Known space consists of 37 stars, a little over 200 worlds and a countless number of moons. Inhabiting these stars are the two races of the Injakaire and the thirteen races of the Zuenata.
For five hundred years there has been relative peace between the Injakaire and the Zuenata, the Injakaire content to consolidate their worlds and the Zuenata content to wait for the Injakaire to destroy themselves. But as the worlds of the Injakaire begin to reach their limits, and the Zuenata grow fearful that perhaps this time the Injakaire races will survive themselves, the clouds of war can be seen gathering on the horizons.
The theater of the universe of the Splintered Stars are the 37 star systems held between the Injakaire and Zuenata races. The year is 724 GA in the human calender. War between the Injakaire and the Zuenata seems inevitable. All that remains is the spark that will set the brewing conflict aflame.
Injakaire
From the language of the Nethkreet, litterally meaning the Brightest Flame.
In the mouths of the Injakaire races, the word is a badge of honor, a triumphant expression of everything that defines them. In the mouths of the Zuenata it is an accusation of aggression and arrogance mixed with a prophecy of self destruction.
But what if the Injakaire were to survive themselves and emerge as something new?
The Races of the Injakaire
The Injakaire is made up of the Human-Henzan alliance.
Human
From the hellish world of Earth come the powerful and aggressive Humans. Massive bipeds, Humans are known for their great strength and endurance. The only other sentient species to match them in might are the Henzanit, their brother Injakaire species. Like all Injakaire, Humans are highly aggressive, social and expansionist creatures. They sport a bewildering array of cultures and languages. Strangely, they have survived much longer than an Injakaire race should. Some among us beleive that it may become necessary for us to encourage their natural path.
The Human race were the first of the current Injakaire races to attain the status of a spacefaring race. Large bipeds with adults standing an average of just under 2 meters tall and weighing anywhere from 100 to 300 pounds. Humans have trunklike bodies, with four limbs, two at the top of the trunk and two at the bottom. The bottom limbs are used for locomotion, while the top limbs are used for manipulation. Extending from the top of the trunk of their bodies is a knoblike protuberance that houses their central nervous system and their primary senses.
Human Racial Traits
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Human base land speed is 30 feet.
- 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Automatic Language: 1 Human Language. Bonus Languages: Any
- Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Henzan
From the firey world of Benjzhap come the powerful and aggressive Henzan. Massive sextapeds, Henzanit are known for their terrible strength and speed. The only other sentient species to match them in might are the Humans, their brother Injakiare species. Like all Injakaire, Henzanit are agressive, social, expansionist creatures. They have a bewildering array of cultures and languages. Strangely, they have survived far longer than any Injakaire race should. Some believe that it will soon become necessary to assist their natural disposition to self destruction.
The Henzan race is the youngest space faring race in the known galaxy. Large sextapeds, with adults measuring 2.5 meters long on average and weighing anywhere from 150 to 400 pounds. Henzanit have long, thick, whiplike bodies with six limbs arranged in two rows of three along the creature's body. Each of their limbs ends in an eight fingered hand consisting of a large palm with two fingers and two thumbs on each side. Each limb can be used for both locomotion and manipulation, and each limb can bend over 180 degrees at the primary joint. Just in front of the foremost set of limbs is the head, which is long and canine in shape. The Henzan head is symmetric above and below the jaw, and this, coupled with the flexible nature of the Henzan limbs, results in the Henzan having no true top or bottom.
Henzanit are both exo and endoskelital creatures. A primary skeleton supports the internal organs and muscles, while a secondary carapace lies just beneath the outer skin. The outer skin itself is covered in a long, silky coat of fur that ranges in color from pure white to gold to chocolate black.
Henzan Racial Traits
- Medium: As Medium creatures, Henzanit have no special bonuses or penalties due to their size.
- Abberation: As abberations, Henzanit are not subject to spells that affect only humaniods.
- Henzan base land speed is 20 feet. Henzan base climb speed is 40 ft.
- +2 dex, -2 con. Henzan are more agile than humans, but not as durable.
- Henzan have a +2 natural armor bonus to AC
- Henzan have six arms.
