To start it off many of the players will be on a shuttle headed for Pandora. There are many options for why your character is on the shuttle and the following are merely suggestions. You could be a warden, a fortune hunter, an archaeologist, a soldier, a body guard, a trophy, an experiment, a challenge, or something more sinister. Now we are also coming in on different paths, considering that many of you will be coming in as Vault Hunters but think of why else you are coming to Pandora. Could it be that you are working for a corporation, or just running from them? You have been hired to escort one of the trophies for a well paying settler. Do you have a location to one of the many vaults or just trying to run from your past?
roles elaboration:
Warden, one who is taking care of those on the shuttle. Either a guard or one who is following the law.
Fortune Hunter, searches for wealth. This wealth could be one of the many resources found on the planet, or that of bounties that others are willing to pay for the execution of threats to the area.
Archaeologist, one who is looking to learn about the Eridians that were the original natives of the planet. Possibly searching out one of the much searched after Vaults, said to hold immense wealth, power, and other things that only your dreams could fathom.
A prize/trophy, such as a specialty or special race.
A specimen, to be experimented on or dabbled with, or a challenge someone to have my pets play with. Think of an outrageously rich wizard or Outsider that has creatures being shipped in like toys, you could have come willingly, kidnapped, or hunted down for one reason or another.
This will be a high fantasy game, with high magic.
I will also have a section that is similar to Kingmaker where you begin developing your own settlement. If you can work together long enough.
Gestalt and Character Creation:
Gestalt:
Take the higher of the d# for hit point determination.
For BAB and saves: take the better of each class. simple no math.
Take the better of the given skill points of the two classes. Both class skills are still class skills.
Favored Class, pick one at the beginning and post it in your character sheet. You only gain a favored class point if this class is taken for that level.
Character Creation rules:
3rd level
Roll 5d6 seven times on the forum, taking the highest 3 of 5 for each roll, then discarding the lowest rolls. No adjusting, though you get to choose where the rolls get to be placed for which ability scores. Reroll again with a determent/curse.
Max health at first two levels. Roll for each level afterward, post it in discussion with your other choices for the level up.
Classes: At most 2 psionics. Only one gunslinger, ninja, or alchemist. Warlocks and the Synthesist summoner are banned. All Paizo material is acceptable in the Rules Archives, no ACG, Advanced Class Guide unless you just want to be one of those classes. I require links from the Archives or descriptions of abilities and feats in your crunch. Others by request.
*****Disclaimer*****
Understand everyone! That I have stated my opinion about classes that I really don't like. If you still choose to play them, you will not be treated unfairly throughout the game. I will likely have lots of questions, you are responsible for knowing your character. You will not get extra bonuses at the beginning of the game.
2,000 gp starting equipment, understand that you won't start with much of your equipment if the shuttle crashes, though you will likely find it soon after the start. Spend it all! Potions and minor magic items might come very handy. Any equipment not from the Rules Archive needs to be approved. The weapons on Pandora will be plentiful but that makes them worth less.
Any race is legal, but obviously the less common the race the better your background story is going to have to be. This will be a general rule of thumb, I will allow most anything so long as you're willing and skilled enough to make it flow well with the story. You may have a race with at most a +2 level adjustment, but get that story flowing... We are developing the races that are on Pandora, not just races for players. If you pick a basic race you will be given some extra ability to make up for the difference.
Two traits and one campaign trait. One drawback can be taken to gain another trait. If you can come up with another campaign trait for this campaign that you think would be great for this campaign make sure it is not already made and offer up your ideas.
Skills & Feats: You might want to invest in some craft or profession skills. There are no handy shops to buy arrows, food or camping gear, let alone potions and the like.
What I need from you:
• A complete character sheet,
• Short description,
• Short personality,
• Quirks and flaws,
• Background story,
• What type of abilities you have gained and some examples of abilities to grow into.
• At least one 'plot hook' for me to use for a side quest involving your character
Background ideas/Questions to ask to help the development of your character:
Why are you on Pandora or headed there?
Have you had to do anything you regret in order to make it this far?
Have you got family out there or just a strong desire to survive? What gets you through at the end of the day?
What connections do you have?
Do you know anyone on Pandora?
What makes you special, what special ability would you like?
Also I would love to have a few lamplighters. But those would likely be the wardens and in a world that wants to devour you being the best option, lamplighters might not survive long...
