Sci-Finder

The Gelida
A Sci-finder Race

The Gelida

Gelida Home world: Tharlenan

Physical Description: They are typically tall with lean musculature, being a slow moving race with a lower metabolism; they tend towards stamina over bursts of speed. Due to the Hemocyanin in their blood, their blood is blue, as is their skin to a lighter tone. They are a hairless species, having evolved not hair and fat to battle the cold on their home world, but instead blood chemistry that can handle the colder temperatures. They have also evolved a highly developed sense of sight, having been born on worlds at the edges of systems, allowing them to see in even the smallest amount of light. This makes their eyes almost seem to glow in higher lighted environments, leading to a number of nicknames for the race, as the Gelida are seldom seen in anything other than suits which only show their eyes.
All Gelida, when traveling in warmer climates, are forced to wear cooling suits to keep their body temperature between the required -33 and -77. These temperatures are necessary to keep the ammonia in their blood in the liquid state it is in. Going into warmer climates without the suit feels like walking in fire to them to any other species. Due to this requirement, travelling Gelida have invented some of the most efficient atmospheric systems in the Three Sisters.

Society: The low metabolism inherent to the species tends to make them a very well thought people, spending a long time before making any decision. They go to war slowly, and spending time lost in thought is kind of like a past time to the cold and patient race. To many outside the race, this trait can either be heavily sought after, or some also find it extremely frustrating how much time they take with everything. Due to this nature they tend towards the academic and sciences, though by no means are they pacifists.
The Gelida tend to be very socially oriented, often forming into small social groups even in their metropolises. This creates a family mentality, even amongst those not tied by blood, these social communes form the background of Gelidan society, science, and industry. Their slow metabolism lends them to being a long lived race, so they tend to make long lasting, or even lifelong friendships.
Relations: Their slow nature can be either their greatest asset, or their most annoying quality, depending on what sentient you speak to. They are a patient race that tends to think everything through, from technology, to friends, to enemies, to war, and everything in between. While this quality seems like it would make for an extremely successful diplomat, but with the necessity of the suits many do not trust the nature of the Gelida.
Instead they make the most skilled engineers and technicians, especially their atmospheric technologies are in high demand due to their efficiency. While their design methodology tends to be slow going, their results usually cannot be questioned. Their technology can be found in all three of the sisters, though their race is primarily located in Veata on the farthest arm of the galaxy.

Alignment and Religion:
The Gelida, due to their focus on the family and the community, tend towards the lawful side of the spectrum, anything that supports the society. Though they tend to form in tight knit social groups, the society is key to the Gelida.
The Gelidan spirituality is focused around spirits that inhabit all things, and is usually either personal to the Gelida, or to their social group. Some can take it to higher extremes, believing that any object has a spirit that must be revered, some may view only living creatures with spirits, it depends on the social group. They overall believe in the spirituality of the universe, and often times before doing some sort of engineering, fixing an item, or in general around may give a small prayer to some spirit that has to do with what they are doing.

Adventurers:
Travelers among the Gelida have to get used to the suits quickly, as not all ships are equipped or ready to handle subzero races. So traveling Gelidans get comfortable in the suit fast, needing it for even basic travel, to the point it becomes a second skin. They tend to find groups that fit in with their personalities, to create travelling families to mimic the ones they would have among their own people. As a race they crave that social structure, and tend to gravitate towards people who create those tight knit groups.

Names: Gelidan first names tend to be short, easy to say, with far more complicated surnames following. Women’s names tend to flow easily, such as Gare, Arna, and Talen; Males’ names tend to have a harsher tone, such as Das, Tarth, Katch. Surnames depend on the family grouping, and some families will fuse together, creating a new surname that is a combination of the two.

