Planetary Adaptation

Planetary Adaptation

Your physiology has been altered by life on a planet with a harsh climate or adverse environmental conditions.

Benefit: You gain one of the benefits listed below, depending on your planet of origin.

Special: You may only take this feat at 1st level. You may select this feat more than once, if you get multiple feats at 1st level; the worlds may not be opposites (i.e.,you cannot be from both a high-G world and a low-G world or a cold world and a hot world). Each time you choose this feat, you gain a different benefit.

Frozen Worlds

Rogue World

[Cold Climate]

A rocky, frozen world with a nitrogen-oxygen atmosphere. This world is extrasolar and has spent eons traveling the void between stars. Extreme levels of geothermal activity have allowed life to exist and thrive where the energy reaches the surface. This activity also causes a much denser atmosphere that traps in what little heat this planet produces.

Dense Atmosphere:

Your lungs can process the air from your natural environment in greater quantities than normal allowing you to hold your breath for twice as long as normal for your race before needing to make a Fortitude save.

Lichen World

[Cold Climate]

A cold and rocky world with a nitrogen-oxygen atmosphere. The planet possesses a rather stable hydrosphere and generally stable low temperatures which allowed for giant planet-wide lichen forests to grow.

Barren World: You gain +4 on Survival checks and +4 on Constitution checks against starvation and dehydration.

Mycelium World

[Cold Climate]

A cold rocky world with a nitrogen-oxygen atmosphere. Mycellical and fungal life rule the ecosystem of this planet. vast areas of the world are covered in mushroom forests and cave systems and scans of the planet detect the presence of the rare Prototaxites stellaviatori.

Fungal World: You gain +4 to fortitude saves against Poison and Disease.

Mycelial World: You gain the subtype [Mycelial] along with your other types.

Frigid World

[Frozen Climate]

A frigid, rocky world with a nitrogen-oxygen atmosphere. Precipitation is low and major bodies of surface water are rare. Even in the daytime average temperatures are often well below freezing.

Frigid World - Belta: You gain +8 on Fortitude saves against extreme cold.

Subglacial Moon

[Frozen Climate]

A rocky moon covered in a thick layer of permanently frozen ice due to it's thin atmosphere. Low temperatures and a very thin atmosphere precludes the existence of life on the surface though below the solid ice surface tidal heating or geothermal activity allow for a subsurface ocean to form making the moon barely livable in the caverns around them. Those that live here remain underground as much as possible and avoid going to the nearly atmosphere-less surface.

Thin Atmosphere: Your character can survive without air for a longer period of time than normal and gain a +6 to Fortitude save vs. Asphyxiation.

Lanthanide World

[Cold Climate]

Mountainous world with a nitrogen-oxygen atmosphere. Snow covers the towering ring shaped mountaintops created by this planet's unusually high levels of both rare earth metals and magnetic activity. While the planet experiences minimal seasonal variations, the still-liquid water is enough to sustain hardy vegetation.

Shifting Gravity:

Like the Kalish who evolved on a Lanthanide world. Lanthanide worlders, in general, have the ability to shift their center of gravity by manipulating the exotic metals within their skeletons to interact with the magnetic forces around them. . . basically allowing them to climb walls with little difficulty.

With at least thirty seconds of preparation, a Lanthanide worlder can automatically succeed at any Climb check that he or she makes, regardless of height, speed, or surface conditions. If they take any damage during the climb, he or she must make a normal Climb check, with a DC appropriate to the conditions. If it fails, the lanthanide worlder loses his or her balance and takes falling damage as appropriate.

Aeolian World

[Cold Climate]

A somewhat chilly, rocky world with a nitrogen-oxygen atmosphere. With winds that routinely reach speeds of over 300 km per hour. These winds have created hollowed out sinkholes, slot canyons and depressions which have allowed life to thrive inside, safer from the weather.

+6 Wind Resistance

Snow Dune World

A snow dune world is strange. A cold mountainous world with a nitrogen-oxygen atmosphere. The mountain tops are heavily forested and covered in thin ice due to the Fog that clings to the mountains of this world instead of the lowlands which are filled with metric tons of snow. Large snowworms wander the planet, attracted by vibrations.