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Free story Feats, an extra Favored Class Bonus, an extra trait, a simple or complex magical item are possible depending on your creativity and helpfulness. There is a high chance to gain a normal feat once you accomplish something unique and of importance.
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I want your basic info readily available:
How I would like your vital info to be displayed:
(Make sure to put it in your race profile line, spoiling is optional)
How I would like your skills to be displayed:
(Make sure to put it in your class profile line, also include any skills that you are trained in or do not need to be trained in to use. Spoiling is optional.)
This helps me find the key information as opposed to looking through everyone's different format.
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Reading up on borderlands through the wiki would be best. We will be playing in the Borderlands dimension. One way or another you have made it to Pandora, especially since the first vault has been opened and the Eridium surge has started. This would be a few years before Jack takes over Hyperion. You will likely be more vault hunters, possibly looking for artifacts for a corporation, just hunting for your own fame or wealth, or just looking for a place that is safe from the corporations.
More infor on Pandora:
Borderlands has pretty much just humans. Though for our purposes, there are going to be many different races. The most prolific will be humans, but orc, goblin, dwarves, elves, and all the others will be there too. Just think elves who once lived with the ancients, and now reside in their monastery. Dwarves who mine the planet for another precious source, Eridium. Bandit orcs and goblins, let alone all the other monsters and races. Understand that the population of the planet is 90% bandits. No real large cities, except for the floating orbital space stations.
A few of the towns are Haven, Old Haven, Sanctuary, Fire...., Opportunity, and more to come.
Items that I am incorporating that does not take up a standard slot.
These are Eridian artifacts, class mods, shields and energy enhancers.
Shields
It is an item that produces a shield of force around you. It could be DR, elemental resistance, absorb bullets, give you temporary HP, etc.
Example:
This model will take the brunt of the first few attacks, or just a big one, it adds temporary hit points of 1d10+5 per day.
Eridian artifacts
(Please PM me examples of Eridian artifacts that already have been created.)
Add energy type damage, weapon type damage, increase shield, increase HP, increase skill, increase sight, gives an ability, gives feat.
Example:
The eyes of the underdweller: The wearer of this Eridian artifact gains darkvision.
Energy enhancers
These are weapon crystals that enhance any type of attack, be is a burning hands spell, weapon with burning on it, or if you can immolate.
Example:
Fire, minor. Add +1 damage to any fire attack done.
Class mods
This enhances your class, giving you access to a special ability in your class sooner or just to strengthen an ability already accessed.
Example:
Cleric Class mod of channeling - gain an additional +1d6 to all channels you do.
Suggestions are encouraged.
Money and Exchange rate:
There is no fixed transfer from gold to dollar or Eridium.
Some places will give you a better rate of exchange than others.
Though on average 1 dollar = 1 gp. And 1 Eridium bar = $500.
Or for those who know dollars can burn up easy enough 10 dollar = 1 gp.
1 dollar is 1 gp
10 gp = 1 pp
1 gp = 10 sp = 100 cp
1 Eridium bar = 500 gp. Though Eridium can only be used to buy upgrades for certain items, some abilities, and tech.
NPCs:
Corhash Elreen:
Male, expert in sales, a merchant, possibly an artificer, cowardly, strongest personality and physcially in the group of greenhorns. Prepared, he has armor, shield and weapons.
Arlington Topping:
Male, quiet, ranger or druid, hunter, and lazy he would prefer to just run the jungles and enjoy the creatures company than live in the town where there is so much 'chatter'.
Selvana Crystal Syphon:
Female, came to this town with her parents as a baby, they died of some diesease. She was taken in by the Courtesan guild. Luckily she has worked as a servant for most of her days, only recently did they 'elevate' her to a courtesan with much training, but no actual experience dealing with customers yet. Any magic user or Psi user can see that there is an inner fire within her, that has not shown yet. Perhaps you can talk to her...
Doug Freelance:
Male, Fighter, takes care of his stuff and leaves others alone, he doesn't like being in a group but puts on a good show when forced to, he enjoys killing things and doesn't mind getting dirty.
campaign traits:
Campaign Traits
Grew up on Pandora
You are one tough buddy, because you're still alive.
+1 to Fortitude saves and Survival is always a class skill for you.
Wanted
One of the big corporations wants you, alive or dead.
Characters gain a +3 bonus on all diplomacy checks to find out about you. You gain Stealth and Sense Motive as Class Skills, and gain +1 trait bonus to one of those skills.
