TEXT: Uplifted species are a common theme in 
  science-fiction. Dating back to The Island 
  of Doctor Moreau, uplifted creatures have 
  appeared in Planet of the Apes, Brin’s 
  Uplift universe, Koontz’s Watchers,  and 
  tabletop games from Traveller to WOIN. 
  The N.E.W. core rulebook features one 
  such species in fact - the Felan, evolved 
  from cats. 
     For the purposes of this article, “uplift” 
  encompasses a number of variations on 
  the theme, from regular evolution 
  through artificial acceleration. 
     Any animal type can become an 
  uplifted species. This article introduces a 
  selection, including races descended from 
  dogs, rats, pigs, elephants, birds, and 
  monkeys. 
     An uplifted species is bipedal, but 
  strongly resembles the original creature.  
  Canids 
  Uplifted dogs, Canids are loyal and 
  friendly. With keen senses of smell and 
  hearing, it’s hard to surprise a Canid. 
     Canids vary in size from 5’ to nearly 7’. 
  They tend to be leaner and sturdier than 
  humans, and are covered with thick fur 
  which ranges in colour. 
     Canids have a weakness for alcohol. 
  Even a small amount will intoxicate 
  them, and large amounts can be very 
  dangerous to their health. Even so, they 
  easily become addicted to the substance. 
     Canids make excellent trackers and 
  bounty hunters. They are adept at 
  reading the emotions and body language 
  of others, possibly due to their pack-
  based past. 
     Typical names: Grox, Brack, Varg, Drog. 
  Canids 
  Size: Medium 
  Attributes: AGI +1, INT +2, END +1,  
     CHA +1 
  Skill Choices: perception, scent, insight, 
  tracking, running, [social] 
  Age: Young (0-15), Adult (13-50), Old   
     (51+) 
     Pack-bonding. A Canid can designate 
  one person per point of CHA as a 
  member of its “pack”. It can, at-will, 
  donate its LUC dice to its pack members, 
  which must be used immediately. 
  UPLIFTED 
  Canid
  Dogs
  Corax
  Crows
  Felans
  Cats
  Pigmen
  Pigs
  Roden
  Rats
  Simps
  Chimpanzees
  Trantors
  Elephants
  
     Fur Coat. The Canid’s fur coat keeps it 
  warm in cold climes. It gains natural 
  SOAK 2 (cold). 
     Chasers. A heritage of chasing gives the 
  Canid +1 to its SPEED score. 
     Scent. Canids have incredible senses of 
  smell. They gain 3 ranks (2d6) in scent, 
  which works like perception but only 
  where smell is involved. 
     Alcohol Weakness. Canids treat alcohol 
  as a poison. Even a small amount renders 
  them lubricated, and larger amounts 
  cause them 1d6 poison damage. 
  CORAX 
  These delicate, winged folk are 
  considered “flighty” (no pun intended) 
  by most for good reason. They have a 
  fairly short attention span, and lack 
  concentration.  
     Corax tend to look crow-like, although 
  other variations exist. About five feet tall, 
  they are weaker than humans, and have 
  small black eyes. 
     The wings on a Corax allow it to glide 
  and hop short distances, but are not 
  powerful enough for actual flight. Their 
  beaks are strong, and can inflict 
  considerable damage in a brawl. 
     Corax language is filled with staccato 
  “k” sounds, and this sound frequently 
  carries over to their use of other 
  languages. 
     Corax are masters of subterfuge; robed 
  Corax assassins are to be feared. 
    Typical names: Krikk, Clack, Kokkokku, 
  Killick, Kiki. 
  Corax 
  Size: Small 
  Attributes: AGI +2, INT +2, LUC +1, PSI  
     +1, END -1 
  Skill Choices: acrobatics, perception,  
     stealth, knives, bluffing, disguise 
  Age: Young (0-10), Adult (11-40), Old  
     (41+) 
     Hollow-boned. A Corax’s bones are 
  hollow, making it vulnerable (1d6) to 
  blunt damage. 
     Wings. The Corax’s small 
  wings grant it +10’ JUMP 
  distances (both horizontal 
  and vertical) and allows it to 
  take no damage from falling 
  as long as the fall is greater 
  than 10’. 
     Beak. The Corax’s 
  powerful beak increases 
  natural damage by +1d6 and 
  changes it to piercing 
  damage. 
     Mimicry. Corax are able to 
  mimic any voice nearly 
  perfectly. 
  