Snow Treader

Can walk the snow of this world without attracting dangerous wildlife or leaving a trail that can be followed.

Works in any snow terrain.

Basalt World

A cold and rocky world with a nitrogen-oxygen atmosphere. Due to a volcanic past, this generally flat world is covered in basalt lava fields. A stable biosphere exists in the mosses and lichens that grow on the cooled basalt.

Basalt worlds are known for their high craftmanship due to the abundance of available resources on the surface which allows the colony afford to import it's other needs with ease.

Crafter's Delight: Gain the Techie party skill and gain a +2 misc bonus to it.

Bog World

Cold, muddy world with a thick nitrogen-oxygen atmosphere. Seasonal variation is limited with significant precipitation. Most landmasses are covered in dense vegetation.

Frigid World - Alga: You gain +4 on Fortitude saves against extreme cold.

Disease World - Alga: +4 Fortitude against disease.

Wet Worlds

Bioluminescent World

[Wet Climate]

A tropical rocky world with a nitrogen-oxygen atmosphere. Exotic but non-toxic particles in the atmosphere cause almost constant cloud cover on this planet. Despite this, due to the greenhouse effect and geothermal activity, life thrives on this world.

Almost all the flora and fauna of this world exhibit Bioluminescent traits and scans of the planet detect the presence of the rare Prototaxites stellaviatori.

Dark World: You gain darkvision out to a range of 60 feet.

  • Your eyes produce a luminescent glow.

  • Your skin may have luminescent markings and can be consciously dimmed during use of stealth.

You gain the subtype [Mycelial] along with your other types.

Reef World

[Wet Climate]

A temperate world with a nitrogen-oxygen atmosphere and a significant hydrosphere. Shallow oceans cover more than 90% of the surface and under the surface, significant reef systems can be seen from orbit. The only areas above water are where the reef system has grown high enough to create scattered island chains of coral.

Reef Chameleon - You may take a moment to focus and trigger a skin color change to blend in with the brightly colored reefs that make up the islands of your homeworld. Gain a +6 bonus to stealth checks as long as you are in color sync with your surroundings.

You may do this a number of times per day equal to your Con Modifier.

Fog World

[Wet Climate]

A rocky world with a nitrogen-oxygen atmosphere and a significant hydrosphere. Oceans cover much of the surface and extreme humidity causes near-constant fog moving over the lush forests and grasslands."

Fog Warden:

Your perception checks are never hindered by Fog and the penalty for other vision obstructions like magical darkness are halved.

Aquatic World

A world with a significant oceanic hydrosphere. 100% of the world's surface is covered in oceans and there is no atmosphere to speak of beyond the water of this world.

Water worlders have adapted to total oceanic living and can breathe underwater as well as air [assuming they could before, races who evolve on this type of world would need breathing apparatus in regular environs]

Cenote World

[Wet Climate]

A humid, rocky world with a thick nitrogen-oxygen atmosphere. Large sinkholes and underwater rivers systems snake below the surface of this world. Most landmasses are covered in dense vegetation.

Acrobat's refuge -

Cenote worlds are highly dangerous, one wrong step and you could fall to your death, not realizing that under those vines was a sinkhole rather then solid ground. Those who live on such worlds are able to read their surroundings for such hidden dangers and avoid them far more easily.

+3 to Perception checks

+3 to Acrobatics checks

Ocean World

Rocky world with a nitrogen-oxygen atmosphere and a significant hydrosphere. Oceans cover more than 90% of the surface, with scattered islands making up the remaining percentage.

Ocean World: You gain +6 on Swim checks and can hold your breath for a number of rounds equal to twice your Constitution score.

Retinal World

A rocky world with a nitrogen-oxygen atmosphere. Active and stable hydrosphere with great land masses that are separated by oceans. Much of the fauna and flora is retinaldehyde-based instead of chlorophyll-based giving the planet a distinctive purple hue.

Cosmetic change: Skin and eye color Tends to drift towards purple hues similar to the Lukari species.

Universal Appeal (Ex):

Retinal worlders do not suffer any penalty to Charisma when interacting with creatures of a different species.