- Henzan have a bite natural attack, which deals 1d8 + str mod.
- Automatic Languages: 1 Henzan language. Bonus Languages: any
- Favored Class: Any
The History of the Inajkaire
In the Earth year 2207, mankind rose to the stars. For the first fifty years they expanded alone in the darkness, spreading to inhabit six worlds. It was then, in the Ascension Year 51 that humanity came in conact with the Nur at Naatchnin station, an orbital surevying platform orbiting what is now Hecate.
Man's reaction to discovering that they were not alone in the universe was a paraxism of joy. They immediatly extended their arms in friendship to the Nur.
The Nur, recognizing mankind as Injakaire, rebuffed man's advances and retreated, abandoning Naatchnin station completely.
Over the next three decades, man continued to expand, encountering eight of the thirteen Zuenata races.
It was then that they found the Henzan colony of Jaajakst. Jaded by their dealings with the Zuenata races, Humanity still approached the Henzan, expecting to be rebuffed again. Their joy when the Henzan greeted their advances of friendship with one of their own knew no bounds. The Human-Henzan alliance has been strong from the start.
Since that time, the Humans and Henzanit have grown and expanded together. They command a total of 14 star systems and seek to expand further.
However, the Zuenata have been buisy. The have spend the last 200 years positioning themselves to block further Injakaire expansion. At the current time, if the Injakaire wish to expand, they must push past Zuenata space, something the Zuenata will not permit.
Injakaire Relations
With the Zuenata, the Injakaire have next to no relations. Over the centuries there has been some small trade in goods, culture and resources, but on the whole the Injakaire have been isolated.
The ties between Human and Henzan are extremely strong. From the very start, their many cultures were remarkably similar, and in some fields, such as music, virtually indistinguishable. Who but an expert can distinguish the works of Bach from Vrinchji? Who can tell the difference between classical Human generes such as Death Metal, Hip Hop and Rave and the works of classical Henzan composers?
In fact, Humans and Henzanit seem to get along better with each other than themselves. There has never been a war between Human and Henzan species.
This is not to say that there have not been wars. However, these wars tend to include an equal number of Henzanit and Humans on each side of the conflict.
In fact, it grows more and more difficult to distinguish a Henzan world or event from a Human world or event. Earth, long held to be the heart of the Human worlds is home to more Henzanit than Humans. Henzan and Human religions have fused to the point where it is difficult to determine which is which. Even though there is nothing even resembling genetic compatibility between Human and Henzan, that has not prevented intermarriage between the species (Human/Henzan couples are viewed as pretty much equivalent to same sex couples)
Zuenata
From the language of the Nethkreet, litterally meaning the Freezing Rivers.
In the mouths of the Injakaire races, it is an insult, an accusation of stagnation and slow death.
But we know better. It is a declaration of our eternity, a claim to forever. We shall never die, and our peoples will spread through all space.
But what does it bode for the Freezing Rivers if the Brightest Flame should burn too long?
The Races of Zuenata
The Zuenata is made up of a loose alliance between three groups. The Bri Chauncen Alliance, made up of the Nur, the Hjab, the Urap and the Bevzaw. The Nevet Concord, made up of the Nijisk, the Jincaz, the Yanith, the Quanik, and the Nebat. The Roataun Zuenata, made up of the Nethkreet, the Quarap and the Haval'Muur.
Nijisk
One of the two races to emerge from the dusty world of Irzane are the quick and flighty Nijisk. One of the youngest of the Zuenata, the Nijisk are known for their deadly swarms and their great dexterity. Their race's language is rich with nuance and meaning, and their culture has remained steady for the six thousand years they have been a space fairing race.
Although the youngest of our kind, the Nijisk are Zuenata through and through.
