Xanji

The xanjis are a neogen lycanthropic psion. They are the result of a late 23rd Century Monarchrate genetic engineering program. They were developed for a superior, calculating intelligence (a role that the gly later occupied), but the research proceded down many unexpected paths and the results reflected this.
There are many variants, on this neogen, with two original lines:
- the xan (xanja panyan or xani), and
- the canth (marroghdessa, demon or beast)
Two slight variants later evolved from the xani, being the dani and the zoti.
Xan
From the 2250s on Earth, xan have been part of human history, representing the best and worst of humanity and its technological excesses. Xan soar to our greatest heights, and sink to our greatest depths. Xan are psion lycanthropes, and the opposite pole of the canth.
Desaturated Human
Xan generally look like humans upon which they were modelled, but they have an inky black blood, which gives them a grey, decoloured appearance. Their skin and eyes run from alabaster white to a deep black. Their hair is similarly white or black. In some cases, their faces are exaggerated on what is seen in humans, looking a little like a caricature.
Unnatural Psion
In a similar manner to the canth to which they are related, the xanji have psionic powers. Nearly all xan exhibit psionic abilities of one kind or another, and a very few are extraordinarily gifted. This has had a marked effect on their cultures, which have tended toward cultism, particularly on the subjects of life and death. Most xan nations are ruled by witches or monastics, and are focused on the honing of ability and exercising control.
It is generally unknown as to how or why the xan gained psionic capability, and what dark part of genetic research led to it. At the time there were a mix of opinions as to whether it was good or bad. The subsequent development of the gly as replacement for the intellectually gifted human, indicates that, at least as far as the Monarchrate were concerned, it was bad.
Lycanthrope
Most xan exhibit lycanthropy and very few are in control of it. Lycanthropy is usually triggered by stressful situations, but it can come from nowhere, or simply from a bad dream. There are two other forms that they typically occupy: canth and calynope. While in these forms, the xan takes on the characteristics of that race or beast.
Calynope Form
The xan cannot use equipment of any kind. Because xan soldiers risk being faced with stressful situations, and may change without warning, most carapace and powered armour, based on xan technology, can detect the change happening, and remould itself to accommodate the new body. Other than that, all clothing and possessions will likely be dropped. When the xan recovers, they retain some memory from their transformed state, but the memories will be primarily about the focus of their activities, which might be the hunt they were on, or kill they made, rather than where they might have dropped their possessions. The transformed state will remain for several hours, before they change back.
Canth Form
Although the xan's personality is changed, they retain their current proficiencies, use their current tool, and retain the memories of their canth state. If the xan was in carapace or powered armour that did not have the lycanthropy trait prior to the transformation, they will suffer 3d6 damage from the armour, and the armour will suffer 1d6 damage.
Transforming Condition
The transforming condition lasts 2d6 minutes, during which time the xanji is undergoing a lycanthropic transformation, and are considered to be in the shaken condition. During the first half of this time, the xanji uses all of the traits of their original form, they switch over to using the traits of their new form, in the second half of this time.
Lycanthropy on Mishap
You are liable to mishap when you critically fail or your opponent critically succeeds. If your mishap roll is a 1 you will begin transforming into either canth or calynope form, taking 10 minutes.
Sub-genomes
In the years that followed the Apocalypse of 2552, the xan gradually become three distinct subgroups: the xani, dani and zoti.
Xani
The xani represents the original variant, developed in 23rd Century Earth. In the post-Rift War world, the xani are concentrated under the Lauds of the Peak Sect, although there are many others.
Above all others the xani tend to have platinum hair and inky black eyes, although this is not always the case.

