Known Species

The Milky Way is estimated to have over 100 billion planets. Of those, roughly 10% are inhabitable and less than 1% of that number have been truly developed. Due to this, it is nearly impossible to know the true scale of intelligent life in our galaxy. Some species remain undiscovered, either by their own choice or lack of zook technology. However, those who have put themselves on the galactic stage are endlessly unique. Some, such as the Humans and Elves, have evolved into various sub-species who could even be considered their own people.

Human Sub-Species
Humanities reputation is one of resilience. Hailing from a small planet in the Orion Sector, humans have come to spread themselves across the galaxy with ease due to their adaptive nature. With that adaptability has come many branches of the human race which have found themselves possibly even more removed from their roots than the colonies and spaceships they inhabit.

Astroborn
''Having been born and raised in the low gravity environments of shuttles and stations, the Astroborn are remarkably shorter than those humans which have been raised “in atmos”. However, with this hard lifestyle has come many unique advantages all their own.''


 * Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.
 * Age. Despite their difference in size, Astroborn live about the same as Standard Humans, 75-80 years on average with high ends reaching into 100’s.
 * Size. Having growth stunted by artificial gravity, Astroborn average about 4 ft to 5ft tall. Your size is Small.
 * Speed. 25ft
 * Hardy Anatomy. You have advantage on saving throws against being poisoned, and you can’t be put to sleep against your will.
 * Nimble. You can move through the space of any creature that is a size larger than yours.g
 * Ace Pilot. Having been taught from a young age how to operate spacecraft, you have proficiency in vehicles (space) as well as advantage on checks to fix machinery.g
 * Languages. You can speak, read, and write Metric and one language block of your choice.

Known Atroborn include Captain Molly Brown and Deacon "Deke" Snyder

Adventians
''Striving for excellence in the post-space world, some of Humanity chose to shoot for the stars. Quite literally. Using gene therapy to pick out desired traits, the now so called Adventians have brought themselves into the future by almost separating from the human race totally. Stunning and known for silver tongues, the Adventians put themselves at the forefront of entertainment industries and business across the galaxy.''


 * Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.
 * Age. The price of such refined traits comes at a cost of life expectancy. Adventians rarely live past the age of 70-75.
 * Size. Height being one of the desired traits early on, Adventians average about 5’10 ft to 6’5 ft tall. Your size is Medium.
 * Speed. 35ft
 * Silver Tongue. You have proficiency in Persuasion and Deception.
 * Perfected Senses. You have a Darkvision range of 120ft. However, not used to the harsh fluorescent lights, you have disadvantage on any Wisdom (Perception) checks relying on sight made within spacecraft of space stations.
 * Languages. You can speak, read, and write Metric and one language block of your choice.

Known Adventians include Commander Liberty Bell "Libby" Grissom, Neprau Gorod Vaynour, and 'Pinball' Clemons.

Splicers
''The quest to master the genetic code did not stop when people reached the limits of “human” features. For some, the appeal of animal traits and qualities was too great to pass up, and thus splicers came into being. Named so because their genetic code, or that of their ancestor, has been spliced together with that of an animal of some kind. Cats, dogs, reptiles, and birds are all Metric examples of splicer origin, but as science progressed, the sky became the limit. People with insectoid qualities or even extinct animals, like the giraffe, have been worked into the genetic populace.''


 * Ability Score Increase. Two different ability scores of your choosing increase by 1.  (Recommended to match with your specific splicer origin would dictate.)
 * Age. Varies depending on origin, but average lifespan comes to just shy or meeting at that of standard humans.
 * Size. Small or Medium
 * Speed. 25-30ft
 * Racial Abilities. Dependent on splicer origin, will be decided during character creation.
 * Languages. You can speak, read, and write Metric and one language block of your choice.

Kin
''The unassuming Kin have long been a source of kindness in the galaxy. Culturally, they humble themselves as peacekeepers in times of turmoil. In spite of their shorter lifespans, the Kin have amassed a huge catalog of knowledge from their history and stored it in a library on their homeworld of Erwan located in the Perseus Sector. This library has long been a sort of pilgrimage spot for those seeking the old stories and research of the Kin.''


 * Physiology. The Kin are small, humanoid insectoids. In adulthood they average around 2ft tall and don’t tend to exceed 3ft. Kin are covered in an exoskeleton rather than skin. The thickness and colouring varies between individuals. Patterns, colours, and accessory features are genetic and can be passed down to offspring.
 * Ability Score Increase. Your Wisdom score increased by 2 and your Constitution score increases by 1.
 * Age. Usual lifespan reaches into 60s.
 * Size. Kin average at 2 ft tall when they reach adulthood and don’t tend to exceed 3 ft tall. Your size is Small.
 * Speed. 25ft
 * Darkvision. You have a darkvision range of 60ft.
 * Exoskeleton. You have +1 to AC while you are not wearing armor.
 * Winged. You possess a small pair of insectoid wings. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.
 * Languages. You can speak, read, and write Metric and Kin (Ettesh).

