Attribute & Skill Modifiers
Fitness Dexterity Charisma Knowledge Intelligence
- +1 +2 +1 +1
Strength Melee Bluff Culture Intuition
- - +2 - +2
Speed Accuracy Captivation Science Willpower
- - - - -
Health Agility Intimidation Hardware Perception
- - - - -
Stamina Sneak Persuasion Software Animal Handling
- +2 - - -
Toughness Drive Trade Spellcraft Psionics
- - - - -

Basic Traits

Type Size Modified Senses Languages Resistances Weaknesses
Arthropod Humanoid
Medium, 0 Normal Vison Common, 2 optional none none

Species Abilities

Take these automatically.
Genetically Adapted Begin the game with genemod perks of your choice with a total cost equal to or less than 40,000 credits
Shapeshift (Primary action: Shapeshift; Cost: 1 stamina) You may take the visual appearance of any species or specific person that you have seen or encountered. This does not produce a match of their DNA or fingerprints, unless you have gathered a sample.
Genetic Versatility You may purchase genemod perks with a level token instead of paying for them.
Mimicry You may accurately reproduce any person’s voice or noise you have heard.

Species Exclusive Perks

Hivemind You gain mindlink with any willing psionics user or changeling without the need for psionics perks. Gain a temporary +1 Int and Kno for each ally you are mindlinked with.
Master Shift (Primary action: Shapeshift; Cost: 1 stamina) When using the shapeshift ability to take on the appearance of another organic species, gain a temporary species trait from that species and 2 temporary skill points in a skill of your choice that is higher than average in that species. You lose these temporary bonuses when you shift into a different form. Your genetics will also match that species.
Quick Shift You can perform shapeshifting primary actions as a secondary actions. Shapeshifting secondary actions become free actions.

Other Information


Body Description
While unshifted, they are bipedal insectoids. They are not particularly big or strong, but are primarily adapted for shapeshifting to accomplish any task. Their exoskeleton is made of complex microscopic scales. These scales can be shifted in and out of position, and even change color, to form a new exoskeletal structure. They have specialy adapted compound eyes which allow them to focus on small details up close. It is assumed this was adapted to notice other changeling imposters. Antennae help them focus on larger and more distant objects. Most of their mouths and mandibles are adapted much like a grasshoppers, indicating they are most frequently herbivores.
Average Height
unshifted: 1.5 meters-1.8 meters
Average Weight
45 kg – 110 kg
Average Lifespan
40-60 years


Elyon Empire
Favor Gods of abundance, chaos and travel.
Common Names
Unisex Only: Vivis, Skithis, Kishrik, Clakkix, Vlashrak
Common Characteristics
Deceptive, methodical, callous, adamant, industrious
Common Occupations
Spy, assassin, worker, warrior, servant/slave, thief

Cultural Aptitude

Main Allies Main Enemies
Orc, Grukk, Revenant Meek, Dravé, Humans
Population Size Magic
Good Poor
Melee Combat Ranged Combat
Average Average
Diplomacy Wealth
Excellent Poor
Technology Space-faring
Poor Above Average
Science: 12
Changelings are actually a large collection of similar insectlike anthropod species that live and work together in the same colonies. Together they serve under a hive lord, who splices and alters their genetic codes to create ideal traits for an individuals desired or required role in the colony. Thanks to their forced adaptations, they can be suited to survive and create hives almost anywhere. However, they will often build them into easily fortified or hidden places, such as caves, abandoned ruins, underground, on cliff faces, etc.
They are most famous for their ability to shapeshift and take the form of any similarly sized species and individual. They is possible due to a specially adapted exoskeleton that can quickly rearrange its outer molecular structure and pigments within seconds. This gives it a nearly infinite amount of shapes, colors and textures that it can produce and mimic. As if this isn’t enough to fool others, they have also learned to mimic any sound or voice with uncanny results.
|Culture: 10
One could argue that changelings hardly have a culture. In almost any changeling hive there is no place for most art, histories, sciences or much else beyond learning to mimic what other species, individuals and civilizations have built to integrate hidden agents into their midst. Often it is unclear why they use infiltrators on almost any civilization they encounter, often without noticeably guiding their course. However, it is also argued that if one does not notice changeling influence, then they are doing there job correctly. It will never be known how much control they have and how many infiltrators are already in place. However, it seems no small coincidence that their colonies often go undisturbed, undiscovered and without any major enemies despite their infamous manipulation.
Culture: 15
One not so well known aspect of changeling culture is their affinity to mimic even each other. When a person has become wildly successful or admirable, the changelings often create a legend surrounding what they believe this individual represents. Some will choose to become fanatics and revere this person to an obsessive point, sometimes even somewhat deifying them. When this person passes away, or changes from this imagined ideal figure, fanatics will often do whatever is necessary to step into the role and replace this person. They often try to make this change as quick and seamless as possible. Reports of legendary changeling warriors, spies and leaders seem to indicate that this is common practice. In their own culture, this reverence is a way of achieving a sort of immortality.
Some fanatics are so meticulous that when a change takes place, even those closest to that person often never find out.


Remnants of a Slain God harbadger