Unnatural
There's very little natural about your genetics, either due to accident or deliberate tampering.
Gain a +1 bonus to two saves and a -1 penalty to one save.
Jury Rigger:
You have spent time on Pandora learning to make the best of a bad situation by throwing together weapons with little resources.
Use magic device or Craft (mechanics) is a class skill for you and you gain +1 trait bonus that skill. You may repair an item for a quarter of the normal repair cost, though it only works for 1d4+1 days before breaking again.
Scavenger:
You can identify parts that are salvageable within the piles of junk on Pandora. You have spent hours searching and looking, you even know some of the best places some of the corporations drop.
Survival is a class skill and you may use it to find additional scrap or parts in the wastelands to be used for weaponry, repairs for vehicles or other machinery. Once a week you know there is a good drop happening, though you will need a Survival DC 20 to find it.
Stunt Driver:
Most of the vehicles on Pandora have not had the best track record, you have spent time learning how to survive a crash. Any landing you walk away from is a good landing.
Drive is a class skill, you gain a +1 trait bonus to Drive checks, and you may use a drive check to cushion damage from a crash. In a crash, roll your drive skill and you reduce the damage taken by 1/2 the result.
Explosive expert:
Fighting in the tight tunnels of Pandora you have learnt to know exactly where to hide from your own bombs or where to stand to avoid your own rocket launcher shots. Walk away from explosions in style.
You have +2 trait bonus to Acrobatics checks. Gain evasion but only from your own explosives.
Vending Hacker:
You know a trick or two about pressing the right buttons on the vending machines to give you a slight discount. You even know how to trick the machine into giving you some more of it's pocket change.
Disable Device or Engineering is always a class skill for you. At the risk of Marcus or the wrath of the other owners of the vending machines when buying or selling gear from vending machines you may adjust the cost by 5%, if you succeed a skill check against a vending machine you may access a stored secret compartment with an item that you can buy.
Vault Hunter:
Once on Pandora you have spent much of your life looking for 'the Vault', find nooks and crannies in rock faces is your forte. You might one day find that Vault.
Gain +2 trait bonus to perception. Using your perception check you may find openings or entrances to underground passages or secret tunnels. If you pass a DC X perception check (based on environment) you may look around as if you were using "Detect secret doors" to find the entrance to a tunnel network or base.
On the Brink:
Pandora has slowly been destroying the last vestiges of your sanity. You have become more paranoid and aware of the creatures on this land, maybe too paranoid.
Gain +1 trait bonus to Knowledge: Nature and Knowledge: Local and you may use either untrained. Choose a favored terrain as per Ranger (this not confer the normal benefits). When attacked by the local wildlife or in a favored terrain you are never caught flatfooted during a surprise round.
The Anyweaponizer
Learning early on that there are no two weapons alike on Pandora and that each weapon is heavily customized you figure versatility trumps specialization. You are always ready to discard your weapon for the next "big shiny."
The penalty for using a weapon you are not proficient with is 2 less than normal. Using any weapon you are proficient with grants you +1 to hit, though it takes 1d4 days to familiarize yourself with the weapon to gain this bonus.
The idea with this one is you could stack it with the quick learner trait and use whatever the GM throws at you and you fancy the most at any given time. It would cost you both traits and you still wouldn’t be proficient with it but could still be fun.
Big Eight Big Wig
You are or were at one point a big wig for one of the 8 weapons manufacturers on Pandora. Chose a company, you get +2 trait bonus to any bluff, diplomacy or intimidate checks when dealing with your company but you also suffer a -2 penalty to dealing with other companies. This includes buying/selling weapons. You also start out with a masterwork weapon of your choice gifted from your company.
Bandit Hunter
You have a reputation as a bandit killer. You earn a +3 trait bonus on Diplomacy when used to gather information, Knowledge (local), and Survival when used for tracking, when related to an bandit quarry or other lawless humanoid unaffiliated with any settlement. Choose one as these as a class skill. Those same people have a +3 bonus on any roll to learn about you, as your fame precedes you.
Bad Bandit
You are particularly well known as a notorious bandit and have an easy time getting other bandits to like you or follow you. Improve the starting attitudes of bandits and other lawless humanoids unaffiliated with any settlement by 1 stage. Sadly this renown also has its drawbacks, as you are hated by the local populace. Reduce the starting attitudes of anyone living in a settlement or affiliated with a settlement by 1 stage; also a +2 trait bonus to Intimidate checks.
