The races on this page are chosen by the player's choice of background packages. As such you can't play a Ssath without taking the Alien Citizen background. Each race will often have an attribute modifier, racial traits, and other features. Some have information not generally known across the sector and as such I recommend that you speak to your GM about what your character would be aware of.
Who are the Ssathi?
The Ssath, or Ssathi, are a technologically advanced and psionicly gifted alien species found in the Listor sub-sector bordering human space. Physically similar to humans they have two outstanding features: The natural Ssath skin appears with an almost plastic texture and their eyes are slightly wider than the average human. They also possess a unique ability to shift and change the colour of their biomass, allowing them to take on different humanoid forms with varying degrees of success. Every Ssath has some level of innate psionic power, with some being much more adept and powerful with them than others. It's theorised that their shape-shifting abilities are a result of this, with Master Ssath Psionics able to mimic any human they found with flawless precision.
Once they were a vast interstellar empire, but they were already on the decline during the first wave of colonisation. Like humanity they were reliant upon their Psionic population for their advanced civilisation in the past and as such were hit bad by the Scream, losing what remained of their interstellar holdings. To a human the Ssath social structure is quirky at best and contradictory at worst. Technically a matriarchal society yet many important members of society are Male. There is a caste hierarchy but a Ssath isn't born into any, nor are they stuck with their caste. Instead they are expected to choose a path when they come of age and this dictates which caste they are a member of. Some example casts include; The Stewards [the warrior and defender cast], The Oracles [Politicians, teachers, and scientists], The Legacy [Painters, writers, artisans, and singers] and The Trailblazers [Explorers].
General Bonus & Penalties:
Natural Weapons: A Ssath is capable of forming body weapons with 1d4 rounds of concentration. This Natural weapon has the same game statistics of a monoblade.
Shifters: All Ssath can make full body changes with 2d6*10 Minutes of concentration, though accurately mimicking a Human or Non-Ssath alien required mastery of the Ssath-Shifter Art.
Lithe Build: +2 to Dexterity, -1 Strength & Constitution.
Warrior Bonus:
Combat Shifting: -1 to AC and ability to use advanced functions of Ssath Combat equipment.
Psionics Bonus:
Shifting Mastery: A Ssath Psionic has access to the Ssathi-Shifter Discipline, allowing them to fully employ their natural shifting abilities. Only a person of full or partial Ssath decent can use this Psionic discipline due to the biological requirement. Any attempt to see through a deception created by these powers, unless otherwise stated, requires a difficulty 10 Wisdom/Perception test.
Expert Bonus:
Scholars, Teachers and Philosophers: +1 to all culture and history rolls.
Character Traits:
Plastic looking skin to humans
Wider eyes to humans
Women, in theory, have higher standing than men. However, this appears little more than honorific at this time, with skill preferable over gender
Uses a flexible caste system that each Ssathi chooses when they come of age
All Ssath have basic shape change abilities, though only Psionics can make full use of this
Who are the Hochog?
The Hochog, despite their brutish appearance, are one of the oldest races known to humanity. Scattered across the stars long before the Ssathi. The average Hochog is slightly larger than a human, running far more towards muscle than fat. A tusked, porcine head is crowned with a crest of short bristles that trails down the creature's spine. Males and Females are usually indistinguishable to humans, which can cause occasional awkwardness.
Any world of their own long lost to history, they roam human space surviving through a mix of trade and piracy. Whole populations live, work, and die aboard great Hochog 'Wartraders', the mighty vessels that they call home. These ships are comparable to battleships and act almost like space born brazers, with different Hochog clans operating their own ships and even fleets. Curiously, the more pirate-like clans tend to operate in smaller groups of vessels as any large pirate collectives tend to be targeted and hunted down by human organisations.
General Bonuses & Penalties:
Plentiful resources: TL3 equipment at character creation is 10% off base price, TL 2 is 20% off, TL 1 is 30% and TL0 is 40% off.
Natural Armour: Hochog hide is tough and rugged. instead of AC 9 when unarmoured they are AC 7. Dex is still minus from AC.
Thick Skulls & Clouded minds: Hochog roll two mental saves and use the better result against Psionic Powers.
Muscle, Muscle and Ugly Muscle: +2 to strength, +1 to Constitution, -2 to Charisma, & -1 Intelligence.
Warrior Bonus:
Strong Arms & Sharp Eyes: Hochog Warriors get +1 damage to all melee weapons and +1 to hit with all range weapons that they manually use.
Psionic Bonus:
N/A, as far as we know the Hochog are simply incapable of Psionic Powers
Expert Bonus:
Intuitive design: +1 to all Tech/Postech Rolls
Character Traits:
Average height of over 6ft
Heavily muscled
Have porcine features & back spines
Gene-engineered Citizens are genetic creations that were originally made from a combination and manipulation of human and Feline DNA by the Casparta Corporation Andromeda Cybernetic. It's from the cultural origins that they divine the name Neko. Created in secret from the rest of the Sector, Andromida Cybernetic used them as a custom labour force, performing manual work to combat and personal pleasure. Once they were grown in tubes and fitted with Neural Inhibitors to keep them docile and under control. But after the events of the Liberation of 3010 and the dissemination of the Genesis Compound, all of this changed. Now new Gene-engineered Citizens are born through partnership and procreation. Now Neko's have full autonomy of thought and feelings, no longer limited by the insidious creation that once sat inside their heads.
General Bonuses & Penalties:
Cat Reflexes: +1 to falling Dexterity save when their tail is free
Hyper Senses: +1 to Hearing or Seeing Perception test when ears and eyes are unobstructed
Soft Skin: -1 to Constitution
Warrior Bonus:
Genetic Weapon: +1 to hit Unarmed Melee Attacks
Psionics Bonus:
Expanded Neural Pathways: +1 Power Point At Character Creation
Expert Bonus:
Purrfect Beauty: +1 to Charisma-based Persuade tests
Optional Genetic Quirk:
Night-time hunter: When eyes are unobstructed the character counts as having low light goggles when dark. The eyes on those Nekos with this quirk resemble the large pools of their feline compatriots.
Character Traits:
Cat ears and tail
Gene-engineered Designation & Tattoo (E.g. WKR 222, FGR 56,) This is only seen on Nekos created before the liberation.
Cautious but happy attitude
Some level of Hydrophobia (Fear of Water)
Some Neko are prone to mewing or purring occasionally
Some Neko have some level of Cynophobia (Fear of Dogs)
Some Neko go into Heat periodically, during this time their arousal levels skyrocket in order to promote procreation. This is more common on post-liberation Nekos.