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What kinds of people can you play here? After character creation, this guide will help you decide what your character can look like. Here's a summary of some kinds of character that fit with the theme of Furscape MUCK. Note that dallen, eisshari, human, AI, odontonian and skiltaire characters have some strings attached and should be discussed with the staff. Belter, other recom (including taur and chakat), irbis, and kirru are open to new applications.

"Furry" Recoms

Recoms originally were developed on Earth prior to the Apocalypse War to serve humans. They were created as soldiers, nurses to care for the elderly, to perform menial tasks, and in some cases for entertainment. They competed against robots in many of these fields and were regarded as “organic artificial intelligence”. Early recoms were often genderless (androgynes), mute, and below human average intelligence. These limitations helped keep them “in their place” subservient to humans. After the war, recoms overcame all of these problems with the use of genetic engineering.

Recoms appear similar to common animals of Earth, including wolves, foxes, cats, skunks, rabbits, otters, deer and more. Recoms based on birds or reptiles are less common.

Mating between different species is commonplace in our setting. Different species often have trouble conceiving naturally, but medical services exist to help resolve any incompatibility. Hybrid or “cross breed” recoms with characteristics of both parents are possible, however most often parents have their children gene-tweaked to match one parent species or the other. It is widely believed that this leads to fewer developmental problems and healthier children. Hybrid species may be subject to mild discrimination in some situations.


Recom genetics is a mess. Recoms were produced by a wide range of companies using genomic materials from a wide range of sources, and were never designed to be genetically compatible with one another. In addition, chemical and nuclear weapons were used duing the Apocalypse War, which introduced more sources of mutation into the gene pool. As a result, it is not terribly uncommon to see recoms with mutations including, but not limited to: wings (usually vestigial or cosmetic, but always NOT flight-capable), additional arms, additional legs (such as taurs), multiple tails, multiple breasts, missing limbs, inability to speak, or conjoinment (siamese twins). The more debilitating mutatations are often screened and corrected shortly after conception, but some make it through – especially in the less developed colonies where medical care is more sporadic.

During the Apocalypse War, nano-weapons were developed which could physically restructure an adult – into ground meat. But there remain persistent (though incorrect) beliefs that Earth harbors nanites or viruses capable of triggering comic-book-style 'mutations' in adults.


Recoms grow faster than humans until they reach puberty, after which they tend to age more slowly than humans. This was due to their original design as workers. Prior to the Apocalypse War the humans developed a combined treatment which could stop the aging process entirely, however it was never made available to the general public. Only parts of the process are now known. As a result, medical science can slow the aging process of recoms but not prevent it completely.


There are four generally recognized genders in modern society: male, female, herm (or hermaphrodite), and androgyne (or neuter). Males and females remain far the most common. In the early history of recoms, androgynes were very common – now they are less so, but there are still some around. The majority of herms are chakats, but herms also occur in other species.

The “classical” or “true” hermaphrodite, which includes chakats, appears female in outward appearance and usually has a feminine voice. If remaining clothed, these herms can easily pass for a female.

Due to the prevalance of mutations among recoms, it is possible for other types of herms to exist. It is possible for a recom to appear outwardly female but possess only male sex organs. The opposite is also possible, and a recom can appear outwardly male while having female sex organs. And of course, it is possible to have recoms of intermediate appearance. All of these are considered “herms” from a legal or medical standpoint, but they may choose to take on decidedly male or female roles in their daily life. In some cases it may be possible to physically restructure a herm recom into a male or female using advanced medical techniques – but this is expensive and difficult. It is considered far easier and safer to determine and correct their gender before birth – before conception or at an early embryonic stage.

The tolerance of herms in society is usually good, although it varies from region to region. Tolerance is highest among chakat communities, where hermaphrodism is considered perfectly normal. Many herms choose to have herm children, while it is uncommon (but not completely unknown) for male and female couples to choose to have herms.

Androgynes remain fairly uncommon among the population. However, they never seem to disappear completely. Some recoms are born as androgynes due to genetic mischance. If their condition is not identified and corrected by the early embryonic state of development, it is usually considered best to let them develop normally as androgynes. Some parents still choose to have have androgyne children. Androgynes are very well tolerated in almost all societies, and are often considered to have an advantage when seeking employment.

Although androgynes lack sex organs and cannot have children in the normal way, it is not impossible for them to produce offspring. They can be cloned, and the clone implanted in a host mother. Also, androgyne cells can be converted medically into haploid cells and used to fertilize a female cell, so androgynes can effectively become fathers.


Belters are recoms designed to live and work in outer space, in microgravity (or “zero gee”) environments. They were created using the same technology that created “furry” recoms, but they are very different in other ways. They do not resemble any animal species, but they look generally similar to humans. The main distinguishing trait of belters is that they almost never have any legs, and they almost always have more than two arms. Their society is very independent of other recoms, with its own customs and traditions.