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Races of Pandora and of the galaxy:
Luddians:
Luddians are a reclusive but highly magical race. Thousands if not tens of thousands of years ago they split from the technologically adept Eridians in an attempt to avoid the evils of such machines. The separation was not very successful until the group moved into the massive underground cave systems of Pandora and completely sealed themselves in. Originally part of a religious sect and biologically the same as the Eridians, Luddians have over the millennia come to be their own species.
Luddians have, like most other races, two arms and two legs but they also have a generally stooped appearance about them. This appearance comes from how their heads and necks extend about six inches forward from their shoulders instead of up. Luddians generally run about the same height as humans do, but if it weren’t for their seeming fragility they might be seen as overbearing (their height being measured from their shoulders not their head.) Differentiation between male and female Luddians can be next to impossible with clothes on, but the males generally run a little more bulky and generally have a lighter more “colorful” appearance than females, whereas females typically give off more heat. After being in underground for so long the Luddians have developed coloration that run from grey to almost black, men sometimes have a slight hint of color.
Luddians have tight knit societies, but, due to the nature of the caves they live in, these have split into three semi distinctive groups. The three largest cave systems rarely intersect, and for a long time the different groups living in them rarely encountered each other, but more recently the three societies have found each other and started to expand and develop cities where the three societies often mingle.
Magic is of utmost importance to the average Luddian, only a small percentage of the populations do not have some ability in it. In fact, magic is the only reason the race has been able to survive much less thrive underground. The three groups have developed their own methods and forms of magic, the Luddians from the northern hemisphere’s semi-seismically active caves have developed a very thinking and rote memorization based magic. Int based casters. Those who hail from the southern hemisphere’s more volcanic active zones have a more inspiration based magic and seem able to pull spells out of the thin air. Wis based casters. Finally the smaller cave system around the equator has given rise to Luddians who work with magic solely by their force of personality, but seem to have access to less spells than the other groups.
Luddians shun relations with other races, sealing holes and erasing memories when the aliens delve too deep or break into the Luddians’ caves. But sometimes the Luddians have to abandon sections of a cave, a corridor, or even, occasionally, a whole city. Originally content to be left alone, many Luddians are starting to feel it might be best to retaliate. With every abandoned area, these feelings spread.
Luddians are often highly indoctrinated and taught from a very young age to follow their elders. Most Luddians are lawful and follow a religion of self-purification and a complete avoidance of technology. Instead they often worship magic itself.
Languages: Eridian
Extra Languages: Common, Undercommon, Celestial, Infernal, Ignan, Terran, Auran.
Sirens:
Outsider: 3rp
Medium-sized: 0rp
Normal speed: 0rp
Standard array: 0rp +2 dex, +2 wis, -2 con
Linguist: 1rp
Lucky, lesser: 2rp
Flexible bonus feat: 4rp
Fast: 1rp
Fleet-footed: 3rp
Skill Training: 1rp Perception, Sense Motive
Total cost: 15rp
Sirens are mysterious creatures, and only six can exist at any time. They are made partially of another level of existence and have powers to move themselves or objects between the levels of reality; this process is known as Phasing. Their nature is shown in the series of blue tattoos along one side of their body. Sirens are quick on their feet and on the uptake, but are usually less than hardy. They take to languages quickly, for they are always outsiders to societies.
What Makes Her Special: Siren. Phaseshot; draw phase-arrows from nothingness and fling them at enemies.
Other ablilities: phase walking, phaseshot, phase vortex 'holding'
Promethea local (Imakandi):
Imakandi are a hunter race that lives on Promethea. Known for their love of the hunt. They are prized amongst fighters for they have learned many ways to blend raw strength with other martial styles.
Imakandi Culture:
The Imakandi are catlike creatures with large lion manes and are very robust physical features. They are not the wisest for they use the alien artifacts without much thought of the ramifications, though the alien tech has absorbed into their race, allowing quicker thinking, strange tattoos, and the increased breadth of knowledge.
The Imakandi are a proud and honorable as well as skillful hunters, they are not a greedy race usually hunting creatures to survive as they hunt targets for the thrill of the hunt and never for money.
