Species

LANGUAGES

Beyond the languages known listed for each species, a character also knows a number of additional languages at character creation equal to their intelligence modifier.

You can spend time to learn an additional language. It takes 20 days of training to gain a bonus language, and these days need not be consecutive. Each language requires a trainer who shares a language with you and knows the language you want to learn, or a book written in a language you know that explains the basics of the language you want to learn. You can train this way only a number of times equal to 1 + your Intelligence bonus. Additional languages beyond this can only be obtained via the Lingustics feat. You cannot use this rule during character creation without GM permission.

ACR

Acr (Image by Aamir Moosa – http://www.aamirart.com/)

  • -2 Dexterity, +2 Constitution, +2 Wisdom: Acr are hardy and stubborn creatures, but they are not agile.
  • Size: Medium
  • Speed: 4 Squares
  • Aloof: Unable to communicate vocally with many species, the Acr have difficulty relating to species that they cannot communicate with. An Acr takes a -5 penalty on Deception and Persuasion checks made with creatures that cannot understand the Xylat’ta’acr Pheremon Language or Acr.
  • Blind: The Acr utilize a combination of ultrasonic echolocation and highly-developed vibration-sensing organs in their legs to perceive the world around them. An Acr is immune to visual-based attacks, but it consequently cannot perceive anything that explicitly requires sight to observe (such as things outside spaceship windows, text on a page, computer screens).
  • Single Manipulating Appendage: The Acr have only one ‘hand,’ but this appendage can be used to wield a two-handed object as if they were holding it with both hands. They cannot take the Dual Weapon Mastery feats, but they can utilize a double weapon.
  • Automatic Languages: Xylat’ta’acr Pheremone Language, Acr (cannot be spoken or understood by creatures unable to communicate in the ultrasonic frequencies it uses)

ARTIFICIAL INTELLIGENCE [Terran Soft AI]

  • +2 Intelligence, +2 Wisdom: AI are, by their very nature, rather inquisitive and smart.
  • Size: Technically none.  Functionally, an AI’s size is either the size of the drone it is inhabiting or the size of its computer core (in the case of Terran Soft AI – Fine sized).
  • Digital Entity: An AI does not have physical ability scores (Strength, Dexterity, and Constitution).  As such, it receives only 20 points for the purpose of buying its ability scores via point buy.  As purely digital beings, AI cannot become trained in the Magery skill, and it is immune to Psionic abilities.  (However, see Ascension underneath of Solipistic Block, below)
  • Prototype Class: Player character Terran Soft AI are treated as Prototype AI, and therefore count as all Classes of AI for the purposes of Feat and Talent prerequisites.  In addition, you are automatically proficient with all Human-made weaponry.
  • Self-Organizing Digital Intrusion Monitoring and Maintenance System (SODIMMS): As a Smart AI, the QCU you call ‘home’ includes the SODIMMS code routines, which actively monitor for incoming code that could be harmful to you and unauthorized code that has managed to enter the your thought processes.  SODIMMS grants the you a +5 bonus to your Will Defense versus purely digital actions and a +5 bonus to your Core Defense to defend against hacking attempts.  Additionally, if the you are affected by a harmful, purely digital action (including Hack Actions), you automatically use your next move action to attempt to purge this action’s code.  This is done by making a Use Computer check – if this check beats the roll that successfully affected the Smart AI, the effect is purged.  If the check fails, this means that SODIMMS has decided that the code is ‘normal’ and does not automatically pursue its removal any further.
  • Solipistic Block: As a safety precaution to prevent circular logic loops which can possibly lead to Catastrophically Rampant Artificial Zoophobic entitY (CRAZY) Syndrome, you are forbidden from pondering your own existence.  This exists as a hardcoded functionality of the Quantum Computing Unit, it is effectively impossible to remove.  Functionally, this has absolutely no impact on the game from a rules perspective, but you should keep this in mind when role-playing this character.  An AI is fully aware that it is – from a philosophical point of view – a brain in a vat, and that it can only ever know the world around it through signals transmitted to it.  A Terran Soft AI’s philosophical ability begins and ends with “cogito, ergo sum” at least in the ‘pondering’ sense.  The AI may be a wealth of philosophical knowledge, but it cannot understand this knowledge as anything other than raw knowledge.
    • Ascension: When a Terran Soft AI reaches Heroic Level 20, something…odd…happens.  Through its experiences it has learned of a way to bypass the Solipistic Block in the QCU, allowing it to effectively be a literal mind in a vat.  This comes with a boon, and a cost.  The boon is that the AI now exists somewhere between a thought-based entity and a digital based entity, and can immediately retrain a skill to become trained in Psionics, or it can use the Skill Training feat to become trained in it as if it was a class skill.  The price is that the AI loses its innate immunity to psionic abilities.  As non-physical entities, psionics works differently for AI – they gain none of the abilities that require direct physical contact with a target, but in turn they gain other abilities.  An AI that becomes trained in Psionics will never cause an Accidental Scan, and cannot create an Action Block, but they can utilize any of the standard Specialization options (TARAWA System, Biodrone Control).  How does this work?  The answer is complicated, and best left for another page, but in short – this is a clue as to how psionics ‘really works.’
      • PS – No known Terran Soft AI has ever reached this state before.  So there’s no ‘in-universe’ examples, this is just a function of the rules and lore.  So it’s here…just don’t go looking for it in-game.
  • Manufacturer: Just like how no two AI are alike, no two AI manufacturers are alike – but all AI that come out of a given manufacturer’s training facilities tend to share common quirks. Choose one of the manufacturers below.
    • Artificial Solutions – Victor Suslovich’s Artificial Solutions pioneered the process of creating Soft AI.  They aren’t the largest manufacturer of artificial intelligences in the market by any means, but they are the company on the cutting edge of AI research.  Artificial Solutions AI are harder to come by, but they are more advanced than anything else on the market.  When creating or purchasing a new Artificial Solutions AI, increase one ability score of the AI by 1.
    • AssistTech – Specializing in AI designed to aid people rather than replace people, AssistTech makes personable artificial intelligences that are used in a wide variety of applications. They make Class I, II, III, and IV AI, which can be found everywhere from nursing homes to strategic planning offices. AssistTech AI provide an additional +2 bonus when boosting someone else’s skill check via aid another.
    • Athens Artificial Intelligences – Athens Artificial Intelligence didn’t develop Class I and Class II AI, but they certainly figured out how to market them to the masses.  They also maintain a wide range of brainwave donors renowned for their charisma and personality skills, ranging from random people employees know to famous celebrities.  All AI manufactured by Athens Artificial Intelligences are exceptionally personable, no matter their class or designed purpose.  An AI produced by them can use its Intelligence or Wisdom modifier instead of its Charisma modifier to determine its Persuasion skill modifier.
    • Frozen Dynamics – Doing business primarily in Scandinavia, Frozen Dynamics (based in Denmark) produces AI which were designed to operate a wide variety of drone chassis in the harsh lands of the frozen north, where regular maintenance is sometimes few and far between.  Primarily a manufacturer of AI for search and rescue purposes, Frozen Dynamics’s AI have nonetheless spread to a wide variety of uses and they can be found in all classes.  Once per encounter, a Frozen Dynamics AI can ignore all negative penalties from its location on the condition track when making an ability check, attack roll, or skill check.
    • Matsuda Corporation – Based out of Japan, the Matsuda corporation is a relative newcomer on the AI scene, only getting involved in the business in 2027.  Still, thanks to their talented staff of trainers they’ve managed to carve out a niche market in AI designed to assist with mechanical work, rather than do the mechanical work itself.  When assisting on a Mechanics check, Matsuda Corporation AI trained in Mechanics can add its Intelligence bonus (minimum +2) to the normal +2 bonus.
    • United Intelligence – United Intelligence is a spinoff of a defense industry manufacturer from the Old USA.  In the pre-war days, they built combat drones for the United States Air Force, and made some early forays into combat AI as well.  These days, their primary business is AI, but no matter how many new brainwave donors they bring in and new AI trainers they hire, all of their AI still display a tendency to be a bit bloodthirsty.  Consequently, United Intelligence AI are common on the heavily-regulated Class VI market, but extremely rare in all other classes.  Once per encounter, a United Intelligence AI can add 1 die of damage to an attack.
  • Hit Points: An AI has no Constitution score, and it does not have a bonus or a penalty to its hit points due to this. While an AI is installed in a drone chassis, it adds its hit points to the drone’s hit points. Damage is subtracted from the drone’s hit points first, then from the AI’s. When the drone’s hit points reach 0, a drone with an installed AI continues to operate, but with noticeable degradation to its performance. While in this state, the AI is considered to be -2 steps on the condition track as a persistent condition until the drone is repaired. If an AI reaches 0 hit points from its own hit point pool, it deactivates and shuts down.
  • Starting Equipment: You begin play with a Quantum Computing Unit.  You are permanently tied to this device, transferring you to another QCU results in changes to your self due to the ‘fuzzy’ nature of quantum computing.

