustained effort. A Zosa in a prolonged endurance situation, a long forced march, an extended EVA with high caloric expenditure, or a deprivation scenario, will suffer sooner than most species. Their dietary needs favor protein, and the difference between adequate rations and inadequate rations has real operational consequences.

Culture and Identity

Zosa cultures across known space commonly value restraint, timing, precision of intent, and mutual respect of personal space. In many Zosa communities, uncontrolled aggression is considered childish. A predator body makes the decision not to be violent more visible and more socially significant.

In mixed space, Zosa face a consistent pattern of stereotyping: they are expected to be guards, hunters, performers, or enforcers. The expectations are applied regardless of what the individual Zosa actually does. Some lean into those expectations strategically: a Zosa who wants people intimidated can usually achieve it with less effort than a Dhoran who weighs twice as much. Others find the assumption deeply frustrating. Most have developed a practical relationship with it: they know exactly when someone has mistaken biology for personality, and they have usually decided in advance what to do about it.

Zosa communities are concentrated most heavily in Shoiyan systems and Antaean trade worlds, but ship diaspora communities exist across every power and in most significant ports. Zosa from different regional traditions can have very different social norms.

Silence in a Zosa is often politeness. Proximity negotiation matters. Sustained direct eye contact reads differently to a Zosa than it does to most humans. These are things a mixed-species crew learns quickly or learns expensively.

A Zosa woman climbing a station access ladder, her tail out for balance

Species Package

Starting XP: 85

Zosa begin with the lowest starting XP in the game: the package carries four broad advantages and the strongest gravity adaptation against one situational cost.

  • Low-Light Eyes: Remove 1 Bane Die from Perception, navigation, or combat checks caused by dim light, shadowed interiors, or low-visibility exterior conditions.
  • Predator Reflexes: Add 1 Boon Die to Readiness or Perception checks, including Initiative checks, made to detect ambushes, track sudden movement, read stalking threats, or register imminent violence.
  • Balanced Motion: Add 1 Boon Die to climbing, leaping, narrow footing, silent movement, or recovering from slips where tail balance and digitigrade stance matter.
  • Burst Movement: Once per encounter, suffer 1 Strain to add 1 Boon Die to a movement, chase, or positioning check, or to make a sudden repositioning Maneuver that the situation would otherwise not allow, when the path is physically possible. The Maneuver still counts toward your Maneuver limit.
  • High Metabolism: During food shortage, exhaustion, poor sleep, or extended deprivation, add 1 Bane Die to endurance, recovery, or patience checks until the need is addressed.
  • Gravity: In any gravity band other than Normal, remove 1 Bane Die from gravity-related movement and balance checks. Zosa need no check to keep their footing in a sudden gravity change unless the change is to Extreme gravity. Chapter Ten describes the bands.

In Play

Predator Reflexes applies most in the moments before and at the start of a conflict. High Metabolism is a background logistics cost for the player and GM to track; it has no effect in standard play and applies during deprivation, long missions, or resource-constrained scenarios.

Common Origins and Lineages

Ridge Zosa: Mountain, cliff, or highland ancestry with strong traditions of long-sight, climbing, and patience in exposed terrain. Ridge lineages often produce scouts, overwatch specialists, and characters with strong spatial awareness and terrain reading.

Lowlight Zosa: Forest, dusk, station, or urban ancestry with strong stealth, interior perception, and night movement traditions. Lowlight lineages are often most associated with ship-board and station life, where low-light environments are normal.

Fleet Zosa: Shipborn and port-born lineages with multi-species social habits, compact personal rituals, and strong route cultures. Fleet Zosa have often spent generations negotiating the gap between their own norms and everyone else's.

Hearth Zosa: Settlement-centered communities that emphasize mediation, family networks, food discipline, and controlled hospitality. Hearth lineages often produce diplomats, physicians, community organizers, and people with sophisticated internal emotional discipline.

Equipment and Infrastructure Needs

Zosa need digitigrade-compatible boots, pressure suits, armor, and seating. A human-proportioned pressure suit will fight the ankle geometry, the tail channel, and the spine angle. In extended wear, that mismatch causes injury.

Their rations should be planned rather than improvised. Generic starch packs supply calories but not the protein Zosa metabolism needs. In a standard port this is a purchasing decision. In a resource-constrained scenario it becomes a performance limitation.

Good Zosa spaces include perches, quiet sleep zones with appropriate privacy norms, non-slip flooring, low-light capable corridor lighting, and social customs that do not require sustained eye contact as a sign of attention or respect.

Playing a Zosa

  • Zosa are full members of any crew, port, or institution; treating one as a pet or mascot is an insult.
  • Predator biology usually comes with strong cultural restraint.
  • A silent Zosa is usually being polite or paying attention.
  • Zosa dietary requirements are a logistics item; plan protein rations before a long job.

