Genotypes
Your Genotype is the genetic foundation of your character — shaping their body, senses, abilities, and place in the world of Adamah. From frost-forged Elves and cybernetic constructs to dream-born echoes and blood-bound guardians, every Genotype tells a story before you roll a single die.
Three Paths to Genetic Identity
Every character begins with a choice about their genetic makeup. These three paths determine your starting traits, core stat bonuses, and narrative identity.
Base Genotype
Your pure genetic origin. Choose from 16 distinct genotypes — each with unique HP, speed, senses, traits, and Core Stat bonuses. This is the default path.
Lineage
A hybrid origin — born from two different Genotypes. Dominant lineages (Aèlvárin, Kutari, Greantos, Nephilim) override your base. Tributary lineages add secondary traits from a second parent.
Genetic Splicing
Advanced gene therapy that modifies your base Genotype. Choose a DNA source to gain specific core stat bonuses and minor traits — without changing your core identity.
Base Genotypes
The 16 playable base Genotypes of Adamah. Each one carries its own history, biology, and mechanical identity.
| Genotype | HP | Speed | Size | Senses | Core Stat Modifiers |
|---|---|---|---|---|---|
| Dwôrves | 9 | 5 m | Medium | Partial Darkvision 20 m, Enhanced Auditory 30 m | +1 to one of the following: COG, END, or STR |
| Dōngtiān Elf(Elf) | 10 | 7 m | Medium | Superior Darkvision 30 m | +1 END or STR |
| Jìnhuà Elf(Elf) | 8 | 8 m | Medium | Non-Visual Processing 20 m | +1 COG or END |
| Tahata Elf(Elf) | 7 | 10 m | Medium | Partial Darkvision 20 m, Enhanced Auditory 30 m, Acute Hearing 15 m radius | +1 AGI or INT |
| Yasei Elf(Elf) | 6 + Will Mod | 6 m | Medium | Superior Darkvision 30 m | +1 CHA or INT |
| Enigma Machine(EniMac) | Varies by Frame | 6–9 m | Medium | Night Vision 20 m, Non-Visual Processing 20 m | Varies by Frame |
| Kazgrinok(Gnome) | 8 | 6 m | Small | Night-vision 45 m | +1 END or +1 STR |
| Teklimin(Gnome) | 6 | 8 m | Small | Superior Darkvision 40 m, Enhanced Auditory 30 m | +1 AGI or +1 COG |
| Faybrin(Halfling) | 6 | 7 m | Small | Superior Darkvision 20 m, Shadow Sight 40 m | +1 AGI or +1 CHA |
| Vorlathi(Halfling) | 6 | 8 m | Small | Partial Darkvision, Enhanced Olfactory (Smell) 30 m | +1 AGI or +1 COG |
| Human | 8 | 6 m | Medium | Partial Darkvision 20 m | +1 to any Core Stat |
| Or'sìth | 5 + Will Mod | 12 m | Medium | Night-vision 45 m, Non-Visual Processing 20 m, Enhanced Auditory 30 m | +2 to one of the following: COG, CHA, or INT |
| Shal'kut | 7 | 9 m | Medium | Superior Darkvision 30 m, Enhanced Auditory 30 m | +2 to any Core Stat |
Dwôrves
Born from the pure will of the Ohros, Dwôrves are blessed with genetic resilience and natural creativity. Stocky, tenacious, and legendary craftspeople, they endure where others fall.
Traits & Abilities
- ◆Endurance: +1 HP every level
- ◆Ingenuity: +2 Crafting
- ◆Resilience: Speed not reduced by Heavy Armor
- ◆Toughness: At 0 HP, don't fall Prone until end of next Turn
Dōngtiān Elf
Elf Subtype
Forged in the frozen crucible of the Indigo Permafrost, the Dōngtiān are cold-adapted survivors whose bodies and culture reflect a legacy of endurance, evolution, and frost-born ingenuity.