Tepui World

A mountainous, lush rocky world with a nitrogen-oxygen atmosphere. With a significant hydrosphere and covered in dense vegetation, there is a noticeable difference between the cooler rainy plateaus of the tepuis and the warmer humid ground jungle below.

Disease World - Belta: +8 Fortitude against disease.

Superhabitable World

[Mixed Environment]

A rocky world with a nitrogen-oxygen atmosphere. Due it's large size, this planet retained many of its gases while forming, therefore, has a denser atmosphere with an average temperature of around 25 degrees Celsius.

This has also had the effect of decreasing ocean basin size which encourages marine life. Plant and animal life thrive on this world though they tend to be more muscular due to having to resist the higher gravity.

High-G World:

  • You gain +2 to your Strength.

  • Reduce your base height by 6 inches.

Dwarf World

A smaller than normal planetary body characterized by its inability to gravitationally dominate its orbit. Its small size leads to a weak gravitational field but due to geological activity and outgassing, it has more of an atmosphere than a subglacial moon. Life is generally challenging here but at least it isn't too cold.

Low-G World:

  • You gain +2 to your Dexterity.

  • Increase your base height by 6 inches.

Dry Worlds

Atacama World

[Cold-Dry Climate]

A cold, dry, rocky world with a nitrogen-oxygen atmosphere. Extreme altitude peaks cause rain shadows for most of the planet, and salt flats and arid valleys make up most of the level land. The hydrosphere is in a few lakes and mountain springs.

Frigid World - Alga: You gain +4 on Fortitude saves against extreme cold.

Dry World: You gain +2 on Survival checks and +2 on Constitution checks against dehydration.

Mesa World

[Hot-Dry Climate]

A hot, dry, rocky world with a nitrogen-oxygen atmosphere. Great plateaus and mesas are common around the equator, with cooler forested polar regions. The hydrosphere is mostly in large rivers that have cut canyons with vegetation covering riverbeds.

Hot World - Alga: You gain +4 on Fortitude saves against extreme heat.

Dry World: You gain +2 on Survival checks and +2 on Constitution checks against dehydration.

Desert World

[Dry Climate]

An extremely dry, rocky world with a nitrogen-oxygen atmosphere. Precipitation and major bodies of surface water are relatively rare. Significant temperature variations between day and night cycles. Vegetation is scarce, but even moderate precipitation can make the desert bloom.

Hot World - Belta: You gain +8 on Fortitude saves against extreme heat.

Sand Dune World

[Dry Climate]

A hot and dry rocky planet with a nitrogen-oxygen atmosphere. Seas of sand dunes cover over 90% of the surface. Hydrosphere is mainly in underground aquifers that rise up in oasis and mountain springs though otherwise non-existent. Large sandworms wander the planet, attracted by vibrations.

Dune Treader

  • Can walk the sands of this world without attracting dangerous wildlife or leaving a trail that can be followed.

  • Works in any desert terrain.

Arid World

[Dry Climate]

Dry, rocky world with a nitrogen-oxygen atmosphere. The dust-covered terrain consists largely of mesas and canyons. Forests can be found in the more temperate polar regions, but vegetation is otherwise scarce.

Arid World: You gain +4 on Survival checks and +4 on Constitution checks against dehydration.

Coastal World

[Dry Climate]

A sub-tropical dry world with a nitrogen-oxygen atmosphere. The planet's hydrosphere is in deep cold oceans with currents that cause high atmospheric stability reducing rainfall on the land, but allowing fog and haze which provides sufficient moisture to sustain a variety of lichens, succulents, and shrubs.

Coastal worlds usually get colonized for one primary reason: Fish, as a result everyone who grew up on a coastal world is capable of pulling nutrients from bodies of water.

Fisherman's Delight: Gain the fishing party skill and gain a +2 misc bonus to it.

Aquifer World

A dry, rocky world with a nitrogen-oxygen atmosphere. Precipitation is rare but this planet has a rich hydrosphere found underneath the surface and in the countless lagoons scattered over the planet. While the dry hot sand does not support much life the lagoons and underground rivers are rich in it.

