Races – Starjammer SRD (2024)

Subpages

  • Androids
  • Humans
  • Kasathas
  • Lashuntas
  • Other Races
    • Races by Other Publishers
      • Shirrens
      • Standard Fantasy Races
        • Vesk
        • Ysoki

        This game is about more than just meeting aliens—it’s also about playing alien characters. The word “race” usually refers to an intelligent, self-aware species whose members can be considered characters rather than simple monsters. While not all races are appropriate for player characters, many of them are; any creature with a racial traits entry is a member of a potentially playable race, provided that your GM approves it.

        The following section introduces the core races—seven species so common as to be ubiquitous (or at least recognized) throughout the solar system. Remember that these are only the races most common—the system also contains many civilized but less prominent races.

        Picking your race is one of the biggest choices in character creation, as once it’s made, it can’t be changed. In addition to its cultural flavor, each race comes with a set number of Hit Points that you get at 1st level, plus several other racial traits that modify your statistics or grant you additional abilities. The ability score modifiers are the most significant of these. These bonuses and penalties apply during the generation of your ability scores, and reflect your race’s natural aptitudes and disadvantages, such as vesk being stronger on average than the other races and ysoki being weaker. If you already know what class you want to play, it’s often a good idea to compare its key ability score to the ability score modifiers granted by the respective races when selecting your race, so you don’t accidentally end up with your racial adjustments to your ability scores making it difficult to play the type of character you want. Some races’ ability bonuses make them a perfect fit for certain classes, such as the vesk’sbonuses to Strength and Constitution, which make them natural soldiers. However, don’t be afraid to play against type if the idea excites you—every race presented here has members of every class within its society.

        Languages

        The myriad peoples of the universe speak a wide variety of languages, from the system-wide trade tongue called Common to obscure alien dialects and ancient languages from other planes of reality. Many worlds have a shared planetary language, most races speak a racial tongue, and all of the prevalent languages have both signed versions and written versions (including both visual and tactile writing).

        A character begins play speaking and reading Common, her racial tongue (if any), and the language of her home planet (if any). She can also choose a number of bonus languages equal to her Intelligence bonus from the lists below. A character can learn the signed or tactile version of a language she knows, either as a bonus language or by putting a rank in the Culture skill. A character who begins play blind automatically knows the tactile versions of any languages she knows; a character who begins play deaf automatically knows the signed versions. An astonishing number of languages are spoken and not all are understandable or reproducible by other races without complex technology; some of the most commonly spoken tongues are presented below.

        Prevalent Languages

        • Common, the most prevalent trade tongue, is believed to be based on one or more of the old human languages. The other most widespread languages (and their typical speakers) include the following.
        • Aklo
        • Lashunta (lashuntas)
        • Eoxian
        • Kasatha (kasathas)
        • Shirren (shirrens)
        • Triaxian
        • Vercite
        • Vesk (vesk)
        • Ysoki (ysoki)

        Other Languages

        The following languages are somewhat less common, but they are often encountered by scholars, spellcasters, and those doing business on their speakers’ respective home worlds.

        • Abyssal (demons, chaotic evil outsiders, inhabitants of the Abyss)
        • Aquan (inhabitants of the Plane of Water)
        • Arkanen
        • Auran (inhabitants of the Plane of Air)
        • Celestial (angels, good outsiders, inhabitants of the good-aligned planes)
        • Draconic (dragons, reptilian humanoids, Triaxian dragonkin)
        • Drow (drow)
        • Dwarven (dwarves)
        • Elven (drow, elves, half-elves)
        • Gnome (gnomes)
        • Goblin (bugbears, goblins, hobgoblins)
        • Halfling (halflings)
        • Ignan (inhabitants of the Plane of Fire)
        • Infernal (devils, lawful evil outsiders, inhabitants of Hell)
        • Kalo (kalo)
        • Nchaki
        • Orc (orcs, half-orcs)
        • Sarcesian (sarcesians)
        • Shobhad (shobhads)
        • Terran (inhabitants of the Plane of Earth)

