Maraquoi Heritages

A maraquoi's heritage might be influenced by the harsh environs their ancestors inhabited on Marata or the tribal society they were born into. Choose one of the following maraquoi heritages at 1st level.

SFS Standard Enhoitra Maraquoi

You're from the shores of Marata and able to dart through the water as fast as you walk on land. Your aptitude at swimming is apparent, but you can quickly translate that skill into operating in zero-gravity environments. Your claws are duller and shorter than maraquois who climb, but you have tough webbing between your fingers and toes. You don't feel disoriented while floating in the water or in space. You don't have a climb Speed. You gain a swim Speed of 25 feet. You gain the Breath Control general feat and aren't off-guard while in water or zero gravity.

SFS Standard Ha Quoia Maraquoi

Some maraquois have spent their entire lives climbing skyscrapers rather than kvashes. You're from a large city like Ha Quoia, the center of interplanetary travel on Marata. Though it would've been unthinkable to your ancestors, you've taken to life in the digital world with alacrity. You become trained in Computers. If you would automatically become trained in Computers (from your background or class, for example), you instead become trained in another skill of your choice. You get a +1 circumstance bonus to Access Infosphere in large settlements and busy stations. You also gain the Hologram Skeptic skill feat.

Feats Requiring Ha Quoia Maraquoi…

Cyber Storage

SFS Standard Patagi Maraquoi

Patagis (also the Maratan term for “death from above”) have perfected the art of leaping from impossible heights to take down their prey with wondrous precision. You're descended from the most daring of these ancient maraquoi hunters who developed a specialized set of membranes spanning from your forearms down to your calves. Normally, these membranes lay flat against your sides and are barely noticeable, but when you leap from great heights, they balloon out and slow your fall.

You take no damage from falling and can control your descent, gliding slowly toward the ground, 5 feet down and up to 20 feet forward through the air. As long as you spend at least 1 action gliding each round and haven't yet reached the ground, you remain in the air at the end of your turn.

Feats Requiring Patagi Maraquoi…

Glide

SFS Standard Roavisha Maraquoi

Only a very small number of maraquois are born with the potential to commune directly with the ancestral wellspring. You were born with the rare talent to draw upon the knowledge of thousands of maraquoi ancestors for advice and guidance. Your community might see you with some degree of reverence. You become trained in Religion. If you would automatically become trained in Religion (from your background or class, for example), you instead become trained in another skill of your choice. You gain the Tap Wellspring action.

Feats Requiring Roavisha Maraquoi…

Protection of the Past, The Ancestral Wellspring Overflows

SFS Standard Vali Maraquoi

In the shadow of Ouat Vali, the Shining City, isolationist maraquoi tribes train their youth who wish to preserve thousands of years of history and an ancient way of life. These isolationists have learned to mistrust outsiders and to use the tools of their ancestors with incredible precision. You come from a tribe that has, at least in part, rejected the call to join galactic society.

You become trained in Warfare Lore. If you would automatically become trained in Warfare Lore (from your background or class, for example), you instead become trained in another skill of your choice. You gain access and familiarity with an archaic or analog weapon of your choice. For the purposes of proficiency, you treat that martial weapon as a simple weapon, or that advanced weapon as a martial weapon. If you're trained in all martial weapons or guns from your class, you can choose an uncommon advanced weapon instead. You gain access to that weapon, and for purposes of determining your proficiency, that weapon is a martial weapon.

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