Such a world has great expanses of sand or lagoon that needs to be traversed quickly and as a result many species living in such a place adapts in a most interesting manner.

Sandswimmer - You may use your full swim speed +15 feet on an aquifer world and your normal swim speed in any other kind of sand.

Prolonged swimming in regular sand [non-aquafier world] tends to make them itchy however

Coral World

A dry, rocky world with a nitrogen-oxygen atmosphere. Once an ocean world, due to a low magnetosphere and other ecological factors it has almost completely lost its hydrosphere. What water remains is extremely high in mineral salt and slightly toxic. The corals of this world's oceans have adapted to the dry environment and can be found as forests all over the planet's surface.

Coral Weavers - These artisans have a symbiotic connection to coral and can use rare corals from around the galaxy to create unique consumer and trade goods.

Rare Coral can be used to replace any material type when crafting.

Badlands World

Dry, rocky world with a nitrogen-oxygen atmosphere. The dry terrain consists largely of sedimentary rocks and clay-rich soils which have been eroded by wind and water. The minimal vegetation is mostly in low lying shrubs and hardy grasses. If the wild west manifested as a world, it would be one of these.

The folk living on such worlds tend to rely heavily on work animals like horses during the colonization phase and this tends to remain the case even as the colony progresses.

  • Riding is a Character skill, Gain +1 Rank limit

  • +1 Misc modifer to your first Riding skill.

Steppe World

Dry, rocky world with a nitrogen-oxygen atmosphere. This semi-arid grassland has rolling hills and plains covering much of the surface. While almost no trees grow on this planet, the amount of rainfall can support shrubs and grasses. Those that live on such worlds are master survivalists

  • Natural Survivalist: Gain the Survivalist party skill and gain a +2 misc bonus to it.

Semi-unique [4 <-> 12] and Unique [1 <-> 3] Worlds

Shroud World - Tidally Locked [S-U]

A rocky world with a nitrogen-oxygen atmosphere. With the planet tidally locked to its sun, one side of the planet is in constant daylight and enriched with the Psionic energy polarized to the Lightside, while the other is in constant night and polarized to the Darkside.

The fauna and flora are capable of wielding the respective energies against those pioneering this new world. The colony is built thin habitable zone exists in the twilight region but this doesn't stop the occasional creature from wandering in as a result the population has learned to defend themselves from the local biota.

+3 to Resist Yin element attacks

+3 to Resist Yang element attacks

Weave World - Mangrove [U]

A humid wet world with a nitrogen-oxygen atmosphere. Most of the planet is covered in shallow seas with very little land above sea level. Jungles extended for hundreds of miles beyond the shores of the few existing islands. Hydrosphere is strong and stable, and supports a great abundance of plant and animal life.

This world has a thin membrane with the weave, specifically Earth and water aspects causing plant life to flourish so easily. Those who grew up in such places or are descended from those from such a world tend to have an easier time manipulating plant life with supernatural energies.

Wood Mastery:

Mangrove Worlders can learn Wood Primal Arts spells 1 rank higher then their character level eg: a level one Mangrove worlder can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Shroud World - Zro [S-U]

A rocky world with a nitrogen-oxygen atmosphere. Nothing about this planet conforms to known geological norms and physics. The rock formations appear to take on twisted organic shapes and there are deep chasms that go completely into the planet's crust. While there is almost an endless diversity to the planet's biomes none of them are reminiscent of those experienced anywhere else.

Zro worlds are the leftovers of a fallen civilization the Zroni, they are easily identified from orbit by the strange purple tinted psionic storms that rage across it's surface. Zro worlds always contain Zro dust deposits and the local population has adapted to the high concentration over time.

Zro Worlders gained boosted effects and less side effects from using Psionic drugs like Zro dust, Synthetic Dust [Earth Alliance Space] Spice Melange [Arrakis] and others.

