Adapted from Human - Starfinder Wiki and Human Ancestry- Archives of Nethys
In the neon-lit corridors of shattered colony ships and the rusted habitats of frontier stations, Terrans endure. They are the Children of Men—descendants of those who fled the dying Terra, survivors of the Scream that broke the stars, and witnesses to the Rift storms that now scar the galaxy. Unlike the Vesk or the Androids, Terrans carry no universal modifications. Their strength lies in their immense variety: baseline Terrans who remember Old Terra, deep-space colonists who have adapted to microgravity, and Rift-touched survivors whose very biology has been rewritten by cosmic storms.
Mechanically, Terrans offer versatile ancestry options, bonus feats, and flexible heritage traits—reflecting their ability to diversify amid galactic strife, bargain for survival, and integrate innovations from other cultures.
Terrans: Survivors of Starfall
Terrans in Starfall Galaxy trace their long journey back to Terra in the Inner Sphere—a cradle world that spawned innovation, ambition, and relentless survival instincts. Over millennia, Terrans spread across the galaxy, adapted to every frontier, and endured horrors from Rift anomalies to planetary upheavals. The Terran Republic, their first great government, collapsed after the Riftstorm Cataclysm and the Terran Incursion, leaving the scattered Terran diaspora to integrate with or lead new societies, corporations, and nations across the galaxy.
Terrans now thrive as mercenaries, traders, pilgrims, and pioneers. Their population is concentrated in the Commission’s Core, but can be found grinding out existence as colonists on the Outer Sphere, hoplite soldiers, or even as pilgrims tending the relics of Terra—now an ancestral shrine for the diaspora
Genetic modification, cybernetics, and cultural hybridization have diversified Terran strengths and appearances. Some Terrans possess gene-mod traits optimized for survival, combat, or environmental adaptation, while others rely on cunning, organization, and charisma—the essential Terran virtues in Starfall.
Physical Description
Terrans in Starfall range from baseline to extensively gene-modded. Some are built for low-gravity mining, some for elite combat as Sider Stratiotes (legendary hoplites), others for high-society diplomacy, or for hardy frontier life. Technologies and cultural influences intermingle, making Terrans the most phenotypically and behaviorally diverse people in the galaxy.
Society
Terran societies are pluralistic, found in Commission Core worlds, wildcat settlements, mercenary outfits, and pilgrim clades. Governance, tradition, and faith vary wildly—a result of catastrophe, diaspora, and adaptation. Terrans lead guilds, consult for governments, and fight in cause-driven legions, always leveraging their ability to organize, improvise, and inspire.
Beliefs
Popular Edicts: Adapt, advance, and overcome; honor alliances and old debts; seek out new opportunities and knowledge.
Popular Anathema: Waste the day; ignore crucial survival lessons; betray kin or coalition.
Terran Ancestry
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
Terran Heritages
At 1st level, choose one of the following Terran heritages.
Terran Survivor: Your ancestors lived on Terra, and though the precise circumstances of their survival are lost to time, you strongly identify with the culture of the lost planet.
Skilled. Your ingenuity allows you to train in a wide variety of skills.
Urbanite. You have grown up in a big city and are accustomed to the press and pull of the largest crowds, the electric buzz and tangle of streets, or the dense nature of vertical living on a station or megaplex.
Versatile. Terrans have spread to the stars thanks to their versatility.
Terran Ancestry Feats
You can select Terran ancestry feats from the following options.
1st Level Feats
Adapted Augmentations: You embrace ultimate adaptation by integrating cutting-edge augmentations into your body.
Adapted Cantrip: Through the study of multiple magical traditions, you've altered a spell to suit your spellcasting style.
Cooperative Nature: You are adept at working with others.
General Training: Your adaptability manifests in your mastery of a range of useful abilities.
Natural Ambition: You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field.
Natural Skill: Your ingenuity allows you to learn a wide variety of skills.
Unconventional Weaponry: You've familiarized yourself with a particular weapon, potentially from another ancestry or culture.
5th Level Feats
Adaptive Adept: You've continued adapting your magic to blend your class's tradition with your adapted tradition.
Clever Improvisor: You've learned how to handle situations when you're out of your depth.
Confident Actualization: Your utter confidence in your abilities helps you push yourself to achieve your goals.
9th Level Feats
Cooperative Soul: You've developed a soul-deep bond with your comrades.
Incredible Improvisation: A stroke of brilliance gives you a major advantage with a skill despite your inexperience.
Multitalented: You've learned to split your focus between multiple classes with ease
13th Level Feats
Advanced General Training: Over the course of adventuring, your adaptability has let you pick up numerous useful abilities.
Inner Wellspring: When you must endure times of extreme stress and pain, you dig deep and draw on the memories or stories of your lost ancestral home world of Golarion, tapping into inner reserves of power to pull off just one more miracle.
