Races
races.jpg?width=600

Insilico races not only elaborate on the type of characters you can play but also expands on the statistical advantages one might have over another. While there is no one superior race to play each have their own strength and weaknesses in regards to what they are capable of. Each race begins with their own unique set of traits, health and skills that reflect their diversity in game play. Races are meant to be played as is and not meant to be cross bred, they're no mutant-fabricant hybrids. Please feel free to choose one of the beginner races from the following.

Humans

Humans haven't changed much over the course of a few centuries. They are adaptive, genetically, ideological, and socially diverse, and comprise the vast majority of this future civilization. Even in the face of radical technological innovation, humanity still clings to its own definition. For all their strengths and weaknesses, they remain the same…for better or worse.
Skills: Intuition 10%
Traits: Begins with Neural net standard, +1 willpower
Statistics: Health +5, Mental +5, Movement 12, recovery: 1d10 points a day (up to 5 times)

  • Clones:

Clones - Copies of human beings who either through their own means have decided to duplicate their genetic code or have had it done against their will. Clones represent a way to cheat death and allow the rich to extend their lives through cloning contracts provided by the AGIS corporation. Throughout Insilico and beyond AGIS provides the means for those with the resources to ensure they live on. While clones are merely copies the actual amount of memories they retain from one copy to the next varies. Ensure your character has filed an application with AGIS.
Skills: Language 25%
Traits: Begins with Neural net standard, Silver clone contract
Statistics: Health +5, Mental +5, Movement 13, +20% AGIS rep, recovery: 1d10 points a day (up to 5 times)

  • Mutants:

All species have members that manifest divergent or abnormal genetic variations. Humans are no different. While most mutations are minor and isolated to single individuals, some have managed to become dominate traits in small, isolated populations. Particularly on the Earth's surface, where radiation causes a higher rate of mutation among a smaller gene pool, it is not uncommon to come across entire families displaying the same abnormal characteristics. [[Mutant in InSilico does not mean X-Men. Mutants simply express obvious physiological differences than "normal" humans do. This could be differences in pigmentation, hair cover, skin texture, number of finger or toes. Rarely are mutations biologically beneficial.]]
Skills: Sneaking 25%
Traits: Begins with 25 salvage, +10 starter points, -5% charisma
Statistics: Health +2, Mental +5, Movement 10, +10 armor (e), recovery: 1d10 points every 2 hours (up to 5 times)

Augments/Cyborgs

The distinction between human and machine has become blurred as some have chosen (or been forced) to incorporate the technological into their physiology. These enhanced capacities have lead to a growing hostility between Augments and their "baseline" human kin. Even corporations that profit from cybernetic development have been forced to impose limitations in order to maintain control and keep the peace. A scale has been introduced to identify and classify augmented individuals: Grey's Scale(add hyperlink)
Skills: Jury Rig 25%
Traits: Begins with Neural net standard, +5% strength
Statistics: Health +10, Mental +5, Movement 10, +5 armor (k), recovery: 1d10 points every 2 hours (up to 5 times)

A scale has been introduced to identify and classify augmented individuals: Grey's Scale
Note on Appearance: Anime, animal and cartoonish appearances are not allowed. They do not fit with the sim and ruin immersion. Anyone seen with these traits will be asked to change

Fabricants

Are biological androids. With the evolution of biomechanics, androids are now being genetically engineered. These specific androids are as simple as programmed machines or as advanced as their creators. With implanted memories Fabricants have the capacity for not only self awareness but the ability to create a spectrum of their own unique emotions. These androids are engineered to be indistinguishable from human beings on the genetic level however they vary android to android depending on the purpose of their creation. AGIS remains the only corporation regulating Fabricants in the system. All androids are designed for a specific task, if they routinely go against the limitations of their original programming they are deemed "rogue" and promptly destroyed. Ensure your character has filed an application with AGIS.
Skills: Acrobatics 25%
Traits: Begins with Neural net standard, +10 initiative, +5% agility
Statistics: Health +10, Mental +5, Movement 16, +10 armor (m), +25% AGIS rep, recovery: 1d10 points an hour (up to 5 times)
- "Illegal Clone / Fabricant" This advanced character class requires GM approval due to the criminal nature of the character and we ask that vet players who are used to our rp system and remain in good standing with the RP community request this role.

Robots & Machines

Robots are completely machine, tasked with the daunting work that humans can not or will not do. Their brain is a processor and their frame is completely inorganic. Usually robots are assigned to some kind of task by their owner and will continue to carry it out until they are successful or the task is cancelled. Robots are highly specialized in certain ways (such as being a fluent speaker) and lacking in others (strength being reduced). There is one universal type of communication that all robots use. Most robots also posses their own unique communication method. While a robot may simulate emotions or recognize them through programming they have no true empathy in the strictest human sense. As such they remain cold, calculating machines with no aspirations or desires outside of their own programming.
Skills: Repair 25%
Traits: Begins with Neural net advanced, -5% charisma, can be fully augmented
Statistics: Health +10, Mental +10, Movement 8, +10 armor (k), recovery: 1d10 points an hour (up to 5 times)
Note on Appearance: Anime, animal and cartoonish appearances are not allowed. They do not fit with the sim and ruin immersion. Anyone seen with these traits will be asked to change
- "Illegal AI" This advanced character class requires GM approval due to the criminal nature of the character and we ask that vet players who are used to our rp system and remain in good standing with the RP community request this role.

Character Types Requiring GM Approval

The following types of RP are restricted within INSILICO, regardless of circumstance, without conditional approval from a GM.

- Executives of powerful corporations that are not yet established within the story.
- Characters with vast(infinite) resources/finances
- "Super-Humans" or other characters subjected to genetic experimentation/augmentation meant to enhance their abilities beyond a normal human…we've simply just had too many and it's become a cliche.
- "Celebrities" or other famous individuals that would be recognized by the average citizen.
- Characters with abilities that could be considered extra-sensory.
- "Time Travelers" (those that have been in suspended animation for decades, or longer.)
- Mutants (Human mutations and physiological anomalies only. No psychic/ extra-sensory phenomenon, excess strength, etc. No excessively animal-like traits.)
- Mechs (larger than human-sized)
- Animals ( Dogs, cats and other "normal" animals only. Human/Animal hybrids and "uplifted" animals are not permitted. Period. )
- "Illegal AI" This advanced character class requires GM approval due to the criminal nature of the character and we ask that vet players who are used to our rp system and remain in good standing with the RP community request this role.
- "Illegal Clone / Fabricant" This advanced character class requires GM approval due to the criminal nature of the character and we ask that vet players who are used to our rp system and remain in good standing with the RP community request this role.
- Children - this character brings many challenges of its own, both in and out of roleplay. This type of character is restricted to veteran players in good standing with the rp community. Age limited to teen or older, anything younger is just not a good fit with the sim.
- Only Human, human-form, cyborg, android and robotic character types are permitted to engage in InSilico roleplay. This means NO aliens, angels, demons, ghosts, mythological creatures, nekos, anthropomorphic animals, or animal-human hybrids. In fairness to those types not permitted to RP here; we also ask that characters have no permanent horns, wings, paws, hooves, animal ears or tails. Giant robots and “transformers” are also not allowed.

Alternate skin/hair/eye colors, and ear shapes, are permitted as these may be explained through simple augmentation. However, we ask that you avoid anything too animal-like or cartoonish.

//While we encourage unique RP, these types of characters are difficult to balance. If you still want to play one of these, and feel that you can fit it into the storyline in a fair and enjoyable fashion, you must be ratified by one of the GMs.