Weave World - Storm [U]

Cold, wet, rocky world with a nitrogen-oxygen atmosphere. The majority of the planet's landmasses are found at either pole, separated by a massive single ocean that generates powerful storms year-round. While technically habitable, these landmasses can only support a few hardy plants and animals; the majority of the planet's life can be found under the surface of the water

This world has a thin membrane with the weave, specifically Lightning and water aspects allowing the local flora and fauna to be able to create all sorts of electrical attacks. It is believed this [currently unnamed] weave-world is where the Palmans found the genes for their famous Xanafalgue Biomonster's electrical abilities.

Storm Mastery:

Storm-worlders can learn Storm Primal Arts spells 1 rank higher then their character level eg: a level one Storm-worlders can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Shroud World - Yang [S-U]

Lightside Worlders can learn Yang Energy Control spells 1 rank higher then their character level eg: a level one Lightside Worlder can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Weave World - Geothermal [U]

A cold, icy planet with tropical rifts that break up the expanses of ice, heated by natural geothermal vents with a nitrogen-oxygen atmosphere. The hydrosphere is in melt water and steam rising from vents.

This world has a thin membrane with the weave, specifically fire and water aspects causing those who live there to learn to manipulate the steam that is ever-present.

Boil Mastery:

Steam Worlders can learn Boil Primal Arts spells 1 rank higher then their character level eg: a level one Steam worlder can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Shroud World - Yin [S-U]

Darkside Worlders can learn Yin Energy Control spells 1 rank higher then their character level eg: a level one Darkside Worlder can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Weave World - 'Sandvannah' [U]

Rocky world dominated by dry, arid plains covered by a nitrogen-oxygen atmosphere. The small hydrosphere allows for brief wet seasons, but aside from a few ubiquitous grasses vegetation is largely concentrated around shallow oases.

This savannah-like world has a thin membrane with the weave, specifically earth and wind aspects causing landscape to be dotted with spheres of sand that float in the air; the planet seems to have a sand-cycle similar to how most planets have a hydrologic cycle. These spheres dissapate and reappear and seem to drift about on their own accords. Most natives and the pioneers to such worlds eventually learn to harness this for their own purposes.

Sand Mastery:

Sand Worlders can learn Sand Primal Arts spells 1 rank higher then their character level eg: a level one Sand worlder can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Shroud World - The world of whispers [U-1}

This strange habitable world does not seem to conform to our knowledge of geology and physics, giant organic-looking formations pop up around the planet and there are deep open chasms leading into the crust of the planet.

Some in the Imperium have called this world cursed and many claimed to hear voices in the winds of this planet. There are signs of an unrecorded ancient Palman colony on the surface as well.

All who live here know that they can hear it; the whispers in the wind, the whispers in the darkness. Pioneers to this world often come up with brilliant and unique solutions to problems. There is also higher than normal levels of paranoia, depression, insomnia, suicidal tendencies, and other mental health issues on this planet. Imperial researchers assure us that these phenomena are not connected in any way.

Benefit:

  • Forbidden Knowledge is a character skill for you.

  • Gain +2 Intelligence

Defect:

  • Your sanity modifier is Wisdom score x3 instead of x4

  • You hear the whispers even off-world.

Weave World - Skadi [U]

A frigid, rocky world with a nitrogen-oxygen atmosphere. Hydrosphere is mostly frozen, with diamond dust being as common as snow. While winds can reach speeds of over 250 km per hour in the winter months, life can be found in isolated pockets under sea ice, in caves, and in protected valleys.

This world has a thin membrane with the weave, specifically wind and water aspects causing those who live there to learn to manipulate the snow and Ice that is ever-present.

Ice Mastery:

Skadi Worlders can learn Ice Primal Arts spells 1 rank higher then their character level eg: a level one Skadi worlder can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Tendril World - Megaflora

A Rocky world with a nitrogen-oxygen atmosphere. Densely forested with a strong and healthy hydro-sphere. This planet is home to giant megaflora which cover the planet's surface that seems connected to the Tree of Norse Mythology Yggdrasil.

This 'world' - A manifestation of a branch of Yggdrasil is perfectly healthy and normal. . . well as perfectly healthy and normal as a giant-finger-tree-planet can get.