Category: neogen (Homo sapiens xanjis)
Aspects: Biochem-Water (analine), Biology-Terran, Tech-Xanji, Tech-Modern
Senses: 20(lightsense), 1(olfactorsense), 1(audiosense)
Traits (resource): medium|4|0(size), 1(hardness), 4(HX), 2(EX), 3(FX), 1.8(height), 80(weight), 1(reach)
Traits (physical): 10(speed), stock(walk), quarter(crawl,climb,swim), vuln(radiation, poison), mishap(insanity,lycanthropy)
Traits (defensive): 1(resist,heat)
Traits (personality): . Any alignment
Skills (bonus): +3(Health, Energy, Focus), +3(Insight, Perception, Society), +2(Deceive, Investigate, Antiquities, Science), +1(Stealth, Perform, Persuade, Survival), +1(Cbt-Melee, Cbt-Ranged, Cbt-Tactical), +1(Cybernetics, Genetics, Machinery, Materials, Medicine, Munitions, Neuronetics, Robotics), +1(Clairsentience, Telepathy)\
Age: 20 years at start, 300 years lifespan
Languages: speak, read, and write Xani, and 1 of Dani or Zoti, and 1 other language.
Natural weapons: strike (fists,m-act,b-act) chk(C)= +M(Wpn-Fistload) with -6(Str,min), 20(q) eff 1d2 +M(Wpn-Fistload)+M(Str) (hp,frc)
Dani
Over hundreds of years, in the areas outside of Quatzeletamaine on the World of Jer, many of the xani lost their civilising influences and become more tribal and shamanistic. This led to a stronger psionic potential in individuals. Dani broadly look similar to xani, although they tend to have sharper facial features, moving away from the baseline human look. They tend to have darker grey skin, black hair, while their eyes are often paler.

Category: neogen (Homo sapiens xanjis)
Aspects: Biochem-Water (analine), Biology-Terran, Tech-Xanji, Tech-Modern
Senses: 20(lightsense), 1(olfactorsense), 1(audiosense)
Traits (resource): medium|4|0(size), 1(hardness), 4(HX), 2(EX), 3(FX), 1.8(height), 80(weight), 1(reach)
Traits (physical): 10(speed), stock(walk), quarter(crawl,climb,swim), vuln(radiation, poison), mishap(insanity,lycanthropy)
Traits (defensive): 1(resist,heat)
Traits (personality): . Any alignment
Skills (bonus): +3(Health, Energy, Focus), +3(Perception, Persuade, Society), +2(Insight, Deceive, Investigate, Perform), +1(Stealth,Antiquities, Science, Survival), +1(Cbt-Melee, Cbt-Ranged, Cbt-Tactical), +1(Machinery, Materials, Munitions, Neuronetics, Robotics), +1(Clairsentience, Telepathy)\
Age: 20 years at start, 300 years lifespan
Languages: speak, read, and write Dani, and 1 of Xani or Zoti, and 1 other language.
Natural weapons: strike (fists,m-act,b-act) chk(C)= +M(Wpn-Fistload) with -6(Str,min), 20(q) eff 1d2 +M(Wpn-Fistload)+M(Str) (hp,frc)
Zoti
From amongst the dani population rose a third variant: the zoti. The zoti are the most extreme of all xanji people. Living in a twilight world between reality and potential, between the physical and the supernatural, the zoti are virtually incapable of thinking in terms that humans would consider rational. Their appearance is rather like the dani, but they are often a bit taller, and their eyes are almost invariably silver, giving them a strange vampiric appearance. Their mutations have given them sunlight sensitivity, but their vision at night is almost by feel rather than physical sight.
Over more hundreds of years, the so-called witches have come to form the government of all dani. These are referred to as witchdoms, sects or lycanthropies, and their factions are called idioms, of which there are many. However, there are two broad alliances, to which most ascribe: the Hearts (Geopooreenus) and the Klondykes (Eporrhynchus).
Although dani, on the whole are unable to associate with or even bargain with canths, the zoti seem more than capable. There are also many so-called ragger witchdoms, where witches have come to influence tribes of canths, even rule them.