Imakandi move around Promethea in Nomadic tribes. Since the first discovery of alien tech they continually search for more tech to improve their hunting skills and abilities. Due to these capabilities they are warlike people though oddly enough do not fight others of their kind. Instead they perform hunting contests, when two tribes meet and they start to impress each other with loud shouts. They move onto dances where they show off their strength (think “Hakka”). Once this ritual has been performed the tribe leaders will agree on an animal or target to hunt and the contest is away. They may use any technique to hunt as long as it doesn't impede the other team. The winning tribe’s leader takes a claw from the losing tribe’s leader. The tribe leader wears this pridefully, it might be on a pendant, it might be on their weapons. Wherever it might be it can be easily seen so other tribes can see how powerful a tribe is.
All Imakandi are pushed to their limits every day, they need to prove themselves to their tribes as warriors. Everyone works for their fill, it might feel odd or very alien to other races but if you don’t hunt your own food, find your own water you die. Other Imakandi will not give each other food unless they were part of the same hunt. There are exceptions though, for example if an Imakandi is sick others will provide enough for him to survive. This exception strangely does not apply to age, there are few old Imkandi as they become weak and can no longer hunter. The few that are old and are capable survive into their elder years, usually the greatest hunters or leaders.
Imakandi are often not adept in social situations as they are plain creatures. Imakandi aren't trained to lie or don’t even think to do so. This has put them into many bad situations in their own history. As alien races trick them into doing things that they would not do otherwise. Since the Imkandi are sincere the alien races exploited them to know that the aliens would get the better end of the deal.
Even now the Atlas Corporation has tricked many Imkandi into joining their cause as The Atlas Corps has been able to reverse engineer more of the tech than the Imkandi ever dreamed off. The Atlas Corps has persuaded many of the Imkandi to become their Guinea Pigs as most of the time they are accustomed to use this tech. Any other race can look in between the lies and see the proud race has become nothing more than glorified lab rats. Many Imkandi have died in failed experiments, the Atlas Corps returning heroic tales to their tribes so that more will join them.
Imakandi:
Darkvision: 2RP
Advanced template: 4RP, +2 to physical stats, +4 Int -2 Wis.
Bonus feat: 4RP, this feat must be chosen from the fighter list as long as the prerequisite is not fighter (unless you are a fighter of course).
Stalker: 1RP, Stealth and Perception are class skills.
Cat's luck: 1RP, may reroll reflex save once a day.
Fleet footed: 3RP, +2 Initiative and Run feat.
Total 15RP.
CL4P-TP General Purpose Robots:
CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion.
Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot.
Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there...
You will probably never see a Claptrap Cavalier.
Standard Racial Traits
Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: CL4P-TPs are humanoids with the robotic subtype.
Size: CL4P-TPs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: CL4P-TPs are fast for their size, and have a base speed of 30 feet.
Languages: CL4P-TPs begin play speaking Common. CL4P-TPs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defence racial Traits
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Blind Panic: Whenever a CL4P-TP is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.
Feat and Skill Racial Traits
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Emotionless: CL4P-TPs have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot.
Master Tinker: CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted.
Senses Racial Traits
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Darkvision: CL4P-TPs see perfectly in the dark up to 60 feet.
Favoured Class Options
Alchemist Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Bard Add 1 to the CL4P-TPs total number of bardic performance rounds a day.
Gunslinger Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Paladin Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).
Ranger Add +1 hit point to the ranger's animal companion. If the CL4P-TP ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue The rogue gains +1/6 of a new rogue talent.
Wizard Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
RACE
Type: Outsider (Native) [3 RP]
Size: Medium [0 RP]
Speed: Normal [0 RP]
Attribute: Flexible: +2 INT, +2 WIS [2 RP]
Languages: Linguist [1 RP]
Traits:
Unnatural [2 RP], Emissary [1 RP], Shards of the Past [4 RP], Magical Linguist [2 RP], Enclave Protector [2 RP], Flight [4 RP].
Total: 21 RP
Heracluns 17 RP:
Attributes: Superhuman Attributes
Damage Capacity: Almost Superhuman
Alien Appearance: Insectoid
Physiological Modifications: None
Unusual Characteristics: Stocky
Unusual Powers: None
Technological Level: Atomic Age/Early Space Age
Magical Level: None
General Attitude/Culture: Peaceful Expansionists
Heraclun mythology credits the origin of their race to the goddess Gul'kaen, claiming that they were created for some higher purpose. However, most modern day scientists point to the physical similarities between the Heraclun and the Eridians as evidence that the two were likely part of the same species at some point, likely diverging due to some sort of shift in environment thousands of years ago. Their claims are not without base: Eridian artifacts have been found on many planets (both core and border worlds) suggesting the possibility that the two races may have been related at one point but still having developed on different planets. Additionally, the Heraclun share an insect-like appearance with their cousins, though they are fare sturdier than the lithe Eridians.