The Nijisk are the youngest Zuenata race to achieve spaceflight. Small creatures, ranging from 1 to 1 1/3 meters in length on average and weighing between 20 to 40 pounds, the Nijisk have long, flat bodies with gaping, lamprey like mouths. Two long fin like wings run down each side of the Nijisk main body give the Nijisk propulsion and guidance, while a mass of short, thin tentacles right below the mouth are used for manipulation. The Nijisk body is full of lighter than air bladders which allow them to float in the air. Eyespots down each side of the Nijisk body, just above the wingfins the Nijisk sight. However, the Nijisk's primary sense is their sense of hearing, their entire skin acting as one massive sensory organ.
Nijisk Racial Traits
- Abberation
- -8 str, +10 dex, -4 con, -2 int, +4 wis, +2 cha. Nijisk are fragile, weak and slow of thought. However, they are extreamly dextrous and aware of their surroundings.
- Small: As a Small creature, a Nijisk gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character
- Base fly speed 50 ft. perfect maneuverability
- +4 racial bonus to saves against poison and disease. Nijisk biology is resistant to toxins and diseases.
- Disease touch: Nijisk tendrils are host to a myriad infectious diseases. A successful touch attack exposes the victim to Filth Fever.
- Favored Class - Any
Hjab
From the icy seas of Mraqu come the predatory Hjab. The oldest race of the Bri Choucen Alliance, the Hjab are brutal predators, known for their great strength and endurance, although they are not as powerful as the Humans or Henzanit. Their ancient culture is rife with ritual combat and canabalism.
Like the Nethkreet, the Hjab stray dangerously close to the border between Zuenata and Injakaire.
The Hjab are the oldest race in the Bri Choucen Alliance. They range in size from 1 to 2 meters long when fully extended, and weighing from 80 lbs to 160 lbs. Their vaugly arrowhead shaped bodies are covered in thick, purple chitten. Growing from the blunt end of their bodies are two S curving segmented necks, each ending in a tapering head. Each head sports a massive, fang filled jaw with a stinglike tounge. Above and below the mouth is a cluster of eyespots. At the base of each head are two armlike structures which end in three fingered hands.
Growing from between the necks is a long tendril ending in a sphere of glowing flesh, not unlike an Angelerfish's lure.
Growing from the body itself are a number of winglike fins and at the back of the main body are a number of bladders from which the Hjab can rapidly eject water as a means of locomotion.
The Hjab can withdraw its necks into its main body up to the arms, and the lure can be completely retracted.
Hjab Racial Traits
- Abberation
- -2 str, +4 dex, -2 con, -2 int. Hjab are the strongest and sturdiest of the Zuenata, second only the Nethkreet.
- Small: As a Small creature, a Hjab gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character
- Base swim speed 40 ft.
- +4 racial bonus to hide and move silently checks while underwater.
- 2 bite natural attacks, dealing 2d4 + str mod each.
- +4 natural armor
- When a Hjab uses a charge action, they may move up to four times their base speed instead of two times, gain a +4 bonus to attack rolls and may use both bite attacks. Weapons set against a charge do not do extra damage against a charging Hjab.
- Favored Class: Any
Nur
From the lush world of Cvi come the slow, brilliant Nur. The undisputed leaders of the Bri Chaucen Alliance, the Nur are known for their rapid intuetive leaps, having achieved spacefaring status a mere 4000 years after mastering flight. Their culture is ruled by their faith.
The Nur are a true Zuenata race, exemplifying everything that defines Zuenata.
Nur are composite creatures. The core of a Nur is a Nizb, a small horseshoe crab like creature. At the start of the Nizb lifecycle, the young Nizb attracts several other organisms native to Cvi and fuses with them.
However, ever since the Nur developed civilization, they have sought to standardise the form of their species.
The modern Nur is an octapedal species measuring an average 3/4s a meter in length and weighing from 80 to 120 pounds. A Nur has a teardrop shaped, domed shell from under which extend hundred of small clawed legs. The shell is split down the middle, and extending from the split is a fleshy ridge covered in spines. A Nur has four armlike structures at the front of its shell, two fleshy, two covered in a chitinous shell. These arms are used for manipulation and personal combat.
Nur Racial Traits
- Abberation
- -4 str, -2 dex, -4 con, +2 int, +2 wis. Nur are not strong, agile or sturdy in the least. However, they have keen intellects and a strong awareness of their surroundings.