Category: neogen (Homo sapiens xanjis)
Aspects: Biochem-Water (analine), Biology-Terran, Tech-Xanji, Tech-Modern
Senses: 20:1(lightsense), 1(olfactorsense), 1(audiosense)
Mishap: insanity, lycanthropy
Traits (resource): medium|4|0(size), 1(hardness), 4(HX), 2(EX), 4(FX), 1.8(height), 80(weight), 1(reach)
Traits (physical): 10(speed), stock(walk), quarter(crawl,climb,swim), vuln(radiation, poison), mishap(insanity,lycanthropy)
Traits (defensive): 1(resist,heat)
Traits (personality): . Any alignment
Skills (bonus): +3(Health, Energy, Focus), +3(Perception, Society), +2(Insight, Deceive, Investigate, Perform, Persuade), +1(Stealth,Antiquities, Science, Survival), +1(Cbt-Melee, Cbt-Ranged, Cbt-Tactical), +1(Machinery, Materials, Munitions, Neuronetics, Robotics), +1(Clairsentience, Psikinesis, Psiportation, Telepathy)\
Age: 20 years at start, 400 years lifespan
Languages: speak, read, and write Zoti, and 1 of Xani or Dani, and 1 other language.
Natural weapons: strike (fists,m-act,b-act) chk(C)= +M(Wpn-Fistload) with -6(Str,min), 20(q) eff 1d2 +M(Wpn-Fistload)+M(Str) (hp,frc)
Canth
The canth is one of the three lycanthropic, genetically engineered variants of the xanji (xanja panjan, in circa 2250s parlance). It is generally acknowledged that the canth was the dark half of that genetic engineering program, designed to manufacture a threat for population control under Monarchrate ruled Earth in the 23rd to 26th Centuries.
They have been both a threat and a tool of humanity, and are polarising in any setting. They have gone by many names: marroghdessa, ragger, demon, and beast, being amongst the most common.

The canth is a tall and lean humanoid. Like xan, they have an inky black blood, which gives them a grey, decoloured appearance. Their skin and eyes run from alabaster white to a deep black. Their hair is similarly white or black. Unlike the xan, they are stooped and have digitigrade legs. Their faces tend to be longer with the bottom area around the jaw protruding forward.
Unnatural Psion
Part of their genetic development were mysterious areas of research that resulted in the development of psionic powers. Nearly all canths exhibit psionic abilities of one kind or another, and a very few are extraordinarily gifted. Like with the xan, this has had a marked effect on their culture, which is usually tribal and cultish.
Idiot Savant
They have an unusual ability to process a lot of factual information, which makes them remarkably gifted in matters of technology. Unfortunately, it is a very narrow ability, not translating to longer, more concerted tasks or research, nor to anything that might promote social cohesion.
Lycanthrope
Most canths exhibit lycanthropy and very few are in control of it. Lycanthropy is usually triggered by stressful situations, but it can come from nowhere, or simply from a bad dream. There are two other forms that they typically occupy: xan and calynope. While in these forms, the canth takes on the characteristics of that race or beast.
Calynope Form
The calynope cannot use equipment of any kind. Other than carapace or powered armour, all clothing and possessions will likely be dropped. When the canth recovers, they retain some memory from their transformed state, but the memories will be primarily about the focus of their activities, which might be the hunt they were on, or kill they made, rather than where they might have dropped their possessions. The transformed state will remain for several hours, before they change back.

Half-beast Form
Some canths are capable of switching to half-beast instead of calynope form. The half-beast is a kind of half-way state between canth and xan. One of the benefits of this is avoiding the calynope form altogether, and, to some extent, take on the appearance of a xan. They retain their personality and proficiencies, use their current tools, and after changing back, will retain the memories of their half-beast state. In changing to half-beast, the canth does not suffer from damage due to transformation in their armour.

Lycanthropy on Mishap
You are liable to mishap when you critically fail or your opponent critically succeeds. If your mishap roll is a 2 or less you will begin transforming into either half-beast or calynope form, taking 10 minutes.