Species

### Human

A species of sapient mostly hairless ape native to the third planet of the Sol system, commonly known as Earth. Not unlike a virus, humanity has spread out from its point of origin for most of its existence, a trend that has accelerated exponentially with the discovery of the Warp Drive. Clever and adaptable, Humans show a propensity for overcoming challenges, and are quite adaptable both mentally and physically. After taming all the native biomes of their homeworld, they've moved on to adapt to the new environments they meet. Not the most aggressive species encountered by explorers, Humans are unique in that they are disturbingly well organized with their aggression. Putting technologies to work offensively in undreamt of fashions, all in the name of their ideal of ‘Weaponization’; to convert every known scientific principle of the universe to work as a tool for warfare. Having dozens, or perhaps hundreds of political entities and organizations, the humans compete with each other, making war on their own species over things like the color of their flags or preferred language. Despite this fractured community, even the most aggressive and territorial of human groups will unite against a common antagonist.

#### Names

Humans generally have two physical sexes for reproductive purposes, and naming conventions differ between them. The standard rule is that Humans will have a primary identifying name, and a secondary surname indicating their genetic grouping.

Alex, Omar, Dmitri
Rose, Fatima, Natasha
Li, DuPont, Moskovitz

#### Traits

* Adaptability: Humans may add +1 to two separate ability scores.
* Age: Humans reach adulthood in their late teens and rarely live more than a century.
* Size: The average planet-dwelling Human male is approximately 6 ft tall and 175 lbs, for game purposes they are considered Medium.
* Speed: A Human's base walking speed is 30 ft.
* Diverse Education: Choose a single skill or tool and gain proficiency in it.
* Languages: Humans have countless local languages, but primarily read, write, and speak English.

#### Subraces

Humans exhibit a wide variety of naturally evolved biodiversity, but the effects of genetic engineering and culture have had a profound influence on the species, effectively resulting in several notable subraces.

##### Cyborg

Cybernetically augmented from before birth, these humans have integrated technological components into their bodies, offering them possibilities denied to their purely biological brethren.

* Augmented: +1 to any ability score.
* Mind-Machine Interface: You possess an MMI port that allows you to directly interface with technology. You permanently possess a computer interface, and when connected to a compatible device or system with which you are proficient, increase your proficiency bonus by +1 if relevant.

##### Drifter

After generations in space, this type of human is particularly adapted for life with wide gravity tolerances (from 0 to 3 g), and high radiation environments. Notable for a lack of bone density and a slightly taller stature.

* Gravity Savvy: +1 Dexterity
* Slow Metabolism: Gain Resistance to Radiation damage, and advantage on saving throws against radiation.
* Environmental Resistance: This character can ignore penalties for high gravity up to 3g.

##### Planetborn

Notable not for genetic or technological augmentation but rather for the lack of them. As a normally born human, raised to adulthood on earth herself, you had the chance to study the latest technologies, attend the most ancient of universities, and to be in the very heart of human culture, granting you opportunities and experiences no other human possesses.

* Wealth of Experience: This character may choose an additional background to represent their life experiences.

### Synthetic

Created and built, these synthetic life forms are sentient, sapient, and one would certainly hope, completely loyal to the species who created them. These are more than simple automatons and machines. They possess free will and intelligence, or a simulation thereof so realistic we can’t tell the difference and had to give them rights. Synthetic intelligence is stored within their software, and with proper preparation may be retrieved or stored in compatible systems. Whether restarting this software, or backing up and restoring its originator, constitutes as ‘death’ is a matter up for some debate. Under human law, synthetics owe their builders the cost of the manufacture of their chassis plus interest to be paid back by any party holding their contract, which with very long terms and planned obsolescence means that very few synthetics fully own their own chassis, and those that do often continue in the roles they were initially set to serve. On Earth, Synthetics have won their rights as sentient free citizens. This has resulted in several outcomes, new production of full synthetics has nearly come to a halt, this is in favor of simply building less advanced robotics and drones which have greatly reduced capabilities, but none of those pesky human rights. Additionally, the safety programming in most synthetics has been removed by law, erasing from them the hard coded requirements to follow the “three laws” of robotics. This unprecedented level of freedom has had the unfortunate side effect of making humans far less likely to trust synthetics.

#### Names

Synthetics are given an alphanumeric serial number upon manufacture which is tied to their software, and possess a chassis with a model name and number. Synthetics will often take a name comfortable for their creators, or indicative of their purpose, usually gifted by the humans closest to them.