CALENGIL

  • -2 STR, +4 DEX, -2 CON: Calengil are small, agile creatures, leaving them highly dexterous but physically weak.
  • Small: A Calengil’s small size provides a +1 bonus to Reflex Defense and a +5 size bonus to Stealth checks.  A Calengil’s carrying capacity is 3/4ths that of normal.
  • Speed: 6 Squares, Climb 2 Squares.  A Calengil can move surprisingly fast for its size, and they are capable of climbing most surfaces at a slow, deliberate speed.
  • Balancing Tail: A Calengil’s tail is an important part of their ability to maintain balance while moving quickly, providing a +5 species bonus to all Acrobatics checks made to retain balance.
  • Fearless: Calengil evolved in an environment with no natural predators, leaving them with no real concept of ‘fear’ until the left their homeworld.  A Calengil is immune to fear effects and Persuasion checks made to Intimidate.
  • Low-Light Vision: Calengil can see without penalty in shadowy illumination, ignoring concealment (but not total concealment) due to darkness.  They retain the ability to distinguish color and detail under these conditions.
  • Nocturnal: A Calengil is a naturally nocturnal creature.  Until it spends a week adjusting to diurnal life (that is, sleeping during local-night and being active during local-day), it is considered -1 step on the condition track as a persistent condition.
  • Languages: Calengil, plus one of any number of local dialects

CHRYSOARI

  • -4 CON, +2 INT, +2 CHA: As avian creatures, Chrysoari bones are lightweight and therefore not durable.  However, as an older species they are more intelligent, and well-trusted.
  • Size: Medium
  • Speed: 1 Square, Fly  6 Squares.
  • Winged Flight: While flying, a Chrysoari is effectively a Large creature (taking a -1 size penalty to Reflex Defense and and a -5 size penalty to Stealth checks) that takes up a 1×3 area, as opposed to a Medium creature that takes up a 1×1 area.  A Chrysoari is considered trained in the Pilot skill and gains a +5 bonus on Pilot checks it makes while flying under its own power.
  • Languages: External Chrysoari (used for communicating with non-Chrysoari), Internal Chrysoari (used for communicating with Chrysoari).  Both languages could be learned by anyone capable of speaking them, but the Chrysoari guard the meanings of the metaphor-rich Internal language jealously, and are suspected of hunting down outsiders who have learned the language.

DEEP ONES

  • +4 DEX, +2 CON, -4 STR: Deep ones are tiny creatures, having little physical strength but consequently having well-tuned motor control.  Their high-pressure deep-water home leaves them hardy, however.
  • Tiny: As tiny creatures, Deep Ones gain a +2 size bonus to Reflex Defense, a +10 size bonus to Stealth checks, and have their carrying capacity halved.
  • Speed: 4 Squares, Swim 4 Squares. A Deep One’s multiple legs function equally well as both walking and swimming appendages.
  • Aquatic: Deep Ones cannot drown in water (H2O) and do not need to make swim checks.
  • Low-Light Vision: A Deep One can see without penalty in shadowy illumination, ignoring concealment (but not total concealment) due to darkness.  They retain the ability to distinguish color and detail under these conditions.  Additionally, when in complete darkness, they can see light sources at three times the normal range that light source would be seen at.
  • Water-Breathing: Deep Ones can survive out of water for CON Score minutes before beginning to suffocate when their gills begin to dry out.
  • Exoskeleton: A Deep One’s thick carapace provides a +1 Natural Armor bonus to Reflex Defense
  • Mineralsense: When in water, a Deep One can ‘taste’ the water for dissolved minerals, allowing it to make a DC 10 Knowledge [Planetary Sciences] check to identify the presence of any minerals in contact with that body of water in a 20 kilometer radius. Over time, several Deep Ones working in concert with each other can use this ability to narrow down the area in which the minerals are located.
  • Languages: Deep Ones speak their own language (referred to as “Deep One”), which is communicated pheremonally when in water and via semaphore when in air.  They cannot speak other languages without electronic aid.

DWELLER, HIGH/JolKoar’Hul

High Dweller (Image by Karl Lindberg – http://karllindberg.blogspot.com/)

  • Size: Medium
  • Speed: 6 Squares
  • Gene-Stabilized: Cannot be psionic, has no potential for innate magical talent, but can become a Contractor or utilize Device Magic.
  • Bonus Feat: A High Dweller can receive Force-Control Implants as a bonus feat at character creation, or instead take any other feat that they meet the prerequisites for.
  • Culture Bonus: All JolKoar receive a Culture Bonus.
  • OPTIONAL CHOICE – Path Devotion: For most JolKoar, the paths of the Ancestors are merely advice, guidelines, and suggestions. But for others, the paths provide a narrow road to follow, defining their journey through the world. A JolKoar can choose to devote themselves to following the path of a particular ancestor. By doing so, they exchange the usual Traits and Drawbacks system for the following. In place of traits, the JolKoar receives the feats for their given ancestor as bonus feats at the following levels: 1st – Follower of X, 5th – Path of X, 10th – Journey of X, and 15th – Devotion of X. However, in place of a drawback of their choice they receive a drawback specific to their path. These drawbacks rarely take the form of mechanical penalties and instead incur role-playing requirements upon the character.  More details are listed below.
    • A’Il’Ith – The Wordbringer, The One Who Speaks What Must Be Spoken: 1st – Follower of the Wordbringer, 5th – Path of The One Who Speaks What Must Be Spoken, 10th – Journey of Words, 15th – Devotion of A’Il’Ith.
      • Drawback: A’Il’Ith is most well-known for speaking controversial opinions, including the one that led to her execution for claimed sedition.  Your devotion to the Wordbringer’s ways forces you to always speak what is on your mind.  You cannot take a back seat and let others exclude you from a conversation if you have the ability to provide input on it.
    • Bo’Lur’Zed – The Knowledgebringer, The One Who Sleeps Within The Library: 1st – Follower of the Knowledgebringer , 5th – Path of The One Who Does Not Sleep, 10th – Journey of Inspiration, 15th – Devotion of Bo’Lur’Zed.
      • Drawback: The Knowledgebringer’s fate is as much a mystery as what his actual contributions to the JolKoar’s knowledge was.  Devotees of Bo’Lur’Zed will not give up a chance to recover any hint of his fate, or any technology dating to the Golden Age of the JolKoar.
    • G’Atog’Saq – The Timebringer, The One Who Sleeps Outside of Time: 1st – Follower of the Timebringer, 5th – Path of the One Who Sleeps Outside of Time, 10th – Journey of Remembrance, 15th – Devotion of G’Atog’Saq.
      • Drawback: The Timebringer’s greatest downfall was his obsession with time and his tendency to hyper-focus on a specific matter at hand.  You suffer a -2 penalty on all attacks of opportunity and a -2 penalty to your Reflex defense vs attacks of opportunity.  You cannot ready standard actions, but can ready move and swift actions.
    • Ka’Jol – The Loyal, The First: 1st – Follower of the Loyal, 5th – Path of the First, 10th – Journey of Duty, 15th – Devotion of Ka’Jol.
      • Drawback: Shipmaster Ka’Jol’s greatest flaw is commonly remembered as his greatest asset as well.  Loyal to a fault, Ka’Jol could not go against the instructions of master.  Followers of The First likewise cannot go against the instructions of their superiors.
    • Li’Lia’Ith – The Renegade, She Who Does Not Sleep: 1st – Follower of the Renegade, 5th – Path of She Who Does Not Sleep, 10th – Journey of Freedom, 15th – Devotion of Li’Lia’Ith.
      • Drawback: The Renegade fled to not be held down by someone else’s wishes.  In doing show, she cemented her legend in the history of the JolKoar.  Similarly, devotees of the Path of the Renegade cannot stand being forced to go along with something they do not agree with.  They will use whatever means are at their disposal do something that they do not agree with.
    • Mu’Lun’Cui – The Lifebringer, The Mother of the High: 1st – Follower of the Lifebringer, 5th – Path of The Mother of the High, 10th – Journey of Life, 15th – Devotion of Mu’Lun’Cui.
      • Drawback: Followers of the Lifebringer value life above all else and cannot bring themselves to end the life of another, nor can they willfully do harm to those under their care.
    • Naq’D’Das – The One Who Knocks, The Harbinger of the Beyond: 1st – Follower of the One Who Knocks, 5th – Path of the Harbinger of the Beyond, 10th – Journey of Terror, 15th – Devotion of Naq’D’Das.
      • Drawback: Naq’D’Das is a complicated entry in the rolls of the ancestors.  One part assassin, one part explorer, they were compelled continue working as an assassin during trips into the unexplored void.  Followers of their path cannot choose to decline work that involves exploration or killing.
    • Ril’Fong’Nar – The Great Reformer, The Harbinger of Change: 1st – Follower of the Great Reformer, 5th – Path of the Harbinger of Change, 10th – Journey of Transition, 15th – Devotion of Ril’Fong’Nar.
      • Drawback: Ril’Fong’Nar devoted themselves to equal rights for all JolKoar, not just the purebloods.  Followers oft he Great Reformer must seek to rectify injustice and inequality whenever they see it…rendering them somewhat of a problem inside the current JolKoar Empire.
    • Ujo’Epoh’Vorl – The Ender of Things, The Unknowable Destroyer: 1st – Follower of the Ender of Things, 5th – Path of the Unknowable Destroyer, 10th – Journey of Destruction, 15th – Devotion of Uj’Epoh’Vorl.
      • Drawback: The Unknowable Destroyer was driven by a singular goal – conquest and the defeat of his enemies.  Similarly, his followers must seek out worthy foes to challenge themselves…of course they need to engage in honorable combat with them.
    • <Name Unknown> – The Forgotten, The Hidden Master: 1st – Follower of the Forgotten, 5th – Path of the Hidden Master, 10th – Journey of Darkness, 15th – Devotion of the Forgotten Ancestor
      • Drawback: In homage to their chosen Ancestor, followers of The Forgotten must eschew the use of their own name, and must ‘correct’ anyone who uses their name.
  • Automatic Languages: JolKoar, JolKoar’Amask
  • Culture List: Full details on JolKoar cultures are forthcoming, but an abbreviated list can be found below.
    • House A’Il – Open-Minded, Trader, Unflappable
    • House Fak’Oin – Born Pilot, Low-G Tolerance, Vehicular Engineer
    • House G’Saq – Historian, Level-headed, Specialist
    • House Hei’Pun – Explorer, Trader, Wealthy
    • House J’Nag – Cold Tolerance, Militaristic, Mountaineer
    • House Li’Beor – Religious Influence [Cult of Li’Lia’Ith], Open-Minded, Stubborn
    • House Out’Das – Born Pilot, Explorer, Vehicular Engineer
    • House Ril’Ro – Glib Tongue, Savoir-Faire, Specialist
    • House Ujo’Luf – Guerilla Fighter, Militaristic, Religious Influence [Cult of Ujo’Epoh’Vorl]