Repow
''At first glance, the Repow would seem a species dedicated to strength. However, they are most well known for their minds. They are described by other species as being just as sharp as they are strong. However, few ever leave their homeworld of Y-un located in the Centaurus Sector. For generations they have closed themselves off from the rest of the galaxy, fearing diseases from other worlds coming to their own. Due to this, anyone who chooses to leave Y-un can never return home. For those who have left home, the Repow have excelled on the galactic stage as scientists and mechanics.''


 * Physiology. Repow are bulky humanoids which range in a variety of colours. The typical adult ranges from 6-9ft tall however can have heavily stunted growth if not raised in the proper environment. Adults possess large horns on their heads (usually two, sometimes more) and tusks. These strong horns can grow in any direction and will grow back if broken. Repow colouration is based upon the average Ph intake they consumed over their developmental stage (Red to yellow being acidic, green neutral, teal to purple basic). Prior to this, Repow children are pure white. Colouration has nothing to do with genetics in the slightest, no matter what some might tell you
 * Ability Score Increase. Your Strength score increases by 2 and your Intelligence score increases by 1.
 * Age. Repow have a quite extended lifespan, the oldest currently being over 200 years old.
 * Size. The average Repow stands anywhere from 6 ft tall to 9 ft tall. Your size is Medium.
 * Speed. 30ft
 * Rapid Regeneration You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
 * Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
 * Incisive Senses. You have advantage on Investigation and Insight checks.
 * Languages. You can speak, read, and write Metric and Ronian (Aivili).

Known Repow include Samatia "Sammy" Risgot

Vishnians
''The planet of Vishnia in the Orion Sector is universally known for being two things: huge and hostile. Though, the Vishnians who call it home are some of the most trustworthy people you’ll ever meet. Culturally they value keeping oaths above all else, some taking great pride in bonds that were forged decades ago and still burn strong. With this comes a generations long tradition of passing knowledge down, everything from warfare to art.''


 * Physiology. Vishnians are larger humanoids whose skin pigmentation ranges from light yellow-green to dark forest green. Adults stand at an average of 6ft, though the tallest of the species have known to get up to 7ft tall. Unlike other humanoid races, the Vishnians possess two sets of arms and associated muscle groups. This gives them a number of advantages when it comes to physical activity but does make shirt shopping almost impossible off homeworld.
 * Ability Score Increase. Your Strength score increases by 2
 * Age. High end of life spans reach into the 110s, but averages tend toward 70s.  No one is sure if this is natural to their physiology or a byproduct of dangerous lifestyles.
 * Size. Medium, max height is 7 ft, average is closer to 6 ft
 * Speed. 30ft
 * Four-Armed. You possess 2 more arms than many other humanoid races.  This allows you to hold more objects, weapons, and equipment at once.  (Note: Does not increase number of attacks)
 * Languages. You can speak, read, and write Metric and Vishin (Iptuni).

Verthun

 * Rugged Strength. Using your four arms, you gain advantage on all Athletic checks. This includes checks to grapple other creatures.
 * Lunar Expertise. Growing up on the lunar colonies of Vishnia has given you a unique upbringing different from others of your species. While travelling through Urban environments, you gain the following abilities:
 * Difficult terrain doesn’t slow your party.
 * You cannot become lost.
 * Even when you are engaged in another activity while traveling (Ex. Foraging, navigation, or tracking), you remain alert to danger.
 * If you are traveling alone, you can move stealthily at a normal pace.
 * When you forage, you find twice as much food as you normally would.
 * While tracking other creatures, you also learn their exact number, their size, and how long ago they passed through the area.

Vakery
(We have this one under review don’t get too attached)


 * Four-Armed Fighting. You have trained extensively using your extra set of arms to push your abilities beyond what other species can achieve. When you make an off-handed attack, you can add half your proficiency bonus to the damage.
 * Two by Four Handed Weapons. You gain proficiency in two-handed weapons.
 * Imposing Presence. You gain proficiency in one of the following skills: Intimidation or Persuasion

Veius

 * Tree Top Perch. Using your extra set of arms, you can access great heights with ease. You gain a climbing speed of 20ft
 * Jungle Explorer. Growing up on the jungles of Vishnia has given you a unique upbringing different from others of your species. While travelling through Forested environments, you gain the following abilities:
 * Difficult terrain doesn’t slow your party.
 * You cannot become lost.
 * Even when you are engaged in another activity while traveling (Ex. Foraging, navigation, or tracking), you remain alert to danger.
 * If you are traveling alone, you can move stealthily at a normal pace.
 * When you forage, you find twice as much food as you normally would.
 * While tracking other creatures, you also learn their exact number, their size, and how long ago they passed through the area.