Game Statistics:
Outsider (Native): Born on the outer reaches of most star systems, their anatomy tends to be very different from most humanoids; even their blood is fundamentally different. They still need to eat, sleep, and drink, even if their diet and biology is different, they are still a kind of humanoid.
Advanced Ability Score (+2 Con, +2 Wis): Living in inhospitable environments have made the Gelida hearty, as well as patient and thoughtful.
Cold Subtype:
Energy Immunity (Cold): Growing up on an ice world have made them immune to the harming effects of anything but the most frigid cold.
Energy Vulnerability (Fire): The material in their blood makes it so they cannot survive hot environments, making them vulnerable to heat damage.
Medium Size: While tall the Gelida are not significantly bigger than any other average sized race.
Advanced Speed (40ft): Between their long legs and being used to walking through snow drifts, they are able to walk a bit faster than most races.
Languages (Common, Aquan): Gelida start play with Common and Gelidan (Aquan), with especially intelligent Gelidans able to learn any non-secret languages.
Darkvision 60ft: The dark nature of their home worlds has created in the Gelida the ability to see in the darkest of environs.
Skill Training (Survival, Knowledge (Nature)): Hearty and survivalists, they learn how to survive in the harsh environs they are born in.
Spell like Ability (Hydraulic Freeze): 1/day, they can use their suits to expel some of the coolant in their suits to make a Combat Maneuver check to grapple their opponent, freezing the water in the atmosphere around them onto the target. The target can break from this with an opposed grapple, and the user is not required to concentrate or keep hold of the target after the initial check. Any more uses than this and the coolant in their suit can become compromised to the possible detriment of the Gelidan.

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The Aouriee
A fully statted race for the Sci-finder campaign setting by James Langley

Aouriee – home world: Bah’rjiil

Physical description: Typically lanky with angular avian features, an aouriee stands approximately six feet tall. There are no gender differentiations among their kind, but they are by no means asexual. Their forearms are covered in a downy fluff, typically the same color as their “hair,” which can range from jet black to taupe. Aouriee eyes are actually compound, with each eye consisting of two retinas (with vertically-split pupils) for detecting different wavelengths of light. Another distinguishing feature of the race are the small crystalline structures that grow along their spines and shoulders, which come in a variety of colors from red to violet. Their skin is anywhere from ivory to snow white in color.

Society: Due to a general lack of aggression amongst their people, the aouriee have had several millennia of peace under the guidance of the Great Lords. This peace has lead to several technological advances, the weaponization of which only occurred after contact with off-worlders. Most aouriee pursue hobbies and careers in the arts and sciences. Among the elite of their people, it is fashionable to have tattoo work that accentuates the crystals on their backs, as well as wearing loose, revealing garments. Relationships among the aouriee tend to be numerous, with several communal “harems” sharing living space.

Relations: The customs of the easygoing aouriee can sometimes be off-putting to more traditional or prudish races. Because of their general lean towards peace, the aouriee tend to relate with warrior races only if they feel the partnership could lead to stronger defenses of their people.

Alignment & religion: Aloof and consummate researchers, aouriee tend towards neutrality, preferring to let bygones be bygones. Most of their people are believers of Hu-rahl, the Star Strix, a deity that guides with principles of cooperation, companionship, and exploration.

Adventurers: Aouriee tend to shy from combat, preferring the back or sidelines where they can assist their allies. Their natural curiosity leads many to seek out new outposts among the stars to further their research. An old adage goes “where there are ruins, there are aouriee.”

Names: An aouriee’s name consists of three parts: their given name, the name of their non-egg laying parent, and then the name of the parent who laid their egg. Typical names include Kahrch, Taormin, Levista, Whahu, etc.

Game statistics
Humanoid (aouriee): Aouriee are humanoids with the aouriee subtype.
Medium size: Aouriee are medium size and therefore have no penalties or bonuses due to size.
Languages: Aouriee begin play speaking Common and Sylph. Those with high Intelligence can begin play knowing any other languages (except secret language, such as Druidic).
Base speed: Aouriee have a base land speed of 30 feet.
Darkvision: An aouriee can see in total darkness to 60 feet.