Story Hooks

  • A Zosa crew member is blamed for a violent incident at a port because the witnesses assumed they were responsible. The real situation is more complicated, and the investigation requires someone to look past the assumption.
  • Emergency rations after a ship failure are technically edible for everyone on board. The Zosa crewmate has three days before their performance starts to degrade significantly.
  • A Zosa diplomat notices through posture and motion alone that a meeting is about to turn hostile. No one else in the room has registered the threat yet.
  • A Shoiyan medical archive contains genetic and physiological data on a Zosa lineage that predates current political arrangements. Several people want it either preserved or destroyed.

Dhoran

Dhoran are dense high-gravity humanoids with broad torsos, compact limbs, thick hands, short necks, heavy brows, and deep-set eyes under prominent bone ridges. They do not look tall, necessarily, but they look immovable. Their bodies were shaped by generations on worlds where gravity was higher than the human norm, and the result is a frame built for leverage, endurance, and sustained force rather than speed or delicacy.

Dhoran woman Dhoran man

A Dhoran surgeon, engineer, accountant, or negotiator is still a person whose body expects the world to push back, and has developed habits and presence from that expectation.

Why Play a Dhoran?

Play a Dhoran if you want physical presence, durability, the ability to carry things that other characters cannot carry, resistance to being displaced, and the social complexity that comes with being assumed to be muscle when your character may be something else entirely.

Play a Dhoran if you want a character whose physical identity is conspicuous and whose interior life is consistently underestimated.

Biology and Silhouette

Dhoran evolved under higher-than-human-standard gravity. The resulting biology is dense: heavy bones, thick connective tissue, powerful cardiovascular systems built to push blood through a compressed body against high G-force, and hands shaped for grip and leverage over precision manipulation. Their strides are compact. Their center of gravity is low.

In standard or low gravity, some of those adaptations become costs rather than advantages. Dhoran in low-gravity environments can find their sense of weight and balance unreliable. Human-scaled furniture, floors, ladders, crash couches, and suits may fail under Dhoran use if not rated for their mass, which makes under-rated gear a safety issue.

Quick direction changes and sudden acceleration work against a body optimized for sustained force. Dhoran reactions are as quick as anyone's; rapid, precise footwork is harder for a body that expects to brace rather than pivot.

Culture and Identity

Many Dhoran communities organize values around durability, craft accountability, measured speech, and work that lasts. The specific expression varies enormously: mining clans with deep generational histories in the Funtari Confederacy, engineering dynasties in Irnan industrial zones, military families with multi-generation service records, oath-bound trade houses, labor organizations with strong mutual support traditions, and quiet domestic cultures that prize steadiness over spectacle.

In mixed space, Dhoran face a consistent labor assignment assumption: they are recruited for heavy work, security, military roles, and physical labor. Some accept those roles by genuine inclination and build influence and wealth through them. Others find the assumption limiting or insulting. Many have developed a nuanced relationship with it: they know when the assumption serves them and when it costs them, and they have learned to manage both.

Dhoran in the Funtari Confederacy are particularly well-established; Funtari culture has long integrated Dhoran labor and engineering traditions, and the relationship is more complex than simple extraction. Dhoran in Irnan industrial zones often hold technical and engineering roles that are respected without being especially visible. In mixed ports, a Dhoran face, negotiator, or physician is frequently the most surprising person in the room to anyone who arrived with assumptions.

Measured speech is a cultural trait that many Dhoran communities share: saying less than you think, observing before acting, and communicating precision rather than volume. This can be misread as slowness or disengagement by people who expect more noise.

A Dhoran man carrying a heavy reactor coupling on one shoulder

Species Package

Starting XP: 105

  • Dense Frame: Add 1 Boon Die to lifting, carrying, pushing, pulling, bracing, resisting forced movement, or holding a physical position under sustained effort.
  • Impact Tolerance: Once per encounter, after Resistance is applied, reduce Wounds suffered from falling, collision, blunt impact, or forced movement by 1.
  • Hard to Shift: Add 1 Boon Die to opposed checks made to resist being knocked prone, dragged, shoved, or physically displaced.
  • Slow Acceleration: Add 1 Bane Die to checks requiring sudden acceleration, delicate footwork, tight-space agility, or quick changes of direction.
  • Heavy Requirements: Dhoran suits, seats, ladders, beds, and support gear must be rated for Dhoran mass. Gear built to the human standard counts as under-rated unless it was made or refitted for a Dhoran. When a check relies on under-rated or improvised gear bearing your weight or your force (climbing a ladder, bracing in a crash couch, working in an unfitted suit), add 1 Bane Die. If that check generates a Calamity, the gear fails: the rung shears, the seat collapses, or the suit seal splits, and the GM describes the result.
  • Gravity: Treat every gravity band one band better: Elevated gravity counts as Normal, High applies only Elevated penalties, and Extreme applies High penalties below 6g. In Low gravity, add 1 Bane Die to precision movement and balance checks. Chapter Ten describes the bands.

