Species in Nexus Unbound are the foundation of a character, shaping their physical appearance, abilities, and cultural background. There are eight distinct playable species, each with a rich history and unique characteristics:
• Sentient beings built through magic or technology.
• Develop a "Container" to become sentient and are then considered living beings with rights.
• Cannot be born naturally.
• Cannot become Revenants.
• Endemic phys-rep: Colored-in diamond, located on the head, neck, hands, or wrist, and cannot be hidden in hair.
• Endemic feats: Three uses of one feat from Armor, Body, or Quickness path and either High Tech Use or High Magic Use.
• Created by the deity Jannike, with a focus on mining and crafting.
• Live primarily in subterranean cities.
• Have a coming-of-age ceremony that marks the beginning of their working lives.
• Matriarchal society due to the dangers of mining.
• Endemic phys-rep: Three braids.
• Endemic feats: Three uses of one feat from the Craft, Armor, or Body path and either one level of Ritual or Engineering.
• A diverse mix of mythical creatures, including nymphs, cat-people, orges, and lizard-people
• Inhabit a planet with varied environments, leading to diverse cultures and traditions.
• Multiple city-states run by different types of Fae.
• Endemic phys-rep: Must physically represent their distinct race in a way that is not confusable with other races.
• Endemic feats: Three uses of one feat from any path and one already established endemic skill (High Magic Use, High Tech Use, Identify Tech, Detect Magic, Disguise, or one level of Ritual or Engineering).
• Originate from the planet Terra.
• Known for their adventurous and defiant nature.
• Have a relatively short lifespan compared to other species.
• Endemic phys-rep: None.
• Endemic feats: Three uses of one feat from the Gunslinger, Warrior, or Death path and the Identify Tech skill.
• A tall, androgynous species with ashen white skin.
• Hailing from the jungle planet of Sisu, known for its harsh environment.
• Possess the ability to change their skin color for camouflage.
• Family-oriented and often live in multi-generational households.
• Endemic phys-rep: Facial makeup TBD.
• Endemic feats: Three uses of one feat from the Protection, Life, or Quickness path and the Disguise skill.
• Not a separate species, but individuals affected by errant magical or technological energies.
• Exhibit physical deformities.
• Integrated into other societies rather than forming their own.
• Endemic phys-rep: Must have an obvious deformity.
• Endemic feats: Depend on the original species of the character before mutation; for those born as mutants, plot will determine starting feats and skills.
• Undead beings that can originate from any species except Constructs.
• Characterized by a distinctive undead appearance.
• Origins are unknown.
• Endemic phys-rep: Must have an obvious undead appearance.
• Endemic feats: Three uses of one feat from the Death, Pain, or Body path and an endemic skill based on their original species.
• Agile and perceptive beings known for their hunting and archery skills.
• Originate from the lush forest planet of Daithi.
• Known for their close relationships with animals.
• Endemic phys-rep: Pointed ears.
• Endemic feats: Three uses of one feat from the Marksman, War, or Life path and the Detect Magic skill.