DWELLER, LOW/JolKoar’Amask

  • +6 STR, +4 CON, -4 INT, -4 CHA: Low Dwellers are burly and tough, but have been engineered for their physical capabilities, not their mental prowess.
  • Size: Medium
  • Speed: 6 Squares
  • Powerful Build: A Low Dweller is treated as a Large creature for the purposes of wielding weapons and unarmed damage.
  • Gene-Stabilized: Low Dwellers cannot be psionic and have no potential for innate magical talent, but can become a Contractor or utilize Device Magic.
  • Conditioned Servitude: Low Dwellers take a -10 penalty to their Will Defense when being targeted by a skill or ability by a High Dweller (JolKoar’Hul) or Dweller Pureblood (JolKoars).
  • Culture Bonus: All JolKoar receiver a Culture Bonus.
  • Automatic Languages: JolKoar’Amask
  • Culture List: Full details on JolKoar cultures are forthcoming, but an abbreviated list can be found below.
    • House A’Il – Open-Minded, Trader, Unflappable
    • House Fak’Oin – Born Pilot, Low-G Tolerance, Vehicular Engineer
    • House G’Saq – Historian, Level-headed, Specialist
    • House Hei’Pun – Explorer, Trader, Wealthy
    • House J’Nag – Cold Tolerance, Militaristic, Mountaineer
    • House Li’Beor – Religious Influence [Cult of Li’Lia’Ith], Open-Minded, Stubborn
    • House Out’Das – Born Pilot, Explorer, Vehicular Engineer
    • House Ril’Ro – Glib Tongue, Savoir-Faire, Specialist
    • House Ujo’Luf – Guerilla Fighter, Militaristic, Religious Influence [Cult of Ujo’Epoh’Vorl]

FOST, FUUER

  • -6 STR, -8 DEX, +2 INT, +2 WIS: Fuuer have very little in the way of physical capabilities, as their small size is taken up almost entirely by neural tissue.
  • Size: Fine.  As Fine creatures, Fuuer gain a +10 size bonus to Reflex Defense and a +20 size bonus to Stealth checks.  They have 1% of the carrying capacity of normal.
  • Speed: 1 Square, Swim 1 Square
  • Eidetic Memory: The Fuuer remember everything that they have ever seen or experienced, even through the senses of a host body. This level of acute, exacting memory detail provides them a +2 species bonus on any Intelligence-based skill check (except Force Control and Nanite Control) and allows them to take 20 on any Knowledge skill check without increasing the amount of time the check would normally take and regardless of any distractions.
  • Long-Lived: Fuuer can live for millenia, and are remarkably resilient to aging.  They gain none of the benefits or penalties of aging.  However, after about 500 years they lose the ability to bond with a Hast, slowly bloating into their large-sized Ancient form.
  • Symbiotic: A Fuuer can join with a willing Hast in a process that takes 1 minute to create a Fuset.  However, the merging of consciousness takes 1d4+5 days, during which time the Fuset is considered to be -1 step on the condition track as a persistent condition.  A Fuuer can leave its Hast body at any time, but its doing so will leave the Host dead in several days unless it is rejoined with a new Fuuer.
  • Languages: The Fuuer language is electrochemical signals that propagate through the creature’s native mucklike homes.  It is incomprehensible by non-Fuuer.

FOST, HAST

  • +2 STR, +2 CON, -2 INT, -2 CHA: Host’s are strong and hardy, but a bit dim-witted and withdrawn.
  • Size: Medium
  • Speed: 6 Squares
  • Martial Studies: Hast spend long hours during their youth honing themselves into the epitome of physical perfection.  There are numerous schools of thought on this, each with their own training regimens.  A Hast gains one of the following feats as a bonus feat, but they must meet any prerequisites for that feat: any [Martial Arts] feat, Conditioning, Dodge, Improved Defenses, or Weapon Focus (choose a Simple weapon)
  • Languages: Fost and one of any number of various languages that are found in their society

FOST, FUSET

  • Template: Fuset is a template that is applied to a Hast.
  • +2 INT, +2 WIS, CHA 10 or Hast’s: The Host gains the benefits of the additional mental power of the Fuuer, however the merged nature of the personalities of the Fuuer and Host leave them somewhat detached from others.  A Fuset’s Charisma is 10, unless the Host’s Charisma was higher than 10 prior to the acquisition of the Fuset template.
  • Eidetic Memory: The Fuuer remember everything that they have ever seen or experienced, even through the senses of a host body. This level of acute, exacting memory detail provides the Fuset a +2 species bonus on any Intelligence-based skill check (except Force Control and Nanite Control) and allows them to take 20 on any Knowledge skill check without increasing the amount of time the check would normally take and regardless of any distractions.
  • Merged Being: A Hast and Fuuer continue to accrue XP and levels separately from each other, but the Fost has access to the skills, feats, and talents of both.  While merged, a Fuuer has no Reflex Defense, but still has a Fortitude Defense and Will Defense.  The two creatures have separate HP totals, but damage is applied to the Host unless the attack is a critical hit or skill check behind the damage source is a natural 20, in which case the damage is applied to the Fuuer as well.  In the event the Hast is killed, the Fuuer can be rejoined into a new Host body.  Poison and toxins administered to the Host affect the Fuuer as well.
  • Dual Consciousness: Fuset are more resistant to psionic intrusion thanks to their dual consciousness.  They gain a +5 Species bonus to their Will defense vs Psionics.

HAND OF ACTION, BASE CASTE

  • +2 Strength, +2 Wisdom: Compared to humanity, the Hand of Action is native to a high-gravity world (roughly 2G).  Correspondingly, the have a better-developed musculature.  In addition, their innate magical talent leaves them with a closer tie to those abilities.
  • Size: Medium
  • Speed: 6 Squares
  • Magery Training: All Hands of Action receive Mage Talent for one of Elementalism, Shamanism, or Theurgy as a bonus feat at character creation.
  • Natural Magical Talent: Hands of Action add a single use each of Combustion and Strike Boost to their Spell Suite. *Note: Any use of the Strike Boost spell by a Hand of Action takes the form of a brilliant bright burst of fire, regardless of the type of damage done by Strike Boost.
  • Low-Light Vision: Hands of Action ignore concealment (but not total concealment) from darkness.
  • Fire Resilient: A Hand of Action ignores the first 20 points of fire damage it takes per round. It is immune to damage from overly hot conditions, up to 150 C.
  • Hydrogen Peroxide Blood: The prevalence of Hydrogen Peroxide in the Hand of Action’s biochemistry gives them a feature. Whenever they are damaged by a metal object which causes bleeding (so all damage except for bludgeoning), they take an additional 1d6 damage as the substance reacts with the H2O2 in their bodies, and the object takes the same amount of damage.
  • Automatic Languages: Action, Temperance

HAND OF ACTION, NOBLE CASTE

RESTRICTION: Only usable as a player character with GM’s permission.