Traits & Abilities
- ◆Dōngtiān Weave: Resistance to Slashing and Cryo Damage
- ◆Indigo Cloak: +2 Stealth when lightly obscured by falling snow or mist
Jìnhuà Elf
Elf Subtype
Cybernetic savants of the Sovereign Elven Dominion, the Jìnhuà have forsaken magic for science — melding flesh and circuitry to become masters of intellect, innovation, and engineered evolution.
Traits & Abilities
- ◆Trance: Meditate 4 hrs instead of sleep
- ◆Nature's Rejection: Start with Neural Link + Shardport, pick 1 Shardware (must meet prereqs)
- ◆Wetware Savant: 1 Standard Wetware outside Chrome Capacity
Tahata Elf
Elf Subtype
Sky-born and ever-moving, the Tahata Elves are aerial wanderers — blending starlight divination, chromatic camouflage, and ethereal agility to navigate the clouds of Adamah aboard their phasing city.
Traits & Abilities
- ◆Mask of the Wild: +2 Stealth in forested terrain
- ◆Nature's Warning: Aptitude in Awareness in natural environments
Yasei Elf
Elf Subtype
Descendants of the ancient Silvanea, the Yasei are forest-dwelling Elves deeply bonded to the Verdant Haven. Some become Zjèýama — those who sever their ancestral ties and walk a different path.
Traits & Abilities
- ◆Symphony of the Verdant Haven: Aptitude in Magic, two free spells (Nature's Canvas at Lv2, Yasei Purification at Lv5)
- ◆OR Zjèýama (Severed): INT capped at 8, +1 Stealth Aptitude, +2 Hide bonus, Aptitude in Awareness
Enigma Machine
EniMac Subtype
Mechanical lifeforms created through Arcanium and advanced code. Built in the EDR and given sentience by the Fēng qún sīwéi in SEDA. Each EniMac chooses a Frame at activation that determines its combat role and stats.
Traits & Abilities
- ◆Immune to Poison, Toxins, Disease, Sleep Magic
- ◆No need for Food, Drink, or Air
- ◆+2 Defense vs Charmed
- ◆-2 vs Hacking/Virus
- ◆Extra 1d6 damage from Electric & Hydro
- ◆Repair Protocol: 1d10 self-heal (1 charge)
- ◆Standby instead of Resting
Choose Your Frame
Every EniMac selects a Frame at activation — a permanent chassis that determines their combat role, physical form, and baseline capabilities. Once chosen, a Frame cannot be changed.
Ju663rnaut
Tank / Frontline- ◆Resistance to Bludgeoning, Piercing, and Slashing
- ◆Frame Upgrade: Equip 1 Standard Fortitude Wetware outside Chrome Capacity
- ◆Particle Cannon: 2 AP, 10/15 m, 2d6 Thermal Damage
L3gi0n
Academic / Hacker- ◆Frame Upgrade: Equip 1 Standard Reflex Wetware outside Chrome Capacity
- ◆VI Boost: +2 Contested Hacking, re-roll Hack detection once on failure
Ph4nt0m
Stealth / Recon- ◆Frame Upgrade: Equip 1 Standard Reflex Wetware outside Chrome Capacity
- ◆Composite Paint: +3 Stealth in Dim Light, +2 in Normal Light
- ◆Double Jump: Jump distance doubled, can change direction mid-air
Sci0n
Arcane / Mage- ◆Frame Upgrade: Equip 1 Will-based Wetware outside Chrome Capacity
- ◆Arcane Boost: +2 Will Defense vs Magic, +1d6 damage with all Spells
Kazgrinok
Gnome Subtype
Wasteland Gnomes who evolved underground amidst radiation and ruin. Taller, tougher, and gruffer than their city cousins, they rely on raw ingenuity and biological resilience to survive.
Traits & Abilities
- ◆Radiation Shielding: AP 1, 2 charges, Resistance to Radiation, +2 Defense vs Radiation (2 rounds)
- ◆Cellular Regeneration: Full HP from HP dice on Short Rest, halved Poison/Toxin recovery
Teklimin
Gnome Subtype
City State Gnomes are intelligent, nimble, and wired for precision. Masters of machines, manipulation, and memory, they thrive in urban complexity — from academia to underground crime.
