Sephi
Description
The Sephi were a humanoid sentient species from the planet Isobe, known for their long life, affinity with droids and machinery, and distinctive features, including long tapered ears. Their skin tones ranged from lavender to peach, and their eyes could be green or blue. A notable ability of the Sephi was emitting a pheromone that could render others unconscious, a defense mechanism evolved to protect against predators. The Sephi were also skilled in creating aerial craft called flyers.
Available Factions
Racial Traits
Aquatic
They are naturally aquatic, and gain a +5 bonus to Swim, and suffer no penalty for performing actions underwater.
Amphibious
They are able to breathe both air and water, and can withstand extreme pressures found in ocean depths. They also gain a +3 bonus to Swim, and do not suffer penalties for performing actions underwater.
Armored Skin
They have tough, armored skin which gives them a +1 bonus to Toughness for resisting physical damage.
Claws
They possess sharp claws which can be used in fight, adding +5 to their Brawl damage rolls.
Enhanced Smell
Their keen sense of smell grants him a +2 bonus to all Awareness rolls.
Fearless
Lannik are not easily intimidated or frightened, and gain a +2 bonus to Willpower when resisting Intimidate or daunting combat situations.
Hardy
Due to their skin being coarse and scaly, both the red and green Nikto have greater physical resilience to the elements, giving them +1 to any Toughness rolls against the environment.
Hotheaded
Lannik are prone to let their emotions rule them, especially when they have perceived a slight or a threat against themselves. A Lannik who finds himself insulted must make a Willpower roll at the GM's discretion to avoid a physical confrontation.
Low-light Vision
Nautolans can see twice as far as humans in poor lighting conditions and underwater, giving them a +2 bonus to Awareness rolls.
Microscopic Vision
They eyes are able to focus and magnify to see microscopic details in nearby objects, giving them a +6 bonus to search when examining objects less than 30 centimeters away.
Near Sighted
They suffer from near-sightedness, and cannot see well at long distances; they suffer a -1 penalty to any rolls for tasks involving vision at distances further than short-range. Arcona are also affected by salt in ways similar to how alcohol effects humans; if ingested, they will suffer intoxication and hallucinations at the discretion of the GM.
No-light Vision
They can see in total darkness, but without the ability to distinguish color.
Near Sighted
They are very nearsighted, and suffer a -3 penalty to any action which requires them to see more than 20 meters away. They cannot see more than 40 meters under any circumstance, without external aid.
Poison Resistance
They gain a +3 bonus to Stamina rolls to resist the effects of poisons and toxins.
Racial Reputation
Their good reputation as kind, peace-loving beings among most respectable civilizations allows them a +2 bonus to all Presence rolls.
Resistant to Heat
Both green and red Nikto are acclimated to desert climates, therefore have an easier time resisting high temperatures and prolonged exposure to sun, giving them +2 to Toughness rolls against hot environments.
Manual Dexterity
They possess a high degree of manual dexterity, and gain a +3 bonus to tasks involving fine motor skills.