+2 Dexterity, +2 Charisma, -2 Constitution: Aouriee are nimble and personable, but are quite frail compared to most others.

Illusion resistance: Aouriee receive a +2 racial bonus on saving throws against illusion effects.
Focused study: An aouriee gains Skill Focus as a bonus feat at 1st, 8th, and 16th level.
Master tinker: Aouriee receive a +1 racial bonus on Disable Device and Knowledge (engineering) checks. Additionally, they are proficient with any weapons that they craft themselves.

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Prelude: Brom
Part 1

sci_fi_wreckage.jpg

The blue flicker of an HUD roused Brom from a haze he couldn’t remember slipping into, blinking oxygen reserve figures and atmospheric radiation levels blaring into his waking vision. His eyes fluttered into consciousness but the invasive illumination kept him from making out just where he was. Within a bleary moment Brom felt his body drift slightly forward yet anchored at his feet. The warmth of his breath hit his helmet’s interior and splashed back over his face. Instinctively he reached out to find his movements cumbersome and labored by a jump suit. His feet were tightly bound to whatever surface he was standing on by magnetically locked boots, his body swaying from his sudden reeling but kept place. Panic crept into him, fogging his visor with each sporadic breath. An almost instinctual military bearing pulled the mercenary from getting lost in hysteria.

You’re in space, Brom. Don’t panic and waste your air, he thought, looking over the numbers flashing in front of his face. It wasn’t all too bad, he had two hours left. It was likely if he was in space there would be others close by, that is unless he was pushed out an airlock. Immediately Kardde came to mind, his merc team lead, a crass man that made Brom feel like he was only around because he could patch up the team after a fight. Brom was highly skilled and had saved his teammates many of times, Karrde included, but he had a habit of questioning Kardde’s bravado and lack of morals. Karrde never liked being opposed, even if it made better sense.

He wouldn’t waste a perfectly good suit to get rid of me, Brom assured himself. How the hell did I get here?

Last thing he could remember was being on the Levio, Kardde’s ship. Brom looked over his surroundings starting at his feet. Rudimentary magnetic boots were fixed to a long stretch of uniformed alloy metal twenty yards long and jaggedly sundered at its edges. His vision wasn’t spinning rapidly so he wasn’t rotating quickly, but slowly the edge of his view drifted over an expanse of space cluttered with the wreckage of countless ships. Blast marks charred what was left of military battle cruisers, half melted skeletons that lay forgotten in space. The graveyard was unusually illuminated and as Brom rotated he saw a nebulous gas field lit from a plasmic body burning deep within. Chromatic clouds cast star light into the lifeless debris field, a dichotomous divide of brilliance and dead metal.

Checking the radiation readings Brom wasn’t getting doused from the gas field so much as the artificial levels of the wreckage. That meant he wasn’t in a ship graveyard, he was in the site of an old space battle. From the looks of the debris and the seemingly endless amount of it the battle must have been catastrophic to all sides. He hoped there was at least a salvage team somewhere near the wreckage, there was too much material for there not to be. Activating his distress signal with a quick depression of his armband overlay, Brom began to broadcast his rescue message.

“This is Brom Kessel of the independent Levio, I am isolated and in need of rescue. Please respond.”

Nothing but the intermittent crackle of his receiving equipment answered back. Deciding his signal could possibly have interference from the debris, Brom crouched and released himself with a forceful push just at the right moment he disengaged his mag-boots. With a gentle roll of his feet he gave himself enough rotation as he launched into free space to swing his feet forward. It was a technique all Interstellar Para-rescue Jumpers had to learn, where it was likely they would conduct zero-G ops either for combat or for rescue. The next piece of debris was two hundred meters away so his rotation completed and he began to tumble. Training kicked in again. He took note of a frigate sized vessel that had been blasted in half, that would be his reference. Brom controlled his breathing and watched for the split frigate until he began to see the next piece of debris creep up to blot out his vision. His landing wasn’t perfect, but as his body spun into the side of the wreckage he kicked his foot out and engaged the mag-boot. He managed to lock one foot and pushed back after his body curled forward from his momentum. He braced himself, looked for another point of travel and thrust himself into space again.

