Anthropomorphs
The locals were originally human, but at some point became anthropomorphic, either as an ancient furry colony, a group of animal-worshiping sectarians, or gengineers who just happened to find animal elements most convenient for surviving on the world. Depending on the skill of the original gengineers, their feral forms may or may not work as well as their original human bodies, or may come with drawbacks inherited from their animal elements.
Enemies
dice: [[anthropomorphs^enemies]]
| dice: 1d3 | Enemies |
|---|---|
| 1 | Anthro-supremacist local |
| 2 | Native driven by feral urges |
| 3 | Outside exploiter who sees the locals as subhuman creatures |
Friends
dice: [[anthropomorphs^friends]]
| dice: 1d3 | Friends |
|---|---|
| 1 | Fascinated genetic researcher |
| 2 | Diplomat trained to deal with normals |
| 3 | Local needing outside help |
Complications
dice: [[anthropomorphs^complications]]
| dice: 1d3 | Complications |
|---|---|
| 1 | The locals consider their shapes a curse from their foolish ancestors |
| 2 | Society is ordered according to animal forms |
| 3 | The locals view normal humans as repulsive or inferior |
Things
dice: [[anthropomorphs^things]]
| dice: 1d3 | Things |
|---|---|
| 1 | Pretech gengineering tech |
| 2 | A “cure” that may not be wanted |
| 3 | Sacred feral totem |
Places
dice: [[anthropomorphs^places]]
| dice: 1d3 | Places |
|---|---|
| 1 | Shrine to a feral deity |
| 2 | Nature preserve suited to an animal type |
| 3 | Living site built to take advantage of animal traits |