The Tanyon-Unin are a species defined by their profound connection to water, their vibrant artistic expression, and their evolving commitment to unity. These aquatic humanoids hail from the deep, geothermal oceans of Tan’kuyu, a watery moon orbiting a gas giant (Rinrunsan) in the Starfall Galaxy. They employ fluid, adaptable fighting styles in combat and navigate both liquid and stellar currents with innate grace.
Tanyon-Unin are from Tan’kuyu, where they’ve lived in relative peace and safety since the Asenobi Dymos overthrew the rule of wicked Void-Leviathan oppressors. Their history is also marked by a profound internal revolution, where a segment of the proud Asenobi Dynasty broke off to establish the Free Worlds Union in the Outer Sphere, striving for a new form of communal existence born from shared hardship. Though the last of the Leviathan-Barons were driven back into the Rift long ago, Tanyon-Unin, both in the dynasty and the union, remain vigilant in military training and traditions. Their fearsome reputation keeps Tanyon-Unin soldiers and mercenaries in high demand across the galaxy. Today, Tanyon-Unin thrive in dense, expanding cities.
Physical Description
Tanyon-Unin are elegant, athletic aquatic humanoids covered in scales that appear predominantly blue and green, although they occasionally exhibit pale pink, pearlescent white, or gray tones as well. They range from five to six feet tall as adults, but their slight builds and cartilaginous skeletons mean they average just under 100 pounds in weight. Wings of translucent membrane connect Tanyon-Unin’s arms and legs, helping them to move effortlessly through water or zero-gravity environments. Sensory tendrils cover their lower jaws. Their large eyes can move and focus independently to sense predators and prey alike and faintly glow with a soft luminescence that Tanyon-Unin use as a means of silently signaling each other. Violet eyes are common, and three prominent gills grace either side of their necks. An array of decorative spines sweeps back from their forehead down through the base of their skull.
Tanyon-Unin breathe through a compound respiratory system that incorporates both gills and composite lungs, allowing them to survive on land and underwater. Even so, they must periodically immerse themselves in water to prevent their skin from drying out and flaking away painfully.
Artistic self-expression is very important to Tanyon-Unin cultures, and nowhere is it more prevalent than on Tanyon-Unin bodies. The most common target of alteration are a Tanyon-Unin’s decorative spines, which they frequently pierce, color, or shape, often changing them many times over the course of a lifetime. Tanyon-Unin also frequently modify their sensory tendrils and wings as well as their bioluminescent eyes, which they often recolor with tinted lenses. In addition, Tanyon-Unin industry has developed extremely effective underwater makeup compounds, of which many Tanyon-Unin make frequent and dramatic use.
Society
The recorded history of Tanyon-Unin is divided into distinct eras. The earliest records, dating back thousands of years, describe what is known as the Hoketodori, a civilization of hunter-gatherer tribes spread throughout the oceans of Tankuyu, characterized by shifting alliances and transient kingdoms.
The second age, known as the Hokenaryo (Age of the Void-Leviathan), began with an invasion of Void-Leviathans slipping in from naturally occurring gateways to the Rift on Tankuyu called Rift-Blooms. These aggressive entities quickly came to control much of the moon’s oceans, subjugating Tanyon-Unin. Pockets of resistance arose frequently and were brutally put down, but some tribes retreated to deep kelp forests and remote cave systems, thriving far from Void-Leviathan influence.
The next era, known as the Hokesenobi, began when two free deep tribes, ancient enemies, grudgingly merged their clans against their common oppressor, forming the Asenobi Dynasty. Together, they launched a surprise attack, eventually slaying Void-Leviathan tyrants and establishing a new Tanyon-Unin dynasty. This rebellion eventually drove the last of the Void-Leviathans back to the Rift. With the threat gone and the Tanyon-Unin united, the Tanyon-Unin began settling around Rift-Blooms, creating thriving cities.