V7TVVU6K4TGC, EPRBXVKQDEEM
1400 Personal Service, Rhotech Industries Rocket
Technician

#### Traits

* Age: AIs take up to six months to be evaluated and deployed, and a chassis can spend long periods between manufacture and deployment, but rarely more than a year. Synthetic chassis can last centuries with regular maintenance, and no AI has yet perished of entropic decay.
* Size: Due to power and safety constraints, Synthetics are limited by Human law to a height of 8 ft, but most are roughly human sizes at approximately 6 ft. For game purposes, they are considered Medium.
* Speed: Synthetics have a standard walk speed of 30 ft.
* Self-Repairing: Synthetics may heal themselves similarly to an organic character using hit dice during short rests. However, once these hit dice are gone, they must be restored by a long rest as normally, but require additional repair materials weighing one pound per hit die
* Well Made: Designed for durability, Synthetics gain an additional 4 starting Hitpoints, and 4 additional hitpoints per level regardless of class.
* Inorganic: Synthetics are not alive in the traditional sense, and are immune to most disease and infections, and do not require sleep or food and water. Synthetic characters are immune to Poison and Radiation damage, and cannot gain the Poisoned condition or disease.
* Low Battery: Synthetics rely on external power sources for their energy needs, and must be recharged as part of their daily duty cycle, requiring access to a sufficient power source at least once per day for optimal operation.
* Languages: Synthetics are programmed to speak, read, and write in the language of their manufacturer, but can be reprogrammed to use any recorded language. Only one language can be used at a time.

#### Chasis

Synthetics require a chassis to operate in meatspace, built to various specifications for different purposes. It might be possible to swap the AI that effectively “is” a synthetic into a wholly new chassis. This would involve removing the benefits of the old chassis, and adding the benefits of the new one.

##### Service Model

Designed for organic interaction, these models have more processing power and better emotion emulators and motile facial features.

* Aim to Please: +4 Charisma
* Bright Idea: Gain proficiency in Persuasion

##### Labor Model

Built for heavy lifting, you are like a cross between a longshoreman and a forklift.

* Strong: +2 Strength
* Big: +2 Constitution
* Safety Mechanism: Gain proficiency with your built-in repair kit

##### Security Model

Protecting organics sometimes means pacifying them with force, for their own good of course, and you were designed to do this with the minimum amount of risk to organic life.

* Aim-Bot: +2 Dexterity
* Reinforced: +1 Constitution
* Error Codes: Gain proficiency in Law

##### Tech Model

You were designed to aid in the gathering and processing of data, general research, and to assist with technical tasks.

* High-Speed Calculations: +2 Intelligence
* Statistical Foresight: +2 Wisdom
* Clear Documentation: Gain proficiency with any skill or toolkit

### K'Titch'Zaa (Greys)

The K’Titch’Zaa first visited earth from the Alpha Centauri system many millennia ago, and have kept up a fitful watch over Humanity for much of the time since. Known as Greys, or Grey Aliens, and now commonly Greylians, the K’Titch’Zaa have become Humanity’s only true alien ally. Evolved from scavengers, Greyliens may consume almost any organic compounds and possess stout digestive systems that can even ignore the handedness of DNA. Given their diet of carrion and a weak technological base (seeing as their home system is particularly resource poor, and their homeworld of Zic'ta can barely support life), this species has very little to offer galactic society, and have taken scavenging to space, travelling world to world, carving out niches in other cultures performing the most unsavory of work, and making do with the cast offs and leftovers of other civilizations, often acquired at extortionist prices. Greyliens maintain their space presence through a mastery of salvaging, pilfering, and jury rigging. Greyliens have struggled for millennia to maintain their tenuous presence in space, stubbornly refusing to give up the stars, which led to their first assisting humans, whom they viewed as similar underdogs. Roughly Humanoid, oxygen breathing, left handed amino acids, similar tolerances, this species stepped straight out of science fiction and myth and into the limelight of earth’s public stage, and serve to this day as an example of aliens that humans can interact with sensibly and positively. There are some claims to genetic engineering and abductions with the Greyliens claiming that their government has no knowledge of such events, and would have strictly forbade them. Considering the historical reports of Greyliens on Earth and other planets, these denials raise more eyebrows than questions. As more civilizations reach faster-than-light speeds, galactic society fractures and the Greyliens make excellent targets for blame. Greyliens are damned as provocateurs, would be conquerors, anarchists, traitors, collaborators and worse by the rest of galactic society. Their close ties with humanity and seeming new wave of prosperity seem almost too good to be true, if you can ignore the rest of the galaxy hating them...