Planar channel - Spells cost 1 less when on Weave worlds, tendril worlds, shroud worlds or any other planet with enriched magical energies on a planet-wide scale. Denizens of healthy branches seem to be able to draw in trace amounts of energy from their surroundings to substitute the drain on their own reserves. This bonus is also in effect in hyperspace if the individual is psionic.

Weave World - Magnetic [U]

Magnetic Mastery:

__________ can learn Magnetic Primal Arts spells 1 rank higher then their character level eg: a level one _________can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Tendril World - Hallow [S-U]

A Rocky world with a nitrogen-oxygen atmosphere. Densely forested with a strong and healthy hydro-sphere. This planet is home to giant megaflora which cover the planet's surface that seems connected to the Tree of Norse Mythology Yggdrasil.

This 'world' - A manifestation of a branch of Yggdrasil has been blessed by the Fae. All sorts of weird fantastical creatures Inhabit this place.

Living in a Fairy tale - You gain Fae subtype along with your other types

Fae native to the Hallow will ignore you unless provoked.

Weave World - Ash [U]

A rocky world with a nitrogen-oxygen Atmosphere that possesses trace amounts of sulfur dioxide in its atmospheric mix. Although this young world has cooled from its molten past it still has considerable seismic and volcanic activity.

This world has a thin membrane with the weave, specifically Earth and Fire aspects causing those who live there to learn to manipulate the Lava that is ever-present.

Lava Mastery:

Ash Worlders can learn Lava Primal Arts spells 1 rank higher then their character level eg: a level one Ash worlder can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Tendril World - Corrupted [S-U]

A Rocky world with a nitrogen-oxygen atmosphere. Densely forested with a strong and healthy hydro-sphere. This planet is home to giant megaflora which cover the planet's surface that seems connected to the Tree of Norse Mythology Yggdrasil.

This 'world' - A manifestation of a branch of Yggdrasil has been corrupted by something otherworldly, strange worms and eater's of flesh roam this dangerous place

Corruption Resident - You've been altered by the Corruption!

Corrupted creatures ignore lifeforms similar to themselves unless provoked.

You gain Abberation subtype along with your other types

Shadow Leech - You gain Fast Control 1 when in Corruption Biomes

Weave World - Radiotrophic [U]

Rocky world with a nitrogen-oxygen atmosphere. High levels of radioactivity have mutated the life on this planet, which now uses radiosynthesis to convert gamma radiation to energy

This world has a thin membrane with the weave, specifically wind and fire aspects causing those who live there to learn how to weaponize the strange forms of radiation that exists on their world.

Scorch Mastery:

Scorch worlders can learn Scorch Primal Arts spells 1 rank higher then their character level eg: a level one Scorch worlders can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Tendril World - Crimson [S-U]

A Rocky world with a nitrogen-oxygen atmosphere. Densely forested with a strong and healthy hydro-sphere. This planet is home to giant megaflora which cover the planet's surface that seems connected to the Tree of Norse Mythology Yggdrasil.

This 'world' - A manifestation of a branch of Yggdrasil has been corrupted by 'blood'. It is currently unknown if this was caused by 'Blood' Primal or ritual arts spell or perhaps the blood of some sort of evil entity.

Crimhabitant - You've been altered by the Crimson!

Crimcreatures ignore lifeforms similar to themselves unless provoked.

You gain Abberation subtype along with your other types

Crimgeneration- You gain Fast Healing 1 when in Crimson Biomes

Weave World - Primal [U]

"Rocky world with a nitrogen-oxygen atmosphere. This young world's volcanic activity should have slowed down. It hasn't but it is still giving rise to increasingly complex flora and fauna which has helped create a breathable atmosphere and stabilizing hydrosphere.

This world has a thin membrane with the weave, specifically Lightning and fire aspects. Many of the fauna and flora can defend itself with bio-plasma.

Blaze Mastery:

Blaze worlders can learn Blaze Primal Arts spells 1 rank higher then their character level eg: a level one Blaze worlders can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Tendril World - Transitory [U-1]

A Rocky world with a nitrogen-oxygen atmosphere. Densely forested with a strong and healthy hydro-sphere. This planet is home to giant megaflora which cover the planet's surface that seems connected to the Tree of Norse Mythology Yggdrasil.