Traits & Abilities
- ◆Mental Shielding: Cannot be Surprised, +2 Defense vs Confusion
- ◆Urban Reflexes: +2 Parkour Aptitude, +2 AGI checks in crowds
Faybrin
Halfling Subtype
Radiant Halflings who have embraced their Ohros heritage. Colorful, vibrant, and deeply attuned to the Azturium, they glow with magical charm and emotional authenticity.
Traits & Abilities
- ◆Ir'cailai Harmony: Resistance to Holy Damage
- ◆Geno-Chomatic Aura: 2 m colorful aura, -2 Stealth
- ◆Genuine Personality: +2 Persuasion, Coercion, and Diplomacy vs other Genotypes
Vorlathi
Halfling Subtype
Halflings who have severed their connection to the Azturium. Pale, stealthy, and independent, they rely on keen senses and nimble reflexes to outmaneuver the world.
Traits & Abilities
- ◆Lightless: Achromatopsia (see in shades of gray)
- ◆Ir'cailai Severance: Resistance to Miasmic Damage
- ◆Hide in Plain Sight: +2 Stealth when obscured by larger creature/object or in Partial Cover/Dim Light
- ◆Legacy's Denial: +2 Reflex Chrome Capacity
Human
The most adaptable Genotype, known for thriving in diverse environments through biological flexibility, creative intelligence, and cybernetic compatibility. Their malleable DNA makes them ideal candidates for technological and cultural integration.
Traits & Abilities
- ◆Multi-Lingual: All DCs for learning languages reduced by 2
- ◆Malleable DNA: 1 Standard Wetware outside Chrome Capacity, can add 1 extra Genetic Splice
Or'sìth
Beings born of the Loom, woven from emotion, memory, and dreamstuff. Unlike other Genotypes, they trace lineage through resonance and thought. Whether Remnant or newly Echoborn, they walk the Material Realm as luminous echoes of Li'en's vanished glory.
Traits & Abilities
- ◆Ethereal Form: Immune to Poison, Toxins, Disease, Sleep Magic; no food/drink/air needed
- ◆Fluidic Disadvantage: Cannot install Cybernetics
- ◆Kasaiya's Trance: 4-hr meditation (Long Rest), required every 24 hrs or suffer 2 Exhaustion
- ◆Liminal Vision: AP 1, 3 charges, see magic traces, Spell Weavers, and enchantments within 20 m (1 min)
- ◆Realmwalker: AP 1, 2 charges, phase through non-magical objects, +2 Stealth, resist non-magical attacks (1 min)
Shal'kut
Designed by the Ohros to be Guardians of Life, the Shal'kut combine humanoid form with magical essence. Their Bloodthirst makes them both feared and misunderstood — reviled by some as Vampires. With eloquent strength and potent magical potential, they possess heightened perception and deep arcane resonance.
Traits & Abilities
- ◆Sight of Vye'mis: See traces of magic Woven within the last hour, identify Spell and effects
- ◆Bloodthirst: Must consume blood every 24 hrs or take +1d6 from Spells; after feeding, +1d6 Spell damage
- ◆Consumption of Life: AP 2, Physical Strike — on hit: 1d6 Piercing, regain HP equal to damage, track target 1 hr, read surface thoughts; fulfills Bloodthirst
Dominant Lineages
Dominant Lineages are hybrid Genotypes where one parent's genetics override the other. These replace your Base Genotype entirely, granting a unique stat block, traits, and narrative identity. You then choose traits inherited from your secondary parent.
Aèlvárin
Half Elf
Hybrid Genotypes with dominant Elven lineage. Their non-Elven parent passes on mental traits, but their Elven ancestry shapes appearance and resilience. Seen as a bridge between ancient Elves and the modern world.