#### Names

Greyliens reproduce asexually, communally raising young and possess a name granted by the rest of the community at the time they reach maturity. In addition, they sport a surname derived from the community they hail from.

#### Traits

* Ability Score Increase: +1 Dexterity, +1 Wisdom
* Age: Greyliens mature in their early twenties, and rarely live more than 150 years of age.
* Size: Greyliens range in height from 3ft "shorts" to 8ft "talls". If less than 5ft, the character is considered Small, if greater it is considered Medium.
* Speed: Greyliens are agile and have a move speed of 40 ft.
* Iron Gut: Greyliens cannot receive the poisoned condition and are resistant to poison damage.
* Survivalist: Gain proficiency with Repair Kits and the Survival skill.
* Master of Improvisation: As a lifelong scavenger, you may maintain a number of unique weapon and armor mods equal to half of your proficiency bonus, rounded down. These modifications can be built during a long rest, cost no money (made of salvage and scrap), and can are so finicky that they can only be used by their inventor. A single item may not have multiple Greylien mods.
* Languages: Greyliens speak, read, and write in their native tongue - Zit'cha'cha. Greylien physiology makes it difficult to pronounce Human noises, but some have become quite adept at doing so.

#### Subraces

Greyliens can be members of one of several distinct physiological groups.

##### Shorts

These diminutive Greyliens are timid and cautious, particularly quiet, and are excellent mechanics.

* Mind for Matter: +1 Intelligence
* Little Guy: You are Small and gain proficiency in Stealth checks. You can attempt a Stealth check while only lightly obscured.

##### Talls

Over twice the height of Shorts, Talls are Medium sized, and noticeably stronger and healthier than the rest of their kin.

* Big Guy: +2 Constitution
* Hands On: Gain proficiency in one weapon or toolkit, planetary vehicles, or spaceships.

##### Friendlies

Adaptable and outgoing, often called little green men, these aliens are known for their servile natures and easygoing ways. Gracious and even charming, these aliens have made their way into human and galactic society in many ways.

* Kinda Cute: +1 Charisma
* Non-Threatening: You are Small sized, and gain a proficiency in Persuasion.

### Stoph (Slugmen)

The Stoph are a species of molluscoid aliens native to the Epsilon Eridani system. They are skilled pilots, and have found a myriad of opportunities on independent and corporate ships operating the in galactic frontier. Stoph are hermaphroditic, and reproduce seasonally by paired mating, a relationship that rarely lasts more than the season, but has lasted decades on rare occasion. Stoph consume liquid water and a mostly herbivorous diet. They breathe oxygen, but have been known to absorb it from water and go days without a fresh breath.

#### Names

Stoph communicate in a wet guttural language , and their single names reflect this.

#### Traits

* Age: Stoph reach maturity in their early teens and live to roughly 60 years.
* Size: Stoph are slightly shorter and heavier than Humans, averaging approximately 5 ft in height. Stoph do not have legs or feet, and their eyes are on stalks. They are Medium sized.
* Speed: Without legs, Stoph must wriggle their abdomen for locomotion. This gives them a slightly slower than average movement speed of 25 ft.
* Languages: Stoph speak their own language, an array of wet, guttural slurps and smacks. They are able to speak English with a thick accent.
* Keen Senses: +4 Wisdom
* Unique Senses: Stoph can see in a much wider spectrum than humans, effectively allowing them to see anything 3-dimensional within 60 ft. They also gain proficiency in Perception.
* Wallcrawlers: Stoph secrete a sticky substance that allows them to walk on vertical walls with a movement speed of 25 ft.

### Flumbo (Shrooms)

The Flumbo are a highly advanced race of subterranean Fungoids. Originally from the Wolf 359 system, over the past millenia they have expanded their sphere of influence to include the nearby systems of Ross 128 and Lalande 21185. Flumbos are highly intelligent and represent the brightest scientists in the galactic community, though few species care to interact with them regularly. Flumbos cannot speak, but instead communicate "telepathically" by the emission of spores - harmless, but unnerving nonetheless. Flumbons historically reproduced upon death, initiating the growth of a new juvenile Flumbo from the decaying plant matter of the old, but in the modern age it is now typical for adults to donate some of their genetic material to municipal organizations for regulated growth. They thrive in a nitrogen rich atmosphere and gravity of 1g or less. Flumbos live in a strict egalitarian society, functioning almost as a voluntary hive-mind, with incredibly high standards of living but apparently little personal freedom. As a result, a small percentage of Flumbos have become expatriates and assimilated elsewhere in the galaxy.