- Small: As a Small creature, a Nur gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character
- Base speed 20 ft. Base swim speed 20 ft.
- +4 natural armor bonus. A Nur's shell offers powerful protection
- +6 racial bonus to AC against critical hits. A Nur's biology is not very vulnerable to critical damage.
- 4 arms
- Favored Class: Any
Urap
Hailing from the world of Xiriw are the rocklike Urap. Recognized for their reclusive nature, the Urap are stable to the point of stagnation.
There is some debate as to whether the Urap are actually Zuenata, and not some third class of organism. Some suggest that they be classified Zuendefa, literally the Frozen Current.
Urap are crystaline beings, known for their lethargy and reclusiveness. Urapnik measure .75 meters on average, and weigh between 200-250 pounds. Urap have starfish shaped bodies covered in a thin crystaline shell. Three tendrils that grow from the underside of the main body are used for manipulation. Of their five limbs, four are used for locomotion. The fifth houses their central nervous system, and is held over the main body.
Urap Racial Traits
- Abberation
- -4 str, -6 dex, -2 con, -2 int, -2 wis, -2 cha. Urap excel at nothing. They are weak, easily fatigued and slow of mind and body.
- +6 natural armor bonus. The shell of an Urap is difficult to pentrate.
- Immune to poison and disease. The biology of the Urap makes them immune to toxins and infection.
- Immune to fire, electicity and radiation.
- Urap do not need to eat, drink or breath.
- Urap are immune to the effects of vaccum.
- If an Urap would suffer more than 2 points fire, electricity or radiation damage, they gain a +6 bonus str, a +4 bonus to dex and a +8 bonus to con. These bonuses last for 1 hour.
- Favored class: Any
Bevzaw
From lush Arcturn come the cunning Bevzaw. Vicious predators, the Bevzaw are the merchants and bankers of the Zuenata. Their culture is based around obligations and debt.
To an outsider, the Bevzaw might seem to be an overly agressive species, perhapse even to the point of being Injakaire. This is not so. They are Zuenata through and through.
The Bevzaw are one of the most economically prosperous races of the Zuenata. They average 1 meter in length and weigh anywhere from 20 to 200 pounds. Their bodies are bulbous and sacklike, with only a flexible endoskeliton to support it. Ten tentacles extend from the central mass, each covered in eyespots. Each tentacle is tipped with a cluster of spinerettes that the Bevzaw uses to make its webs.
Bevzaw Racial Traits
- Abberation
- -4 str, +2 dex, -2 con, +2 wis, +2 cha. Bevzaw are agile and cunning.
- Small: As a Small creature, a Bevzaw gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
- Base speed 10 ft. Climb 30 ft.
- +4 racial bonus to hide, move silently and bluff checks.
- Blindsense 40 ft.
- Web: A Bevzaw can excrete strands of a strong, sticky webbing. This grants the Bevzaw a +10 racial bonus to grapple checks made to pin a target.
- Blood drain: As a standard action Bevzaw can deal 1d6 constitution damage to an immobilized opponent.
- Favored Class: Any
Quanik
Haling from verdant Vzr come the ethereal Quanik, sometimes called the Skydrifters. Second only to the Nethkreet in their sheer age as a species, the Quanik are sometimes accused of having no culture or language of thier own, for they borrow ideas and words from all they encounter.
Some fear the Quanik because of their connection to the Nethkreet Forerunners, believing that it has tainted their race. However, for the past 28,000 years they have shown themselves to be perfect examples of the Zuenata ideals.
The Quanik are the second oldest Zuenata race in existence. The body of a Quanik is a bulbous mass of translucent tissue filled with tiny pockets of lighter than air gasses. Four tentacles hang from the main mass, which the Quanik use to manipulate things. A large central air bladder with two openings, one on each side of the body, is used for movement. Two winglike fins located near the middle of the mass are used for navigation.
The entire Quanik body acts as a photoreceptor.
Quanik Racial Traits
- Abberation
- -4 str, +2 dex -2 con, +2 int, +2 wis. Quanik are flexible and intelligent.