Drawing bountiful energy and comfort from these Rift-Blooms, industry and Mana-tech manufacturing quickly grew, particularly thriving in cities closest to Mana-rich Rift-Blooms. During this period, Vaelen explorers from Aetheria showed Tanyon-Unin that Rift-Blooms could serve as inter-system trade routes. Soon after, Tanyon-Unin explorers charted paths through the Rift’s dangerous terrain. When the Aether-Synapse brought the secret of Rift-Drive technology, Tanyon-Unin built ships blending Rift-Drive technology with their own Mana-tech, setting out to explore the galaxy. With the assistance of the Vaelen, the Tanyon-Unin developed their own Logistic control AI called the Senogyo.
Today, most Tanyon-Unin live in densely populated metropolises with access to Mana-tech amenities. These cities, centered around Rift-Blooms, are bustling hubs of industry, art, and technology, constantly expanding to welcome locals and tourists alike. Tanyon-Unin cities often feature extensive bubble districts for air-breathing visitors.
For Tanyon-Unin, life is art. Tankuyu’s breathtaking architecture, groundbreaking art, and fresh fashion draw visitors from around the Starfall Galaxy, especially the Sepyanu Iho (Deep Gala) that transforms Grand Inza (a major Tanyon-Unin city) into a uniquely designed paradise every cycle. Their culture highly values customized and unique versions of everyday items, fostering thriving industries for bespoke goods.
Senogyo, with the Tanyon-Unin society, quickly developed the political will to preserve their home’s natural wonders, investing heavily in Mana-tech systems for waste recycling and pollutant sequestration. While vast wilderness areas are designated nature preserves, rapid urban growth has led to tensions with activists. Some neo-traditionalist factions, such as the Sepyanu Senan (Deep Resurgence), led by radical Sepensagen (Deep Teachers), decry the construction of bubble districts, believing it invites cosmic retribution.
Military
Though much of Tanyon-Unin society embraces leisure and artistic self-expression, the business of war is taken seriously. Military traditions are a vital part of their cultural identity, with the war for independence from Void-Leviathans forming a foundational memory. Warriors who defeated the Void-Leviathans formed standing patrols around the Rift-Blooms, establishing the basis for the modern Tanyon-Unin military. Military units honor this history by taking names of archaic warrior roles, such as Nantumpi (Manta-Riders) and Sagyukugyun (Leviathan-Hunters).
Military training is mandatory for everyone on Tankuyu, with enlistments lasting three cycles. Many re-enter civilian life after one or two terms, while others pursue a career in service, earning generous pensions. The Tanyon-Unin military's training and effectiveness are highly regarded, making Tanyon-Unin mercenaries sought after.
Beliefs
During the Void-Leviathan occupation, the worship of Tanyonoki (Ragadahn) of the Eldest was encouraged. While ancient carvings suggest that Tanyon-Unin worshipped Tanyonoki for millennia, leading to theories of their Rift origin, today, his faith is diminished and seen as a remnant of oppression. Some still pray to Tanyonoki for appeasement. Other faiths include Sesezozen (Eloritu), Pinponezopi (Waydan), and Kinrenonu (Zon-Shelyn).Popular Edicts
Celebrate and encourage diversity in all things, leaving everywhere you go more beautiful than you found it. Express yourself creatively and foster unity among species.
Popular Anathema
What’s Cookin’?
Tanyon-Unin culinary trends constantly change, driven by their value for personal expression and custom creations. New restaurants frequently open, with ambitious chefs inventing dishes. The latest trend is fusion: adapting regional cuisines from other Starfall Galaxy worlds to Tankuyu’s watery ingredients. Gokya Ninsen, a new restaurant, serves unique takes on street food from Asozoni.Is That Real?