  Felans 
  See the core rules for details on Felans. 
  Pigmen 
  Pigs are extremely intelligent. Cursed 
  with poor sight, they rely strongly on 
  their sense of smell. Omnivores, Pigmen 
  can eat almost anything - and they often 
  do, sometimes to the disgust of those 
  around them. It’s not unusual to see a 
  Pigman going through the trash. 
     Pigmen tend towards the heavy-set, 
  and have snout-like features. Male 
  Pigmen have small tusks, and they often 
  wear eyeglasses to help correct their 
  vision, creating the appearance of an 
  academic and literary race. 
     Pigmen are extremely social. They enjoy 
  carousing and gambling, and are often 
  seen in casinos. 
     Typical names: Aristotle, Plato, 
  Shakespeare, Dickens, Socrates.  
  Pigmen 
  Size: Medium 
  Attributes: END +1, LOG +2, WIL +1,  
     INT -1 
  Skill Choices: [social], [gaming], [academic] 
  Age: Young (0-15), Adult (15-50), Old  
     (51+) 
     Eat Anything. Pigmen can ingest any 
  organic matter, and are immune to 
  poisons. 
     Poor Sight. A Pigman’s poor sight 
  means that ranged weapons operate at 
  half (round up) their normal range 
  increment. However, Pigmen are immune 
  to the Blinded status track, able to easily 
  compensate with other senses. 
     Philosophical. Pigmen are reasoned 
  and scholarly, calm and placid. They 
  never become angry, and are immune to 
  the Anger status track. 
  Roden 
  Roden, descended from rats, look as sly 
  and shifty as their namesakes would 
  suggest. Twitchy and nervous-looking, 
  Roden have a fast metabolism and are 
  rarely found not gnawing on something. 
     Rodens tend to be scavengers and 
  thieves. 
     Typical names: Qhanq, Zrekch, Khin, 
  Znuolk, Quzjuen, Thaskanq. 
  Roden 
  Size: Small 
  Attributes: AGI +2, LUC +2, CHA +1 
  Skill Choices: [subterfuge], appraisal,  
     perception 
  Age: Young (0-12), Adult (13-35), Old  
     (35+) 
     Gnaw Away. A Roden can gnaw 
  though anything, given time. Most 
  constantly gnaw on things all day. The 
  Roden’s bite does double damage to 
  inanimate objects. 
     Tail. A Roden’s long tail can be used for 
  balancing. Any time the Roden would 
  normally fall or be rendered prone, it can 
  spend one LUC die to remain standing. 
     Light Sensitivity. Roden’s suffer -1d6 
  to all checks when in bright light. 
  However, they do have darksight to a 
  distance of 5’ per point of INT. 
     Navigators. Perhaps the species spent 
  time in mazes in the past; Rodens start 
  play with 3 ranks (2d6) in either 
  navigation or astrogation. 
  
  Simps 
  Simps are uplifted chimpanzees. Agile 
  and strong, they can climb and jump with 
  ease. In space, they make excellent 
  engineers, able to move easily in zero-g. 
     Simps are shorter than humans, but 
  stronger. Typically, a Simp stands about 
  4-5’ in height, with long arms, and is 
  covered with black or brown fur.  They 
  can walk upright or they can walk on 
  their knuckles when running.  Simps are 
  only one of many varieties of uplifted 
  monkeys and apes. 
     Simps sometimes have a bit of a chip on 
  their shoulder regarding their ancestry. 
  Their relationship with humankind has 
  not been one of equals and, truth to tell, 
  humankind still does not treat Simps as 
  equals. This is compounded by the 
  Simps’ natural tendency towards social 
  hierarchies. 
     Typical names: Leonidas, Hannibal, Caesa, 
  Attila, Napoleon, Ulysses. 
  Simps 
  Size: Medium 
  Attributes: STR +2, AGI +2, LOG +1, PSI  
     +1 
  Skill Choices: jumping, climbing,  
     acrobatics, dodging, throwing, zero-g,  
     engineering 
  Age: Young (0-20), Adult (21-60), Old  
     (61+) 
     Natural Climbers. Simps gain climbing 
  as a natural movement mode, able to 
  climb at their full speed. 
     Great Leap. Simps gain +5’ to both 
  horizontal and vertical jump distances, 
  and are able to use their full jump 
  distances from a standing start.  
     Throwers. Simps are great at throwing 
  things. They double the range increment 
  of thrown items. 
  Trantors 
  Descended from elephants, these sturdy 
  beings feature trunks and tusks. Trantors 
  are a very social, open people, who eat 
  vast amounts and have extra-ordinary 
  memories. 
     Trantors are herbivores, and mainly 
  consume vegetation. Generally cheerful, 
  they are large humanoids, heavyset, and 
  not known for their feats of dexterity. 
     Typical names: Solomon, Ebenezer, 
  Obadiah, Thunder. 
  Trantors 
  Size: Large 
  Attributes: STR +2, LOG +2, CHA +1,   
     AGI  -1 
  Skill Choices: hardy, carrying,  
     concentration, history, negotiation, insight 
  Age: Young (0-40), Adult (41-80), Old  
     (81+) 
   
     Tusks. A Trantor’s tusks increase its 
  natural damage by +1d6 and change it to 
  piercing damage. 
     Trunk. The Trantor’s trunk can be used 
  to perform a third action each round, 
  although it cannot be used to attack or 
  move. 
     Never Forget. Trantors have 
  photographic memories and never forget 
  anything. They gain one bonus [scientific] 
  or [artistic] skill. 
  
SOURCE: textdata/thevault/WOIN/EONS Magazine/Eons 48 - NEW, Races - Uplifts.pdf