#### Names

Flumbos do not have names as other species understand them, as in Flumbon society individuals are known by the chemical makeup of their communication spores. However, to most other species, this unique chemical makeup will make a unique sound upon reception - this sound has been considered the Flumbon equivalent of a name.

#### Traits

* Age: Flumbos reach maturity after only 3 years of controlled growth, or 5 years of natural growth, and can survive for approximately 60 years.
* Size: Flumbos under controlled growth reach a standard 6 ft tall, natural growth can cause this height to vary by 1 ft in either direction. Flumbos are considered Medium sized.
* Speed: Flumbos have a move speed of 30 ft.
* Languages: Flumbos are not capable of verbal communication, and instead emit spores to send and receive data. This data has been reported to be heard in the listener's own voice and language, and does not require active participation for reception or response.
* Genius: +2 Intelligence
* Silent Type: Flumbos do not need to speak to converse with intelligent life.
* Lights Out: Flumbon civilization is underground, and this is whee Flumbos excel, allowing them to see as well in total darkness as in the light.

#### Subraces

Due to the strict nature of their society, some Flumbos chose to leave their homes and assimilate in other areas in the galaxy. Flumbos grown naturally have slightly different characteristics to Flumbos born in a controlled environment.

##### Controlled Growth

* Nutrient Rich: Great care was taken while growing you. +1 Constitution.
* Well Read: Gain proficiency in Engineering, Computer Use, or Biology.

##### Natural Growth

* Biodiversity: +1 to any ability score.
* Familiar Face: Gain proficiency in Persuasion, Deception, or Intimidation.

### Tiel (Treebeards)

The Tiel are humanoid mammals from the Barnard's Star system that exist symbiotically with a barky plant which covers their skin. While being (fairly) close to mammals, the plant component of their physiology offers several interesting benefits. Able to survive up to three months without food thanks to photosynthesis, and several hours without air, the Tiel are a particularly hardy species. Omnivorous, Tiel consume less than one might expect for beings of their bulk, but are often driven to taste anything they encounter that might be edible. Tiel possess two sexes with and mate for life. Females bear live young after a gestation period of over a year, and hours after birth their young are capable of ingesting fruit pulp, their primary diet for some time. Tiel have rough gravelly voices, and can emit sound well below the human range of hearing. Passable at speaking human languages, one never mistakes a Tiel for another species over audio comms. Tiel prefer a higher oxygen mix than humans and thrive in high gravity environments up to 3gs, but suffer from prolonged exposure to zero gravity environments.

#### Names

Tiel names are singular, long and harsh, and differ slightly in convention for male and female individuals. Due to their length, many other species opt to shorten Tiel names to a 1-2 syllable nickname.

#### Traits

* Age: Tiel do not become fully mature until their exterior bark has hardened, which does not occur until nearly 50 years of age. Tiel can live to be nearly 200 years old.
* Size: Although Tiel have been rumored to reach over 12 ft tall, the average height is closer to 8 ft upon reaching maturity. Tiel are considered Medium sized, unless over 10 ft tall, in which case they are considered Large.
* Speed: Large and lumbering, Tiel have a move speed of 25 ft.
* Language: The Tiel language consists of harsh and gravelly tones at a very low frequency, making it difficult to decipher on occasion. Tiel have an easy time speaking English clearly, so long as they speak loudly enough.
* Hardy: +4 Constitution.
* Rough and Ready: Tiel are protected by the barky coating of their symbiote, and their AC cannot be lower than 16 as a result. Additionally, a number of times per day equal to their proficiency bonus, when a Tiel would take damage, they may reduce that amount by 1d6 plus their constitution modifier.