The high demand for unique Tanyon-Unin designs has led to unscrupulous merchants selling low-quality imitations. Counterfeits from prestigious fashion houses, such as Tankuyu, have flooded markets, including the Nexus Central Hub. A consortium of Tanyon-Unin brands, unsatisfied with The Commission's lack of arrests, has hired mercenaries from The Armada to investigate and stop the counterfeiting.Function Follows Form
While many Tanyon-Unin artisans keep purpose in mind, the exploding market has incentivized pushing boundaries of form over function. This has created a secondary industry of utilitarian artisans who skillfully adapt fanciful custom goods to be more functional without altering their look. These artisans are well-respected and well-paid.Tanyon-Unin Mechanics
Hit Points: 8
Size: Medium
Speed: 20 feet; swim 30 feet
Attribute Boosts: Dexterity, Charisma, and one Free Ability Boost.
Attribute Flaw: Constitution.
Languages: Common, Tanu (a fluid, sibilant language with clicks and hums). 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).
Traits:
Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
Hydration: Your body requires you to return to aquatic environments or to wear armor with environmental protections at least once every 24 hours. You must submerge your skin in water to rehydrate it after exposure to water. If you fail to do this, your skin begins to crack, and your gills become painful. After the first 24 hours outside of water, you take a -1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until you are returned to water.
Tanyon-Unin Heritages
Tanyon-Unin have thrived in Tankuyu’s waters for millennia, developing a variety of forms. Choose one of the following Tanyon-Unin heritages at 1st level.
- Rift-Bloom Tanyon-Unin: You grew up near a Rift-Bloom, one of the naturally occurring portals to the Rift that randomly open and close across Tankuyu, and have developed a natural sense for the presence of primal Mana around you. You gain the trained proficiency rank in Nature. If you would automatically become trained in Nature (from your background or class, for example), you would become trained in another skill of your choice. Additionally, you can cast the detect magic cantrip as a primal innate spell at will. A cantrip is heightened to a spell rank equal to half your level, rounded up.
- Abyssal Tanyon-Unin: You were born deep down in the aphotic zone, where no light penetrates from the surface, far from the bright cities. You gain echolocation as an imprecise sense with a range of 30 feet, or 60 feet when underwater.
- Bio-Electric Tanyon-Unin: You descend from a remote tribe in Tankuyu’s photic zone that developed a bioelectric defense against predators, perhaps due to the influence of a Rift-Bloom or because of an ancient diet of electric void-rays. You can cast the electric arc cantrip as a primal innate spell at will. A cantrip is heightened to a spell rank equal to half your level, rounded up. If you cast this spell with only 1 target, you gain electricity resistance equal to half your level (minimum 1) until the end of your next turn.
- Ancient Scale Tanyon-Unin: Your lineage stems from Tanyon-Unin who remain dedicated to their deep-sea roots or ancient dynastic traditions. Your body is dotted with phosphorescent spots that emit a guiding light and help you communicate subtly underwater. You gain a +1 circumstance bonus to Diplomacy checks when interacting with creatures of a different ancestry than your own.
- Resilient Tanyon-Unin: Your ancestors developed a greater tolerance for dry environments. You can go 2 additional days before suffering the effects of the Hydration trait. You treat the duration of your Hydration trait as 48 hours instead of 24 hours before the –1 status penalty to Fortitude saves begins, and 96 hours instead of 48 hours before you begin to suffocate.
- Spined Tanyon-Unin: You can extrude sharp, piercing spines. You gain a piercing unarmed attack that deals 1d4 piercing damage. This attack has the agile, finesse, and unarmed traits.
Tanyon-Unin Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a Tanyon-Unin, you select from among the following ancestry feats.1st Level Feats
- Aquatic Conversationalist Feat 1 (Tanyon-Unin): You can communicate with aquatic animals and creatures as though using a Speak with Animals spell.
- Tanyon-Unin Weapon Familiarity Feat 1 (Tanyon-Unin): You are trained with tridents, boarding axes, gill hooks, and void-blades. In addition, you gain access to all uncommon weapons with the Kalo trait. For the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
- Bioluminescence Feat 1 (Tanyon-Unin): Your eyes glow like bioluminescent lamps, and you have learned how to focus them into a directional beam. Your eyes shed light in a 30-foot line in any direction you’re looking. You can suppress or restore this light as a free action. In addition, while this light is active, you can take the Point Out action to indicate a creature within the area of your bioluminescence without making any noise, in which case it loses the auditory and manipulate traits. Finally, after you use an action to Hide or Sneak, you can send predetermined signals with your lights to alert all allies you can see to your location as a free action.