Quid
''With the longest standing monarchy in the galaxy, the Quid are one of the oldest civilizations in the Norma Sector. With this comes a rich history of rulers, conquests, and victories. All of which was only amplified after the invention of FTL travel. The most unique feature of the Quid, though, is their relation to their system’s stars. Their homeworld of Gall’o orbits 4 separate stars which will determine what form a child will take when it is born. Though, this does cause some forms to be favoured over others.''


 * Physiology. A humanoid race who’s cranial makeup resembles cephalopods on Earth.  There are four Quidish phenotypes, and which variety a child is born as is determined by which sun was closest to the planet at the time of their birth.
 * Ability Score Increase. Your Constitution score increases by 2 and your Charisma score increases by 1.
 * Age. Average comes to around 90, but longer sides can reach to 120s.
 * Size. Medium, peak height usually tops out around 6 ft, average closer to 5 ft
 * Speed. 30ft
 * Languages. You can speak, read, and write Metric and Low Quidish (Faenic).

High Quid

 * Amphibious. You can breathe normally both on land and in water.
 * Ink Spray. As an action, you can shoot a jet of ink in a 30 ft line.  Creatures within the jet must succeed on a Dex Save (DC = 8+Con+Prof) or take 2d6 lightning damage or half on a successful save.  Damage increases by 1d6 at 6th, 11th, and 16th levels.  You must complete a short/long rest before you can use this again.
 * High Quidish. You have learned the ancient and secretive code of High Quidish which is used by the upper echelons.  You and others who know this language automatically spot messages with it, others may spot one with a successful DC 15 Perception check but can’t decipher it without magic.

Octopada

 * Amphibious. You can breathe normally both on land and in water.
 * Ink Spray. As an action, you can shoot a jet of ink in a 15ft cone.  Creatures within the jet must succeed on a Con Save (DC = 8+Con+Prof) or take 2d6 poison damage or half on a successful save.  Damage increases by 1d6 at 6th, 11th, and 16th levels.  You must complete a short/long rest before you can use this again.
 * Puzzle Solver. You have advantage on Sleight of Hand and Perception checks

Nautilida

 * Amphibious. You can breathe normally both on land and in water.
 * Ink Spray. As an action, you can shoot a jet of ink in a 15 ft cone.  Creatures within the jet must succeed on a Con Save (DC = 8+Con+Prof) or take 2d6 cold damage or half on a successful save.  Damage increases by 1d6 at 6th, 11th, and 16th levels.  You must complete a short/long rest before you can use this again.
 * Shellhead. The shell protection on your head allows you to ignore the additional damage of a critical hit once per rest.

Sepida

 * Amphibious. You can breathe normally both on land and in water.
 * Ink Spray. As an action, you can shoot a jet of ink in a 30 ft line.  Creatures within the jet must succeed on a Dex Save (DC = 8+Con+Prof) or take 2d6 acid damage or half on a successful save.  Damage increases by 1d6 at 6th, 11th, and 16th levels.  You must complete a short/long rest before you can use this again.
 * Natural Camouflage. You can attempt to hide even when you are only lightly obscured by natural phenomena.

Mai Querdia
''Eons of strife have shaped the Mai Querdia into who they are today. Having evolved on the tundra planet of Jako located in the Norma Sector, they are no strangers to hardships. However, the Perseus War left them as a people scattered and without central leadership. In modern day some are trying to reclaim the history and governance they once had but it is an upward battle. Many are content to go on living the lives which they have found and leave the past where it is.''


 * Physiology. Natural born shapeshifters, their base form is entirely black so as to absorb the most UV light possible, and has blood consisting of pure plasma.  They tend to thrive more in colder climates which mimic their homeworld where their shapeshifting abilities manifested as the culmination of the constant need for adaptation.
 * Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.
 * Age. Average falls in the mid-80s, but some have been known to make it into the 120s.
 * Size. While being able to change into any form they please, Mai Querdians tend to average about 5 ft to 6ft tall in their natural form.
 * Speed. 30ft
 * Change Appearance. As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.
 * You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.
 * Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
 * Chilled Homeworld. Hailing from a planet frozen to its core, your natural pitch black skin lets you stay warmer longer. You have resistance against Cold damage. As well, you have advantage on Constitution saving throws against cold weather.
 * Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll.  You must use htis feature before knowing whether the attack hits or misses and can only use it once per short/long rest.  Additionally, using this reveals your shapeshifting nature to any creature within 30 ft that can see you.
 * Languages. You can speak, read, and write Metric and Maian (Ovano)