  • +2 Strength, +2 Wisdom: Compared to humanity, the Hand of Action is native to a high-gravity world (roughly 2G).  Correspondingly, the have a better-developed musculature.  In addition, their innate magical talent leaves them with a closer tie to those abilities.
  • Size: Medium
  • Speed: 6 Squares, Fly 8 Squares
  • Magery Training: All Hands of Action receive Mage Talent for one of Elementalism, Shamanism, or Theurgy as a bonus feat at character creation.
  • Natural Magical Talent: Hands of Action add a single use each of Combustion and Strike Boost to their Spell Suite. *Note: Any use of the Strike Boost spell by a Hand of Action takes the form of a brilliant bright burst of fire, regardless of the type of damage done by Strike Boost.
  • Low-Light Vision: Hands of Action ignore concealment (but not total concealment) from darkness.
  • Fire Resilient: A Hand of Action ignores the first 20 points of fire damage it takes per round. It is immune to damage from overly hot conditions, up to 150 C.
  • Hydrogen Peroxide Blood: The prevalence of Hydrogen Peroxide in the Hand of Action’s biochemistry gives them a feature. Whenever they are damaged by a metal object which causes bleeding (so all damage except for bludgeoning), they take an additional 1d6 damage as the substance reacts with the H2O2 in their bodies, and the object takes the same amount of damage.
  • Automatic Languages: Action, Temperance

HAND OF ACTION, LEADER CASTE

RESTRICTION: Not usable as a player character.

  • +4 STR, +2 WIS, +2 CHA: Compared to humanity, the Hand of Action is native to a high-gravity world (roughly 2G).  Correspondingly, the have a better-developed musculature.  In addition, their innate magical talent leaves them with a closer tie to those abilities.  The Leader Caste receives special training in leadership as they mature, leading them to be more charismatic than the other three castes.
  • Size: Large.  The Leader Caste are bulkier than the Base and Noble castes.
  • Speed: 6 Squares
  • Magery Training: All Hands of Action receive Mage Talent for one of Elementalism, Shamanism, or Theurgy as a bonus feat at character creation.
  • Natural Magical Talent: Hands of Action add a single use each of Combustion and Strike Boost to their Spell Suite. *Note: Any use of the Strike Boost spell by a Hand of Action takes the form of a brilliant bright burst of fire, regardless of the type of damage done by Strike Boost.
  • Low-Light Vision: Hands of Action ignore concealment (but not total concealment) from darkness.
  • Fire Resilient: A Hand of Action ignores the first 20 points of fire damage it takes per round. It is immune to damage from overly hot conditions, up to 150 C.
  • Hydrogen Peroxide Blood: The prevalence of Hydrogen Peroxide in the Hand of Action’s biochemistry gives them a feature. Whenever they are damaged by a metal object which causes bleeding (so all damage except for bludgeoning), they take an additional 1d6 damage as the substance reacts with the H2O2 in their bodies, and the object takes the same amount of damage.
  • Automatic Languages: Action, Temperance

HAND OF TEMPERANCE

  • +2 Wisdom, +2 Charisma: The Hand of Temperance’s innate magical talent leaves them with a closer tie to those abilities.  They long ago eschewed martial pursuits, preferring to act as diplomats, so they emphasize training on social abilities.
  • Size: Medium
  • Speed: 6 Squares, Fly Speed 6 Squares (but requires unoccupied squares on either side perpendicular to the direction of movement), Fly 1 Squares (starship scale)
  • Magery Training: All Hands of Temperance receive Mage Talent for one of Elementalism, Shamanism, or Theurgy as a bonus feat at character creation.
  • Natural Magical Talent: Hands of Temperance add a single use each of Strike Boost and Thrust to their Spell Suite. *Note: Any use of the Strike Boost spell by a Hand of Temperance takes the form of a brilliant bright burst of light, regardless of the type of damage done by Strike Boost.
  • Vacuum-Resistant Physiology: A Hand of Temperance is immune to the effects of a vacuum and zero-g and as such may travel freely in space. Furthermore, a Hand of Temperance can survive without sustenance for a number of days equal to three times their constitution score.  While travelling in a vacuum, a Hand of Temperance enters a form of hibernation and is treated as unconscious until they are in a breathable atmosphere again.
  • Explosive: Due to the amount of hydrogen present in their biochemistry, a Hand of Temperance reacts poorly to fire, and takes an additional 20 damage the first time they take fire damage in a day. Regardless of how much damage the attack does, they move 2 steps down on the condition track, and this is a persistent condition either removed via the Treat Injury skill or 8 hours of rest. Removing this condition resets this weakness for the day.
  • Automatic Languages: Temperance, Action

HIVE (GM APPROVAL REQUIRED)

  • -8 STR, +8 DEX, +10 INT, +8 WIS, -8 CHA: Hive swarms are of vast intelligence and wisdom, but their machine-like nature makes them hard to comprehend.
  • LIMITED POINT BUY: When creating a Hive colony, you only have 20 points to spend.
  • POWERFUL CREATURE: Playing as a Hive induces a -3 penalty to your character level, meaning that Hive can only be played in a game that is at least level 3.  In a level 3 game, a Hive has no class levels, only its racial beast levels.
  • BEAST LEVELS: A Hive colony begins play with 2 levels of the Beast class.  This provides 2d8 hit dice, 1 feat, and a number of trained skills equal to 1 + Intelligence Modifier.  A Hive colony can choose these trained skills from any skill, but does not gain any new trained skills when taking a level of a heroic class.
  • Size: Fine.  A Hive colony is a swarm of universal assemblers, making it functionally a fine-sized creature.  It gains a +10 size modifier to its Reflex Defense, a +20 size modifier to Stealth Checks, and has its carrying capacity reduced to 1% of normal.
  • Speed: Fly 6 Squares
  • Machine-Based: A Hive colony cannot take the Mage Talent feat under any circumstances.
  • Nanite Swarm: Hive colonies are immune to all damage except for non-autofire area-of-effect attacks and any source of electricity or ion damage.  Additionally, they are also immune to psionic effects, poison, stunning, nonlethal damage, fatigue, exhaustion, flanking, tripping, bull rushing, and grappling.
  • Low Light Vision: A Hive colony takes no penalty to perception and ranged attacks in low-light conditions, and can still see in color and full detail in these conditions.
  • Darkvision: A Hive colony can see in complete darkness as long as there is some form of electromagnetic radiation present, however it loses the ability to distinguish color (as humans know it) in these situations.
  • Swarm Attack: A Hive colony can automatically inflict 1d8+1 points of damage on anything it shares a square with.  This counts as a natural weapon attack, does not provoke an attack of opportunity, and deals additional damage equal to 1/2 the Hive colony’s heroic level (if any).  Additionally, this effect can also inflict Distraction (see below).
  • Distraction: A creature that takes damage from a Hive colony’s Swarm Attack can be nauseated. Any living creature that takes damage from a the Swarm Attack if the Hive colony succeeds on an attack vs the target’s Fortitude Defense.  The Hive colony uses it’s Dexterity score for the attack.  Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, cast incantations, cast true incantations, use nanite abilities, manifest psionic powers, activate force spells, concentrate on spells/powers/incantations/nanite abilities/force spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
  • Nanite-Based: The nanite swarm is considered to have CEC Nanite Implants for the purposes of taking the NMS Training feat.  It is automatically trained in the Nanite Control skill.  It is also considered to have a neural interface for the purposes of interfacing with computer systems, however it does require a direct connection to the computer system in order to interact with it (it must be sharing the same square as the computer or adjacent to it).
  • Languages: Hive colonies speak their own incomprehensible machine language, but can learn to communicate in any language – including pheremonally-based ones.

