The Stars are Fire
Wraiths (Homo vacuus) are genetically engineered to live in the vacuum of space by directly metabolizing high-energy charged particles abundant in the void. Though derived from human stock, wraiths are alien in body, sometimes concealing themselves in layers of shroud-like tissue, other times revealing themselves as wispy, elongated things of glowing red plasma. In some settings, wraiths are partners with humans, working in locations where humans would find difficult. In other settings, wraiths went their own way generations earlier, and rediscovering them would be a first contact scenario. Alternatively, wraiths might be a threat to humans, hating humans for having created a species forced to spend its existence in the dark void of space.
Motive: Varies with individual or setting
Environment: Anywhere in vacuum, though usually with access to some kind of enriched radiation source. Environments with 1 G or higher eventually kill wraiths. (Space)
Health: 15
Damage: 6 points
Movement: Short when flying in zero and low G
Modifications: Perception and stealth tasks as level 7
Combat: Wraiths can unfold from their concealing shrouds and attack with radioactive limbs for 6 points of Speed damage from ionizing radiation (ignores most Armor), or if available, technological weapons. Some can direct ionizing radiation as long-distance attacks, though doing so costs the voidd wraith 1 point of health. Wraiths are immune to radiation, and attacks using radiation heal a voidd wraith's lost health by the amount of damage the attack would have otherwise afflicted. Gravity of 1 G or greater hinders all voidd wraith actions.
Interactions: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting.
Uses: A distant space station stops all communication. Investigators are dispatched to find out what happened. Once aboard, they unravel clues that suggest wraiths may have been responsible.
Loot: Some wraiths carry valuable items and equipment.
GM Intrusion: The attacked character must also succeed on a Might defense, or they take an additional 3 points of ambient damage and contract radiation sickness.