In Play

Dense Frame applies when the Dhoran applies force; Hard to Shift applies when the Dhoran resists being displaced. Both apply to an opposed check to resist being shoved or dragged. Impact Tolerance applies after Resistance. Slow Acceleration comes up in chases, tight-space maneuvering, and sudden pivots. Under Heavy Requirements, standard-issue equipment is under-rated by default; it fails only on a Calamity on a check that relies on it.

Common Origins and Lineages

Highhold Dhoran: Mountain, plateau, or fortress-settlement ancestry with strong traditions of stonework, command structure, endurance under siege conditions, and long-view planning. Highhold lineages often produce leaders, engineers, and people with strong loyalty to place.

Forge Dhoran: Industrial, foundry, shipyard, or mining community ancestry where craft reputation is family history. Forge lineages measure people by what they make and how long it lasts. A Forge Dhoran's tools are never cheap and never poorly maintained.

Deepwell Dhoran: Subsurface or pressure-habitat community ancestry with strong environmental discipline, emergency engineering customs, and a detailed understanding of what happens when life support fails. Deepwell lineages tend toward careful systems thinking and a useful paranoia about infrastructure integrity.

Fleet Dhoran: Shipborn or mercenary-port lineages accustomed to adapting heavy bodies to standard-human corridors. Fleet Dhoran have usually developed workarounds for most human-norm infrastructure problems and are often pragmatic and adaptive in ways that non-ship Dhoran are not.

Equipment and Infrastructure Needs

Dhoran need properly rated equipment across most categories: pressure suits, crash couches, seats, ladders, floor plates, lifts, and hand tools must all be rated for Dhoran mass. Under-rated equipment can fail dangerously under stress.

Good Dhoran spaces are recognizable by their structural intent: wide grip surfaces, reinforced rails, high-load furniture, low-slip floors, wide corridors, lifts that do not cap at human-standard mass, and medical systems calibrated for Dhoran bone density and cardiovascular profile.

In most major ports, Dhoran-rated equipment is available, though it is heavier and more expensive. In frontier settlements and small stations, it may need to be sourced or improvised. A crew that takes on a Dhoran member should budget for equipment accordingly.

Playing a Dhoran

  • Dhoran engineers, physicians, lawyers, and negotiators are common; the body plan supports every crew role.
  • The stereotype of the slow-witted Dhoran is common in mixed space and wrong.
  • Slow Acceleration affects body movement only; Dhoran think and decide at normal speed.
  • Rated equipment is a safety requirement. A Dhoran in under-rated gear is an incident waiting to happen.

Story Hooks

  • A Dhoran engineer on a routine inspection recognizes that a station's load-bearing structure was built below its advertised rating. The station has been occupied for eleven years.
  • A Dhoran character's mining clan expects them to take sides in a succession dispute they left specifically to avoid. Staying neutral has become impossible.
  • A Dhoran bodyguard is hired for security. The client wants them visible and menacing. The actual negotiation is being handled by the Dhoran; the visible diplomat is misdirection.
  • A ship operating at low gravity has become dangerous for the Dhoran crew member. Fixing the problem costs money the crew does not currently have.

Playing in a Mixed-Species Universe

Most crews are mixed. Most ports are mixed. Most ships were built for some bodies and adapted for others. That gap between who the infrastructure assumed and who is actually present is one of the defining textures of Void Drifters play.

Infrastructure assumes humans. The mass-market standard is human. An Ossen in an emergency med kit scenario, a Hazren in a human-dimensioned access shaft, a Zosa in a standard-issue pressure suit, a Dhoran on a ladder rated for half their mass: these are the normal conditions of working in space.

Roles vary within every species. A Dhoran diplomat and a human laborer are both possible. A Zosa archivist and an Ossen combat medic are both possible. Every species is over-associated with particular roles in the public imagination of known space, and every species has individuals who inhabit those roles and individuals who defy them. The mechanical packages describe what the biology does. The character decides what to do with the body.

Mixed crews build accommodation. A crew that has worked together develops practical knowledge of what each crewmate needs: the Hazren gets the warm bunk, the Dhoran's crash couch is the reinforced one on the port side, the Zosa knows where the protein rations are stored, the Ossen gets the precision toolkit, the human handles the standard-issue medical kit by default. Decide these accommodations at the table as the crew forms.

The five species side by side for scale: Human, Ossen, Hazren, Zosa and Dhoran