Fonqugon Heritages

During the seven days it takes for an unborn fonqugon to grow beneath a fonqon tree, their development is heavily influenced by the energies passing through the tree. These energies, in turn, are determined by the most prevalent weather patterns or other natural and cosmic forces acting on the tree during that time. The most common fonqugon heritages are thus based on Rodnarth's weather, though a fonqugon born from a tree that was nearly killed by adverse weather might be a borai, and many prismeni fonqugons were born around the time of the Drift Crisis. Choose one of the following fonqugon heritages at 1st level.

SFS Standard Acid Quake Fonqugon

When Rodnarth's tectonic plates shift and merge, acid spews from cracks in the earth and erupts from volcanoes that spring up suddenly, only to melt themselves just as rapidly when the acid mixes with Rodnarth's lower atmosphere and creates a devastating toxic rain. Exposure to these toxins has wiped out countless species, though some mutate and adapt to resist them—or to sense the earthquakes that cause them.

As an acid quake fonqugon, you're especially attuned to the ground around you and can withstand mild corrosives. You gain imprecise tremorsense with a range of 15 feet and acid resistance equal to half your level (minimum 1).

SFS Standard Fire Flood Fonqugon

Rodnarth's rivers sometimes become infested with a rapidly blooming algae that has an especially destructive life cycle. When the algae colony dies, it produces a chemical compound that turns the river water into a fiery liquid, also expanding its volume with sudden intensity. This causes a sort of flash flood that incinerates everything in its wake and threatens to cascade into other wildfires during dry weather.

As a fire flood fonqugon, you're especially hardy, just like the fonqon tree that survived a fire flood before birthing you. You gain 8 Hit Points from your ancestry instead of 6, and you gain fire resistance equal to half your level (minimum 1).

SFS Standard Lightning Wave Fonqugon

Rodnarth's oceans are generally considered to be utterly impassable. The oceans produce intense static at unpredictable intervals. The cause of this static is unknown but is thought to be related to the combative nature of a deep sea colossus. Even the most curious fonqugons are reluctant to explore the depths and discern the truth. Whatever the cause of the static, it produces immense, electrically charged tidal waves. While the waves themselves don't typically reach inland fonqon groves, the massive blasts of ball lightning rolling off the waves can travel many hundreds of miles.

As a lightning wave fonqugon, the sudden shock to your system before your birth has made you quick to react and capable of withstanding shocks. You gain a +1 circumstance bonus to initiative rolls with Perception, and you gain electricity resistance equal to half your level (minimum 1).

SFS Standard Psychic Blight Fonqugon

Rodnarth's flora, like the flora on most planets, is generally mindless, but Rodnarth's swamps are occasionally plagued by a parasitic virus that affects its plant life, growing into brain-like tumors that animate all manner of plants and cause them to run amok. The blight mutates rapidly and can adapt to infest fonqugons, driving entire regions into a psychic haze. The nature of this phenomenon is, of course, unpredictable: some afflicted fonqugon settlements are driven to violence, others become so passive they die of starvation or exposure, and others turn to cannibalism. A fonqon tree that manages to fend off a psychic blight infection typically ceases reproducing for many years as it purges the virus from its system, but any fonqugons growing beneath the tree at the time of the exposure might be born as psychic blight fonqugons.

As a psychic blight fonqugon, your mind has adapted to withstand mental intrusion. You gain a +1 circumstance bonus to saving throws against mental effects, and you gain mental resistance equal to half your level (minimum 1).

SFS Standard Sonic Aurora Fonqugon

Charged particles from Rodnarth's sun, Jonid's Star, can sometimes hit the planet's atmosphere at an improbable but especially destructive angle. The reaction causes an intensely beautiful aurora, but the thunderous booms and blinding flashes accompanying such events drive most fonqugons and other creatures to seek shelter.

As a sonic aurora fonqugon, you're especially sensitive to light and sound. You gain a +2 circumstance bonus to Perception checks to Seek, and you gain sonic resistance equal to half your level (minimum 1).

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