The typical Heraclun are between 6 and 6-1/2 feet tall, with very few member falling outside of that range. Their bodies are covered entirely with a chitinous exoskeleton that helps protect their vulnerable flesh. They also have a single large horn that sprouts from their foreheads and, because their species is sexually dimorphic, it is easy to distinguish males from females based on the size of their horn.
Heraclun culture is reminiscent of ancient Sparta where governance is divided in an Oligarchy among the strongest members of the state. They also have a taste for embellishment with entire city blocks dedicated solely to the pursuit of the arts. Unfortunately the actual population of Heraclun is relatively low which limits their capacity to actual influence the galaxy as a whole.
RACE
Type: Monstrous Humanoid [3 RP]
Size: Medium [0 RP]
Ability Score Modifier: Advanced (+2 WIS, +2 INT, +2 CHA, +4 STR, -2 CON) [4 RP]
Language: Standard [0 RP]
Traits:
Advanced Strength [4 RP], Stability [1 RP], Natural Armor [2 RP], Improved Natural Armor [1 RP], Sociable [1 RP], Natural Attack: Gore [1 RP]
This last race is pretty beefy at 17 RP (sometimes the dice just fall that way) so they make a better NPC to go alongside any Eridian enemies.
Lo-lat Hunters:
Attributes: Galactic Average.
Damage Capacity: Galactic Average.
Alien Appearance: Humanoid Aquatic: fish and mammal-like, webbed feet and hands, smooth or scaly skin, etc.
Physiological Modifications: Twilight world: An extremely dark, night-like world makes this race extremely sensitive to light. Polarized lenses negate this problem.
Unusual Characteristics: Odd skin color; orange.
Unusual Powers: Resistance to damage.
Technological Level: Highly advanced civilization.
Magical Level: No magic.
General Attitude/Culture: Aggressive racial supremacist.
Having evolved in deep, oceanic trenches, the Lo-lat Hunters are a race of aggressive, fish-like creatures. Despite being bipedal and vaguely humanoid they share many traits with their aquatic ancestors: smooth skin, webbed hands and feet, the ability to breath underwater, etc. However, at some point in their past their natural food source became exhausted, forcing them to take to land in search of prey.
The typical Lo-lat is roughly 4-5 ft tall with smooth orange skin, slightly bulbous eyes, and a lithe frame. They also have a long tail that is eerily reminiscent of an Angler Fishes fishing lure which they utilize for a similar purpose.
Lo-lat civilazation has advanced to the point of early firearms and is divided among hereditary tribes. Females make up the majority of the ruling class while the rest of the population is delegated to the role of hunter/gatherers.
RACE
Type: Monstrous Humanoid [3 RP]
Size: Medium [0 RP]
Speed: Normal [0 RP]
Attributes: Standard; +2 DEX, +2 INT, -2 WIS
Languages: Xenophobic; starts with Aquan and can choose from Common, Undercommon, Aboleth, and Elven.
Traits:
Energy Resistance: Cold 5 [1 RP], Stalker [1 RP], Hypnotic Gaze [3 RP], Swim [2 RP], Amphibious [2 RP]
Weaknesses:
Lightblindness [-2 RP],
Total: 10 RP
Anubites (15 RP):
Attributes: Galactic Average
Damage Capacity: Galactic Average
Alien Appearance: Humanoid Canine. Dog-like features, body fur or extreme body hair, dark eyes.
Physiological Modifications: Thermo World. This race comes from a steaming-hot world due to atmospheric effects or a close proximity to the sun.
Unusual Characteristics: Fur-covered
Unusual Powers: Superhuman Attributes
Technological Level: Stone-Age primitives
Magical Level: No magic
General Attitude/Culture: Enlightened Imperialists
Hailing from a world of endless deserts, Anubites are a race of tremendously strong dog-like creatures. The harsh realities of survival in a burning wasteland has made the species incredibly durable compared to most other mortals. For this reason Anubites are often enslaved and employed as gladiators or mercenaries.
