<Cybercore>

The first thing you notice about a Kanarie is the sound -- or rather, the absence of one. They move through a room like a rumour, all hollow-boned grace and tilted-head attention, making less noise than a creature that size has any right to. The second thing you notice is the eyes: huge, forward-set, tracking you with the patient intensity of something that evolved to spot a beetle on a branch from three hundred metres up. They blink sideways. It takes some getting used to.

Avian-descended, lightweight, and fast enough to make most species feel like they're wading through syrup. The Kanarie have a skeletal density roughly equivalent to a promise -- hollow, reinforced, and engineered by a few million years of not wanting to fall off things. Their homeworld is vertical. Their reflexes are obscene. And their hearing extends into frequency ranges that would make a bat jealous, which means they can hear the ultrasonic whine of cheap surveillance equipment from across the room. They find corporate espionage personally offensive not because of the ethics, but because of the audio quality.

"You're not faster than a Kanarie. You just haven't annoyed one yet." -- SAROS field manual, species briefing.

Homeworld

Verath -- a jungle world wrapped in extreme vertical geography, where continental-scale cliffs and canyons plunge hundreds of kilometres from canopy to canyon floor. The forests don't grow on the land so much as they grow off the sides of it -- ancient root systems anchoring massive canopy platforms to sheer rock faces, creating a layered landscape where "ground level" is a polite fiction. Gravity sits at 0.6G, which is enough to keep everything from floating away but not enough to discourage a species from treating a three-hundred-metre drop as a shortcut.

Kanarie cities are built vertically, spanning the full altitude range in layered districts connected by bridges, ziplines, and open-air transit systems that other species describe as "beautiful" from a distance and "horrifying" up close. The Kanarie don't think in terms of floors. They think in layers -- canopy, mid-growth, understory, root, deep canyon. Asking a Kanarie for directions will get you a three-axis answer. Asking them to explain it in two dimensions will get you a look usually reserved for particularly slow children.

Language

Kree-tok -- a rapid, high-pitched language that incorporates ultrasonic frequency shifts inaudible to most other species. Standard Babelator translators capture roughly 90% of meaning; the remaining 10% is emotional context carried in frequencies above the human hearing range. A Kanarie saying "I agree" in Kree-tok can simultaneously convey enthusiasm, reluctance, contempt, or boredom depending on the ultrasonic register, and the translator just reads "I agree." This makes Kanarie diplomats either extremely nuanced or extremely dangerous, depending on who else in the room can hear the full spectrum.

Kanarie communicating with non-Kanarie tend to over-enunciate and speak more slowly than is natural, which they find exhausting. Most develop a habit of clicking their tongues in frustration when the nuance doesn't land -- a tic that other species interpret as impatience and the Kanarie insist is just breathing.

Common Names

Kanarie names favour light, sharp syllables -- quick to say, easy to call across a canyon: Kira, Vex, Trill, Synn, Aerik, Pique, Zeph, Miri, Kael, Chirra

Historical Figures

  • Zeph the Untouchable -- SAROS pilot who navigated the Kolvar Debris Field at full throttle during a live rescue extraction, threading a Raptor-class gunship through an asteroid spread that the onboard nav-computer had classified as impassable four seconds earlier. The flight recorder data is still used as a SAROS training simulation. Nobody has beaten his time. Three pilots have been hospitalised trying. When NuroNet's post-flight analysis called the run "lucky," Zeph reportedly replied, "Tell its calculations to keep up."
  • Trill of Verath -- the first Kanarie ambassador to the Unicore. Famously walked out of treaty negotiations three times because the conference room had no windows. On the fourth attempt, the Unicore diplomatic corps relocated to an open-air platform on Pinnacle Station. Trill signed the accord in eleven minutes, set a Kanarie speed record for diplomatic ratification, and was on a shuttle home before the ink dried. The Unicore Architectural Standards Board has included windows in all diplomatic facilities since.

Stats

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Senses

NameKanarie
SightExcellent
HearingExcellent
TouchGood
SmellAverage
TastePoor
SpecialNo

Mindshard Compatible. Organic brain. Ultrasonic memory encoding restores cleanly. See Mindshard for details.

Kanarie Feats

As a Kanarie, you can select from these extra Racial Feats when choosing from the Racial Feats List.

Hollow Bones

Requires: Any Kanarie.
Effect: Your skeletal structure is lightweight and internally reinforced -- evolved for a species that treated gravity as a suggestion. Fall damage you take is halved. You gain Boon(1) to Movement - Acrobatics checks.

Ultrasonic Hearing

Requires: Any Kanarie.
Effect: You perceive frequencies well above the standard hearing range. Gain Advantage on Espionage - Search checks involving sound. You can detect ultrasonic communication, high-frequency electronic emissions, and the telltale whine of active surveillance equipment. Most bugs operate in frequency ranges their designers assumed nobody could hear. They assumed wrong.

Canopy Runner

Requires: Any Kanarie.
Effect: Your vertical movement speed equals your horizontal Speed. Climbing does not halve your Speed, and you do not suffer Disadvantage on actions while climbing. On Verath, horizontal travel is what slows you down. Up and down are just faster routes between the same two points.

Thermal Sight

Requires: Any Kanarie.
Effect: Your eyes detect infrared wavelengths, rendering heat signatures visible in darkness, smoke, and low-visibility conditions. You can see warm-blooded creatures, recently fired weapons, and active machinery as thermal silhouettes. Gain Boon(1) to Perception checks in low-light or darkness. Does not penetrate solid walls or sealed containers.