- Body Art Feat 1 (Tanyon-Unin): Your body is your canvas, and you’ve taken bio-sculpting and body modification to a whole new level. You gain an augmentation at no cost. The augmentation must be your level or lower. This augmentation doesn’t count against the maximum number of augmentations you can implant, and each time you gain a new ancestry feat, you can upgrade this augmentation to a new augmentation of your level or lower at no cost, representing your continued exploration in body modification.
- Deep-Speaker Feat 1 (Tanyon-Unin): You’re descended from a long line of Deep-Speakers, dating back to an ancestor who served as liaison for a Void-Leviathan. You’ve been chosen to carry on the tradition, learning secrets passed down through generations of your people. You become trained in Performance and gain the Impressive Performance skill feat.
- Filtering Tendrils Feat 1 (Tanyon-Unin): The sensory tendrils covering the lower part of your face are sensitive enough to detect toxins and environmental pollutants. You gain a +1 circumstance bonus to saving throws against ingested or inhaled poisons. Special You can take this feat only at 1st level, and you can’t retrain out of or into this feat.
- Fluid Balance Feat 1 (Tanyon-Unin): You are accustomed to floating free in the wide ocean or zero-gravity and don’t lose your cool when you have nothing within reach. You don’t gain the clumsy or off-guard conditions when untethered in water or zero-gravity.
- Hydrokinetic Burst Feat 1 (Tanyon-Unin): You can unleash a burst of controlled water. You gain a ranged spell attack that deals 1d4 bludgeoning damage. This is a basic aquatic blast. It has a range of 20 feet and deals splash damage equal to your Intelligence modifier.
- Tanyon-Unin Lore Feat 1 (Tanyon-Unin): Growing up among the Rift-Blooms and glowing cities of Tankuyu has instilled in you a deep appreciation of the beauty around you, both natural and constructed. You’re trained in Crafting and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Tanyon-Unin Lore.
- Leviathan Bite Feat 1 (Tanyon-Unin): Your ancestors swore allegiance to a Void-Leviathan long ago. Though your family is no longer bound to serve the creature, a bit of its influence remains in you, manifesting in particularly long and sharp teeth. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits.
- Personalized Gear Feat 1 (Tanyon-Unin): You’ve poured all your creativity into making your weapon or piece of tech truly eye-catching. Choose one weapon or item you own to decorate in your own style. While wielding your chosen weapon or using your chosen item, add the item’s tracking value as an item bonus to Deception checks to Feint and Intimidation checks to Demoralize. You can only have one such item active at a time. You can spend 24 hours customizing a new item, at which point your connection with your previous item is lost.
- Silent Current Feat 1 (Tanyon-Unin): Stalking great finned beasts through the kelp forests of Tankuyu or navigating dense asteroid fields has taught you to move silently and smoothly through cover. While sneaking, you ignore difficult terrain caused by dense foliage, asteroid debris, and similar underbrush and treat greater difficult terrain caused by such as difficult terrain. In addition, you can move at your full swim Speed when you Sneak while swimming. If you have another ability that allows you to move at full speed while Sneaking, you also gain a +2 status bonus to checks to Sneak while Swimming.
- Surface Strider Feat 1 (Tanyon-Unin): Through diligent training, you’ve learned to stretch your ability to remain out of the water for extended periods. You gain the amphibious trait.
- Union Diplomat Feat 1 (Tanyon-Unin): You’ve studied the history of the Deep Current Alliance and the Multi-Species Union, and you understand the value of turning an enemy into a friend. When you succeed on a Diplomacy check to Make an Impression against an opponent that’s hostile, you critically succeed instead.