Even the shortest Anubite is at least 7 ft tall, although most are closer to 8-1/2 with the largest exceeding 9 ft. They are also largely humanoid with the exception of their heads which are reminiscent to that of a jackal. Both males and females have a coat of short, soft black hair that covers their entire body.
Anubite society and culture is virtually non-existent. Their planets ecology forces them into a life of constant roaming in search of resources and the enslavement of large swathes of their population doesn't help. On their own most tribes are only capable of producing stone tools and simple clothing. Despite this most slaves grasp the use of weapons and armor within only a few weeks of being taken from their home.
Attributes: Superhuman Attributes
Damage Capacity: Galatic standard
Alien Appearance: crystalline formations at ends of body parts, crystalline horns or crown
Physiological Modifications: None
Unusual Characteristics: Resilient and survives nearly anywhere
Unusual Powers: None
Technological Level: Medieval, shun standard technology
Magical Level: average
General Attitude/Culture: skilled hunters
Intubaritu know that they were transported from their doomed planet by Heraclun expansionists to Pandora. They shun technology for it is the reason of their home planet’s destruction. The other race on their planet used technology rampantly and created weapons to match the Intubaritu. Though they continued to develop weapons and created a machine that turned the weather into constant blizzards and eventually tear the planet apart. Once the Heraclun came to rescue any survivors the Intubaritu had eaten all of their dreaded enemies for there was nothing else to eat.
Intubaritu evolved to survive on the harsh world of Entura. Entura was the furthest known borderland world but now is merely frozen chunks in space. They strived to find a balance with the world around them and lived simply with nature and their kind. They would always be ambitious in the hunt. Being amphibious allows them to wander the entirety of their world.
The typical Intubaritu are between 5-1/2 and 6 feet tall, with very few member falling outside of that range. Their bodies have crystalline formations at the ends of their elbows, knuckles, shoulders, knees, and even parts of their feet. Though the crystals have a symbiotic relationship with the Intubaritu and other creatures on Entura, they spread across their body to protect them and strengthen the bone structure of the host. Crystals form on the head as well in about half the population, giving them all sorts of different crowns and horns made of the crystalline creature. It seems that the personality of the host embodies what the crown or horns look like as each are different from one subject to the next.
Intubaritu culture is very tribal and most of the tribes rove over Pandora looking for the next great hunt. They choose to avoid bandits and anyone who uses technology and use illusion magic to make sure this happens. The Lo-Lat Hunters have become their hated rivals as wars over territory break out typically under Pandora’s waves.
RACE
Type: Fey [2 RP] – Lowlight vision
Size: Medium [0 RP]
Ability Score Modifier: Advanced (+4 WIS, -2 INT, +2 STR, +2 DEX, +2 CON) [4 RP]
Language: Standard [0 RP] Starts Common and Sylvan. Then can choose from Aquan, Undercommon, Terran, and Elven.
Traits:
Fearless (1 RP): +2 racial bonus on all saving throws against fear effects.
Silent Hunter (2 RP): Prerequisites: None; Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Natural Armor (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.
Fey Damage Resistance (3 RP): Prerequisite: Fey type; Benefit: Members of this race gain DR 5/cold iron.
Swim (2 RP): Prerequisites: None; Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Amphibious (2 RP): Prerequisite: Swim racial trait; Benefit: Members of this race are amphibious and can breathe both air and water.
Metafolk (10 RP/SPECIAL):
Attributes: Galactic Average
Damage Capacity: Almost Superhuman
Alien Appearance: Human-like
Physiological Modifications: None
Unusual Characteristics: None
Unusual Powers: Energy Attack
Technological Level: Atomic Age/Early Space Age
Magic Level: No Magic
General Attitude/Culture: Non-Interventionists
Metafolk are not a race in the traditional sense. Instead, they are the byproduct of extreme exposure to Slag. Given that Eridium is a relatively new element the exact means by which a Metafolk comes to be (and how they differ from other slag-infused creatures) is unknown, though most believe it to be a result of a human being totally immersed in liquid Slag for an extended period of time.