This 'world' - A manifestation of a branch of Yggdrasil is in the process of being contaminated by any combination of the above conditions.

The Natives call their homeworld Terraria.

Cut us some slack! - If it isn't murderous munching eyeballs or zombies or alien invasions, it's some leftover part of some god trying to animate itself. Watch out! cthulhu left nut might pop out from around a corner, you never really know. Terrarians gain a Talent slot as a result of being forced to adapt to god knows what at god knows when.

Weave World - Explosion [U]

Explosion Mastery:

__________ can learn Explosion Primal Arts spells 1 rank higher then their character level eg: a level one _________can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Halpha - The biomechanoid world [U-1]

A rocky world with a nitrogen-oxygen atmosphere and a stable hydrosphere.

Though the planet seems unusual due to its seamless transition from planet to machine in various places, said machines are seeming of advanced Palman design.

Many of the more hostile lifeforms seem to be some techno-organics or 'DOLLs' as the locals call them. Strangely they seem to ignore the local wildlife for some reason. Some Colonists also show signs of Biomechanoid traits similar to said DOLLs and are also ignored.

A truely unique world, only planet Halpha (Japanese: ハルファ) shows such unique techno-organic lifeforms.

  • A Biomechanoid character's Cybertech limit is doubled.

  • Native DOLLs ignore Techno-organic lifeforms similar to themselves unless provoked.

Weave World - Metal [U]

Metal Mastery:

__________ can learn Metal Primal Arts spells 1 rank higher then their character level eg: a level one _________can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Floating World [S-U]

A strange world of floating rock with a nitrogen-oxygen atmosphere. Large swathes of lang seem to hang steady in the sky above a lower world which it's condition may vary. Thick vegetation hangs off the floating islands and continents that span the horizon and many flying creatures inhabit this world.

Floating world residents contain trace amounts of a semi-organic crystalline material only native to Floating worlds. While this material goes by many names its most well known to the Palmans as "Dragon Crystals" due to the artificial planet they had created - Amduskia or アムドゥスキア also known as Amduscia. It is believed all other floating island worlds are formed from Dragon crystals that have been moved to other worlds and have had time to grow and particulate within the biome of that world.

Duscian Hover - A 'Duscian' adapted character can choose to hover at half their base land speed or base fly speed [whichever is higher] instead of walking. It can then hover in any direction, including straight down or straight up, at half speed, regardless of its maneuverability. However, the distance they are capable of going up is rather limited. [ Its Hover not Fly. ]

If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature can attack with all limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.

Normal: Without this feature or the Hover Feat, a creature must keep moving while flying unless it has perfect maneuverability.

Rykros - The true crystal world [U]

Rykros is the fourth planet of the Algo star system. The planet remains hidden for most of its 1000-year, highly elliptical orbit.

This world has a thin membrane with the weave, specifically Lightning, water and earth aspects - the entire world is brimming with creation energies and the planet seems to have many spirit denizens.

Crystals grow everywhere and every surface is crystal, the evergrowing crystals converting any non-organic or and decaying organics that it can utilize. These crystals act as a natural planetary cloaking device. Only those possessing an Aero-Prism can locate the world.

Crystal Mastery:

Rykrosan can learn crystal Primal Arts spells 1 rank higher then their character level eg: a level one Rykrosan can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Metaphasic Crystal World

"A rocky world with a nitrogen-oxygen atmosphere. Metaphasic crystals exist in particle form around the planet as rings or large crystals grow all over the planet's surface. Animal and plant life is thriving everywhere on this planet.

Planets like Minbar and Baku are Metaphasic crystal worlds.

Metaphasic worlders can learn Medical Energy Control spells 1 rank higher then their character level eg: a level one metaphasic Worlder can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Weave World - Null Point [U]

A hellish world trapped in what is known as the 'All Forces Nullification Point'

This 'planet' is situated at a point between the Tri-Galaxies where the fundamental interactions are negated. Theoretically, anything that passes through there would come apart as the forces holding it together disappear.

"Things just randomly disintegrate here. They don't get a lot of tourists."