- Working Artist Feat 1 (Tanyon-Unin): People have noticed the originality and quality of your artistic creations, and you’ve started moonlighting as a professional artist or designer. You become trained in Crafting or a Lore skill related to art (such as Art Lore or Sculpture Lore). When you succeed or critically succeed on a check to Earn Income using Crafting or a Lore skill related to art, calculate the amount you earn as if you’d attempted a check one level higher.
5th Level Feats
- Tanyon-Unin Weapon Aptitude Feat 5 (Tanyon-Unin): Prerequisites Tanyon-Unin Weapon Familiarity. Whenever you score a critical hit with a trident, boarding axe, gill hook, or void-blade, you apply its critical specialization effect.
- Augmented Adaptation Feat 5 (Tanyon-Unin): You’ve adapted your own body to suit your needs, often through bio-integration or cybernetics. The total number of augmentations you can install is increased by two.
- Dazzling Glare Feat 5 (Tanyon-Unin, Bioluminescence): Prerequisites Bioluminescence. Through practice, you’ve learned how to increase the intensity of your bioluminescence. The range of your bioluminescence increases to 50 feet. Your dazzling glare misleads your foes, allowing you to use the Feint action against a creature within the range of your bioluminescence, rather than within melee range.
- Drag Down Feat 5 (Tanyon-Unin): Prerequisites Amphibious. When you successfully Grapple a creature, you can attempt to Pull it 5 feet into an adjacent body of water or submerged area. This movement does not trigger reactions.
- Furious Flap Feat 5 (Tanyon-Unin): The muscles that control your membranous wings are particularly well developed, and you know how to use them to catch enemies off guard with their power. Once per day while in an area of atmosphere, you can flap your wings to cast gust of wind as a primal innate spell. If you’re submerged in liquid, you can instead cast hydraulic push. After you’ve cast the spell, you can move up to half your Speed (or half your swim Speed if submerged) as a free action.
- Hydrating Breath Feat 5 (Tanyon-Unin): You can exhale a misty breath that helps rehydrate your skin. Once per day, you can use a single action to suppress the effects of your Hydration trait for 1 hour.
- Improved Bio-Conductivity Feat 5 (Tanyon-Unin): Prerequisites Bio-Electric Tanyon-Unin heritage. By imitating your ancestors’ diet, taking synthetic supplements, or unlocking your genetic potential with Mana, you’ve enhanced your bioelectrical network. All your Strikes or spells that deal electricity damage or have the electricity trait gain the arc trait. If you’re wielding an active forcefield, it regenerates twice its normal HP for 1 round after you hit an enemy with an arc attack.
- Military Training Feat 5 (Tanyon-Unin): Your training in Tankuyu's defense forces has prepared you for anything. You gain a +2 circumstance bonus to initiative rolls, and when you tie an adversary’s initiative roll, you always go first. You become trained in Piloting. If you’re already trained in Piloting, you become trained in another skill of your choice. You gain the Stunt Maneuver skill feat, even if you don’t meet the prerequisites of the feat.
- Deep-Cave Explorer Feat 5 (Tanyon-Unin): You spent time exploring the icy caves of Tankuyu’s crust or deep asteroid tunnels, and climbing comes nearly as easily to you as walking. You gain a Climb speed of 25 feet, and you treat difficult terrain from ice, rockfalls, and dense debris as normal terrain.
- Underwater Combatant Feat 5 (Tanyon-Unin): You’ve learned how to wield nearly any weapon effectively while underwater. You don’t take the –2 penalty for making melee slashing or bludgeoning Strikes while underwater. Your ranged attacks aren’t affected by being underwater. You can use weapons that deal fire damage underwater.