It has been known for a long time that the Milky Way must contain numerous other alien civilizations. None of those technically advanced, star-faring civilizations are very close to populated recom space, and there are no regular channels of travel, trade or communication with any of them at this time. However, a number of alien stragglers and small colonies can be found in recom-colonized space. These include:

Eisshari. Long ago the Dallen civilization founded a colony on Annyrion. They brought the Eisshari along with them as servants. Later, for reasons unknown, the Dallens abandoned Annyrion, but they left some Eisshari behind. For several thousand years the Eisshari have survived and maintained a primitive culture. Eisshari ruins are found in Lopanga continent, but no Eisshari live there now. Some of them still live on Inaria continent, most in the Eissshari quarter of Annyrion City. (note: Very little is determined about the Eisshari. Any player who wants to flesh them out would probably be welcome to do so, but it must be done in consultation with the staff)

Odontonians. When the first recoms settled on Annyrion, they found semi-sentient mobile plants. (These were referred to by early colonists as “trifids”, for some reason.) Geneticist Otto de Lanseur and his assistant Columbine experimented with the trifids and eventually succeeded in increasing their intelligence. Small numbers of Odontonians live in and around Epiphyte, in Lopanga, where they operate small farms and gardens. Most recoms consider them “creepy”, and they have never truly integrated with recom society. It is utterly impossible for Odontonians to interbreed with recoms.

Kirru. Resembling a hybrid of squirrels and monkeys, Kirru integrate well with recoms. Thousands of years ago, Kirru had a starfaring civilization that sent out exploration and colony ships. At least one of those ships visited Earth and picked up animal specimens which later became the Irbis. Kirru also settled on Jalan (Wildplanet) where some are still found today. However, Kirru have lost most of their starfaring technology and now live relatively simple lives. It is utterly impossible for Kirru to interbreed with recoms.

Irbis. The Irbis are aliens that aren't really alien. Their ancestors were snow leopards take from Earth by the Kirru and later genetically enhanced. They are, in effect, Kirru-created recoms. It can be quite difficult to tell the difference between an Irbis and a snow leopard recom that originated from Earth. However, Irbis are never able to interbreed with other recoms without significant artificial aid. The vast majority of Irbis remain on Jalan where they lead relatively simple lives.

Skiltaire. Skiltaire are recent arrivals in recom space. Their origin is largely unknown, and the colony ship that made an extended stop at Planet Amazon before departing for destinations unknown was of unknown configuration. The Skiltaire who chose to remain behind have been largely assimilated by recom society in general.

Other aliens. . . History only records a few instances of contact between recoms and unknown alien intelligences. Contact with them might be handled by one of the space navies, but only some governments provide special training for these situations. First contact would be a momentous event and (if not quickly hushed up) could be expected to result in a media circus.


Robots wre the “other” creations of humans, which competed against recoms to do all the jobs that humans didn't want. At the peak of robotic arts, humanoid robots with nano-computer brains were able to match – and perhaps exceed – human intellect, although most units were designed to be more limited. Furthermore, nanotechnology research has been heavily restricted since the war. Today's state-of-the-art artificial intelligence units can be as small as a deep freeze. It's not possible to create a stand-alone, independent, humanoid robot with the computer technology available to the public now.

That doesn't mean robots have disappeared. It's possible to set up that fridge-sized AI unit in the basement of a store, for example, and use it to operate humanoid drones all around the building. Recoms may be free now, but robots are widely used as clerks, janitors, garbage collectors, and other jobs that recoms don't want to do.

Each colony world has its own high-speed network, its own version of the “internet”. Using the network, an AI can control drone robots anywhere on the planet. As long as the signal is able to reach – it isn't blocked from the satellites by something overhead, or somebody doesn't cut it off – the drones can go anywhere on the planet.

If you want to play a robotic character, you should be very mindful of the advantages and disadvantages. You can be in more than one place at a time, using multiple drones. You can send your drones into risky situations, and not worry about “dying” because they are expendable. However, you can't send them away from the planet your CPU core is installed on. There is no interplanetary or interstellar communicaiton fast enough to control a drone over those distances.

Drones are humanoid but generally can't be mistaken for living humans or recoms. With some effort you might be able to disguise one with elaborate coverings that would fool somebody at a distance, but not really up close.

Finally. . . If you play as an AI, you can have your CPU core installed on a spaceship. Spaceships are highly automated in our setting, and it's considered perfectly normal to have an AI on board. Then you can take your drones with you wherever the ship goes, and control them on any colony world where your ship lands or is in orbit. (The only real disadvantage is the obvious one: you have to get your hands on a working spaceship before you can play this type of character.)


Humans are distinctly out of fashion in the world of Furscape. The majority of them were wiped out during the Apocalypse War on Earth. Survivors have faced discrimination due to their history. Many humans have had children with recoms using recombinant DNA techniques, and have chosen to have their children genetically engineered to be completely “furry”, so they would fit into recom-dominated society. As a result, “pure-strain” humans have become rare.

choices.txt · Last modified: 2013/08/24 06:22 by abiri