
WhiteWeasel |

I'm still pretty new to Starfinder, but that hasn't stopped my rather runaway imagination from spitting out ideas for when I am able to GM a game with my friends. One of which is adapting my Stellaris setting to my campaign. Now you might be asking, Stellaris does not really have any "defined" races as you make them yourself in the race editor. So a custom race of a custom race???
Sounds strange, but because of my imagination, I already came up with the lore of the races in my universe, so might as well transplant something I already did the worldbuilding for to this setting. ¯\_(ツ)_/¯ Though, the stats might be a bit off here. Sure, Stellaris has stat limitations too, but they are much more lax there as the focus there is to roleplay your race the way you want it to rather than rigid balance. So far I have two races on paper.
Brief Description: The Que'Pulci are a partially subterranean species that has managed to survive and thrive on their large, hot, arid planet with high gravity. They resemble a cross between upright humanoid porcupines with their long course hairs running down their backs, and moles with their sturdy arms and large hands armed with digging claws. Their figures are stocky and highly muscular, though not very defined; endomorphic in build. The lack of competition or natural predators has caused them to develop and peaceful demeanor that is further exemplified by the wisdom granted by their venerable lifespan. The labors of being a subterranean species in addition to their stocky builds and high gravity has afforded them a great deal of physical strength to use in the rare event that they are angered.
Que'Pulci 6 HP
Racial Traits:
+2 Str, +2 Wis, -2 Dex
Size and Type Que'Pulci are medium sized humanoids with the Que'Pulci Subtype
Harsh Environment Acclimation Que Pulci are completely unaffected by high gravity (up to 1.6 g) and receive a +2 strength bonus when in earth-like gravity, and a max of +4 in low gravity. They also receive +2 to saves vs heat effects.
Venerable Age Que'Pulci receive a +2 racial bonus to Culture, Diplomacy, and Sense Motive checks.
Overwhelming Strength Their unarmed strikes do not count as archaic damage and to same sized targets or smaller, they can stagger or even knock them prone. Stagger: Melee attack roll exceeds target's KAC +(insert number here, I was thinking 8) Prone: exceeds target's KAC + (insert number here, I was thinking 13) small creatures receive a -2 penalty and so on for these conditions. Que'Pulci at 3rd level can choose to drop their restraints and gain Natural Weapons.
Low Light Vision Que'Pulci can see in dim light as if it were normal light.
Vital Attributes
Height range: 6'7 to 8'
Weight range: 325-475 lbs (in 1g)
Average lifespan: 370 years/Maturity 20 years
I can already tell that Overwhelming Strength is the one that's the problem trait, but I'm not sure how to fix it while keeping the spirit of the attribute. After all, these are mole people who are built like the wrestler Big Show acclimated to high gravity for whom's evolutionary history was pretty much arm day all day every day. If one were to punch you at full force, this is the realistic outcome.
In any case, if the trait has to be revamped, their punches should be hard to consider non-lethal and hard take one without getting the wind knocked out of you.
However, there are two things that I can see as power checks if I were to use as-is.
1) I specified unarmed damage. So, if a player want to utilize the effect, they are going to have to go bare-fisted monk.
2) Que'Pulci ideologically are peaceful and see violence as a last resort in most situations. As the GM of this setting, someone "playing against type" for the stats of a good brawler can find themselves experiencing "complications" for defying their race's carefully cultivated reputation of peaceable aristocrats. Thus, leaving things a little janky might actually make things more interesting.
Also, if you wondering about the second race, I have a feeling they aren't the ones to worry about mechanically. The short version is the they are an uplifted pre-saipent opossum-like creatures (hence the massive Int penalty) that are (happily) subservient to the Que'Pulci.
Mekkanassi 4 HP
Racial Traits:
+2 Con, +2 Dex, -6 Int
Size and Type Mekkanassi are small sized humanoids with the Mekkanassi Subtype
Harsh Environment Acclimation Mekkanassi are completely unaffected by high gravity (up to 1.6 g) and receive a +1 strength bonus when in earth-like gravity, and a max of +2 in low gravity. Their strength gains aren't as great as the Que'Pulci due to lack of initial muscle mass. They also receive +2 to saves vs heat effects.
Chemical Uplifting Mekkanassi are able to use a special drug provided by their caretakers that gives them a +4 Int bonus for three days, and only suffer relatively benign withdrawal effects of -1 to Cha and Dex for one week after two days without the use of the drug. Other species using the drug will find the withdrawal effects much more severe (-4 penalties for five weeks). The drug while legal in itself, it is illegal for non-Mekkanassi to consume.
Trained Caste Mekkanassi grow up being trained into a specific set of skills to perform for their caretakers, choose one racial bonus: Chauffeur: +2 to Piloting. Courtesan: +2 to Culture. Entertainer: +2 to Acrobatics. Technician: +2 to Engineering. Nurse: +2 to Medicine.
Stubborn Loyalty Despite being a subservient species, they are fiercely loyal to their caretakers and the embrace role they fill in society. They detest being persuaded from their line of thinking. +2 bonus to will saves.
Vital Attributes
Height range: 3' to 4'
Weight range: 75-120 lbs (in 1g)
Average lifespan: 75 years/Maturity 12 years