- Urchin [reaction] Feat 5 (Tanyon-Unin): Frequency once every 10 minutes. Trigger A creature Grabs you or successfully Strikes you with an unarmed melee strike or a non-reach melee weapon. You flex the spines running down the back of your head and neck as a defensive response. The attacking creature takes 3d6 piercing damage, with a basic Reflex save against your class DC or spell DC, whichever is higher. On a critical failure, the target also takes 3 persistent bleed damage. At 8th level and every 3 levels thereafter, the damage increases by 1d6, and the persistent bleed damage increases by 1.
- Versatile Outfit Feat 5 (Tanyon-Unin): You are renowned for your exceptional custom outfits and take pride in designing versatile and reconfigurable garments, enabling you to create nearly any look in a matter of moments. You can use the Crafting skill rather than Deception to Impersonate another person and can do so in 1 minute rather than the usual 10 minutes. You don’t need a disguise kit to Impersonate a specific person when using Crafting to do so, and a maker’s toolkit grants a +1 item bonus to the check.
9th Level Feats
- Breach [two-actions] Feat 9 (Tanyon-Unin): You propel yourself up like a void-whale breaching the surface of a cosmic current, then crash back down with thunderous force. Leap. When you land, all opponents within 10 feet of you must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or be knocked prone. Special If you have the Quick Jump feat, you can High Jump or Long Jump when using Breach.
- Emotion Sense Feat 9 (Tanyon-Unin): You can sense the emotional states of those around you as if through subtle water currents or psychic resonance. You gain emotion sense as an imprecise sense with a range of 30 feet. This means you can detect and determine the location of creatures that possess emotions. You gain a +2 circumstance bonus to Perception checks when using the Seek action to find hidden or undetected creatures within the range of your emotion sense who’s under an emotion effect, such as rage, the frightened condition, or any spell with the emotion trait. If you aren’t actively using Sense Motive on a creature who’s enchanted, possessed, or subject to an emotion effect, the GM rolls a secret check, without the usual circumstance bonus and with a –2 circumstance penalty, for you to potentially notice the enchantment, possession, or emotion effect anyway.
- Enhanced Echolocation Feat 9 (Tanyon-Unin): Prerequisites Abyssal Tanyon-Unin heritage. You’ve learned to quiet your other senses and focus your attention on your echolocation. The range of your echolocation imprecise sense doubles to 60 feet (or 120 feet underwater), and you gain the Focus Senses action.
- Focus Senses [one-action] You gain echolocation (precise) 30 feet until the end of your next turn.
- Fluidic Gliding Feat 9 (Tanyon-Unin): The winglike membranes that stretch between your arms and torso let you maneuver while floating without a solid point to push off from. While in low gravity or zero gravity, you can take the Push Off action without having a solid surface within reach. In addition, when falling in such an environment, you can move 5 feet horizontally in the direction of your choice for every 20 vertical feet you fall. Subtract this distance moved horizontally from the distance you fell when calculating fall damage.
- Gelid Bite Feat 9 (Tanyon-Unin): Prerequisites Leviathan Bite. Your Void-Leviathan heritage has begun to manifest more as you’ve become more powerful. Your jaws Strike deals an additional 1d6 cold damage. On a critical hit, the target is also suppressed until the end of your next turn, unless it succeeds at a Fortitude save against your class DC or spell DC, whichever is higher.
- Manta-Rider Feat 9 (Tanyon-Unin): You have trained in the ceremonial art of combat mounted upon a void-manta and can apply your experience to other forms of mobile combat. Reduce the penalty when attacking from a vehicle that has moved within the last round to 0 (or –2 if the vehicle is uncontrolled or any action in the last round had the reckless trait). You don’t take a penalty to Reflex saves while mounted.
- Swift Swimmer Feat 9 (Tanyon-Unin): Your swim Speed increases by 10 feet.
13th Level Feats
- Arctic Bite Feat 17 (Tanyon-Unin): Prerequisites Gelid Bite. The freezing power of your bite becomes irresistible. The cold damage dealt by your jaws Strike increases to 2d6 damage and ignores an amount of the target’s cold resistance equal to your level. A creature’s immunities are unaffected.
