Vulkarisu Heritages

Vulkarisu heritages are loosely defined using the language of mythology shared between those with similar origins and communities. These stories often involve a group swearing a communal oath to a higher power, be it a powerful deity or a more esoteric concept. Choose one of the following vulkarisu heritages at 1st level.

SFS Standard Burrow-Sworn Vulkarisu

You are a short-tailed vulkarisu with a body adapted to live in underground burrows deeper than most. Burrow-sworn believe all life arose from the planet, and the deeper you travel, the longer and more prosperous your life. Even in urban environments, most burrow-sworn prefer working and living underground, more comfortable in cozy hovels than the soulless glass skyscrapers they call “Shivaska's sky-prisons.” You gain darkvision and a burrow Speed of 10 feet. You do not gain a climb Speed or Land on your Feet.

SFS Standard Code-Sworn Vulkarisu

Your family descends from vulkarisu who first decoded Triune's Signal and spread the knowledge of Drift travel across Castrovel. Strange markings on your fur in a hodgepodge of cryptogram-like markings are both the source of your personal name and are said to be a portion of the code that underlies the universe. You gain one cantrip from the arcane spell list. You can cast this cantrip as an innate arcane spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up. Replace all instances of “primal” or “Nature” in all vulkarisu ancestry feats you gain with “arcane” and “Arcana” respectively, including the tradition of all innate spells you gain, the traits of the feats, and the feats' prerequisites.

SFS Standard Community-Sworn Vulkarisu

You're an enthusiastic traveler, adopting innovative ideas, traditions, and words from the cultures you've visited and integrating them into your life. You become trained in Society. If you would automatically become trained in Society (from your background or class, for example), you instead become trained in another skill of your choice. You gain your choice of either the Adopted Ancestry general feat or the Multilingual skill feat.

SFS Standard Contract-Sworn Vulkarisu

You were born to a family under contract with Shivaska's divine herald Skew. Whether you worship or resent the demon lord is up to you, but you know eventually you or your descendants will be called to fulfill your end of a fiendish contract, and you've picked up some skills hoping to minimize the costs, or perhaps even come out ahead. You are trained in Deception. If you would automatically become trained in Deception (from your background or class, for example), you instead become trained in another skill of your choice. You also gain the Lie to Me skill feat, and can apply the benefits of the feat when looking for lies, loopholes, or other deceptions in the terms of a contract or deal, even if the deal doesn't involve a back-and-forth conversation.

SFS Standard Magic-Sworn Vulkarisu

You entered the world with two tails, alabaster fur, and a traditional week-long festival to celebrate your auspicious birth. Whether you're from a long line of magic-sworn or the first your family has ever seen, the periodic sparks of magic flowing from your fluffy tails serve as a constant reminder of your supernatural lineage. But despite what expectations your family has for you, ultimately you get to choose whether to wield or hide this remarkable talent. You gain one cantrip from the primal spell list. You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.

SFS Standard Sky-Sworn Vulkarisu

You hail from a line of traditional canopy dwellers who glide from tree to tree using a furred flap that extends from your wrists to your ankles called a patagium. Most sky-sworn vulkarisu can trace their lineage to guardians of some of the oldest woods on Castrovel. Traditionalists claim the trees protect the warm light of the sky from the cold shadows of the earth, believing bare trees are the source of winter's deadly chill. Your bones and musculature have developed to allow your body to use this anatomy to glide safely to the ground even when unconscious. You take no damage from falling, regardless of the distance you fall.

SFS Standard Spirit-Sworn Vulkarisu

Your family is said to be blessed by Daikitsu. Some branches of this ancient lineage believe a different primal force is behind your gifts, but such ideas don't seem to bother hard-line traditionalists. Regardless of its source, members of your family can tap into a deep seated nature magic that allows you to experience the world from a more primal perspective. You gain the Change Shape ability.

Change Shape [one-action] (concentrate, polymorph, primal, vulkarisu) You can transform into a mundane squox, using the statistics of pest form, except you can still speak. This is a specific squox form that's the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of the Deception skill. You lose any unarmed Strikes you gained from a vulkarisu heritage or ancestry feat in this form, except jaws. You can remain in your squox form indefinitely, and you can shift back to your true form by using this action again. If you take the Ancestral Pest standardized ancestry feat, you can also assume the form of a fox and a squirrel using Change Shape.

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