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I’ve seen a few new races thrown around, such as my previous thread with Star Trek races, and I’ve seen a few others pop up. So I figured I’d just do a catch-all thread where we could just post some stats for various sci-fi races from pop culture. Feel free to add your own!
I’ll start off:
Race Felix Sapien
SourceRed Dwarf (British TV show)
ExampleCat, Elderly Cat Priest
Ability adjustments +2 dex, Chr, -2 Wisdom. Felix Sapiens are agile and effortlessly cool, but often have skewed life priorities.
Racial HP4
ABILITIES
Physics-breaking sense of smell Felix Sapiens have sharpened senses, granting them a +2 bonus to perception checks. Their sense of smell is in fact so acute, that it can even smell objects through a ship’s hull in the vacuum of space (even though that makes no sense). This sense of smell gives them a +2 to piloting checks.
Effortlessly cool A cat’s natural propensity for coolness and finesse serves them well. They gain a +2 racial bonus to acrobatics checks. Additionally, they may make charisma-based profession checks untrained.
Increased reactionsFelix Sapiens have reactions that are faster than normal humans, and are rarely caught off guard (presumably because being caught off guard would be uncool). They are not considered flat-footed before they act, and receive a +2 racial bonus to initiative.

HWalsh |
1 person marked this as a favorite. |
Race: Xalayan
Source: The Orville
Example: Alara Kitan, Xalayan Security Officer of the Orville
Ability Adjustments: +4 Strength, -2 Wisdom
Racial HP: 4
Abilities:
Extreme Strength: Xalayans are incredibly strong, as such they gain a +2 to Athletics checks, and Strength Checks to break or force objects.

HWalsh |
Race: Neosapien
Source: Exo-Squad
Example: Marsala - Exo-Frame Pilot
Ability Adjustments: +2 Strength, +2 Constitution, -2 Charisma
Racial HP: 4
Abilities:
Manual Laborers: Neosapiens treat their strength as if it were 2 higher for the purposes of their carrying capacity. They gain a +2 bonus on all rolls to resist harsh conditions, including prolonged physical labor, such as forced labor.
Neosapiens were created to be a slave race. Stronger and more durable than humans they are perfect for manual labor. They eventually fought for their freedom and independence from the Earthsphere Alliance. After winning their freedom, however, the Neosapien race waged a bloody war of conquest and subjugation against the human race.

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Race Namekians
SourceDragon Ball/Z/super
ExamplePiccolo, Nail, Dende, Kami
Ability adjustments +2 Con, +2 Wis, -2 Int. Namekians are more hearty and insightful than humans, but are less preoccupied with intellectual pursuits.
Racial HP5
ABILITIES
Regeneration Throgh great physical effort, Namekians can regrow lost limbs almost instantaneously. By spending a resolve point, a Namekians can spend a full-round action to regrow a lost limb or other body part, such as something lost by the ‘wounding’ property. This ability does not recover hitpoints, or stop bleeding effects.
Sonic Sensitivity Namekians have extremely sensitive hearing, which can actually be a problem at times. They gain a +3 racial bonus to perception checks, but treat any sonic effects they suffer as if the DC was 2 higher.
Survivability While Namekians can eat solid food for nutrition if they wish, it is also possible for them to survive on nothing but mineral water. A Namekian can survive for 2 weeks off of one week of field rations as long as those rations are designed for Namekians (which costs the same as normal).
Dragon Clan and Warrior Clan At character creation, a player may choose their Namekian to be either Dragon Clan or Warrior clan. Dragon Clan members receive a +2 racial bonus to mysticism checks, while Warrior clan members get a +2 to Athletics.

CactusUnicorn |

Race Xxcha
Source Twilight Imperium (board game by Fantasy Flight)
Ability Adjustments +2 Charisma, +2 Constitution, -2 Dexterity. Xxcha are hardy and charismatic, but are slow and slightly clumsy
Racial HP 6
Diplomatic Xxcha are natural diplomats and gain a +2 racial bonus to Bluff and Diplomacy
Shell An Xxcha's shell gives it a +2 bonus to KAC, but not EAC
Bioweapon Resistance Xxcha's have evolved to withstand the toxic conditions on Archon Tau. They gain a +2 bonus to saving throws against poison.
Low-Light Vision Xxcha can seein dim light as if it were normal light

The_Defiant |

Race Saiyans
Source Dragon Ball/Z/super
Example Goku, Vegeta, Nappa, Kale
Ability adjustments +2 st, +2 dex, -2 wis. Saiyans are physically strong and agile, but tend to be impulsive and rash.
Racial HP 6
Warrior spirit +2 bonus to morale and fear-based saving throws
Zenkai (Not entirely sure how I'd write this one up. For those who don't know, this is the Saiyan's racial ability to rapidly increase in power after having been beaten. The most obvious way would be to give a bunch of xp for getting downed in a fight, but that doesn't realy sit right with me.)
Tail Generally amputated during childhood, as to prevent giant rampaging monkeys from murdering everything.
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Race Alteans
Source Voltron the legendary defender
Example Allura, Coran
Ability adjustment +2 wis, +2 int, -2 con. Alteans tend to be wise and learned, but not as physically tough as many other races.
Racial HP 3
Chameleon Alteans can change the colour of their skin at will, giving them a +2 bonus to stealth and disguise checks where differing skil colouration would be helpfull.
Exceptional scholars +2 racial bonus to any two int or wis based skills of choise