Jeffrin Kalus, Chief Engineer, I.R.V. Gladiator

Dust Mastery:

Null Worlders can learn Dust Primal Arts spells 1 rank higher then their character level eg: a level one Null worlder can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Creep World

Your planet was bombarded by Creep pods before a zerg invasion. The invasion however never came and the planet continued to evolve alongside a wild strain of creep. Zerg seem to sense the minor changes in your genetic structure and Ignore you, making the assumption that your just some new strain that abathur has been experimenting with.

  • Zerg ignore Creep worlders unless provoked.

  • Mutation rules are relaxed when adding mutation template

  • You gain all zerg 'creep' bonuses

"You did What!?! Oook. . . I'm just going to-- [Temporal datacore erased]

Jeffrin Kalus, Chief Engineer, I.R.V. Gladiator

Weave World - Blood [U]

A strange living world of Sentient Blood. You'd expect something out of a horror story but it is rather the opposite.

One of the grand constructs of the Palman Imperium; A clone of Xion with a medical focus. The planet is constantly growing in size and expanding its network of tunnels and blood pools. As a new species comes into existence in the multiverse so do new pools of blood on this world. One for every type and every species.

This world has a thin membrane with the weave, specifically wind, water and earth aspects - the entire world is brimming with life energies.

Blood Mastery:

Blood Worlders can learn Blood Primal Arts spells 1 rank higher then their character level eg: a level one blood worlder can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Starborn

You don't have a homeworld at all!

Either your race left or lost it's homeworld or you just happen to be on a generation ship or perhaps your family has just been spacefaring for many generations, either way, you've adapted to life aboard artificial structures and vehicles in the great dark.

Vacuum Tolerance I

A Spacer can survive in the frozen vacuum of space for approximately 20 to 30 minutes, usually losing consciousness in half that time.

If your species already possesses Vacuum Tolerance of any rank, Increase by One rank [20-30 minutes]

Weave World - Astral

If heaven was a Planet it would be an Astral world, an eco-rich world with a nitrogen-oxygen atmosphere. The surface is an expanse of pristine wilderness covered in lush forests, massive mountains, perfectly clear streams, placid lakes, and an ocean the inhabitants call the Sparkling Sea. This biome is nearly perfect for all higher forms of life due to its rich Astral energy from its naturally formed lay-lines connecting to the weave.

Astral Mastery:

Astral Worlders can learn Astral Energy Control spells 1 rank higher then their character level eg: a level one Astral worlder can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.

Decaying Assimilated World

Something lived here before you did. Something dangerous, something that should just be forgotten and left to turn to dust. Who knows who or what killed them and their technology but it was effective.

Assimilation technology and life do share one thing, they adapt and soon the planet was teeming with Fauna and flora filled with nanites, altered nanites but nanites nonetheless.

As descendants of the drones that once lived here your body is filled with symbiotic bio nanites that have changed themselves to adapt to some unknown threat that forced them and the entire world to disconnect from the collective.

[Determined Assimilators] that Detect you are instantly hostile.

Immune to hive-mind connection [Mechanical]

You have no restrictions on using contaminative cybertech.

You start with the Dataport cybertech and it doesn't use a cybertech slot.

Your Bio-nanites are personal, You lack Assimilation Protocol.

"Assimilation Nanites Infected with Bioprotocols?

This has Palman written all over it"

Jeffrin Kalus, Chief Engineer, I.R.V. Gladiator

Weave World - Fel

If Hell was a planet it would be a Fel World, a rocky world with a constantly shifting atmosphere due to demonic corruption. The surface is a blasted hellscape in the most literal sense filled with rivers of lava, barren hills, and low, rocky mountains. To scale the mountains or move too quickly is unwise at best, since obsidian, quartz, and other crystals jut from the jagged land, cutting clothes and slicing flesh. The ubiquitous presence of rocks and boulders, some of which seem to resemble tormented faces and shapes of creatures, render the terrain extremely treacherous and difficult to cross at any pace quicker than a fast walk.

Fel Mastery:

Fel Worlders can learn Fel Energy Control spells 1 rank higher then their character level eg: a level one Fel worlder can learn rank 2 spells instead of just rank 1.

And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.