        Vital Statistics

        Table 3–1 suggests some basic ranges to help you determine your character’s height, weight, and age. While most characters fall somewhere in the middle of the range for their race, some exceptional individuals may be larger or smaller. Gender plays a significant role in the size and shape of some races, yet even for those races, you should feel free to build the character that feels right to you. Environmental factors can also play a role in determining your character’s size and shape—a character from a low-gravity environment is likely taller and thinner than average, while one raised on a high-gravity world might be shorter and more muscular due to the stresses placed on his body.

        The age of maturity listed on the chart represents the age at which a member of a race is likely to be considered an adult. It is a generalization based on physical and cultural factors—individual cultures may vary. The maximum age listed includes an element of randomness to reflect the capriciousness of death, and it is the assumption for the race’s longevity without magical or technological intervention—with the right life-extension technology, individuals of all races can become nearly immortal.

        In addition, most of the races presented here are Medium; they have a space and reach of 5 feet and a land speed of 30 feet per round. While the ysoki are Small, their space, reach, and land speed are those of Medium creatures.

        Androids

        Androids are Artificial creatures with both biological and mechanical elements, originally created by humanity as servants and now free to chart their own destiny among the stars.

        Lashuntas

        Lashuntas are naturally gifted psychics, divided into two subraces: one tall and lean, the other short and powerful. Both are compelling to other races and dedicated to scholarship and self-perfection.

        Humans

        Found nearly anywhere, humans have spread far since the disappearance of their home world. They are known for their curiosity, tenacity, and adaptability.

        Shirrens

        Once part of a terrifying hive-mind that devoured all in its path, the insectile shirrens mutated and broke away to become independent but community-minded individuals addicted to the freedom of choice.

        Kasathas

        An ancient four-armed race from a distant star system, kasathas are staunch traditionalists with customs that make them seem wise and mysterious to other races.

        Vesk

        Despite their sense of honor and their utility in combat, many races distrust the reptilian vesk due to their long-standing devotion to conquest and dominance.

        Ysoki

        Passionate and scrappy, the ratlike ysoki are experts at getting both into and out of trouble. They let their love of technology, exploration, and adventure carry them throughout the galaxy.

        Reading the Race Entries

        Each race entry contains the following information sections.

        Ability Adjustments: These are race-based adjustments to ability scores implemented during character creation. For instance, the ability adjustment for androids is +2 to Dexterity and Intelligence respectively, but –2 to Charisma.

        Alternate Ability Score Adjustments No race is monolithic in its tendencies, and this is just as true for ability scores as for any other element that is subject to influence from culture, environment, training, or even intentional alterations, whether magical or technological. The majority of members of a race are likely to have the standard ability score adjustments (which are listed again in each corresponding section for ease of reference), but there are generally at least a few subpopulations of each race that have different adjustments, which are briefly described and defined. A character need not come from one of these subpopulations to have these ability adjustments; they are simply examples of groups within that race that commonly have those variant ability scores. You decide what ability score adjustments to use when you make a character; once chosen, they can’t be changed without significant magic (and GM approval), though characters can make significant modifications using the ability score increases gained every 5 character levels and through personal upgrades.

        Hit Points: These are the additional Hit Points you get from your race at 1st level.

        Racial Traits: Each race lists the special abilities you get when playing a character of this race. You automatically get all of these—you don’t have to pick and choose.

        Alternate Racial Traits Specific individuals sometimes have alternate racial traits. While each entry presents various examples of why a character might have different traits, these are only suggestions. If your character concept calls for your ghoran operative to have magical talent rather than past-life knowledge as a result of a sliver of a spell gem getting embedded in the seed they sprouted from, great! You decide at 1st level whether your character gains any alternate racial traits, and once you make this choice, you cannot change it. You can select as many alternate racial traits as you want, but you cannot take two alternate racial traits that replace the same standard racial trait. Taking alternate racial traits doesn’t change anything else about your character—a skittermander with the curious alternate racial trait is still a skittermander for all purposes and prerequisites. However, that character no longer has the hyper trait and thus does not qualify for any ability that requires it (such as the Hyper Speed feat).

