Mecenaic Heritages

As a mecenaic, you've had a quarter-century of childhood to discover your interests and develop a specialty.

SFS Standard Elusive Mecenaic

Some mecenaic settlements are in areas with unusually high populations of predators, even for Xofirth. Like many other mecenaics in those areas, you had to rely on your elusive instincts during your formative life stage. Those instincts have stuck with you all your life. You can use your shell to Hide without any cover or concealment from creatures that don't realize you're alive. If you succeed, onlookers still see you, but they mistake you for an inanimate shell. After being fooled once, they realize you're alive, and you can't Hide from them in that way again.

SFS Standard Leisure Stage Mecenaic

You've passed your 75th birthday and entered the final stage of the mecenaic life cycle. You've seen almost everything there is to see, and your steadying presence and serious demeanor is reassuring to those around you.
You're trained in Diplomacy. If you would automatically become trained in Diplomacy (from your background or class, for example), you become trained in another skill of your choice. You gain the No Cause For Alarm skill feat.

SFS Standard Psychic Messenger Mecenaic

Your telepathy is stronger than most mecenaics', allowing you to enhance your psychic communications with others. You can transmit simple images alongside your messages whenever you use limited telepathy. In addition, when a creature communicates with you via telepathy, you gain a +2 circumstance bonus to Perception checks to Sense Motive against that creature.

SFS Standard Universal Researcher Mecenaic

You've dedicated one of your life phases to expanding your understanding of the universe around you. Your mind is limber, and your expertise is impressive, if specialized. You're trained in a skill of your choice that has the Recall Knowledge action. You've taken more than one math class over the years and learned the value of a good estimate. You can immediately learn the number of visually similar items in a group you can see, rounded to the first digit in the total number.

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