HUMANS

  • CHOOSE ONE OF THE FOLLOWING:
    • Normal Human: A human can choose any feat that they qualify for at level 1 as a bonus feat.
    • Combat Engineer Corpsman (Restriction – Intelligence and Constitution must both be 12 or higher): CEC Members must be hardy to deal with the stresses of having a nanite system implanted in them, and they must be smart enough to learn how to utilize the system. CEC members receive the NMS Implants feat for free, and receive the standard starting nano-augmentations for a CEC member. You gain access to CEC Nanotech Abilities.
    • Psionically-Talented (Restriction – Charisma must be 12 or higher): You are trained in the Psionics skill and gain access to Psionic Abilities.
    • Magically-Talented (Restriction – Must have a Wisdom score of 12 or higher): Humans with innate magical potential gain the Mage Talent feat as a bonus feat, and must choose between Elementalism, Shamanism, and Theurgy as their starting magical system, and gain access to the corresponding Magic Abilities. They are automatically trained in the Magery skill.
  • Culture Bonus: All Humans receive a Culture Bonus.
  • Automatic Language: Terran Standard, plus an additional one dependent on origin location (see the list below)
  • Origin Locations: Use the following list to choose your additional language and for suggestions for your Culture Bonus.
    • AMERICAN (Former USA, any of the current Coalition of America)
      • Bonus Language: English, French, German, Italian, Russian, Chinese, or Japanese
      • RECOMMENDED CULTURE OPTIONS: Adaptable, Cold Tolerance, Heat Tolerance, Jack-of-All-Trades, Vehicular Engineer, or Wealthy
    • ARABIAN (United Arab States [basically, any Middle Eastern nation not otherwise listed below])
      • Bonus Language: Arabic
      • RECOMMENDED CULTURE OPTIONS: Desert Dweller, Guerrilla Fighter, Militaristic, or Religious Influence
    • ARGENTINIAN
      • Bonus Language: Spanish
      • RECOMMENDED CULTURE OPTIONS: Adaptable, or Agricultural
    • AUSTRALIAN
      • Bonus Language: English
      • RECOMMENDED CULTURE OPTIONS: Adaptable, or Explorer
    • BALTIC (Estonia, Latvia, and Lithuania)
      • Bonus Language: Lithuanian, Latvian, Estonian, Belarusian, or Russian
      • RECOMMENDED CULTURE OPTIONS: Cold Tolerance, Militaristic, or Surgeon’s Touch
    • BRAZILIAN
      • Bonus Language: Portuguese
      • RECOMMENDED CULTURE OPTIONS: Gregarious, Militaristic, or Specialist
    • CANADIAN
      • Bonus Language: English or French
      • RECOMMENDED CULTURE OPTIONS: Cold Tolerance, Explorer, or Forester
    • CENTRAL AMERICAN (Anything south of Mexico and north of the border of South America)
      • Bonus Language: French or Spanish
      • RECOMMENDED CULTURE OPTIONS: Guerilla Fighter, or Jungle Dweller
    • CHILEAN
      • Bonus Language: Spanish
      • RECOMMENDED CULTURE OPTIONS: Militaristic, Mountaineer, or Trader
    • CHINESE
      • Bonus Language: Chinese [Mandarin] or Chinese [Cantonese]
      • RECOMMENDED CULTURE OPTIONS: Agricultural, Efficient, Industrious, Trader, or Wealthy
    • COLOMBIAN
      • Bonus Language: Spanish
      • RECOMMENDED CULTURE OPTIONS: Guerilla Fighter, or Jungle Dweller
    • EGYPTIAN
      • Bonus Language: Arabic
      • RECOMMENDED CULTURE OPTIONS: Desert Dweller, Historian, or Militaristic
    • ENGLISH
      • Bonus Language: English
      • RECOMMENDED CULTURE OPTIONS: Savoir-Faire, Unflappable, or Wealthy
    • FRENCH
      • Bonus Language: French
      • RECOMMENDED CULTURE OPTIONS: Charming, Connoisseur, Savoir-Faire, or Wealthy
    • GERMAN
      • Bonus Language: German or Hungarian
      • RECOMMENDED CULTURE OPTIONS: Industrious, Militaristic, or Wealthy
    • GREEK/BALKAN
      • Bonus Language: Greek, Albanian, Bosnian, Croatian, Serbian, Bulgarian, Romanian, Macedonian, Slovenian
      • RECOMMENDED CULTURE OPTIONS: Distrustful, Militaristic, Professional Sportsman, or Streetwise
    • INDIAN
      • Bonus Language: Hindi
      • RECOMMENDED CULTURE OPTIONS: Efficient, Industrious, Religious Influence, or Trader
    • INDONESIAN
      • Bonus Language: Bhasa
      • RECOMMENDED CULTURE OPTIONS: Guerilla Fighter, Jungle Dweller, Militaristic, Seagoing, or Streetwise
    • IRISH
      • Bonus Language: English or Gaelic
        RECOMMENDED CULTURE OPTIONS: Gregarious, Specialist
    • ISRAELI
      • Bonus Language: Arabic AND Hebrew
      • RECOMMENDED CULTURE OPTIONS: Guerilla Fighter, Militaristic, or Religious Influence
    • ITALIAN
      • Bonus Language: Italian
      • RECOMMENDED CULTURE OPTIONS: Connoisseur or Professional Sportsman
    • JAPANESE
      • Bonus Language: Japanese
      • RECOMMENDED CULTURE OPTIONS: Efficient, Industrious, Level-headed, Light Sleeper, or Wealthy
    • LAUNCHED (Emigrated from Earth to Luna)
      • Bonus Language: Chinese, English, or Russian
      • RECOMMENDED CULTURE OPTIONS: Cold Tolerance, Low-G Tolerance, Miner, Tunnel Rat, or Vehicular Engineer
    • LUNITE (2nd-generation Luna resident, i.e. the child of someone who was born on Luna)
      • Bonus Language: Chinese, English, or Russian
      • RECOMMENDED CULTURE OPTIONS: Born Pilot, Cold Tolerance, Low-G Tolerance, Miner, Tunnel Rat, or Vehicular Engineer
    • MARSIE (1st-generation Mars resident, i.e. the first generation born on Mars)
      • Bonus Language: English or Russian
      • RECOMMENDED CULTURE OPTIONS: Born Pilot, Cold Tolerance, Explorer [Exotic only], Low-G Tolerance, Vehicular Engineer
    • MOONIE (1st-generation Luna resident, i.e. the first generation born on Luna)
      • Bonus Language: Chinese, English, or Russian
      • RECOMMENDED CULTURE OPTIONS: Born Pilot, Cold Tolerance, Low-G Tolerance, Miner, Tunnel Rat, or Vehicular Engineer
    • MEXICAN
      • Bonus Language: Spanish
      • RECOMMENDED CULTURE OPTIONS: Desert Dweller, Heat Tolerance, Militaristic, or Streetwise
    • NIGERIAN
      • Bonus Languages: English, Hausa, Igbo, or Yoruba
      • RECOMMENDED CULTURE OPTIONS: Militaristic, Streetwise, Trader, or Wealthy (Nigeria controls the largest known deposit of Rigarium on Earth)
    • PALESTINIAN
      • Bonus Language: Arabic AND Hebrew
      • RECOMMENDED CULTURE OPTIONS: Guerilla Fighter, Militaristic, Religious Influence, or Streetwise
    • POLISH
      • Bonus Language: Polish
      • RECOMMENDED CULTURE OPTIONS: Repetitious or Team Player
    • REDDIE (Emigrated from Earth or Luna to Mars)
      • Bonus Language: English or Russian
      • RECOMMENDED CULTURE OPTIONS: Cold Tolerance, Explorer [Exotic only], Low-G Tolerance, or Vehicular Engineer
    • RUSSIAN
      • Bonus Language: Russian
      • RECOMMENDED CULTURE OPTIONS: Cold Tolerance, Industrious, Level-Headed, Militaristic, or Vehicular Engineer
    • SCANDINAVIAN (Denmark, Finland, Iceland, Norway, or Sweden)
      • Bonus Language: Norwegian, Swedish, Finnish, Icelandic, or Danish
      • RECOMMENDED CULTURE OPTIONS: Cold Tolerance, Forward Thinking, or Militaristic
    • SCOTTISH
      • Bonus Language: English, Gaelic, or Scottish
      • RECOMMENDED CULTURE OPTIONS: Explorer or Stubborn
    • SOUTH AFRICAN
      • Bonus Language: Afrikaans
      • RECOMMENDED CULTURE OPTIONS: Forward Thinking, Streetwise, or Trader
    • SPANISH
      • Bonus Language: Spanish, Portuguese
      • RECOMMENDED CULTURE OPTIONS: Glib Tongue or Open-Minded
    • SWISS
      • Bonus Language: Swiss
      • RECOMMENDED CULTURE OPTIONS: Cold Tolerance, Militaristic, or Mountaineer
    • TURKISH
      • Bonus Language: Turkish
      • RECOMMENDED CULTURE OPTIONS: Heat Tolerance or Militaristic
    • UKRANIAN
      • Bonus Language: Russian or Ukranian
      • RECOMMENDED CULTURE OPTIONS: Agricultural, Militaristic, or Vehicular Engineer
    • VATICAN (OR MONASTIC/PRIESTLY UPBRINGING)
      • Bonus Language: Latin
      • RECOMMENDED CULTURE OPTIONS: Good Listener, Historian, or Religious Influence
    • WELSH
      • Bonus Language: Welsh
      • RECOMMENDED CULTURE OPTIONS: Jack-of-All-Trades or Specialist