        Racial Class Features and Feats

        Feats and class features generally represent specific talents or knacks that can be trained or learned. It naturally follows that in some societies, different knacks or talents are more commonly taught and considered important. Each race entry presents a number of such choices that are more common within the population of that race than they are elsewhere. These feats and class features are not exclusive to the races they are listed with—there’s nothing preventing someone from a star system on the other side of the galaxy from hearing about and learning such abilities. However, many of these do have prerequisites that tie into one or more racial traits, and a character must meet an option’s prerequisites to take that option.

        Playing the Race: These notes offer a starting place for how you, as a character of this race, might interact with the world. Note that, as with other cultural details presented in the race entry, these are just suggestions based on a typical member of your race. Personalities vary, and your character might diverge wildly from the suggestions, especially if she was raised in a different culture or under unusual circ*mstances.

        Table: Vital Statistics By Race
        RaceAvg. Height or LengthAvg. WeightAge of MaturityMaximum AgeSource
        Aasimar5–7 ft.100–300 lbs.18 years80+2d20 years
        Android5–7 ft.100–200 lbs.0 yearsSee text
        Barathu, early stage4–6 ft.150–250 lbs.30 years500+3d% years
        Bear, uplifted9–11 ft.1,000–1,500 lbs.7 years60+1d20 years
        Bolida6-1/2 to 7-1/2 ft.300–400 lbs.5 years110+4d20 years
        Brenneri4-1/2 to 5-1/2 ft.100 to 200 lbs.10 years60+3d10 yearsSAA3
        Cephalume5-1/2 to 6-1/2 ft.200 to 400 lbs.12 years70+2d10 yearsSAA3
        Contemplative3–4 ft.75–125 lbs.50 years300+3d% years
        Damai5–7 ft.100–250 lbs.14 years80+2d20 years
        Dessamar imago4-1/2 to 5-1/2 ft.45 to 80 lbs.5 years50+2d20 yearsSAA3
        Dessamar instar3 to 3-1/2 ft.30 to 50 lbs.5 years50+2d20 yearsSAA3
        Dirindi4-1/2 to 5 ft.100 to 180 lbs.25 years100+1d% yearsSAA3
        Draelik6–8 ft.130–270 lbs.15 years70+2d20 years
        Dragonkin8–20 ft.500–2,500 lbs.25 years100+d% years
        Dromada4-1/2 to 5-1/2 ft.150 to 250 lbs.3 years30+2d20 yearsSAA3
        Drow5-1/2 to 6-1/2100–150 lbs.100 years350+4d% years
        Dwarf4 to 4-1/2 ft.150–200 lbs.40 years250+2d% years
        Elf5-1/2 to 6-1/2100–150 lbs.100 years350+4d% years
        Embri3-1/2 to 4-1/2150–250 lbs.8 years60+1d20 years
        Espraksa7 to 8 ft.125 to 200 lbs.20 years90+2d20 yearsSAA3
        Formian6–8 ft.150–250 lbs.1 year15+1d10 years
        Ghoran5–6 ft.120–180 lbs.2 years200+1d% years
        Gnome3 to 3-1/2 ft.30–50 lbs.40 years200+3d% years
        Goblin, Space3–4 ft.30–40 lbs.7 years40+1d20 years
        Gray2–4 ft.30–60 lbs.25 years400+4d% years
