Survivors of the Starfall Galaxy; Human Ancestry

  Adapted from Human - Starfinder Wiki and Human Ancestry- Archives of Nethys


Humanity in the Starfall Galaxy is a testament to raw, stubborn resilience in the face of cosmic despair. Far from being a unified empire, humans are a wildly diverse species scattered across the vastness of the three Spheres. Their societies are shaped by the scars of the past and the desperate fight for survival in the present. They are the ultimate adapters, often thriving where other species simply endure, but their ambition and adaptability come with a heavy cost. Humans are defined by their unflagging will to survive and their boundless capacity for change. From the gleaming, overcrowded ecumenopolises of the Inner Sphere to the lawless, resource-scarred wilds of the Outer Sphere, and even the terrifying depths of the Frontier, humans have found a way to carve out an existence. Their ambition drives them to innovate, explore, and dominate, often leading them to both incredible heights of ingenuity and profound depths of exploitation. The concept of the Yom – a daily measure of survival – resonates deeply with human nature; for many, every single Dei pack is a hard-won victory against the encroaching void.

Societies Across the Spheres

  • Inner Sphere: Here, humans form a significant portion of the teeming populations of the ecumenopolises and often occupy influential positions within the powerful cabals, cartels, corporations, guilds, and unions that nominally run the Commission. Life can be technologically advanced, yet paradoxically, many are "priced out" of natural worlds, living cramped lives on vast space stations. Despite the outward cooperation between species encouraged by the Commission, humanity's drive for power often simmers beneath the surface.

  • Outer Sphere: Human groups are far more varied in this fragmented region. They might be part of burgeoning empires, independent tribes, or even isolated colonies struggling for resources. Here, adaptation is key, and human ingenuity is often focused on warfare, resource acquisition, and sheer survival against expansionist neighbors and the raw dangers of the Rift.

  • The Exodus and Frontier: The Rift-Storm Cataclysm hit humanity hard, particularly in the Inner Sphere. The devastation of fief systems and the ensuing famine drove a massive exodus of humans on generational colony fleets into the uncharted Frontier. These are the hardened survivors, often becoming Nomadic Scavengers/Reclaimers, who constantly battle the elements, desperate cults, and the raw chaos of Rift-Space for their next Yom.

The Scars of the Rift

Humanity's ancient connection to the Rift is a double-edged sword. While some humans develop psychic sensitivities vital for Rift-Navigators or even harness magic, many more bear Rift-Taint's physical and mental scars. The legacy of the Cataclysm and the rise of the Automaton Concordance constantly remind us of the perils of unchecked technological and temporal interference.

The Genesis Ascendancy

Emerging from the crucible of the Rift-Storm Cataclysm, the Genesis Ascendancy is a fiercely human-centric faction, born from the desperate survivors who witnessed the near-annihilation of their species. Unlike the pragmatic and often compromised Commission of the Inner Sphere, the Ascendancy believes in humanity's singular destiny as the inheritors of the galaxy. They are driven by a zealous conviction that true stability and prosperity can be achieved only through unified human might and calculated expansion.

Their core ideology posits that the Cataclysm was a divine judgment, a brutal pruning that cleared the path for humanity's true potential. They view non-human species with suspicion, seeing them as either potential rivals, exploitable resources, or inherent threats to human supremacy. While they may engage in pragmatic alliances or trade when necessary, their ultimate goal is to spread human influence, technology, and governance across the Outer Sphere and beyond, establishing a new order where humanity reigns supreme. They are often pioneers, charting new Rift-lanes and colonizing untouched worlds, but their methods are frequently ruthless and uncompromising.

The Hoplites: Humanity's Edge

Humanity has embraced radical modification to face the myriad threats of the Starfall Galaxy. The Sider Stratiotes, also known as Hoplites in the common vernacular, are genetically and cybernetically enhanced humans, forged into highly capable military units. Whether they are the unyielding Obsidian Guard serving the Genesis Ascendancy, the adaptable Vanguard, the grotesquely Flesh-Wrought Ascendants, or the pragmatic Wardens, these "Iron Soldiers" represent humanity's ultimate, desperate adaptation to a galaxy that demands more than mere survival. Their diversity in purpose and grim resolve embody their species' fractured yet tenacious spirit.

Humans of the Starfall Galaxy are ever-present, ever-adapting, and forever striving to make their mark upon a cosmos that constantly threatens to consume them.

