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, ability bonuses, and narrative identity.
Base Genotype
Your pure genetic origin. Choose from 16 distinct genotypes — each with unique HP, speed, senses, traits, and ability score 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 ability 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 | Ability Scores |
|---|---|---|---|---|---|
| Dwôrves | 9 | 5 m | Medium | Partial Darkvision 20 m, Enhanced Auditory 30 m | +2 END/COG/STR or +1 to any two |
| Dōngtiān Elf(Elf) | 10 | 7 m | Medium | Superior Darkvision 30 m | +1 STR, +1 AGI, +1 END |
| Jìnhuà Elf(Elf) | 8 | 7 m | Medium | Partial Darkvision 20 m, Non-Visual Processing 10 m | +2 COG, +1 AGI |
| Tahata Elf(Elf) | 7 | 7 m | Medium | Superior Darkvision 30 m, Enhanced Auditory 20 m | +2 AGI, +1 INT |
| Yasei Elf(Elf) | 6 + Will Mod | 7 m | Medium | Superior Darkvision 30 m, Enhanced Auditory 20 m | +2 INT, +1 AGI or +2 AGI, +1 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 | 5 m | Small | Partial Darkvision 20 m, Enhanced Auditory 20 m | +2 END, +1 COG |
| Teklimin(Gnome) | 6 | 5 m | Small | Partial Darkvision 20 m, Enhanced Auditory 30 m | +2 COG, +1 CHA |
| Faybrin(Halfling) | 6 | 5 m | Small | Partial Darkvision 20 m, Aura Sense 10 m | +2 CHA, +1 INT |
| Vorlathi(Halfling) | 6 | 6 m | Small | Superior Darkvision 30 m, Enhanced Auditory 20 m | +2 AGI, +1 END |
| Human | 8 | 6 m | Medium | Standard Vision 20 m | +1 to three different Ability Scores |
| Or'sìth | 5 + Will Mod | 6 m | Medium | Ethereal Sight 30 m | +2 INT, +1 CHA |
| Shal'kut | 7 | 7 m | Medium | Superior Darkvision 30 m, Blood Sense 20 m | +2 CHA, +1 STR or +2 STR, +1 CHA |
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: Natural Camouflage in Snowy/Icy terrain, +2 Stealth
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
- ◆Integrated Wetware: +1 Chrome Capacity
- ◆Neural Sync: +2 Hacking Skill
- ◆Synthetic Evolution: Resistance to Poison and Disease
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
- ◆Chromatic Camouflage: +2 Stealth at Night/Dim Light
- ◆Stargazer: +2 Perception (Sight)
- ◆Ethereal Step: Phase through one non-magical obstacle per Short Rest
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
- ◆Nature Bond: +2 Survival, Advantage on Tracking in Natural Terrain
- ◆Beast Tongue: Communicate with beasts within 10 m
- ◆Primal Instinct: +2 Initiative in Natural Environments
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 Resistant: Resistance to Radiation damage
- ◆Tough as Nails: +1 HP per level
- ◆Scavenger: +2 Survival in Wasteland/Underground
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
- ◆Techno Savant: +2 Hacking
- ◆Perfect Recall: +2 History and Investigation
- ◆Nimble Escape: Disengage as a Quick Action
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
- ◆Fey Charm: +2 Persuasion
- ◆Radiant Soul: Resistance to Radiant damage
- ◆Lucky: Reroll one natural 1 per Long Rest
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
- ◆Shadow Step: +2 Stealth
- ◆Severed: Immune to Fey Charm effects
- ◆Nimble: Move through the space of any creature larger than you
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
- ◆Adaptable: +1 to any three Ability Scores
- ◆Versatile: +1 to any two Skills
- ◆Malleable DNA: Access to all Splicing options
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: Phase through non-magical walls (1/Short Rest)
- ◆Dream Walk: Enter a willing creature's dreams during rest
- ◆Luminous: Emit dim light in 5 m radius (toggle)
- ◆Memory Weave: +2 Insight
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
- ◆Bloodthirst: Must consume blood periodically or suffer Exhaustion
- ◆Regeneration: Regain 1 HP at the start of each turn (if above 0)
- ◆Sunlight Sensitivity: Hindrance on Perception and Attack in direct sunlight
- ◆Blood Magic: +1d4 to Spell damage after feeding
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.
Note: Choose one Sense or Trait from an Elven subtype (Dōngtiān, Jìnhuà, Tahata, or Yasei).
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.
Note: Mortal parent contributes one trait from their genotype (Human, Dwôrven, Gnomish, or Halfling).
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.
Note: Choose between Infernal Horns (melee weapon) or Demonic Wings (flight at half speed).
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.
Note: Choose between Celestial Wings (flight at half speed) or Divine Sense (sense undead/fiends within 30 m).
Tributary Lineages
Tributary Lineages represent a secondary genetic influence from a non-dominant parent. Unlike Dominant Lineages, these don't replace your base Genotype — they layer additional traits on top of it. Choose one when your Genotype allows it.
Dwôrven
Dwôrven resilience through your veins — crafting bonuses and toughness traits.
Gnomish
Enhanced perception and mental fortitude from Gnomish heritage.
Halfling
Keen senses and nimble abilities from Halfling ancestry.
Human
Adaptability and malleable DNA — grants bonus skill proficiencies.
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 ability bonuses and minor traits from the donor source. Available to most Base Genotypes (EniMacs and some Lineages are excluded).
| DNA Source | Bonus |
|---|---|
| Dōngtiān | Cold Resistance, +1 END |
| Dwôrven | Crafting bonus, +1 STR |
| Faybrin | Radiant Resistance, +1 CHA |
| Greantos | Fire Resistance, +1 STR |
| Human | +1 to any Ability Score |
| Jìnhuà | Tech affinity, +1 COG |
| Kazgrinok | Radiation Resistance, +1 END |
| Nephilim | Radiant affinity, +1 CHA |
| Shal'kut | Necrotic Resistance, +1 STR |
| Tahata | Wind affinity, +1 AGI |
| Teklimin | Hacking bonus, +1 COG |
| Vorlathi | Stealth bonus, +1 AGI |
| Yasei | Nature affinity, +1 INT |
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.