- Small: As a Small creature, a Quanik gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character
- Base fly speed 10 ft., perfect maneuverability.
- All around vision: A Quanik cannot be flanked
- Favored Class: Any
Jincaz
The brother race of the Nijisk, the Jincaz had their birth on dusty Irzane. The Jincaz are not themselves a starfaring species, having risen to the skies in the wake of their brother race, the Nijisk. They have only two colonies of their own, instead prefering to integrate themselves into other societies.
The Jincaz are barely worth recognizing as a spacefaring race. However, they are Zuenata at heart, and thus deserve at least some attention.
Jincaz are the lowest of the Zuenata races. They often fill unsavory roles that noone else wants. Even the Urap and Yanith look down on the Jincaz.
Jincaz are small tripods, averaging .7 meters tall and weighing anywhere from 30 to 60 pounds. Their bodies are stumplike, with a single large foot at the base. Their bodies grow narrower towards the top. Right before the top of the body are two long, sturdy legs which extend to the ground. The Jincaz body is crowed with a writhing mass of tentacles which the Jincaz use for manipulation. A ring of eyespots adorns the body just above the secondary legs and below the tentacles.
Jincaz Racial Traits
- Abberation
- -4 str, +2 dex, -2 con, -2 int, +2 wis, +2 cha. Jincaz are small and dextrous. While not particularly intelligent, the are very aware.
- Base speed 20 ft.
- Stable: Jincaz have a +4 racial bonus to resist Bull Rush and Overrun attempts.
- Immune to disease
- +4 racial bonus to hide checks
- Favored Class: Any
Yanith
The peaceful Yanith hail from watery Zefk. Yanith intrests lie in the spheres of art and philosophy, rather than with technology. Their colonies are fewer than any save the Jincaz.
The Yanith explore strange new paths for the Zuenata mind. Without them we would not truely be who we are.
The Yanith are regarded by some as the philosophers of the Zuenata. Yanith have segmented bodies measuring up to a meter in length. Their bodies are made up of hundred of segments, each sprouting two fins. The Yanith head sports a prehensile tounge used for manipulation.
Yanith Racial Traits
- Abberation
- -4 str, -2 dex, -4 con, +2 int, +4 wis, +2 cha.
- Small: As a Small creature, a Yanith gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character
- Swim speed 40 ft.
- +4 racial bonus to Bluff, Diplomacy and Sense Motives checks.
- Favored Class: Any
Nebat
From icy Granokil come the Nebat. The Nebat have an ancient culture of military prowess and philosophical achievement.
The first race to be ravaged by the Nethkreet Forerunners, they are the most active in the efforts against the new Injakaire races.
The Nebat are a race of warrior philosophers, making up the vanguard of the Nevet Concord's military. The Nebat body averages 1 meter in length. Half the Nebat's length is comprised of a whip like tail that ends in a poison filled stinger. The rest of the body is made up of a remarkably humanoid torso with six arms. The Nebat face is dominated by six compound eyes and a massive jaw filled with razor fangs.
Nebat Racial Traits
- Abberation
- -4 str, +2 dex, -2 con, +2 wis, +2 cha
- Small: As a Small creature, a Nebat gains a +1 size bonus to Armor Class, a
+1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character
- sting natural attack, 1d4+strength modifier plus poison.
- Nebat Venom: injury, Fortitude save DC 12, initial 1d4 str, secondary 1d4 str, 1d4 dex.
- six arms
- Favored Class: any
- LA: +1
Haval'Muur
From harsh Renetatanakatisi come the ancient and brutal Haval'Mur. The third oldest race of the Zuenata, the Haval'Muur are bound by ancient traditions of violence and asceticism. Only the Nethkreet surpass them in pure brutality.
The Haval'Muur are perhaps the most telling monument to the Nethkreet Forerunners, and an enduring reminder of the threat posed by the Injakaire.
The Haval'Muur are the warriors of the Roataun Zuenata. The most numerous species of the Zuenata, the Haval'Muur control four complete star systems.