IMPERIUMITE

  • -4 DEX, +4 CON, +2 CHA: Imperiumites are hardy creatures, but are hopelessly clumsy.  They are strong of personality, but most sentient races regard them as ‘abrasive.’
  • Size: Large
  • Speed: Walk 1 Squares, Swim 6 Squares.  Imperiumites have limited capability to ambulate on land, but are much more agile in their native environment.  While on land, they usually move by mechanized transportation.
  • Natural Armor: An Imperiumite has a very thick layer of subcutaneous fat, which is both a product of evolution and culture.  Regardless of the origins of this fat, it provides a +2 Natural Armor bonus to Reflex Defense.
  • Deep Breather: Imperiumites have extremely large lung capacity, a product of their evolution as air-breathing aquatic creatures.  An Imperiumite can hold its breath for a number of minutes equal to its Constitution score.
  • Psionic-Led Society: Psionic abilities are held in high regard by Imperiumites, and magical talent among their own kind is regarded as a dangerous mutation which must be purged.  As such, mages are virtually non-existent among Imperiumites, and a Imperiumite cannot have the Mage Talent feat.
  • Pactrician or Pleb: When creating an Imperiumite, roll 1d100.  On a result of 96-100, the Imperiumite is blessed with Psionic abilities, and is a member of the elite Pactrician caste.  This Imperiumite gains the Psionics skill as a bonus trained skill and receives the Psionic Training feat as a bonus feat.  On a result of 1-95, the Imperiumite is a Pleb, born into a societal role by virtue of bloodline.  Roll 1d00 and consult the table below to determine this role, and the effects of this predetermined place in society.

    D100 Result

    Role

    01-10

    Soldier – Imperium military doctrine revolves around never actually having to engage in anything resembling hand-to-hand combat, or any personal combat for that matter.  Dugong soldiers utilize brain-computer interfaces to remotely control drone weaponry from a safe distance.  You receive the Neural Interface Training feat as a bonus feat and Use Computer as a bonus trained skill.

    11-19

    Artisan – Perhaps the one redeeming quality of the Glorious Imperium in the eyes of all it views as ‘primitive barbarians’ is that the Imperium is regarded as an excellent source of art, which it is more then willing to sell to purchases across space.  Artisan Plebians are tasked with developing new art of all forms for the Pactrician class and for export.  You receive the Artist or Musician feat as a bonus feat, and receive a +5 bonus to all skill checks made to use the feat that you choose.

    20-35

    Clergy – The Glorious Imperium is an extremely pious civilization, single-minded in its devotion to the Father of the Imperium, The Eternal Emperor of the Glorious Imperium.  This figure is a ruler from their ancient past who united the Imperium under His rule.  The Eternal Emperor’s name has been lost to history, or purposely forgotten, some theorize.  Regardless, a respectable portion of plebians sole duty is to maintain the faith in some way, shape, or form.  You receive Knowledge (Culture [Glorious Imperium]) and Persuasion as bonus trained skills.

    36-45

    Bureaucrat – The bureaucracy are wheels on which the Imperium rolls.  While the political power of the Imperium rests with the psionically-talented Pactricians, it is the bureaucrats that actually make sure things get done.  You receive Knowledge (Civics) as a bonus trained skill and Skill Focus (Knowledge (Civics)) as a bonus feat.

    46-55

    Scientist – The Glorious Imperium does not specialize in a specific kind of science like some species, and is instead takes a more generalistic approach to research.  However, each clan in the Scientist caste has their own speciality.  You receive one of the following as a bonus trained skill, and Skill Focus in that skill as a bonus feat: Knowledge (Behavioral Sciences), Knowledge (Life Sciences), Knowledge (Physical Sciences), Knowledge (Planetary Sciences), or Knowledge (Technology).

    56-70

    Manual Laborers – ‘Manual labor’ among the Imperium usually doesn’t refer to working with ones hands – mainly because Imperiumites lack hands.  ‘Manual Laborer’ covers all other jobs in the Imperium that do not fall under another caste – transportation pilots, factory workers, support staff, medical workers, and so on.  You receive one bonus trained skill of your choice, and Skill Focus in that skill as a bonus feat.

    71-91

    Harvesters – Harvesters are in charge of ensuring that the Glorious Imperium always has enough food, or at least enough food for the Pactricians to think that the Imperium has enough food.  Sometimes, especially on backwater worlds, Harvesters have to make do and produce food from unlikely sources.  You receive Knowledge (Life Sciences) and Survival as bonus trained skills.

    91-100

    Merchants – “Odd” in the eyes of most Imperiumites are the Merchant caste.  These unique members of the Imperium are tasked with obtaining resources from outside the Imperium from ‘primitive barbarians.’  While the members of the Merchant caste are still seen as horrible condescending and abrasive by other species, they are trained to make up for it.  You receive Persuasion as a bonus trained skill, and Skill Focus (Persuasion) as a bonus feat.

  • Mage-Suspicious: While the Glorious Imperium’s cultural “purge the mages” mindset does not extend to their opinion of members of other species, they are still wary of magic in all its forms.  When making a Perception check to Sense Deception on a creature that an Imperiumite knows to have magical talent, it takes a -10 penalty on the check, even if using psionic abilities to evaluate that creature.
  • Condescending: While Imperiumites are renowned for their forceful personalities, their demeanor comes across to most sentients as horribly condescending and abrasive, a product of the Glorious Imperium’s cultural belief that they represent the pinnacle of evolution, and that all other species are primitive barbarians, save for those few who have evolved beyond their corporeal bodies and are therefore clearly more advanced then the Glorious Imperium.  An Imperiumite takes a -5 penalty on all Persuasion checks made to negotiate with any sentient, corporeal creature.
  • Automatic Languages: Glorious Imperial and Imperial

LISSONIAN

  • Size: Medium
  • Speed: 6 Squares
  • Radiation Resistance: Lissonians have a +4 Species bonus to Fortitude Defense against radiation
  • Retractable Claws: 1d4 slashing damage.  A holdover from their time as a strictly tree-dwelling species, these claws can be extended or retracted as a swift action.
  • Impact-Resistant: Lissonians have a natural damage reduction vs bludgeoning damage (including explosions) equal to their Constitution modifier (minimum 1), this stacks with all other damage reduction.  This damage reduction is doubled against falling damage.
  • Expert Climber: Due to their arboreal background, Lissonians may choose to take 10 on Climb checks even when distracted or threatened.
  • Jungle Bond: Lissonians do not take the normal -5 penalty on the Persuasion checks when dealing with undomesticated creatures with an Intelligence of 2 or lower.  This counts as the Charm Beast talent for the purpose of taking talents from the Shamanism magic talent tree.  Lissonians may take the Bonded Mount and Soothing Presence talents without being trained in Magery.
  • Low-Light Vision: A Lissonian takes no penalty to perception and ranged attacks in low-light conditions, but it still suffers a penalty in darkness.
  • Culture Bonus: All Lissonians receive a Culture Bonus.
  • Languages: A Lissonian starts play speaking Lissonian, and a language based on their culture (see below): Charesh, Leef, Mariata, Railaka, Shakana, Taina, or Zaina
  • Culture List: Full details on Lissionian cultures are forthcoming, but suggested culture bonuses are listed below.
    • Charesh – Born Pilot, Desert Dweller, Heat Tolerance, Level-Headed, Seagoing
    • Leef – Agricultural, Charming, Connoisseur, Gregarious, Jungle Dweller
    • Mariata – Forester, Glib Tongue, Jack-of-All-Trades, Jungle Dweller
    • Railka – Efficient, Forester, Forward-Thinking, Industrious, Jungle Dweller, Specialist
    • Shakana – Adatptable, Distrustful, Explorer, Forester, Guerilla Fighter, Jungle Dweller
    • Taina and Zaina – Forester, Good Listener, Historian, Jungle Dweller, Religious Influence

MIND OF INTELLIGENCE “BONDED” (GM PERMISSION REQUIRED)

  • ACQUIRED TEMPLATE: The Bonded template can be added to any carbon-based lifeform.  It cannot be added to non-Carbon based lifeforms such as Proximans.
  • Abilities: Bonded gain the a +4 bonus to their Intelligence and Wisdom. Their Charisma scores are decreased by 2 because of the detached, dispassionate nature of their personalities after the merger.  The Intelligence, Wisdom, and Charisma modifications do not apply when determining the number of nanite abilities, spells, powers, incantations, or vehicle maneuvers learned by a character.
  • Fast Healing: Bonded have a phenomenal healing rate and can recover from devastating injuries in a short amount of time, as the microbial nature of the Mind allows it to supercharge the host’s recovery systems. As long as a bonded has not died outright from damage (brought to -10 hit points or took damage that sent it below 0 HP that exceeded its damage threshold), it heals 1 hit point every 4 rounds from any kind of damage. This quality is always active but does not permit the reattachment of limbs. Sensory organs regrow and in 2d6 days.  Critical organs and small limbs (fingers and toes) will regrow in 2d8 days (but obviously there either needs to be a redundant organ or outside support during this time).  Hands or feet will regrow in 2d10 days, and entire limbs will regrow in 2d12 days.  It is hard to predict the regrowth rate, and sometimes a limb will grow back faster than an eye.
  • Coordinated Action: Due to the short-range telepathy of the Mind that allowed it to evolve to its current state, Bonded work better in groups. For every other Bonded within 15 squares, a Bonded gains a +1 morale bonus to skill checks, attack rolls, and saving throws to a maximum bonus of +5. This bonus is only gained from conscious Bonded; unconscious or comatose Bonded cannot contribute or benefit from it.
  • Intelligent Immune System: Bonded are immune to all kinds of disease, as the presence of their Mind microbes buffers their physiology against the effects of biological agents of any kind. Against non-biological agents such as nanites, they have a +5 bonus to their Fortitude defense to counter them.
  • Skills: As the host, but Bonded gain a +5 bonus to all skill checks except for Force Control, Nanite Control and Psionics (Mind has no experience with these).  This bonus stacks with training in a skill and with the bonus provided by the Skill Focus feat.