Stubborn Persistence: Humans are renowned for their ability to persist through the most grueling of trials that would leave others ready to drop.
17th Level Feats
Persistent Confidence: You can use Confident Actualization once per hour, rather than once per day.
Too Stubborn to Die: You return from the brink of death, hauling yourself back to consciousness through exhaustion and pain.
Here are five canon-ready historic events you can hang Terran ancestry, factions, and adventures on.
Terran History
GD-23.9.53 – Terrans Ascend
When the humans of Terra finally broke free of their gravity well and slipped into the Rift under their own power, they did it late compared to the elder powers—but with terrifying speed once they started. Their first successful interstellar excursion with a RiftDrive marked the formal beginning of the Terran Republic’s expansion era and put Terra on the galactic map as a rising Inner Sphere power.
For play, this gives you:
“Old Fleet” relic ships, museums, and veteran lineages.
Pilgrim Terrans whose families still venerate the launch sites.
Early Terran colonies with very different, more idealistic charters.
GD-31.8.10 | Vigil 15 - Star Congress is Formed Aboard the Void Exchange
A severely undercrewed Phoenix Wing moored in Terra System. A Human Officer presented herself to the delegation sent to receive the ship, claiming to be the craft administrator, and explained the craft's purpose as a meeting place and refuge. The council that once met on board has left with the Vaelen refugee ships for the galaxy at large. The administrator invited the republic to appoint a representative delegation to fill their role. The craft was rechristened the Void Exchange.
For play:
Terran PCs tied to old Void Exchange families, staff, or security.
Documents and treaties from this era that still shape modern claims.
“We used to run this station” resentment toward the current Administrator.
GD-42.5.26 | Zenith 36 - GD-42.6.4 | Parallax 13 Terran Incursion
A rift tear erupted a demonic maelstrom under the Terran Republic’s capital. Malevolent rift entities poured into the urban centers on Terra. Bloodthirsty beasts ravaged the planet, killing billions in mere moments. The event mortally wounded the Republic, sending the government into permanent decline.
At the immediate end of the incursion, the Ascendant, still clinging on to his last strands of life, was rushed into a cryogenic sarcophagus to preserve his essence. For the multitudes that had placed their faith in the Ascendant, his wounding was the last grievance they could tolerate from the Inner Sphere. The sarcophagus was loaded onto the directorate’s capital ship, accompanied by the faithful, and they set off to establish a Human nation in the Outer Sphere. The Human Settlers, accompanied by several legions of Sider Stratiotes, christened themselves the Genesis Ascendancy
For play:
Veterans, descendants, and relics from the Terran Incursion.
“Incursion Trauma” as a shared cultural memory for Terrans.
Lost districts on Terra that exist now only as half-mythic battlefield stories.
Stark cultural divide between “Inner Sphere Terrans” and “Genesis Terrans.”
Pilgrimage or espionage campaigns around the Ascendant’s sarcophagus.
Sider Stratiotes oaths that were never formally discharged, still binding units.
GD-42.6.26 | Zenith 36 - Holy Daughters Founded
A civilian fleet, pushed far off-course by violent riftstorms, made a desperate landing on an unnamed planet in the Outer Sphere. From the very rift that had marooned them, a new horror emerged: Lust Demons, creatures of pure corruption drawn to the colony's raw fear and burgeoning hope. These demonic entities quickly besieged the settlement. Faced with annihilation, their leader took command of the colony's defense. She adapted their limited resources, using incomplete schematics for Phalanx-class power armor to create the more nimble Valkyrie Armors for her cadre of female soldiers. She led the charge herself, fighting to protect the people she had guided.
In a final, climactic battle, she sacrificed her mortal life to repel the demonic onslaught. But her story did not end there. Her soul, a beacon of hope and resolve, did not dissipate but instead persisted in the very rift that had nearly consumed her people. Over the decades, as the small colony grew into a prosperous, multi-system cooperative, the legend of the woman who would become the Queen Mother was amplified into a foundational myth.
GD-43.0.8.2.25 Under Commission Management
As the wider galaxy reeled from RiftStorms, synth uprisings, and economic chaos, a collection of powerful interests from the Inner Sphere replaced the old Terran-centered congress with a pan-species commission seeking to protect islands of peaceful commerce to guarantee prosperity. Terrans were instrumental in this transition but no longer the sole power, seeding both resentment and opportunity among Terran elites and refugees. The Administrator asserted the Void Exchange's independence but welcomed the commission's efforts to bring peace and prosperity to the galaxy.
For play:
Terran bureaucrats and lobbyists are embedded in Commission structures.
Fringe Terran groups who still claim the Star Congress has lost legitimacy.
Legal disputes hinge on whether Terran-era compacts still apply.
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