Haval'Muur are bipedal creatures, averaging about a meter tall and weighing upwards of 80 pounds. Their low slung bodies resemble in many ways the shape of Earth gorillas, with the addition of bony ridges along the skull, arms and legs.
Haval'Muur Racial Traits
- Abberation
- -2 str, +2 dex, -2 con, +4 wis. Haval'Muur are strong and highly aware of the world.
- Small: As a Small creature, a Haval'Muur gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character
- Base land speed 20 ft, climb 10 ft.
- 2 slam natural attacks that deal 1d4+str mod plus Haval'Muur venom.
- Haval'Muur venom: injury, Fortitude save DC 12, initial 1d4 dex, secondary paralysis.
- Poisonous Embrace: Any creature that grapples or is grappled by a Haval'Muur is exposed to Haval'Muur venom.
- Favored Class: any
Quarap
The Quarap hail from the icy floes of Vuraz. A race of soldiers, the Quarap control the path between the Injakaire and the rich worlds of the Zefura Fields and the remains of the Nethkreet Forerunners.
The Quarap are, next to the Nethkreet, the most powerful among us, and it is they that hold the keys of heaven and hell.
The Quarap are a powerful military race, devoted soldiers all.
The average Quarap measures approximately 1 1/2 meters from head to tail. They have long, lithe bodies covered in thick white fur. They posses four limbs, used for locomotion and manipulation. Their hind limbs are much shorter than their fore limbs. The have long, finned tails. Their heads are dominated by massive, low slung jaws filled with razor teeth.
Quarap Racial Traits
- Abberation
- -2 str, +2 dex, -2 con, +2 int. Quarap are strong, fast and intelligent
- Medium sized
- Base land speed 30 ft, swim speed 10 ft.
- Bite natural attack 1d6+ str
- 2 Slam natural attacks 1d4 + str mod
- Cold resistance 5
- A Quarap can hold its breath for six times longer than its constitution would indicate.
- Favored Class: Any
Nethkreet
We are.
The Nethkreet are the most ancient race of the Zuenata. Over 38,000 years a starfaring race, the Nethkreet have no true peers, being a force unto themselves. They are the source of the concepts of Zuenata and Injakaire. They are the shepherds to the Zuenata races. The are the flame turned ice.
The average Nethkreet measures nearly 3 meters in length. Their long, thick, segmented bodies are covered in jagged plates of purple chitin, speckled with red and blue. Four three jointed legs provide locomotion. Extending from the front of the body is a long, s curved neck ending a blunt head. Six eyes line the Nethkreet face, which is dominated by a massive double jaw. The outer jaw is split in two, and is filled with jagged fangs. The inner jaw is recessed deep in the mouth cavity, and resembles a human mouth. Two mandibles ferry food from the outer jaw to the inner. At the base of the head are two long, spindly arms used for manipulation.
At the other end, the Nethkreet body curves up into a whip like tail. At its tip, the tail branches into two scythlike blades.
Nethkreet Racial Traits
- Abberation
- 4 racial hit dice
- +4 str, +4 con, +2 int, +2 wis, +2 cha. Nethkreet are powerful, sturdy, and brilliant.
- Large: As a Large creature, a Nethkreet suffers a -1 size bonus to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks, but she uses large weapons than humans use, and her lifting and carrying limits are twice of those of a Medium character
- Base land speed 40 ft.
- +4 natural armor
- DR 2/Adamantine
- Bite natural attack 2d6 + str mod.
- 2 Tail Blade natural attacks 1d8+str mod.
- +4 racial bonus to saving throws against disease and poison.
- Favored Class: Any
- LA +2
The Races of Man
I have always been fascinated by my own races obsession with altering itself. Not twenty years off our own homeworld, and three new subraces had been manufactured. These days, less than 1 in 6 humans are born with a natural genome. Less than 1 in 4 humans, natural or not, live their entire lives without having their genetic structure altered at least once. When you walk into a drugstore, you can see, right next to the prophylactics, preventatives, cures, cleansing agents and candies, little jars full of your new genus and phylum.