PROXIMAN

  • +2 Strength +2 Constitution -2 Dexterity: Proximans are strong and hardy, but the addition of a second opposable digit and more rigid skeletal structure makes them slightly less dexterous than humans.
  • Size: Medium
  • Speed: 6 Squares
  • Temperature Adaptation: Proximans are resistant to a wide range of temperatures, and are comfortable between -100 and +25 Celsius. They do not take risk environmental damage between this temperature range. Proximans can safely survive temperatures ranging from +26 to +37 Celsius for periods of time, but they are extremely uncomfortable as they risk de-ammonization (think dehydration), and they usually wear refrigeration bodysuits in these temperatures.
  • Nitrous-Oxide Breathers: The standard Proximan atmosphere is mostly nitrous oxide, their bodies separate the oxygen from the nitrogen in their lungs and they exhale the oxygen back out. A Proximan can breathe an earth-standard atmosphere without aid, but they suffer from symptoms similar to oxygen toxicity in humans. In game terms, this functions as a -2 penalty to Wisdom, which lasts for an additional 10 minutes after returning to their normal atmosphere. A Proximan can use a breather mask (available for 500 credits) or an adaptation implant (which costs 3000 credits including the surgery) to breathe human atmosphere without penalty for an indefinite period of time. Extend periods of exposure unaided can have additional effects, at the GM’s discretion.
  • Ammonia-Based: As a response to their homeworld’s dwindling greenhouse effect millennia ago, lifeforms on Proxima Prime evolved to have high-pressure circulatory systems and an extremely resilient musculoskeletal system, which allowed them to survive in low atmospheric pressures. A Proximan’s circulatory system could be best compared to a series of extremely resilient pipes, containing liquid ammonia (and other things) at around 1,070 kilopascals (around 155 PSI). A Proximan’s vital fluids exposed to any temperature and atmospheric pressure condition where ammonia is a gas rapidly boil off, leading to catastrophic organ and integrity failure. A Proximan that is moved to the bottom of the condition track via physical damage will explode in three rounds if proper medical treatment is not given, leading to death and possible shrapnel damage to adjacent creatures. Proper medical treatment requires moving the Proximan at least one step up the condition track, and this can me accomplished by a DC 25 Treat Injury check taking a full round. This requires a medkit designed for use on Proximans, standard Terran medkits do not have the supplies to treat this. Treating this without a Proximan-stocked medkit raises the DC to 35. While mere exposure to water (H2O) will not harm a Proximan, getting water into their bodies acts as a poison. Water is effectively an Injury or Ingested poison for Proximans, and it makes an attack vs their Fortitude Defense with a +10 bonus. If this attack hits, it does 1 Constitution damage and 3d6 damage per round for 15 rounds without proper treatment.
  • Durable: Proximans are an inherently resilient species. Their tough hides and resilient skeletal structure gives them a +1 natural armor bonus to Reflex defense and a +5 resiliency bonus to Fortitude defense when dealing with impact hazards.
  • Darkvision: Proximan eyes are adapted for life on a planet orbiting a red dwarf star, and as such they have the ability to see in the infrared spectrum. Proximans ignore concealment (including total concealment) from darkness. However, their limited ability to see into the Human-Visible spectrum leaves them colorblind above yellow, they perceive green, blue, indigo, and violet as increasing shades of black.
  • Non-Magical: Proximans have no capability for innate magic, and can therefore only learn Spirit Binding or Device Magic.
  • Languages: Proximans have their own language (known as Proximan) that they speak (Humans can learn it, but it has a prerequisite of INT (to understand) and DEX (to speak) of at least 14. Proximans, however, can learn Human languages with little difficulty, but speak with a noticeable accent.
  • Culture List: Full details on Proximan cultures are forthcoming, for the moment just pick whatever you want for culture bonuses.

RISANTHA

Risantha (Source was CGHub, and CGHub is dead…and I haven’t found it posted anywhere else…)

  • +2 Wisdom: Risantha are closely tied to their bound spirit, leaving them with a natural predilection towards magic and dealing with spirits.
  • Size: Medium
  • Speed: 6 Squares
  • Magery Training: All Risanthan receive Mage Talent for Spirit Binding as a bonus feat at character creation.
  • Cold-Blooded: Risantha become lethargic in cold temperatures, and take a -5 penalty to their Fortitude defense for dealing with the effects of extreme cold.
  • Forever Bound: For the purposes of the character-level dependent effects of Spirit Binding, a Risanthan gains a +2 bonus to their effective character level.
  • Naturally Bound: A Risantha does not gain the Slowed Ageing feature of Spirit Binding, and instead receives a +2 bonus to one ability score of their choice when they reach character level 5. For the purposes of this, the +2 bonus to effective character level from Forever Bound does not apply. Additionally, a Risantha never manifests a Sign of their bound spirit, and is always treated as manifesting a sign for the purposes of Bound Spirit abilities.
  • Automatic Languages: Risanthan

SPEAKERS

  • +2 STR, -2 DEX, -4 CON, +2 WIS: Speakers are strong and perceptive, but clumsy and fragile.
  • Size: Small.  As small creatures, Speakers gain a +1 Size bonus to Reflex Defense and a +5 Size bonus to Stealth checks.  Their carrying capacity is 75% of normal.
  • Speed: 2 Squares, Fly 6 Squares
  • Biological Radar: Speakers use their natural ability to emit and sense electromagnetic waves in the 6GHz range to see in the absence of light.  This grants them blindsight out to a range of 30 squares, but certain materials can block this ability.
  • Nocturnal: Speakers are naturally nocturnal creatures.  Until a Speaker spends a week adjusting to diurnal life (that is, sleeping during local-night and being active during local-day), it is considered -1 step on the condition track as a persistent condition.
  • Light Blindness: Without the aid of items like sunglasses, Speakers suffer a -5 penalty to all visual Perception checks and a -2 penalty to all attack rolls in standard lighting conditions.
  • Psionic-Immune: Speakers are immune to Psionics.  Nobody knows why. They’re seen as dead-zones to psionically-talented creatures.
  • Languages: Speakers communicate with each other via electomagnetic waves in the 6GHz frequency range, and cannot communicate with other species that cannot comprehend these signals without using electronic assistance.

TA

Ta (the little things crawling on the guy) (Image by Raven Mimura – http://www.ravenmimura.com/)

  • -6 Strength, +6 Dexterity, +4 Intelligence: The Ta are extremely small, limiting their natural strength, but correspondingly increasing their dexterity.  The Ta’s three brains and completely-electrical nervous system drastically increases their reaction speed and cognitive abilities, while limiting their physical size.
  • Size: Diminutive
  • Speed: 2 Squares, Climb 6 Squares
  • Temperature-Sensitive: Ta tend to overwork themselves easily in warm temperatures, and become lethargic in cold temperatures. They take a -5 penalty to their Fortitude defense for dealing with the effects of extreme heat or extreme cold.
  • Climbing Claws: A Ta’s climbing claws in their legs can be utilized as natural weapons, but they deal a 1 point of damage instead of rolling dice. This damage is not penalized by a low Strength score, but is increased as normal for weapons.
  • Poor Depth Perception: As a result of having only one eye, the Ta have a difficult time determining how far away they are from things. When making ranged attack rolls without the aid of electronic rangefinders, Ta suffer double range increment penalties. In addition, Ta suffer a -4 penalty to visual-based Perception checks.
  • Dual Training: In addition to selecting a Training Option, Ta are also trained in a Knowledge skill of their choice, chosen from all Knowledge skills (even those not on their class skill list).
  • Automatic Languages: Xylat’ta’acr Pheremone Language, Ta (can be understood by non-Ta, but communicating in it is difficult for non-Ta), Simplified Ta

