Human
Whether an economically savvy corporate or a loyal citizen of the Divine Empire, humans are ambitious, driven and pragmatic.
port human
Languages: English, Mandarin, InGal
Mobal
Lithe and innovative amphibians, with an uncanny understanding of machines.
Racial Traits
Average Height: 5 – 5’ 5”
Average Weight: 80 lbs - 120 lbs
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Ability Scores: +2 Dexterity, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Low-light
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Languages: Mobian, InGal
Skill Bonuses: +2 Athletics, +2 Engineering
Amphibious: You can breathe underwater for a number of hours equal to 1 + Constitution modifier, and you gain a swim speed of 4.
Deep Will: You have a +1 racial bonus to Will
Master Engineer: You gain a +5 racial bonus to saving throws against tech effects. In addition, you add Engineering to your class skills list.
Tentacle Snare: You can use tentacle snare as an encounter power.
[sblock=Tentacle Snare]
Tentacle Snare Mobal Racial Power
As your ancestors once hunted in the oceans; your tentacles whip through the air to ensnare your foe.
Encounter
Minor Action Melee
Target: One Creature
Attack: Strength +2 vs. Reflex or Dexterity +2 vs. Reflex or Intelligence +2 vs. Reflex
Hit: The target is grabbed (until escape).
Special: When you create your character, choose Strength, Dexterity or Intelligence as the ability score you use when making attack rolls with this power. This choice remains throughout your characters life.[/sblock]
Mobians can find humour and wellbeing in the most barren and depressing circumstances, they are most often the first ones to give an optimistic appraisal a hopeless situation. Many believe that it is their overwhelming curiosity that drives this racial contentment. They latch on to the ideas of others and have the ability to focus completely on investigating them; all this for the wonder that they feel upon the discovery of new insights or technologies. All of these admirable traits however, do not cushion the Mobian’s contempt for stagnancy; unproductive life forms, social structures or pointless activities have no place in their lives. The arts are not generally received well (rarely attempted at all by themselves) within their communities; drama is only present in the form of instruction and learning, they have no monuments of great events nor portraits of historical figures, they do however have an immense love of sound, and music. It is perhaps the only thing that could impress upon them more than productivity or innovation.
Pras
Psionic and erudite, a long-lived crystalline species that adhere to strict codes of behaviour.
Racial Traits
Average Height: 5’9” – 6’2”
Average Weight: 180 lbs - 230 lbs
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Ability Scores: +2 Intelligence, +2 Wisdom or Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
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Languages: InGal, Voider, choice of one other
Skill Bonuses: +2 Psionics, +2 Endurance
Telepathy: You can communicate telepathically with any creature within 5 squares of you that has a language.
Crystalline Mind: You have resist 5 psychic. The resistance increases to 10 at 11th level and 15 at 21st level.
Living Construct: You are a living construct. You don't need to eat, drink. Breathe or sleep. You never have to make Endurance checks to resist the effects of starvation, thirst, or suffocation.
Silicate Origin: You are considered a silicate creature for the purposes of effects that relate to creature origin.
Fade Away: You have the fade away power.
Sirian
A disciplined and focused, psionic people from a caste system that develops a person’s individual nature.
Racial Traits
Average Height: 5' 10" – 7’
Average Weight: 150 lbs - 250 lbs
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Ability Scores: +2 Constitution (see Caste Family)
Size: Medium
Speed: 6 squares
Vision: Normal
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Languages: Sirian, InGal
Skill Bonuses: +2 Insight (see Caste Family)
Telepathy: You can communicate telepathically with any creature within 5 squares of you that has a language.
Caste Family: As a Sirian; when you reached the age of passing (10 years) you left the care of your blood-parents and were adopted into the caste, or mensura (trans: family), that would best develop your mind, body and spirit to reach your full potential. Choose one mensura nature: Great, Fire, Loneliness or Blessed. Your choice represents both your character’s innate potential and your education and training in early life. Each mensura nature offers particular benefits and may provide an associated power.
[sblock=Castes]
Great Families
Ability Scores: +2 Charisma
Skill Bonuses: +2 Diplomacy
Great Purpose: Sirians of the Great families speak for the whole of the sirian people, as such they are trained to resist outside influence while their natural authority allows them to manipulate others effortlessly. You have resist psychic 2 + one-half your level, and you can use voice of authority as an encounter power.
Voice of Authority Sirian (Great) Racial Power
Empowered by the authority of your caste, with a single word you imprint the command to halt into the mind of your foe.
Encounter ✦ Psionic, Charm, Psychic
Standard Action Melee or Ranged 5
Attack: Charisma +2 vs. Will
Hit: Constitution modifier psychic damage
Effect: Target is dazed until the end of your next turn.
Families of Fire
Ability Scores: +2 Strength
Skill Bonuses: +2 Intimidate
Efirn Fortitude: You gain +1 racial bonus to your Fortitude defence.
Efirn Weapon Proficiency: You gain proficiency with the glaive.
Efirn Resilience: Once per day you can use your second wind as a minor action instead of a standard action.
Battle Trance: You can use battle trance as an encounter power.
[COLOR="[COLOR="DarkRed"]Battle Trance Sirian (Fire) Racial Power[/COLOR]
Through ritual motions your mind and body focus entirely on the battle at hand, allowing you to avoid foes attacks, and strike where you will do the most damage.
Encounter ✦ Martial, Stance
Standard Action Personal
Special: You must be bloodied to use this power.
Effect: Until the stance ends, you gain a +1 racial bonus to attacks or AC and Reflex defence.
Families of the Blessed
Ability Scores: +2 Wisdom
Skill Bonuses: +2 Psychic (arcana) or +2 Religion (see monastic education)
Trance: Rather than sleep, Blessed sirians enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other species gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Monastic Education: At first level, you choose an at-will power from a class different than yours with the Divine or Psionic power source. You can use that power as an encounter power. Your choice determines the skill bonus that you receive.
Families of Loneliness
Ability Scores: +2 Intelligence
Skill Bonuses: +2 Engineering, +2 Exploration[/sblock]
Creatures of the mind; Sirians are all telepaths and many of their number are powerful psions. Their caste-based society is founded around an individual’s personality and mental abilities. As a species they are often said to be overly emotional. Because of this tendency to feel emotions to the extreme they have a sordid ancient history full of bloody wars and insane rulers. On the brink of destroying themselves, a more ritualistic lifestyle, and a caste system designed to focus and develop their emotions in a less destructive way was introduced almost 900 years ago. Now, Sirians are a focused and driven people whose lives are structured by rituals that govern all things, from the ceremony of greeting to the rites of war. Their telepathic abilities make them formidable diplomats and a force to be reckoned with in intergalactic politics, while their anger and discipline makes their armies a force to fear.
Turgai
Gruff and physically powerful ex-slaves from a high-G, Tidally locked volcanic planet. These little guys know all there is to know about survival
Racial Traits
Average Height: 3’10” - 4’2”
Average Weight: 120 lbs - 135 lbs
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Ability Scores: +2 Strength, +2 Charisma or Constitution
Size: Small
Speed: 5 squares
Vision: Darkvision
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Languages: Averrun, choice of one other
Skill Bonuses: +2 Intimidate, +2 Perception
Swift Charge: You gain +2 bonus to speed when charging.
Mountain’s Tenacity: You have a +1 racial bonus to Will.
Stand Your Ground: When an effect forces you to move – through a pull, a push, or a slide – you can move 1 less square than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Furious Assault: You have the furious assault power.
Venoi
Shapechangers from one of the most inhospitable regions of explored space, a race of expert infiltrators and sneaks.
port changeling
Languages: InGal, Voider