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Race Asari
Source Mass Effect (franchise)
ExampleLira T’Soni, Morinth, Peebee
Ability adjustments +2 Dexterity, +2 Charisma, -2 Strength. Askari tend to be very beautiful and diplomatic. They also tend to be lithe, which increases their dexterity, but leaves them with less muscle mass than humans.
Racial HP4
ABILITIES
Propensity for compromise and biotics Asari tend tend to make excellent spellcasters, and their culture promotes diplomacy and compromise. Asari gain a +2 racial bonus to mysticism and diplomacy checks.
Melding of the minds Even non-spellcaster Asari have a little magic. 1/day, an Asari can meld with another’s mind. This functions as mindlink, only the communication is two-way (thus each participant can download information into the other’s mind). The ability effectively allows a 10-minute conversation to happen between two people in an instant. The link automatically fails if the recipient is not willing.
Exra-species Mating Asari can (and are in fact encouraged to) mate with almost any other sentient species and gender. The offspring is always Asari, but this practice does contribute to the genetic diversity of the Asari. At character creation, choose another race. Choose one of the skills that race gains a +2 racial bonus to. You gain a +2 racial bonus to the chosen skill. If the race you choose doesn’t have a +2 racial bonus (or is Asari), then you instead gain skill focus in a skill of your choice.
Cellular integrity: Asari cellular structure is strange. While it is not faster at recouperatng than humans, the cells are harder to mutate or kill off with toxins . which contributes to asari’s famed longevity. Asari gain a +2 bonus to saves vs poisons, diseases, and radiation effects.

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Race Moclan
SourceThe Orville
Example Bortus, Klyden, Topa
Ability adjustments +2 Strength, Constitution, -2 Charisma. Moclans are stronger and more resilient than humans, but tend to be a blunt people that do not know how to empathize well.
Racial HP5
ABILITIES
Appreciation for the classics. Moclans are raised to venerate great literature, and to appreciate the ‘literature’ of other cultures. They find allegories in classic movies and literature more convincing than words, and will often exchange great literary quotes with each other during important times. They receive a +2 racial bonus to culture checks.
Militeristic Culture Moclan culture is very militaristic, with most of the planet converted into one giant weapons factory. A typical Moclan past time is to attend even war-simulation video arcades. As a result Moclans gain a +2 bonus to profession (military) and profession (mercenary) checks, and can use ranks in those skills instead f piloting when firing ship weapons.
Robust Digestive system Moclans can famously eat just about anything with no ill effects. They are immune to ingested poisons or diseases introduced to them from food. They can also make any rations they eat last twice as long by supplementing their diet with other things generally not considered ‘food’ (such as cloth or glassware)
Armored Scales: Moclan skin is hard and covered in scales. This augments the protection they get from armor. When wearing any form of armor, Moclans gain a +1 to AC.

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Race Mon Calamari
SourceStar Wars
Example Admiral Ackbar, Nahdar Vehb
Size and Type Mon Calamari are medium humanoids with the Mon Calamari and aquatic subtypes
Ability adjustments +2 Con, +2 Wisdom, -2 Dex Mon Calamari are known for their tactical acumen and situational awareness. They are also tougher than most humans, but their large appendages and webbed fingers leave something to be desired in their fine motor skills.
Racial HP5
ABILITIES
Appreciation for Life Mon calamari are not an aggressive species, as their culture teaches an appreciation for life (including their own). Like all sentient species, this is not a universal rule, but it permitted their culture such that it is taught to all young Mon. This means that all Mon Calamari receive a racial +2 to Medicine and Survival checks.
Aquatic Adult Mon Calamari are capable of surviving in air as well as water. They can breathe both, and have a swim speed of 20 feet. Additionally, they suffer half any normal perception penalties resulting from being underwater. They still suffer the effects of extreame water pressure.
Underwater Fighting Techniques Mon Calamari have developed several techniques that use their aquatic biology for defending themselves underwater. When using a slashing weapon underwater, Mon Calamari halve the attack roll penalty, and the weapon does 3/4 damage instead of half.

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Race Mak’Tar
Source Galaxy Quest
Example Dr. Lazarus
Size and Type Mak’Tar are medium-sized humanoids with the Mak’Tar subtype
Ability adjustments +2 Con, +2 Int, -2 Chr. Mak’Tar live off of insects that are poisonous to many other species, and are highly intelligent psychics, however they lack a real command presence and typically have problems with leadership roles.
Racial HP4
ABILITIES
Poisonous Diet Mak’Tar typically survive off of eating live insects that are poisonous to most other humanoids. This has given them a rather robust digestive system. They gain a +2 to saves vs poison. This bonus increases to +4 vs ingested poisons.
Psychic Mak’Tar have the ability to psychically share information with other creatures. They can cast mindlink 1/day
Limited Telepathy Mak’Tar can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.
By Grobthar’s Hammer All Mak’Tar are schooled in the history and Religion of Grobthar, even if they follow a different deity. This aspect of their culture has entrained in almost all Mak’Tar a respect for a culture’s religion and values. All Mak’Tar gain a +2 bonus to culture and mysticism checks, and can make such checks untrained when pertaining to Mak’Tar culture or Grobthar’s religion.

marvsup |
Zenkai (Not entirely sure how I'd write this one up. For those who don't know, this is the Saiyan's racial ability to rapidly increase in power after having been beaten. The most obvious way would be to give a bunch of xp for getting downed in a fight, but that doesn't realy sit right with me.)
How about an effect that lasts for a number of rounds after taking a certain amount of damage (like character level x2) after modifiers? Like either +1 STR, +1 BAB, + 2 fort and/or reflex saves. Obviously not all of those. You'd have to choose how many rounds and whether or not it could stack. BAB stacking would probably be OP but STR or DEX +1 would obviously need to stack to be effective. I think BAB makes most sense thematically, so maybe it lasts for two rounds, but doesn't stack and isn't extended if it happens again in those two rounds. Or it lasts for one round and does stack?