        Haan8–10 ft.120–250 lbs.10 years70+1d20 years
        Half-elf5-1/2 to 6-1/2 ft.100–200 lbs.20 years125+3d20 years
        Halfling2-1/2 to 3-1/2 ft.25–40 lbs.20 years100+5d20 years
        Half-orc5–7 ft.130–200 lbs.14 years60+2d10 years
        Hanakan2 to 3 ft.10 to 40 lbs.5 years30+1d20 yearsSAA3
        Hobgoblin4–6 ft.150–250 lbs.14 years60+2d10 years
        Hortus4 to 5 ft.150 to 250 lbs.10 years40+1d20 yearsSAA3
        Human5–7 ft.100–300 lbs.18 years80+2d20 years
        Ikeshti2-1/2 to 3-1/2 ft.30–90 lbs.25 years60+1d20 years
        Ijtikri5 to 6 ft.80 to 160 lbs.2 years40+2d20 yearsSAA3
        Izalguun6 to 8 ft.800 to 1,000 lbs.15 years90+2d20 yearsSAA3
        Kalo5–6 ft.75–125 lbs.18 years100+3d10 years
        Kanabo5–7 ft.200–300 lbs.14 years60+3d10 years
        Kasatha6–7 ft.120–200 lbs.25 years100+2d20 years
        Lashunta5–7 ft.140–180 lbs.20 years80+2d20 years
        Maraquoi5-1/2 to 7 ft.100–250 lbs.12 years40+3d10 years
        Morlamaw10 to 12 ft.1,800 to 3,000 lbs.16 years85+2d20 yearsSAA3
        Nuar7–8 ft.260–350 lbs.13 years90+2d20 years
        Orc5–7 ft.145–320 lbs.12 years40+2d10 years
        Osharu3-1/2 to 4-1/2 ft.125–155 lbs.18 years90+2d10 years
        Pahtra6–7 ft.140–190 lbs.14 years80+3d10 years
        Phentomite6–8 ft.130–220 lbs.16 years70+2d20 years
        Quorlu4–5 ft.300–400 lbs.22 years150+3d20 years
        Raxilite1 to 1–1/2 ft.1 to 6 lbs.1 year70+3d10 yearsSAA3
        Reptoid5–6 ft.100–180 lbs.30 years200+5d20 years
        Ryphorian5–7 ft.100–200 lbs.18 years80+2d20 years
        Sarcesian10–15 ft.400–500 lbs.20 years140+3d20 years
        Sazaron12 to 18 ft.700 to 1,100 lbs.13 years100+1d% yearsSAA3
        Shakalta5-1/2 to 7-1/2 ft.75 to 125 lbs.3 years500+5d% yearsSAA3
        Shatori6 to 7 ft.125 to 250 lbs.SAA3
        Shimreen6-1/2 to 7-1/2 ft.550 to 800 lbs.25 years200+2d% yearsSAA3
        Shirren5–6 ft.100–150 lbs.5 years50+1d20 years
        Shobhad11–13 ft.400–600 lbs.20 years90+3d10 years
        Skittermander2–4 ft.25–45 lbs.6 years60+2d20 years
        Spathinae5 to 6 ft.50 to 80 lbs.2 years50+1d% yearsSAA3
        Telia4 to 5 ft.100 to 300 lbs.50 years950+4d% yearsSAA3
        Tiefling5–7 ft.100–300 lbs.18 years80+2d20 years
        Trox10–12 ft.1,700–2,000 lbs.6 years40+3d20 years
        Urog10–15 ft.500–1,000 lbs.50 years300+2d% years
        Varculak2-1/2 to 8 ft.25 to 400 lbs.0 years350+3d% yearsSAA3
        Verthani7–9 ft.200–350 lbs.16 years80+3d20 years
        Vesk6–8 ft.200–300 lbs.16 years70+1d20 years
        Vlaka5-1/2 to 6-1/2 ft.175–200 lbs.3 years30+4d10 years
        Witchwyrd6–8 ft.200–400 lbs.100 years600+10d% years
        Wrikreechee5–7 ft.250–350 lbs.13 years60+1d20 years
        Ysoki3–4 ft.60–100 lbs.10 years60+1d20 years
        Races – Starjammer SRD (2024)

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