Metafolk themselves are almost indistinguishable from normal humans with the exception of their facial features which are smooth to the point of being uncomfortable to the viewer. The exposure has caused their bodies to toughen considerably. Metafolk blood is a deep, inky purple color as well. T
Metafolk have no real culture to speak of as they often retain memories of their former lives. Instead the usually procure some elements of another culture as a means by which to define themselves (which, incidentally, make them highly sociable). Many suffer a crisis of identity as they try to come to terms with the sudden change in their physiology and appearance. Strangely enough, Metafolk seem to have a hive-mind like connection to others of their kind. Most feel an almost irresistible urge to seek out their kin and find comfort when surrounded by those like themselves.
Metafolk possess the Telepathy Universal Monster Ability at a range of 60 ft. Normally this ability only works with other Metafolk. However, as a move action, the Metafolk can extend this ability to one non-Metafolk within his sight. Doing so requires concentration on behalf of the Metafolk; they must spend a swift action each round they wish to maintain the telepathic link. Only one non-Metafolk can be communicated with in this way at a time, choosing to communicate with a different creature immediately severs the previous link.
In an effort to show that the Atlas Corporation held great respect and affection for its female employees, the Crimson Lance was ordered to kidnap and torture several dozen young girls with the intent of eventually turning them into unstoppable assassins. Though this move was highly criticized by those relatively few residents on Pandora who find child trafficking distasteful, the operation was a great success for the Lance; the Assassins remain their most prolific and efficient killers, and their 'lack of family ties' (a euphemism, as Atlas has forced them to murder their own parents) makes them remarkably loyal to the Atlas corporation and its principles.
Born to a trader family on Pandora, Elo was seven years old when her tattoos and powers emerged; watching the Guardians one day from a safe distance, she imitated their movements and lightning struck her veins blasting blue light onto her body and forming a quietly humming arrow out of nowhere. The occurrence quickly made its way back to Atlas, and they captured her, forced her to kill her parents and put her in training to become a Crimson Assassin. After little over a decade of torture and grooming and training, she was to be sent on her first kill when word of Athena's rebellion and the Vault Hunters' following easy decimation of the Assassins' numbers, Atlas decided that the asset wasn't as effective as expected and ordered all Assassins 'retired'. Fleeing from her would-be killers, Elo found herself stowed away on a ship to Pandora, where she hopes to find herself and, if possible, her family.
SOLAR SYSTEM
No. of Stars: 1
Star Type: Orange Dwarf
No. of Planets: 5
Blaskus
Type: Terrestrial Planet
Diameter: Large
Gravity: Extreme; up to 8 times Earth gravity
Temperature: Temperate; -73 C to 52 C
Unusual Characteristics: Odd Revolution (unusually short years)
Atmosphere: Tainted atmosphere: Without proper precautions exposure to the atmosphere can cause long-term physical damage.
Terrain: Exotic Terrain: Strong magnetic fields cover 20% of the planets surface
Hydrosphere: Moist; there is slightly more water on the planet than land.
Biosphere: Sparse: Very few native species that are on the verge of extinction.
Population: 4 million. Population density is fairly sparse, concentrated in one large city and several smaller settlements.
Technology: Information Age: the world's collective technology hovers somewhere between the end of the Atomic Age and the beginning of the reach for the stars.
Economy: Industrial: The majority of the populace processes salvage into raw materials for trade.
Wealth: Utter Squalor & Poverty: The world has nothing of value and its people live in the worst condition imaginable for anything that might qualify as civilization. Everybody has nothing. Often the result of war or natural disaster.
Government: Plutocracy: Rule by the wealthy.
Law Level: Overbearing: The world forcefully keeps the peace through a "better safe than sorry" attitude.
Popularity: Popular: The government is liked by its people.
Stability: Stable: The government is more or less liked and approved by the populace.
Settled largely by Orcs and Half-Orcs, they being the only species stubborn enough to survival in the hostile environment, Blaskus is a kind of dumping ground for the rest of the galaxy. Scrap of all kinds eventually finds its way to its chilly surface. The planet is almost impossibly dense, making it difficult to survive normally. The only exception is scattered pockets of intense magnetic forces where the locals build rickety shanty towns that are kept aloft via the natural fields.
Most residents scrape out a difficult existence by way of processing scrap for sale as raw materials. Survival is such a focus that crime rates are strangely low. Vigilante groups are common, sometimes used for sport as much as law-keeping.
Only a few native species have survived the massive environmental fallout as a result of pollution. Meanwhile the settlers have recently been decimated by a strange new disease dubbed the Burnout Virus. It is both incredibly lethal, presumably incurable, and spreads like wildfire.