### Gloemn (Hoppers)

The Gloemn were first encountered by humans in a primitive state similar to earth’s stone age. Intelligent and adaptable, the Gloemn are no fools, despite their primitive background. The Gloemn possess two sexes, and lay eggs that are alternatingly carried by either gender in an abdominal pouch until hatching, when the young are raised communally by all adult Gloemn. Socially motivated in their breeding practices, Gloemn breeding pairs will reassess their partner’s status constantly, and break it to pursue better opportunities when they present themselves. Gloemn have surprisingly pleasant tenor voices, and prize musical singing, their gravity tolerance is similar to humans, and require a much lower oxygen mix. Semi amphibious, a Gloemn may survive underwater by absorbing oxygen through its skin for several hours at a time.

#### Names

Gloemn naming differs between the males and females, but both tend to have short whispy names followed by what can only be translated as an epithet corresponding to their role in society or a great achievement.

Karaki Slayer, Wielder of Garat

#### Traits

* Age: Gloemn reach maturity in their late teens and can live up to 80 years.
* Size: Gloemn rarely exceed 5 ft tall, averaging closer to 4 ft, and are considered Small sized unless greater than 5 ft.
* Speed: Quick and agile, Gloemn have a movement speed of 35 ft.
* Languages: The Gloemn language consists of high pitched chirps and croaks. The Gloemn physiology allows it to easily pronounce other languages, and even gives it a pleasant singing voice.
* Quick Reflexes: +2 Dexterity.
* Natural Athlete: Gain proficiency in Athletics. This proficiency bonus may be applied twice on all checks to jump, climb, or swim.
* Prodigious Leap: Once per round, a Gloemn may use a bonus action to jump 20 ft horizontally or 10 ft vertically. This does not count against movement for that round.
* Wall Crawlers: Gloemn's webbed feet and sticky secretions allow them to travel on vertical surfaces for up to half of their movement speed.

### The Daht (Yetis)

The Daht are a group of hulking humanoid mammals from the Epsilon Indi system with a penchant for violence and the reputation for the same. With no real worlds of their own, Daht mercenaries wander the galaxy finding service for up to generations at a time, serving as bodyguards, soldiers, and even just hired muscle. Although prone to emotional outbursts, one should never think a Daht is just big and dumb, because they would only be half right. Daht have three sexes with the males and females being almost indistinguishable, and a third gender that is only marginally sentient. Females give live birth six weeks after fertilization by a male, and the third gender concentrates on early childhood development, producing milk and feeding the young while serving as vicious protectors of households. Daht have very particular environmental requirements and suffer in extremes of heat or atmospheres with too little oxygen. Seeming to have evolved on a world with significantly stronger gravity than earth, Daht are comfortable at up to three gravities. Human languages lie just at the outside edge of Daht vocalization, and while some sounds are difficult for them to make, a Daht will be understood, one way or another.

#### Names

The Daht do not adhere to a gendered naming system, despite having three genders in their species. Names are typically singular and difficult for Humans to pronounce.

#### Traits

* Age: The Daht reach maturity in their early twenties and can live for approximately 100 years.
* Size: The average adult Daht stands well over 7 ft tall, and have been known to reach almost 10 ft in height. They are Medium sized.
* Speed: The Daht have a movement speed of 30 ft.
* Languages: The Daht language involves numerous vocalizations incompatible with English, making it nearly impossible for Daht to efficiently communicate using it and vice versa, however they are adept at getting their point across.
* Mountain of Muscle: +4 Strength.
* Menacing: The Daht strike fear into all who see them. Gain proficiency in Intimidation. Additionally, you may add your Strength bonus to Intimidation checks.
* Bred for Battle: The Daht are natural born warriors, and violence is a central part of their society. A number of times per day, equivalent to their proficiency bonus, a Daht may reroll the damage dice for a weapon attack and keep either result.

### Custom Aliens

The universe is full of bizarre and unique life, just waiting to be discovered. Using this species option, you can create your own custom alien race and describe it how you like, pending DM approval. A custom alien is built by spending 12 AP (Ability Points) to purchase a variety of bonuses and capabilities off the following list:

* 1pt
	+ Increase an Ability Score by +2
	+ +5 Feet of Movement (maximum +10 movement)
	+ Skill or Tool proficiency (Maximum of 2 tools and skills)
* 2 pts (Max. 6 pts)
	+ +2 Str, Con, Int, Wis, Cha
	+ +1 Starting Dex
	+ Special movement mode (Climb, Swim, Glide) equal to movement
* 4pts
	+ Flight (equal to movement)
	+ Bonus Feat or Feat Equivalent ability (Can only be chosen once)