Vorcha

Racial Attributes

  • Wound Points 1d12

  • Control Modifier +0

  • +2 Constitution

  • +2 Strength

  • –2 Charisma

Size: Medium
Base Speed: 30ft
Medical Class: Group II-a (near-humanoids)


Darkvision: 60 Feet

Vorcha Adaptation:

Extra Trait Slot for a Terrain Adaptation(free), Discount for extra Terrain adaptations, Vorcha have no Terrain adaptation trait limits, they can also use conflicting Planetary Adaptation feats.

Rage Recuperation:

Vorcha physiology allows them to heal from wounds much faster than other races.

Vorcha have Fast Healing 3 regaining 3 hp per round, during rage.

DM-RP:15 Unrestricted, but ugly.

Attributes: Enhanced HP: 1 RP

Ability Scores: Standard 0 RP

Dark-vision I 60 Feet 2 RP

Rage Healing: 3 hp/round +4 RP

Rage: +4 RP

Adaptation: +4 RP

The vorcha are the shortest-lived sapient species currently known, with an average lifespan of only 25 years. The vorcha are known for a rather unique biology that differentiates them from other known species and which carries with it a striking set of advantages and disadvantages. They have clusters of non-differentiated cells, similar to those found on the planarian worm of Earth. These cells allow the vorcha limited regenerative abilities, as well as the ability to adapt quickly to its environment, such as developing thicker skin after being burned or increased musculature to survive in high gravity. When a vorcha is injured or in distress, these cells move to the affected area and rapidly (~1 week) mature to specialized forms that will alleviate the issue. A vorcha that is cut or burned will adapt to have thicker skin. The lungs of a vorcha placed in a barely-breathable atmosphere will adapt to better use the gases there. A vorcha subjected to high gravity will quickly develop stronger heart and leg muscles. Non-differentiated vorcha cell clusters do replenish themselves, but the process is slow. Generally, vorcha can only adapt to a single environment within their brief lives. However, what cells are replaced allow them to heal rapidly, and even to regrow lost limbs over a period of months.

As a consequence of this, the vorcha as a species no longer evolve as other races do. The vorcha equivalent of DNA has remained unchanged for millions of years. There is no need for them to evolve as a species when they can adapt as individuals. Shortly after the vorcha's discovery, several asari mining corporations adopted vorcha orphans from Heshtok, raising them to live nonviolent lives and employed them in the mining industry on Parasc. While these efforts were at first labeled colonialist, the orphans became minor celebrities when it was discovered that the vorcha habit of using violence to communicate was not completely innate. Several spoke throughout Citadel space on behalf of their species, but their short life spans kept their careers very brief. Even today, companies that want vorcha labor have the poor choice between adopting and educating them as youngsters just to watch them age and die or dealing with autonomous but violent adults.

Vorcha Blood Rage:

A Vorcha can fly into a screaming blood frenzy once per day. In a rage, a Vorcha gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, a +2 morale bonus on Will saves and gains the effects of the Die Hard feat, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Vorcha's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal.

While raging, a Vorcha cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function.

He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. At the end of the rage, the Vorcha loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

If the Vorcha belongs to a class that already allows access to a rage-like ability, the Vorcha's racial rage ability allows him to rage one additional time per day. Regardless, a Vorcha may rage only once per encounter