Traits & Abilities
- ◆Elven Lineage: Choose one Sense or Trait/Ability from your Elven parent (Dōngtiān Weave, Indigo Cloak, Nature's Rejection, Wetware Savant, Mask of the Wild, Nature's Warning, or Silvanea's Gifts)
- ◆Non-Elven Lineage: Human (+1 any Core Stat, +1 Performance or Diplomacy Skill), Two Elven (+1 any Core Stat + extra Sense/Trait), Gnomish (+1 Agility, +1 Stamina or Persuasion Skill), Halfling (+1 Intuition or Charm, +1 Magic or Stealth Skill), Dwôrven (+1 Endurance, +1 Crafting or Technology Skill)
Kutari
Half Shal'kut
Born from the union of a Shariib-Malakut and another Mortal Genotype. While not burdened by the Shal'kut's full Bloodthirst, they inherit a powerful mix of physical prowess and cultural tension.
Traits & Abilities
- ◆Mortal's Mark: Choose one Sense and one Trait/Ability from your Non-Shal'kut parent (Dwôrven, Halfling, Gnome, or Human)
- ◆Bloodthirst: Must consume blood every 72 hours; after feeding, +1d6 Spell damage; if unsatisfied, take +1d4 from Spells/magical effects
Greantos
Half Demon
Imposing figures who develop horns or wings around age ten to twelve, often with reddish or grey-tinted skin. Colloquially feared but genetically diverse — more complicated than the myths suggest.
Traits & Abilities
- ◆Ancestral Fortitude: Resistance to Thermal Damage
- ◆Phenotypic Expression — choose one: Cranial Bone Protrusions/Horns (+2 Intimidation), Prehensile Caudal Appendage/Tail (Melee 2 m, 2d6 Piercing), or Wing Development (fly at half Movement Speed, Partial Cover for 1 creature)
Nephilim
Half Angel
Born as seeds of divinity — or so the myths say. Develop wings or heightened sensory skills around age ten to twelve. As mortal as any other Genotype, but carrying a spark of something ancient.
Traits & Abilities
- ◆Ancestral Fortitude: Resistance to Holy Damage
- ◆Phenotypic Expression — choose one: Enhanced Pheromone Production (+2 Persuasion), Neurochemical Transfer (AP 1, 2 charges, touch to Charm target for 1 min), or Wing Development (fly at half Movement Speed, Partial Cover for 1 creature)
Tributary Lineages
When choosing a Tributary Lineage and allocating your Core Stat Modifier you can add the listed Core Stats to your options. For example, if your character is a Faybrin, who get a +1 to Charm or Agility, and you choose a Dwôrven Tributary Lineage, whose additional Core Stat Options are Strength and Endurance, your +1 can now be put in either Agility, Charm, Strength, or Endurance.
Dwôrven Lineage
Gnomish Lineage
Halfling Lineage
Human Lineage
Genetic Splicing
Advanced gene therapy allows you to integrate DNA from another Genotype into your own. Splicing doesn't change your core identity — instead, it adds specific core stat bonuses and minor traits from the donor source. Available to most Base Genotypes (EniMacs and some Lineages are excluded).
| DNA Source | Bonus |
|---|---|
| Dōngtiān | +1 STR, Resistance to Cryo |
| Dwôrven | +1 STR, +2 HP |
| Faybrin | +1 CHA, Resistance to Holy |
| Greantos | +1 STR, Resistance to Thermal |
| Human | +1 any Core Stat, +1 Chrome Capacity |
| Jìnhuà | +1 COG, +1 to Defense Rolls against Sleep Effects |
| Kazgrinok | +1 END, +1 Damage with Physical Strikes |
| Nephilim | +1 CHA, +1 Subclass Points |
| Shal'kut | +1 to any one Core Stat, +1 Speed |
| Tahata | +1 AGI, +2 Base Speed |
| Teklimin | +1 COG, +1 Vertical Jump |
| Vorlathi | +1 AGI, Resistance to Miasmic |
| Yasei | +1 INT, +1 ARC |
Restriction: You cannot splice DNA from your own Base Genotype. EniMacs, Dominant Lineages (Greantos, Nephilim), and certain other Genotypes have restricted or no splicing options.
Ready to Choose Your Genotype?
Build your character from the genome up. The Character Creator walks you through every choice — no rulebook required.