It wasn’t until several more jumps into the debris field Brom began to hear a faint static filter into his helmet. He continued to make his way further in, listening as the signal became stronger until he could finally make the inaudible pattern of someone talking. His fingers and feet were beginning to go numb as he continued further into the debris field and he cursed Kardde for getting such a cheap suit. Kardde or whoever left him out here to die.

“-If you opened your eyes to see. The strands are all there, all weaved together. Pluck your strand and watch the stars shake,” a mumbling voice crackled in his headset.

“Hello? This is Brom Kessel, I’m in need of rescue!”

“It comes from the place where the black stars hang. Singing its dirge as it swallows whole. Swallows as the stars quake.”

What hell is going on?

“I’m in need of rescue, can you triangulate my position?”

“Brom Kessel…”

“Yes, please-”

“You are going to die cold and alone, Brom.”

A sudden feedback pierced Brom’s hearing and something massive stirred in the distance. Wincing and doubling over from the violent cacophony Brom scrambled to turn his receiver off while something in the corner of his eye began to oscillate and grow. Standing tall, Brom shifted over to see something impossible in the field. Kilometers away a colossal creature snaked through space, a great wyrm of fleshy matter covered with bulbous, terrible eyes and tumorous growths. The space around it’s form shivered as if in a heat mirage, as if it was stirring the lifeless space itself. Impossibly huge, its gaping maw of endless circles of teeth swept the wreckage, swallowing huge swathes of debris and as it moved straight for Brom.

The mercenary picked a direction away from the monster’s path and jumped with all his strength, not caring where to land. Drifting what was upward from the terrible being, Brom realized he was going too slow. It’s mouth alone must have been almost a kilometer wide, shrugging of shipwrecks as if they were leaves in water. It was going to devour him. The beast closed its maw and opened it again, bellowing out an unfathomable roar that shook everything in the debris field. As it closed in Brom lost track of the edge of its mouth, instead only seeing the consuming void he was about to be swallowed into. His receiving headset crackled to life as the starlight of the gas field faded away.

“Cold and alone.”

Brom stirred from his bunk with a sharp cry, jumping upward and knocking a datapad off his chest to clatter on the metal floor. The horrible, alien bellow and the groan of shredded metal was replaced with the dull hum of the Levio, but the coldness of space was still in the droplets of sweat covering the mercenary’s body. Brom was confused, he rarely had nightmares and when he did there was always something that told him he was in the dreamscape. His people called it the window of Alar, the faint veil that kept you from drifting over to the dream world of the Gods. Brom wiped his forehead and slicked his hair back, exhaling as his stomach began to rumble. He kicked himself quickly from his bed and read the biometric data in his vision. His caloric deficit was larger than normal, heart rate still high along with blood pressure. The nightmare actually took something out of him.

He slowly walked to one of his lockers, his bare soles and the cool sweat raising his skin. Brom grabbed at stack of nutrient dense protein bars and began to chew into one of the bland snacks, prepping a smoothie to supplement it. That was the problem with the first generation IPJ augmentation program, more substantial upgrades but with a price. Newer jumpers weren’t as fast or as strong, but they didn’t have to pay for it either. With an idle sigh Brom prepared his meal, realizing it was only one of three things in his room; guns, food and archaic paper books. I tried to convince himself that was all he needed to spend money on anyways.

“Brom,” Karrde’s digitized voice erupted from the wall intercom in his room, “get your pretty boy ass in here. It’s show time, we need to go over a battle plan.”

“Fuck off,” Brom said to no one. He took another bland bite and started to get dressed.

