Heartless Nabbing

## Heartless Nabbing world

**Heartless Nabbing** was a one-shot GM'd by Garbo in the Fifth Age system. It starred Dr. Cos “Diver” KoQuari, 4444-4444, and Joveinth Zond, who were hired to intercept a kidnapping.

## Unique playable races:

### **Virm:**

Massive and intimidating.(sometimes knows as “Bog Dragons”) One of the first societies to take to the stars willing to expand their empire. They believe in harsh ideals of power over the weak. The weak live to strengthen the mighty. These are words that they live and conquer by. In the years 2122 they entered a 200 years war with the Chinorr which ended in a stalemate after an uneasy peace was signed. They did not join the Stellar Federation as they saw it as a way to strengthen their still living enemies and would rather strengthen their border and prepare for more future conflict.

Virm do not leave their land often unless they are escaped slaves, ambassadors, or convicts of war. The Virm often choose lives dedicated to third rate jobs such as shop keeping, or jobs having to do with crime or smuggling as it has become very difficult for them to find any other kind of work.

Virm often create technology with great lifespans or limited use. Their weapons and ships are often single purpose while their massive heat harvesting plants are designed to live as long as many of them do. Their standard issue riffles will fire a few clips and don’t last longer than a mission or two. Their ships also last for one flight before running out of fuel.

Virm society is decided on your strength as an individual and partners. The strong stay with the strong and as such those who spend time around the mighty are mighty as well. As such Virm will almost never bee seen around the lower class or slaves if they are in high positions while the lower class and slaves will try to become higher class by being around the richer. Ones wealth and power can be determined by their cloak. The bigger and rarer the cloak the higher the rank with their emperor having a unique cloak handed down by generations.

**Height:** when shriveled they tend to be around 6-7ft tall and when unhinged they appear anywhere from 10-15ft tall

**Age:** Virm are long lived and can live anywhere from 130 years to 170 years

**Names:** Virm names tend to be quire short and aggressive sounding

* Male: Iro, Lordoh, Urghan, Barot, Trosh
* Female: Polana , Hitma, Relno, Parga, Asgal

**Ability Score increase:** Tall and powerful the Virm increase their Constitution by +2 and their Strength by +1.

**Tough environment:** Due to their upbringing, Virm have gained a sense of adaptation in certain environments over other species. Virm have proficiency in the Survival skill and are not affected by extreme frost weather.

**Growth:** the Virm compact their bodies to preserve energy, yet in dire situations or when exposed to massive amounts of heat they grow almost double their size to fight on. This form lasts a minute if in normal conditions and if in extremely hot environments ten minutes. You must take a long rest before doing this again.

Bonuses of growth:

* Size category is large
* Advantage on strength checks and saves
* Resistance to bludgeoning, slashing, piercing, fire, and cold damage
* +1d4 to any physical attack you make

**Subspecies:**

* **Citizen:** most Virm citizens can fight and use technology in similar ways and receive a similar education.

* **Healthy diet:** you gain +1 health per level

* **Slave:** while many think that the Virm slaves may be week, they have gained a strength of endurance that cannot be taken lightly.
* **Enduring:** When making a constitution save, you have advantage

### **Chinorr:**

Sharp, agile and silitary. The Chinorr (sometimes knows as “moles”) were as they would consider themselves “the first species to reach the start” despite many debates arguing if it was them or the Virm who began their treck across space first. They are indeed one of the first societies to expand and colonize among the stars. After exiting the 200 years war, the Chinorr Stellar Union formed the **Stellar Federation** along with the Jii’Bari fire tribes, Radian Commonwealth, United Nations of Earth and Lorian Republic. The Chinorr have always had a strong presence in the Federation due to their massive history of war and superior space tactics after the war. They always keep one of the biggest garrisons in the federation armies and many of their kind form generals. The Chinorr have had many years in space training and tactics due to their history of war among eachother and the Virm.