Human Mechanics

Humanoid

Human


Hit Points 8

Size Medium

Speed 25 feet

Ability Boosts 2 Free Ability Boosts

Languages Common

Additional languages equal to 1 + 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 in your region

Human Heritages

At 1st level, choose one of the following human heritages.

  • Zatalan: You or your ancestors were born on a world controlled by the Zatalan Principality, a human-centric regime known for its rigid arcane traditions. You may have prominent brows, purple eyes, or a widow’s peak. Choose one cantrip from the arcane spell list. You can cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up. You can change this cantrip to a different one from the same list once per day by meditating to draw on the power of your runic blood; this is a 10-minute activity that has the concentrate trait.

  • Feudal World Survivor: Your ancestors hailed from a Feudal World, A world locked at the medieval technology level. You are trained with archaic weapons and have uncanny knowledge of Feudal World lore. You learn one bonus language and gain the Diehard feat.

  • Scavenger: You or your ancestors adapted to harsh, resource-poor worlds, scraping by on the fringes. You can go 2 additional days without food or water before suffering negative effects, gain a +1 circumstance bonus to Society and Survival checks to Subsist, and gain a +1 circumstance bonus to saves against the sickened condition.

  • Skilled Human: Your ingenuity and adaptability allow you to train in a wide variety of skills. You are trained in one skill of your choice, and you become an expert in that skill at 5th level.

  • Urbanite: You grew up in a densely populated cityscape. You ignore difficult terrain from crowds and gain the benefits of lesser cover from crowds. You are trained in Lore for one specific city.

  • Versatile Human: Humanity’s raw versatility is your strength. You gain a 1st-level general feat.

Human Ancestry Feats

You can select human ancestry feats from the following options.

  • 1st Level Feats

    • Adapted Cantrip (General): You learn one cantrip from a magical tradition other than your own. You can cast this cantrip as an innate spell. Its magical tradition is the same as the chosen tradition.

    • Augmented (General): Your body has been enhanced with cybernetics or biological modifications. You gain a +1 item bonus to your AC or a +1 status bonus to saves.

    • Cooperative Nature (General): You are adept at working with others. When you Aid, your circumstance bonus to the check increases by 1.

    • General Training (General): You gain a 1st-level general feat. You can take this feat multiple times. Each time you do, you gain a different general feat.

    • Haughty Obstinacy (General): Your stubbornness makes you difficult to control. You gain a +1 circumstance bonus to saves against mental effects that would make you friendly or helpful.

    • Natural Skill (General): You gain training in an additional skill of your choice.

    • Unconventional Weaponry (General): You are trained in one uncommon simple or martial weapon, or one common advanced weapon. You gain access to this weapon.

  • 5th Level Feats

    • Adaptive Adept (General): You gain a 2nd-level innate spell from a spell list other than your own. You can cast this spell once per day.

    • Confident Actualization (General): When you succeed at a Will save against a mental effect that would cause you to take actions against your will, you gain a +1 status bonus to skill checks for 1 round.

    • Galactic Explorer (General): Your innate curiosity drives you to explore. You gain a +1 circumstance bonus to skill checks to Recall Knowledge about unknown planets, species, or space phenomena.

    • Multitalented (General): You gain a class feat from a class other than your own. You must meet the prerequisites for this feat.

  • 9th Level Feats

    • Advanced General Training (General): You gain a general feat of 3rd level or lower. You can take this feat multiple times. Each time you do, you gain a different general feat.

    • Clever Improviser (General): When you attempt a skill check for a skill you are untrained in, you can use your Intelligence modifier instead of the skill's normal ability modifier. You can't use this ability on checks that require a specific action or proficiency.

    • Persistent Confidence (General): When you succeed at a Will save against a mental effect that would cause you to take actions against your will, you gain a +1 status bonus to all checks for 1 minute. This replaces Confident Actualization.

  • 13th Level Feats

    • Incredible Improvisation (General): When you attempt a skill check for a skill you are untrained in, you treat your proficiency as trained. This replaces Clever Improviser.

    • Inner Wellspring (General): You gain a 5th-level innate spell from a spell list of your choice. You can cast this spell once per day.

    • Unconventional Expertise (General): You become an expert with the weapon you chose for Unconventional Weaponry. This replaces Unconventional Weaponry.

  • 17th Level Feats

    • Too Stubborn to Die (General): When you are reduced to 0 Hit Points, you can choose to remain conscious with 1 Hit Point. You can only do this once per day.


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