Goblin Heritages

Space goblin tribes traditionally follow the ways of life presented here as a group, with specialist outliers present, too. Choose one of the following goblin heritages at 1st level.

SFS Standard Infogriefer Goblin

Goblins sometimes vent pent-up aggression by bothering others online. This behavior is so widespread (particularly in the Marixah Republic and Verces) that it's referred to as “gobbing” even when done by non-goblins. You become trained in Computers. You gain the Battle Gobbing action.

Feats Requiring Infogriefer Goblin…

1337 H@xx0r

SFS Standard Junker Goblin

You use jury-rigged tools, bits of string and wires, and a deceptively clever mind to craft just about anything. You gain an attribute boost to Intelligence instead of Charisma, but the free ancestry boost can't also be Intelligence. You become trained in Crafting. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Explosive Engineering feat.

Feats Requiring Junker Goblin…

Hot Ride

SFS Standard Mutant Goblin

Accelerated evolutionary tracks and a love for radiation means that many goblins frequently grow bizarre mutations. You gain the mutant trait. Select one mutation from the list below.
  • Bioelectricity You gain a bioshock unarmed attack that deals 1d4 electricity damage. Your bioshock attack is in the shock group and has the finesse, nonlethal, and unarmed traits.
  • Chromatophores You become trained in Stealth. If you would automatically become trained in Stealth (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Terrain Stalker skill feat, except instead of a selected difficult terrain, you can use this feat while adjacent to or within areas of bright artificial light, such as a large neon sign or nightclub.
  • Extra Limbs You grow a second pair of arms. You can select the All Hands on Deck and Double Draw standardized ancestry feats.
  • Flight You gain a fly Speed of 20 feet.
  • Gills You gain a swim Speed of 25 feet and can breathe underwater for 1 minute at a time.
  • Limited Telepathy You can communicate mentally with creatures within 15 feet. You can communicate only with creatures that share a language with you. This doesn't give you any access to their thoughts, and it communicates no more information than normal speech would.
  • Mutant Magic You gain the Ancestral Cantrip (primal; caustic blast) standardized ancestry feat, except the spell doesn't have the manipulate trait as you hock the glob of acid from your mouth.
  • Suckers You gain a climb Speed of 20 feet.

Feats Requiring Mutant Goblin…

Mutanter Goblin, Nuke Form

SFS Standard Tankmeat Goblin

SFS Note Change the heritage to read as follows: “While you're wounded, you gain a +5-foot status bonus to your Speeds, and your melee Strikes and ranged Strikes with thrown weapons deal persistent bleed damage equal to your combined wounded and doomed value.”
You're genetically modified cannon fodder loyal to the Gideron Authority. While you're wounded, you gain a +5 status bonus to your Speeds and melee Strikes, and your ranged Strikes with thrown weapons deal persistent bleed damage equal to your combined wounded and doomed value.

Feats Requiring Tankmeat Goblin…

Disturbing Violence

Versatile Heritages

The peoples of the Pact Worlds (and other worlds in the galaxy) are many, and they have a long history of intermingling or dabbling with forces capable of altering the very fabric of a mortal body or soul. The children born to such parents might have traits from each of their parents or physiological manifestations of the forces their ancestors were influenced by, manifesting as a specific heritage.

SFS Standard Borai

You've returned from the brink of death as a borai— at once both living and undead. You gain the borai and undead trait, in addition to the traits from your ancestry. Unlike other undead, you don't gain void healing. You're healed by vitality effects and damaged by void damage, as if you were a living creature. Likewise, you can be stabilized, healed, and brought back to life as if you were a living creature, save that you always return to life in your normal undead state (as a borai). You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from borai feats and feats from your ancestry whenever you gain an ancestry feat.

Borai details

SFS Standard Corpsefolk

You are a reanimated corpse. Your undead nature might physically manifest in gray or pale skin, eyes that turn solid black or white, or an unnatural elongation of the fingernails (or similar appendages). You gain the corpsefolk and undead traits, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from corpsefolk feats and feats from your ancestry whenever you gain an ancestry feat.

Corpsefolk details

SFS Standard Gap-Touched

The Gap has subsumed some part of you and left you with weird powers and jarring existential issues, while giving you a unique ability to perceive the history obscured by the Gap. You gain the Gap-touched trait, in addition to the traits from your ancestry. You can choose from Gap-touched feats and feats from your ancestry whenever you gain an ancestry feat. You gain the Additional Lore general feat for Gap Lore. You gain a +1 circumstance bonus to saving throws against mental effects.

Gap-Touched details

SFS Standard Prismeni

You have an innate connection to the Drift. You gain the prismeni trait, in addition to the traits from your ancestry. While you're in the Drift, you can automatically pinpoint the location of Drift beacons, Drift lanes, Drift engines, and other Drift-related technology within a 100-mile radius. If you're Piloting a starship that doesn't have a Drift engine, you can serve as a connection between the Drift and that starship. This is a 1-minute activity that has the concentrate trait, and it allows the starship you're Piloting to enter or exit the Drift. Once within the Drift, the starship travels via conventional thrusters, as normal. When you get a critical failure on a Piloting check to Navigate or Plot Course through the Drift, you get a failure instead. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from prismeni feats and feats from your ancestry whenever you gain an ancestry feat.

Prismeni details

SFS Standard Xenometric Android

You're a constructed version of a non-human ancestry. You gain the android trait, in addition to the trait associated with the ancestry you resemble. You gain the constructed ability but not the low-light vision ability of androids. In addition, your size category and reach changes to match the chosen ancestry. You can select from android feats up to 13th level, any of the feats of the ancestry you resemble, or xenometric android feats whenever you gain an ancestry feat. Choose a heritage from your ancestry, but you don't gain its mechanical benefits. The xenometric android heritage shouldn't be taken by a member of a constructed ancestry, such as android, or a human.

Xenometric Android details