And yet when you get right down to it, with all you homo sapiens superior, homo sapiens felixsus, homo sapiens lycanus, homo sapiens ursus, homo sapiens diablos and all the other subreeds and improvements and human 2.Xs, its a member of good old homo sapiens sapiens like me that has a full third of humanity kowtowing to it.
- Shiplord Alexander McCaine, Krokoutas Shipping
Alexander McCaine is an unmodified human when I'm a homo erectus.
- Gilgamesh Enkidu Bonaparte, president of the Homo Superior League.
Genetic manipulation has been one of mankind's peculiar obsessions ever since it became possible. There are dozens of distinct species of humanity spread throughout the Injakaire worlds. Genetic modification is cheap and available enough that even the lowest classes on most worlds can afford to have their children undergo basic engineering. Several treatments exist that can change a human's subreed, ranging from full scale operations with full genetic immersion for the most extreme alterations, to over the counter prescriptions for basic alterations.
Common Human Subraces
Homo Sapiens Felixus
Also known as Catpeople. One of the first subraces to appear, along with Homo Sapiens Lycanus and Homo Sapiens Ursus.
Homo Sapiens Felixus resemble humans with a thin coat of hair covering their bodies, vaguely feline faces and ears, long sleek tails and feline eyes.
Homo Sapiens Felixus Racial Traits
- Humaniod
- +4 dex, Homo Sapiens Felixus are extremely fast and flexible.
- Medium Sized
- Base land speed 40 ft.
- Bonus Feat at 1st level. Homo Sapiens Felixus are adaptable creatures.
- Scent: Homo Sapiens Felixus posses the scent special quality.
- +2 racial bonus to balance and jump checks. Homo Sapiens Felixus have great balance and jumping ability
- +2 racial bonus to Reflex saving throws
- Favored Class: Fast Hero
- +1 LA
Homo Sapiens Lycanus
Also know as Wolfpeople, Homo Sapiens Lycanus were one of the first human derivates to be developed, along with Homo Sapiens Felixus and Homo Sapiens Ursus.
Homo Sapiens Lycanus resemble tall humans covered in fur with elongated, wolflike faces, switchback legs and long, bushy tails.
Homo Sapiens Lycanus Racial Traits
- Humaniod
- +2 dex, +2 con. Homo Sapiens Lycanus are fast and have great endurance
- Medium-sized
- Base Land speed 40 ft.
- Bonus feat at 1st level. Homo Sapiens Lycanus are highly adaptable creatures.
- Scent special quality.
- +2 racial bonus to survival checks
- +2 racial bonus to Reflex saving throws
- Favored Class: Fast Hero
- +1 LA
Homos Sapiens Ursus[/size]
Also known as Bearpeople, Homo Sapiens Ursus was one of the first subraces to be produced, along with Homo Sapiens Felixus and Homo Sapiens Lycanus.
Homo Sapiens Ursus are large, thick humaniods, covered in thick, shaggy fur. They have ursine faces and large padded hands and feet.
Homo Sapiens Ursus Racial Traits
- Humaniod
- +2 str, +2 con. Homo Sapiens Ursus are powerful and have great endurance.
- Medium-sized
- Base Land speed 30 ft.
- Bonus feat at 1st level. Homo Sapiens Ursus are highly adaptable creatures.
- Powerful Build: Wherever beneficial, a Homo Spaiens Ursus is treated as Large sized.
- Scent special quality
- +2 racial bonus to Fortitude saving throws
- +1 natural armor bonus to AC.
- Favored Class: Strong Hero
- LA +1.
Homo Sapiens Superior
Also known as Human 2.X, Homo Sapiens Superior is a constantly updated subspecies. Almost 50% of humanity belongs to the Homo Sapiens Superior genome.
Homo Sapiens Superior look like large, attractive, powerfully built, athletic humans.
Human 2.3.1 Racial Traits
- Humaniod
- +2 str, +2 con, -2 wis, +2 cha. Human 2.3.1 are strong, durable and charismatic. However, the modifications to the brain that result in their charisma causes a lack of common sense.
- Medium-sized
- Base land speed 40 ft.