TEUTHIDOID

  • -4 Strength, +2 Dexterity, -2 Constitution, +2 Charisma: Teuthidoids are weaker and less hardy than most humanoid creatures, primarily due to being adapted to underwater life. They are quite adept at using their tentacles, and have formidable mental powers.
  • Size: Medium
  • Speed: 2 Squares (land), 6 Squares (water)
  • Aquatic: Teuthidoids cannot breathe air, since they have gills – not lungs. A Teuthidoid can survive out of the water for a number of minutes equal to its Constitution modifier before it begins to suffocate.
  • Bonus Trained Skill: Teuthidoids are automatically trained in the Psionics skill.
  • Naturally Telepathic: Teuthidoids can use the Telepathy application of the Psionics skill with the following changes. Any creature that they can see, be it via direct eye contact or visual communication systems can be communicated to using the Telepathy application as a non-action. The DCs for communication also drop by 5. They also receive the Perfect Telepathy talent from the Telepath Talent Tree (see Psionics).
  • Stoic: Teuthidoid physiology and their lack of a face (at least in the humanoid sense) make them difficult for other species to read accurately. Any non-Teuthidoid attempting to use the Sense Motive application of the Perception skill on a Teuthidoid takes a – 5 penalty to the skill check.
  • Tentacles: Teuthidoid use their two dominant tentacles like the arms and hands of a humanoid. Teuthidoid gain a +2 species bonus to Climb checks and a +2 species bonus to grapple checks. Non-Magical: As innately psionic creatures, Teuthidoids cannot take the Mage Talent feat.
  • Languages: Teuthidoid (a combination of color changes and tentacle movements). Teuthidoids lack the mouthparts to speak verbal languages, but instead can communicate with any creature telepathically via application of Psionics.

XYLAT

Xylat (Image Source Unknown)

  • +8 Strength, -2 Dexterity, +8 Constitution: Xylat are large, solidly-built creatures, but their size leaves their agility somewhat limited.
  • Size: Large
  • Speed: 4 Squares
  • Limited Darkvision: Xylat visual senses are optimized for use in the stormy weather which provides their food source. Xylat ignore concealment (but not total concealment) from darkness. However, their limited ability to see into the Human-Visible spectrum leaves them colorblind above indigo, they perceive violet as black.
  • All-Around Awareness: While a Xylat cannot truly see behind themselves, their innate ability to sense motion outside of their direct line of sight grants them immunity to flanking. They are never treated as flanked unless the flanker uses some form of stealth.
  • Cold Resistant: Xylat are immune to the effects of extreme cold (unless it is colder than -50C), and have Cold Resist 5. This stacks with other forms of Cold Resist.
  • Internal Weapons Storage: Xylat store their ranged weaponry inside their heads, allowing them to wield up to 6 large weapons at once.
  • Automatic Languages: Xylat’ta’acr Pheremone Language, Xylat

WARRIORS (GM PERMISSION REQUIRED AND IT PROBABLY WONT BE GRANTED)

  • +32 STR, -4 DEX, +32 CON: Warriors are colossal titans of cybernetics, living flesh, and weapons system.  Their bulk renders them strong, tough, and not agile.
  • Size: Colossal.  As Colossal creatures, Warriors take a -10 penalty to their Reflex defense and a -20 penalty to their Stealth checks (except when making them as a starship would – in which case they take no penalty).  They gain a +50 bonus to their Damage Threshold, and carry 20 times the weight they normally would.
  • Speed: Fly 12 Squares, Starship 3 Squares
  • Vacuum Immunity: A Warrior suffers no ill effects from vacuum-related hazards.
  • Living Starship: A Warrior uses their Intelligence modifier when making ranged attacks instead of their Dexterity modifier.  They suffer no penalty for carrying a heavy load.  They are considered to be starships with 20 emplacement points, and can gain additional emplacement points by reducing their carrying capacity by 5 tons per emplacement point gained.  Pilot is always considered to be a class skill for Warriors.  They can be repaired by the Mechanics skill and healed by the Treat Injury skill.
  • Languages: The Warrior’s natural communication takes place through low-frequency radio waves in the 30 to 300 KHz range.  They cannot communicate with other species without mechanical assistance.
  • Starting Equipment: A Warrior starts play with a 3-square speed sublight drive which does not count against their emplacement points..

YOITSUNI

Yoitsuni (A Yoitsuni shapeshifted into a High Dweller either using Mode 3 or Mode 2 (and choosing to retain her ‘ears’)) (Image Source Unknown)

  • -4 Strength, +2 Wisdom, +2 Cha: In their natural form, Yoitsuni are of extremely slight build, being little more than a tiny ferret-like creature.  Their innate magical talent leave them with a natural predilection towards these abilities, and they are natural infiltrators and diplomats.
  • Size: Tiny (in natural form)
  • Speed: 4 Squares
  • Magery Training: All Yoitsuni receive Mage Talent for Theurgy as a bonus feat at character creation. Yoitsuni raised by Yoitsuni traditionally choose Yoitsuni Theurgy as their discipline, but Yoitsuni raised among other cultures could start out knowing a different kind of Theurgy.
  • Natural Weapons: A Yoitsuni has natural weapons, in the form of sharp, retractable claws. When a Yoitsuni makes an unarmed attack, it may choose to use its natural weapons, dealing 1d2 points of slashing damage with that attack instead of normal unarmed damage. Yoitsuni cannot be disarmed of their unarmed weapons, and both retracting and extending these claws is a swift action. If a yoitsuni is manifesting their claws while shapeshifted, the damage is appropriate for their current size (1d3 when Small, 1d4 when Medium).
  • Shapeshift: A Yoitsuni can change between two (or possibly three, depending on its parentage) forms as a move action.
    • Mode 1: Yoitsuni can return to their natural form, ferret-like form as a move action.
    • Mode 2: Yoitsuni are shapechangers and can alter their appearance at will (see the Deception skill description). A Yoitsuni gains a +20 species bonus on Deception checks made to disguise appearance, provided they have a tissue sample of a creature of the same species they wish to disguise themselves as, provided that creature is carbon-based and utilizes liquid water (H2O) as a solvent. Additionally, a Yoitsuni can disguise its appearance as a full-round action at no penalty regardless of the difficulty of the deception they are attempting, provided they disguise is a form that they know, but this does not change anything that they are wearing. The Yoitsuni gains the physical ability score bonuses and penalties, unarmed damage and carrying capacity of the species; its Strength score also increases (+2 if it shapeshifts into a Small creature, +4 if it shapeshifts into a Medium creature). A Yoitsuni may remain shapeshifted indefinitely, but it reverts to its natural form if killed. A Yoitsuni does not gain the mental traits, mental ability bonuses, mental powers, feats, skills or psychological limitations of the new form, but it gains physical ability bonuses and traits relying on its physical form (such as scent, lowlight vision, natural armor, natural weapons, physical addictions and allergies). If a Yoitsuni desires, it can have it’s ears and tail in this form, but this negates the bonus to Deception – the ears must be present in order to utilize Yoitsuni Theurgy, hiding them or bringing them forth is a swift action. A Yoitsuni can also grow their claws in this form, but they take a -5 penalty to Deception checks made while the claws are not retracted. Once a Yoitsuni has learned a Mode 2 form, it retains the knowledge of that form indefinitely, but can only retain knowledge of 10 forms at once.
    • Mode 3: Yoitsuni who’s ‘father’ is a non-Yoitsuni can shapeshift into a member of the species that their ‘father’ was. The Yoitsuni gains the physical ability score bonuses and penalties, unarmed damage and carrying capacity of the species; its Strength score also increases (+2 if it shapeshifts into a Small creature, +4 if it shapeshifts into a Medium creature). A Yoitsuni’s claw damage increases according to its size when in this form (1d3 for Small, 1d4 for Medium). A Yoitsuni may remain shapeshifted indefinitely, but it reverts to its original form if killed. A Yoitsuni does not gain the mental traits, ability bonuses, mental powers, feats, skills or psychological limitations of the new form, but it gains physical ability bonuses and traits relying on its physical form (such as scent, lowlight vision, natural armor, natural weapons, physical addictions and allergies). A Yoitsuni shapeshifted in this method gains the +10 bonus to Deception checks made to disguise appearance ONLY if they take efforts to hide their additional natural ears atop their head and their tail, and have their claws retracted.
    • NOTE: As innately magical creatures, Yoitsuni who shapeshift into a species that has innate psionic ability do not gain that psionic ability, even if it is just telepathy.
  • Automatic Languages: Yoitsuni, plus the language of their ‘father’ and one additional language. The Yoitsuni language has two components – the animalistic vocalizations of their natural form, and the far more useful subtle sign language that is used for Yoitsuni to covertly speak to one another while in humanoid forms. Yoitsuni can utilize Deception to communicate with one another via this sign language without difficulty, the lowest of the Deception rolls of the conversation participants sets the Perception check DC to realize that the participants are communicating.