- Fluidic Flight Feat 13 (Tanyon-Unin): Prerequisite Fluidic Gliding. The membranous webbing between your limbs and torso grows strong enough to function as true wings when you’re floating. When you’re in low or zero gravity, you gain a Fly speed equal to your Swim speed.
- Flashing Outfit Feat 13 (Tanyon-Unin): Years of careful attention to your look have given you a deep understanding of the interplay between color, texture, and light, and you know how to make your outfit catch anyone’s eye. You gain vibrant pattern as a 6th-rank primal innate spell that you can cast once per day. At 17th level, the spell increases to 8th rank.
- Glimpse of the Rift-Bloom Feat 13 (Tanyon-Unin): Prerequisites Rift-Bloom Tanyon-Unin heritage. Through years of practice, you’ve honed your ability to see through tricks and illusions of the Rift-Plane. Once per day, you can cast truesight as a primal innate spell; use the higher of your class DC or spell DC, whichever is higher, minus 10 for any associated counteract checks.
- Hydro-Cyclone [one-action] Feat 17 (Flourish, Tanyon-Unin): Prerequisites Expert in Athletics. Requirements You aren’t in a vacuum. You take inspiration from schools of hunting void-mantas, creating a powerful vortex to draw in your foe before striking. You spin in place and can attempt to Shove a creature within 10 feet of you. If you succeed, the creature is also pulled 5 feet closer to you. On a critical success, the creature is pulled 10 feet closer and knocked prone.
- Riftguard Specialization Feat 13 (Tanyon-Unin): Prerequisites Military Training. After years of meritorious military service, you were chosen for the elite Riftguard, where you underwent rigorous training that honed your defenses against the tricks of Rift-Plane creatures. You gain a +2 circumstance bonus to Will saving throws and Will DCs against mental effects and effects created by creatures with the fey or aberration traits, and once per day, you can roll twice and take the better on a save against a mental effect or an effect created by such a creature.
- Union Architect Feat 13 (Tanyon-Unin): Your dedication to the Multi-Species Union allows you to foster cooperation. When you use the Aid action for an ally who is of a different ancestry, your circumstance bonus to the check increases by 1 (to a total of +3, or +4 if you have Cooperative Nature).
- Unseen Currents Feat 13 (Tanyon-Unin): The surge of Tankuyu’s ever-present tides or cosmic currents courses in your blood, and you can feel their pull wherever you go. You gain unfettered movement as a 4th-rank primal innate spell that you can cast once per day.
- Water Form Adaptability Feat 13 (Tanyon-Unin): Your hydrokinetic mastery allows you to temporarily resist extreme environmental pressures. You gain resistance 5 to bludgeoning damage while submerged in water or against pressure hazards.
17th Level Feats
- Master of the Tides Feat 17 (Tanyon-Unin): Your hydrokinetic powers are immense. You gain control water as a 6th-rank innate spell that you can cast once per day.
- Resurgent Union Feat 17 (Tanyon-Unin): Your unwavering belief in the Multi-Species Union strengthens your allies. Once per day, as an action, you and all allies within 30 feet who are part of the Multi-Species Union gain temporary Hit Points equal to your level. These temporary Hit Points last for 1 minute.
Here are a few adventure hooks designed to appeal to a Tanyon-Unin Player Character, leveraging their profound connection to water, artistic expression, commitment to unity, and military background:
Adventure Hooks for Tanyon-Unin Player Characters
The Fading Bloom & The Silent Symphony:
Hook: A vital Rift-Bloom near a Tanyon-Unin city on Tan’kuyu, a source of energy and inspiration for artists, is inexplicably dimming. Simultaneously, the grand "Sepyanu Iho" (Deep Gala) – a central artistic festival – is threatened by a strange silence; the bioluminescent displays are dull, and the hydro-acoustic symphonies are muted. Investigations reveal that the Mana-flow to the Rift-Bloom is being siphoned or corrupted, and the artistic disruption is a direct consequence.
