Phasorq
Alternating between years-long phases of sleep and wakefulness, phasorqs must rely on their boundless energy and their two heads' intellectual curiosity to stay up to date with current events, scientific breakthroughs, and popular culture.
The two-headed sleeping scholars of Kuxor, as phasorqs are often known, have unique circadian rhythms that are inexorably tied to the slow rotation of their home world: they remain awake for exactly half of Kuxor's standard day, about 11 Pact World years, and fall into a deep hibernation for the next 11. Experiments are underway to determine an underlying cause for their strict sleeping schedules and to find any external means of influencing the cycle, which follows even phasorqs who are born far from their home world, but answers have proved elusive.
These boisterous, excitable people tend to punctuate their long study sessions with even longer festivals and parties, and they sometimes combine intellectual pursuits and celebrations into loud, educational, incomprehensible events.
If you want to play two dueling intellectuals who study hard and party even harder, you should play a phasorq.
- Worry about everything you miss when you're asleep.
- Stay up all night reading. And talking to yourself.
- Have two distinct, incompatible sets of interests.
- Treat your heads as two different people.
- Avoid mentioning events that happened while you were asleep.
- Struggle to keep up with your thought process.
Phasorqs are strange humanoids whose most prominent features are their two narrow, elongated heads. Each head is a conscious, independent being with their own name, thoughts, and skills. One member of this pair tends to assert primary control of their body, while the other can assert their control only on occasion. Their bodies are generally thin, lightweight, somewhat frail, and roughly triangular in shape, with broad shoulders tapering down to long, thin legs, all standing upon oversized feet. Averaging just over 6 feet tall, phasorq weights vary dramatically depending on their stage in the sleeping/waking cycle. Phasorqs often gain weight as they near the end of their waking cycles in anticipation of more than a decade of dormancy.
Waking phasorqs often dress and decorate themselves garishly, in internally conflicting styles, as their two separate minds have different tastes in colors, clothing, and accessories. Some manage to negotiate schedules among themselves, resulting in a more subdued aesthetic that changes dramatically from day to day. Phasorqs generally ignore popular fashion trends or try to set trends of their own, rather than trying to keep up with stylistic changes that develop while they sleep. Still, they seldom speak ill of their sleeping cousins, whom they'll never properly meet and thus have to trust to watch over half of their lives.
Every 11 standard Pact World years—a single day and night on the planet Kuxor—half of the phasorq population goes to sleep, while the other half awakens, having slept for 11 years. This cycle has created unique logistical challenges for phasorqs—how to keep a planet running until the waking half of the population can assess the situations and challenges facing them and resume management. For a people who are, fundamentally, more interested in study and recreation than practicalities, the solution has become an elaborate interplay between automation and the remarkable data- and communication-storage capacity of szandite crystals.
With most day-to-day tasks managed automatically, phasorqs have become a distinctly academic people, establishing numerous universities and other schools across the surface of Kuxor and taking up prominent positions at institutes of higher learning across Near Space. Visiting phasorq experts carefully time their projects and classes to allow themselves to retreat to a safe, stable place when it's finally time to sleep. Despite their studious habits, phasorqs tend to be an extremely festive, boisterous people, especially in the months immediately following the awakening. Phasorq college parties have become notorious throughout Near Space, both for their volume, and the fact that they seem to go on far longer than is advisable.
Kuxor has very little in the way of large, organized religious communities—studies of the divine tend to be contained within colleges, where a wide variety of deities, edicts, and anathemas are debated and dissected endlessly. Many phasorqs are privately religious, however, or have established small centers of worship; Ibra, Eloritu, and Lambatuin are particularly popular amongst these sects. A nontrivial faction of phasorqs have shunned the perceived seriousness of intellectual pursuits, however, and adopted Besmara's freewheeling edicts as their own.
Popular Edicts always take time to double check, sunset won't wait for you
Popular Anathema be so quiet that others forget you, waste a chance to learn
Brorer and Phinch, Glauro and Bastin, Matton and Quashi, Plirck and Camilian, and Zoufee and Hrash.
Phasorq Mechanics
Intelligence, Wisdom, Free
Common
Kuxoran
Szandite
Additional languages equal to your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent on your home world).
You can see in dim light as though it were bright light, and you ignore the
concealed condition due to dim light.
Because you have two brains, you're able to study a wider number of fields than most. When you take the
Additional Lore skill feat, you gain two Lore subcategories instead of one.
Your body operates on a much different rhythm than most ancestries. You don't need to sleep, but you still need a daily period of at least 4 hours of rest. During this period of rest, you must be physically inactive but remain conscious and aware of your surroundings. Much like with sleeping, if you go too long without resting, you become fatigued and can't recover until you rest for 4 hours. Because of your unusual relationship with sleep, you gain a +2 status bonus to saves against effects with the
sleep trait.