The CURT company, (Chinorr Union Reliable transport) has made millions of selling trade vessles and minerals. The Chinorr have always had an easyer time accesing minerals due to their arid like worlds and natural adjustment to digging. They also have not the greatest design for combat ships yet they remain solid in most criteria. They hwoever form some of the greatest pilots the galaxy has ever seen perform. Yet their impresive performance is cut short due to their species loss of eyesight in their middle years.

Chinorr tend to live very solitary lives holding and harvesting all they can in their homes. Their love lives arevery short limited to a few years of raising a child before they all go their sepparate ways. A chinorr lives roughly 110-140 years and tends to go blind aroudn the ages of 50-70. Some chinorr have managed to keep their eyesight even later in their lives due to a genetic trait that some hold. Chinorr trade often with other colonists or outside their borders with neutralist nations, some even trade with Gith pirates. The Chinorr are a matryarchy and believe in the three fundamentals of society stem from truth, loyalty, and effort. These truths were established by their Mistress Gaou who lead their kind to the final frontier after uniting them all through a celebrated reinaction of their old wars. The Chinorr believe in honorable death and dieing for these ideals is one of the greatest honors a Chinorr could ever achieve.

Chinorr are often seen in high military positions and tend to be uptight. They tend to follow laws and be very upstanding citizens in society usualy never turning to crime unless necessary. Usualy Chinorr females outrank their male counterparts but in more recent years in the federation they have become on nearly equal footing.

**Height:** Chinorr tend to range from 4-6ft tall

**Age:** Chinorr reach maturity around age 20 and can live up to 130-170 years

**Names:** Chinorr have short clicking noises in them. Male names tend to be longer than females’

* Male: Tiklio, Ricorn, Vistsim, Qev, Mergoc
* Female: Volka, Gouh , Jize, Paki, Kodixi

**Ability Score increase:** Chinorr are quite smart and reactive to their enviroments, +1 wisdom and +1 dexterity

**Scavengers:** you can find something usefull even in the most useless pile of trash. You have proficiency in the investigation skill

**Extra Arms:** Chinorr have an additional set of smaller arms. You may interact with an additional object or feature of the environment for free during their turn. You can carry an additional one-handed weapon using each of these extra arms, and you cannot use the versatile property of weapons carried in these extra arms. You cannot use these extra arms to initiate grapples or wear shields. These hands can be used for other tasks, such as opening doors, carrying flashlights, or using tools.

**Subspecies:**

* **Old Gen:** the older generation of Chinorr tend to go blind at earlyer ages of 50-70 where they have to rely on their sense of smell. + 2 to wisdom maximum

* **New Gen:** the newer mutations in the Chinorr have alowed them to keep their eye sight for longer than older generations. They go blind aroudn the ages of 70-90 before they rely on their smell. +gain proficiancy in perception skill

### **Lorian:**

One of the newer additions to the universe, the Lorians have been around for a century and have provided a good influx of trade and communications.

Lorians are the lead developers in communications and transportation devices with their innovations in levitation technology. They are all psi sensitive to an extent and as such use their minor telepathic powers for daily uses. They recently adopted using levitating arms after being introduced to the outer governing species.

Lorians have had very clean environments to live in as their home planet was considered “a paradise” by other visiting races. They kept their expansion to a minimum and focused more on working alongside the federation.

**Height:** Lorians range from 3-5ft tall

**Age:** Lorians aren’t as long lived as other species, but when living on their home planet they have been seen to live up to 110 years while only living 80 on outer planets. Lorians mature around the age of 16 and are considered adult by then as well

**Names:** --- ?

**Ability Score increase:** Lorians tend to be very smart and quick learners, +2 to intelligence and +1 to wisdom

**Prehensile tail:** your tail is a good tool for all Lorians to have, some who never had Psi powers would use it for handling objects. As a reaction, you can make a melee attack with your tail dealing 1d6+(Str) bludgeoning damage. In turn your tail has a range of 10ft and can be used to grab or hold alternative objects much like a free hand.

**Psi sensitive:** a large majority of Lorians are Psi sensitive and have minor psionic powers. Their Psi powers often remain for simple use and appear to be very primal. You gain the ability to use the Mage hand cantrip and the message cantrip without the need for any components.