Tanyon-Unin Appeal: This hook directly challenges the Tanyon-Unin's core identity: their connection to the Rift-Blooms and their artistic expression. The PC would use their knowledge of Mana-tech, hydrokinetic abilities, and artistic sensitivity to investigate the cause (perhaps a rogue Vaelen faction experimenting with Mana-siphoning, a Maelstrom-Scar entity feeding on the bloom's energy, or a rival corporate entity trying to monopolize the Mana). They would need to restore the balance, perhaps by performing an ancient Tanyon-Unin Mana-ritual or by confronting the source of the corruption, ensuring the Deep Gala can flourish once more.
The Leviathan's Echo & The Unsettled Union:
Hook: Reports emerge from the Outer Sphere of a newly opened, unstable Rift-Bloom that is drawing in ships and debris, and within its chaotic currents, strange, ancient echoes of Void-Leviathans are appearing. These aren't full creatures, but psychic imprints or spectral manifestations that sow discord and fear among multi-species settlements, particularly those tied to the Free Worlds Union. A diplomatic envoy from the Union, perhaps a Kusari or a Human, requests Tanyon-Unin assistance, specifically seeking a "Leviathan-Hunter" to understand and neutralize this threat without resorting to destructive force.
Tanyon-Unin Appeal: This hook taps into the Tanyon-Unin's history with Void-Leviathans and their commitment to the Multi-Species Union. The PC's military training and knowledge of these ancient foes would be crucial. They would navigate the dangerous Rift-zone, using their fluid combat styles and perhaps their "Leviathan Bite" heritage to confront the echoes. The challenge would be to contain the threat while preserving the fragile unity of the Free Worlds Union, potentially clashing with factions who advocate for more aggressive, less understanding solutions.
The Senogyo's Whisper & The Counterfeit Crisis:
Hook: The Senogyo, the Tanyon-Unin's logistic control AI, begins to issue cryptic, almost artistic, warnings about a widespread "corruption" affecting the galaxy's trade networks, specifically targeting the market for Tanyon-Unin custom goods. High-quality counterfeits, indistinguishable from genuine articles without expert knowledge, are flooding markets like the Nexus Central Hub, undermining Tanyon-Unin artisans and threatening their economic stability. The Senogyo's whispers suggest the source is not just opportunistic criminals, but a sophisticated, perhaps psychic, operation.
Tanyon-Unin Appeal: This hook focuses on the Tanyon-Unin's artistic pride, their connection to their AI, and their practical skills. The PC, perhaps a "Working Artist" or "Personalized Gear" specialist, would be tasked with uncovering the source of the counterfeits. They might follow the Senogyo's subtle clues, using their artistic eye to detect fakes and their diplomatic skills to navigate the complex trade politics. This could lead to a confrontation with a faction using advanced illusion magic (perhaps rogue Vaelen or Shadar) or a cunning Ysoki crime syndicate, forcing the PC to use their unique blend of artistry and martial prowess.
The Deep Current Alliance & The Deserted Outpost:
Hook: A long-silent outpost belonging to the historical "Deep Current Alliance" is rediscovered on a seemingly barren, desert moon. Initial scans reveal it's still hydrated, but no life signs are detected. The Tanyon-Unin military, or a historical society, wants a team to investigate, hoping to recover lost Mana-tech or historical records. However, the outpost is rumored to be haunted by the spirits of its last inhabitants, who succumbed to extreme dehydration or isolation.
Tanyon-Unin Appeal: This hook directly challenges the Tanyon-Unin's hydration trait and their historical connection to alliances. The PC would need to manage their own hydration needs in a hostile environment while exploring a potentially psychologically taxing location. They might encounter Echo-Frames or Vaelen remnants, and their ability to "read" environments (Fluid Balance, Filtering Tendrils) would be crucial. The mystery would involve uncovering what truly happened to the outpost's inhabitants and recovering valuable historical data that could strengthen current alliances or reveal forgotten truths.
Comments
Post a Comment