Brenneri Heritages

Brenneri communities adapted to different biomes on Varturan, though movement between them and diasporic communities ensure continued genetic diversity. Choose one of the following heritages at 1st level.

SFS Standard Ambassador Brenneri

SFS Note Ambassador brenneri may choose a party member to be their ambassador partner at the start of a scenario as if they had previously spent 1 week of downtime training them.
You excelled in your teenage mediation training and were selected to be a member of the famed ambassador corps. You become trained in Diplomacy. If you would automatically become trained in Diplomacy (from your background or class, for example), you instead become trained in a skill of your choice.

As an ambassador, you learned how to work in close partnership with your allies. You train one non-minion willing ally to be your ambassador partner by spending 1 week of downtime training with them. You can have only one ambassador partner at a time. If you a train a new ambassador partner, they replace your previous ambassador partner. You and your ambassador partner gain the Pardon Me action.

Feats Requiring Ambassador Brenneri…

Universal Translation

SFS Standard Bioluminescent Brenneri

You are descended from members of a community that lives in a network of sea caves where the sun doesn't reach, known as the Jobuwa Chasms. Other life in these caves, such as the winged murzzilats, barrel through the tight spaces at incredible speed. Injury from unintended collisions is so common that many beings who live in the chasms have evolved to emit light as a warning.

Your fur is made up of specialized fibers that absorb light from fluorescent algae. You can make your fur glow with bioluminescence or pat it down to stop glowing with an Interact action. When you glow, you shed bright light in a 20- foot radius (and dim light for the next 20 feet).

You are not off-guard while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water, or to ranged attacks made underwater or against an underwater enemy.

SFS Standard Clawed Brenneri

You are a particularly muscular brenneri with pronounced claws, standing out as a potential defender or soldier among your pod. You can pry open oysters or crabs with ease, and your claws are robust enough to serve as a natural defense. Additionally, you become trained in Athletics. If you would automatically become trained in Athletics (from your background or class, for example), you instead become trained in a skill of your choice. You gain a +1 circumstance bonus on Athletics checks to Force Open, and you gain the Ancestral Unarmed Attack (claw, 1d6 slashing [agile, finesse, unarmed], brawling weapon group) ancestry feat.

SFS Standard Jungle Brenneri

You hail from the Clorwana jungles on Vanturan. The great trunks of trees are planted firmly on underwater shelves, and their immense canopies are one of few places on the planet that remain above the highest tideline. Rope bridges span the gaps between branches. Platform buildings provide stability for housing and other infrastructure, but movement through the Clorwanan canopy city requires regular climbing and scrabbling up ladders.

You become trained in Athletics. If you would automatically become trained in Athletics (from your background or class, for example), you instead become trained in a skill of your choice. You have a climb Speed of 20 feet.

SFS Standard Pod Brenneri

You are tightly bonded to a pod and are particularly attuned to their emotions. Your pod consists of a number of willing allies equal to your level, selected when you make your daily preparations.

As long as you're within 100 feet of a member of your pod, you're aware if they are confused, controlled, frightened, or otherwise under the effects of an effect with the emotion or mental trait. You receive no information beyond the presence or absence of an effect.

You also gain the Empathic Assistance action.

SFS Standard Reef Brenneri

In shallower waters on Varturan, reefs create pockets of dense habitation. The crowding of different fish, invertebrates, and plants means that space is a luxury. You are adapted to tight conditions, as well as the highly social web of relationships that characterizes the reefs.

You're shorter than most brenneris and your large, wet eyes never quite matured past a childlike state. Despite your juvenile looks, you are an adult with considerable experience and expertise. Your size is Small instead of Medium. You gain the Big Wet Eye Blink reaction.

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