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The Beginning
Getting Some Stuff Established

All right, since I don’t want to have to figure out the specifics for a bunch of playable races only to have some of them not even be used, here’s the races we have established so far:

  • Human (as they are straight out of the book)
  • Pistrix
    • Size: M Speed: 20
    • A race of shark-like humanoids native to a planet with high gravity as well as dense concentrations of radiation on what little land there is on their mostly water-bound home. The harsh terrestrial conditions make the land unsuitable for sustaining any life. Over 10,000 years ago, the ancestors of this aquatic race were forced to the water, where the radiation could not do them harm, and their transition has made them experts in the field of genetic modification.
      Racial Traits:
      > +2 Constitution, +2 Wisdom, -2 Charisma
      > Intimidating: +2 racial bonus to Intimidate checks
      > Last Man Swimming: Once per day, when brought below 0 HP but not killed, he can fight on for one more round as if disabled.
      > Shark Stomach: +2 racial bonus against poison and sickening effects
      > Land Lumberer: Base speed of 20 ft. but their speed is never modified by armor or encumbrance, except in water
      > Bite attack (1d6 + Str)
      > Swim Speed: 40ft
      > Weapons: Proficient with simple weapons, tridents, battleaxes, and greataxes
      > Languages: Common and Aquan

Apart from that, there was mention that Amanda would like to play an amphibious anthropomorph or a humanoid mammal resembling a seal, and I am working on an NPC that is a modification of the Sylph race, so while I get more information on that, if anyone wants to start fleshing out a more custom race, give me some background on how you want them to be and I’ll work out your bonuses and traits.

Beyond that, here’s a bit more information for you guys to work on your characters with!

PLAYABLE CLASSES
Any class in blue, please message me if you would like to play that class, as there are certain details we need to sort out together. :)

  • Barbarian
  • Bard
  • Fighter
  • Monk
  • Paladin
  • Ranger
  • Rogue
  • Cavalier
  • Magus

Additionally, I will be modifying the class of the Alchemist, if anyone should be interested.

For this campaign, I’m doing a virtually no-magic setting, which is why you don’t see any straight casting classes on the list. If you really have your heart set on a caster, talk to me. Otherwise, all magic is assumed to be tech, which is part of the details we’ll be sorting out for the highlighted classes.

Speaking of tech, here’s what you guys have going on there:

ARMOR
Armor Type (Pathfinder Equivalent)

Light Armor

  • Leather Work Armor (Padded)
  • Standard-Issue Biomech Suit (Leather)
  • Advanced-Feature Biomech Suit (Studded Leather)
  • Alpha Breastplate (Chain Shirt)

Medium Armor

  • Strongman Biomech Suit (Hide)
  • Mirage Fiber Armor (Scale Mail)
  • Cross-Energy Power Suit (Chainmail)
  • Beta Breastplate (Breastplate)

Heavy Armor

  • Biomechanic Battle Armor (Splint Mail)
  • Heavy-Lifter Biomech Suit (Banded Mail)
  • Heavy Energy Power Suit (Half-Plate)
  • Bruiser Battle Suit (Full-Plate)

WEAPONS
Weapon (Pathfinder Equivalent; Modifications)

All Simple Weapons are as-is.

Martial Weapons

  • Pistol (Shortbow; One-Handed)
  • Plasma Pistol (Composite Shortbow; One-Handed)
  • Rifle (Longbow)
  • Plasma Rifle (Composite Longbow)

This is a limited list, obviously, so if you want to do something you don’t see, feel free to ask.

You will be starting out on a spaceport, looking for work. More details on that to come, but you will be starting at level 3.

For your stats, roll two sets using the 4d6, drop the lowest method, and choose the one you prefer. If both your stat lines blow, let me know and I’ll see what I can do.

PLEASE feel free to start updating the wiki and adding your characters, I look forward to see what you guys have for me!

~Annah

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