- Bonus Feat at 1st level. Human 2.3.1s are adaptable creatures
- Low Light Vision: A Human 2.3.1 sees twice as far as a normal human in low light conditions.
- Adrenalin Burst: Once per day as a standard action, a Human 2.3.1 can enter a frenzied state that mimics a 1st level Barbarian Rage.
- +4 racial bonus to Fortitude saves against disease.
- LA: +1
Human 2.4.0 Racial Traits
- Humaniod
- +2 str, +2 dex, +2 con. Human 2.4.0s are strong, durable and flexible.
- Medium-sized
- Base land speed 40 ft.
- Bonus Feat at 1st level. Human 2.4.0s are adaptable creatures.
- Low Light Vision: A Human 2.4.0 sees twice as far as a normal human in low light conditions.
- +6 racial bonus to Fortitude saves against disease.
- +1 natural armor bonus to AC. Human 2.4.0s have thick, resilient hides.
- Immunity to Poison
- Electricity Resistance 3. Human 2.4.0s have highly conductive structures laced through their skin arranged in such a way as to create a living Faraday Cadge.
- LA: +2
Weapons of the Injakaire
DAMAGE RANGE RATE OF PURCHASE
DAMAGE CRITICAL TYPE INCREMENT FIRE MAGAZINE SIZE WEIGHT DC RESTRICTION SPECIAL
-------------- ------ -------- ----------- --------- ------- -------- ----- ------ -------- ----------- -------
SIMPLE WEAPONS
Core Defense 1d8 20 Ballistic 30 ft. s 30 box small 1 lb 16 Lic (+1)
Pistol 2d4 19-20 Ballistic 40 ft. s
Laser Pistol 2d4 20 Fire 60 ft. s 35 box med 2.5 lb 20 Lic (+1)
2d6 19-20 Fire 75 ft. s Raking Fire
Core Pistol 2d4 19-29 Ballistic 40 ft. s,a 45 box med 3 lb 20 Res (+2)
2d6 18-20 Ballistic 55 ft. s,a
3d4 18-20 Ballistic 65 ft. s,a Light Wielding
Combat Laser, 3d6 19-20 Fire 120 ft. s,a 50 box large 10 lb 22 Res (+2)
Light 3d8 18-20 Fire 160 ft. s,a Raking Fire
Hunting Rifle 2d4 20 Ballistic 40 ft. single 10 int. large 9 lb 17 Lic (+1)
2d4 19-20 Ballistic 60 ft.
Core Defense Pistol: The Core Defense Pistol is a small, easily concealed kinetic firearm that has become wildly popular as a personal defense weapon in the inner cities of all Injakaire worlds.
Like all weapons produced by Core Arms and Armaments, the Core Defense Pistol emits a quick, high frequency signal whenever it is fired. Most law enforcement agencies monitor the frequency bands that these pistols broadcast on. Someone using a core defense pistol can expect a rapid response from the law, making it an excellent weapon for self defense.
Laser Pistol: Laser pistols come in a bewildering array of models, shapes and sizes. However, at their core, all laser pistols adhere to a few basic principles.
Almost all laser pistols are high powered, pulsed infrared lasers designed to burn their targets.
With a greater understanding the weapon, it becomes possible to lay down raking fire. Instead of concentrating a shot on a single target, the wielder drags the laser in wide arcs. When used this way, the weapon deals 1d6 fire damage to everything in a 60 ft. cone. Cover and concealment negate this damage.
Core Pistol: The favored sidearm of most law enforcement agencies, the Core Pistol is a larger, more powerful version of the Core Defense Pistol.
With a great deal of expertise, the Core Pistol may be wielded as if it were a small weapon, rather than a medium one.
Combat Laser: A large, bulky version of the Laser Pistol, meant to be used with both hands.
With a greater understanding the weapon, it becomes possible to lay down raking fire. Instead of concentrating a shot on a single target, the wielder drags the laser in wide arcs. When used this way, the weapon deals 2d6 fire damage to everything in a 80 ft. cone. Cover and concealment negate this damage.
Hunting Rifle: A basic rifle used in recreational hunting.