Flock Instinct

Requires: Any Kanarie.
Effect: When an ally within Short range (15m) is attacked, you may move up to half your Speed toward them. This movement is an Extra Action, does not cost Energy, and can be used once per round. Verath canyon-dwellers survived by moving toward danger together, not away from it. The instinct is older than language.

Rapid Descent

Requires: Any Kanarie.
Effect: You can safely drop any distance without taking fall damage by spreading your limbs to control your descent -- a controlled glide that requires at least 0.5G and atmosphere to function. You don't fly. You just fall with style, direction, and an unsettling amount of precision. In zero-G environments, gain Boon(1) to Movement - Flying / 0-G checks.

Windrider

Requires: Hollow Bones.
Effect: You are a canopy-born flyer. Your wings are not a tool, a mutation, or a prosthetic -- they're how you move through the world, the same way another species uses legs. You gain the following flight capabilities:

Low Gravity (0.5G or less):

  • You fly at your full base Speed as part of any Action, with no maintenance cost and no time limit. A Kanarie in thin air is in their native element.

Standard Gravity; Flight Maneuver:

  • You may initiate flight from flat ground as a Extra Action -- no running start, no launch point, no takeoff cost. You cannot start flying while Exhausted.
  • While airborne, spend 1 Action to navigate and fly horizontally at your full Speed. Climbing to gain altitude is at half Speed -- going up costs more lift than going forward.
  • Flying Fatigue: You accumulate 1 Flying Fatigue every 2 Rounds spent airborne. When your Flying Fatigue exceeds your Fortitude, you must land or gain a point of Exhaustion -- gaining Exhaustion resets Flying Fatigue to 0. When Exhaustion exceeds your Fortitude, you can only glide until you touch ground.
  • Recovery: After landing, you cannot take off again until your Flying Fatigue has fully recovered to 0 and you are no longer Exhausted. You recover at 2 Flying Fatigue per Action spent doing anything other than flying.
  • Burn Energy: You may spend 1 Energy to cancel 1 point of Flying Fatigue at any time.
  • The Maneuver ends if you stop navigating, or are knocked Prone/Stunned.

Glide (any gravity):

  • Gliding costs a Extra Action to navigate and does not incur Flying Fatigue. Each turn you spend gliding, you lose one third of your current height (rounded down) and move horizontally at your full Speed. Glide ends when you touch down. Your wings know what they're doing whether you're paying attention or not.

Subconscious Catch:

  • You take no fall damage as long as you can extend your wings. Your wings deploy reflexively even while you're unconscious -- the instinct doesn't trust your judgement that much.

Zero-G:

Equipment:

  • Your wings are anatomically yours. They do not occupy any Back slots, and they fold flat against your frame without fouling standard armour (heavy plate may still require a fitter).

In a headwind, a Kanarie considers it hospitality.

Ambush from Above

Requires: Any Kanarie.
Effect: When you attack a target from a higher elevation (at least 2 hexes above them), or on the first round of combat after descending onto them from above, your first ranged or melee attack deals +2 Hits and applies Off Guard(1). This bonus only applies once per combat encounter per target -- if they survive, they'll be watching the ceiling.

Additionally, you gain a RankedBoon to attack rolls made while you hold the high-ground advantage (at least 2 hexes above your target's position, with a clear line from you to them). The canopy was your childhood. Everyone else is just standing in your range.

Wind Read

Requires: Any Kanarie.
Effect: Your inner ear and feather-sensitive skin read air currents like a second nervous system -- pressure gradients, flow direction, temperature differentials, the subsonic rasp of a bad seal. You don't need instruments to know when a room is breathing wrong.

  • Breach & Flow Intuition -- You can instantly sense hull leaks, vacuum breaches, gas leaks, failing door seals, pressure differentials between compartments, and the direction of any air flow around you. You gain a RankedBoon to Engineering - Repair checks to locate, diagnose, and patch leaks, pressure faults, ventilation systems, and airflow equipment. In zero-visibility conditions (smoke, fog, dust, darkness, sensor jamming) you can still move through and fight in any space with airflow as if you could see the walls -- the wind maps the room for you.
  • Find the Air -- In a hazardous atmosphere or failing life support, you automatically know the direction to the nearest breathable air within 500m. When a hab block vents, Kanarie are the ones who find the way out.
  • Storm Read -- In an open-air environment (outdoor terrain, open stations, large airspaces) you can feel incoming weather, pressure fronts, and atmospheric disturbances up to one hour before they arrive. At closer range, you register the air displacement of incoming grenades, fast-moving projectiles, and aerial vehicles a fraction of a second early. You gain Boon(1) to Initiative rolls in any environment with airflow.

The wind tells you everything it touched on its way to you.

Hunting Call

Requires: Ultrasonic Hearing.
Effect: Your vocal range includes ultrasonic frequencies that non-Kanarie species cannot hear but that carry further and more precisely than normal speech. As an Extra Action, you can issue silent directional commands to any Kanarie or ultrasonic-capable creature within 100m -- the flock hears you even when nobody else does.

When you and at least one Kanarie ally attack the same target in the same round, both of you gain Boon(1) to your attack rolls against that target -- coordinated hunting instincts operating faster than speech. The flock hunts together. The flock eats together. The flock is why there's a flock.