Choran: The Resilient Guardians of Starfall's Biomes

 


Adapted From-
Tribbitites- Marvel Database

The Chorans, known to some by ancient names like Tripkees or Grippli, are a diminutive yet resilient species of froglike humanoids whose spirit often exceeds their small stature. Their oversized eyes, wide mouths, and gangly physiques resemble humanoid tree frogs. At the same time, their colorful skin provides reliable camouflage adapted to their home environment – be it the lush green of a jungle world, the shimmering blues of a deep-sea biome, or the muted grays of a hidden bio-dome. Ascending from secluded, bio-engineered arboreal habitats and dense fungal networks within the Outer Sphere, Chorans have found their profound purpose as the dedicated, ecologically-focused guardians and engineers within the Scale Hegemony. They are reclusive survivalists who subtly reshape the landscape to suit the Hegemony's needs, utilizing their mastery of bio-engineering and camouflaged structures as natural fortifications against any who would despoil the primordial order. Though typically cautious, Chorans take bold and noble action when the Hegemony's directives demand it, particularly to combat threats that would unravel the ancient, prophesied harmony.

Core Identity: Primordial Guardianship, Bio-Engineering, and Prophetic Harmony

Chorans are fundamentally driven by a deep respect for primordial natural processes and a profound sense of responsibility for the ecosystems (both natural and Hegemony-engineered) entrusted to their care. They believe that true strength lies in subtle manipulation, communal cooperation, and living in harmony with the ancient, cosmic directives of the Scale Hegemony. Every Yom is a cycle of growth and balance to be maintained according to Hegemony prophecy, every Dei a natural resource to be cultivated and protected for the awakening legions. They seek clever ways to exploit their environment when overcoming challenges, whether by constructing spillways to trap alien fish, seeding fruit-bearing trees for Hegemony sustenance, or sowing cover-granting foliage for camouflaged Hegemony outposts. Their caution stems from a deep-seated loyalty to the Hegemony's long-term plans, and while they make friends slowly with outsiders, once trust is extended, they are fiercely loyal allies. Their vibrant skin colors are not just camouflage but a subtle indicator of their health and the vitality of their immediate biome, and their unique pheromones can signal emotion or warn of danger to Hegemony forces.

Societies Across the Spheres

Choran society operates on a sophisticated, communal lifestyle within which they reshape the landscape to suit the Hegemony's needs, relying on collective cooperation within small, interconnected villages. Their reclusiveness has preserved Choran lives and lifestyles for millennia, and now serves to protect the Hegemony's secret operations from detection by ancient evils (like Rift-Entities or rogue AIs) and new galactic explorers alike.

  • Outer Sphere (Hegemony Bio-Domaines & Cultivated Worlds): This is the native sphere of the Chorans and where their largest Hegemony-aligned populations reside. Their communities thrive within vast, multi-layered bio-domes on verdant worlds, or within meticulously cultivated biospheres on colossal bio-ships or asteroid habitats, all serving the Scale Hegemony. They are masters of bio-engineering at a subtle, ecological level, building camouflaged causeways and hidden orchards that escape detection from larger, more aggressive factions like the Grolak Marauder Hordes or the Klaris. They are instrumental in preparing environments for the awakening Hegemony legions, cultivating resources, and suppressing any ecological threats to the Hegemony's expansion.

  • Inner Sphere (Covert Bio-Sanctuaries & Ancient Custodians): In the dense, hyper-urbanized Inner Sphere, Chorans maintain a discreet, almost mythical, presence. They might be found tending to immense, ancient biospheres that sustain old Hegemony sleeper-cells, or working in secure research facilities with isolated Frog-Mage legates on bio-remediation projects or the study of exotic, primordial xenoflora. Their impartial, measured approach makes them invaluable for understanding complex ecological crises or managing temperamental bio-systems for the Hegemony, ensuring that ancient sites remain pristine and undisturbed by the Commission's frantic expansion.

  • Frontier (Rift-Flora Nurturers & Bio-Explorers): The most daring Chorans venture into the uncharted Frontier, drawn by the bizarre and untamed life that flourishes near Rift-Burgs and in regions affected by Planar Bleed. They might take on the solemn task of "Rift-Flora Nurturers," attempting to stabilize and understand the highly volatile plant life born from the Maelstrom's energies, seeking to uncover biological secrets that could aid the Hegemony's prophecies. Their caution serves them well in these unpredictable zones, as they meticulously observe and adapt to the constantly shifting terrain and chaotic Mana currents.

Connection to the Rift and Primordial Bio-Resonance

The Chorans possess a natural affinity for the raw, life-giving energies of the Rift, understanding its chaotic power through the lens of primordial natural cycles. Their ability to communicate with simple organic life forms and their reliance on bio-engineering tactics are subtle manifestations of this deep connection, often used to further the Hegemony's grand designs. They view the Rift-Storm Cataclysm as a cosmic ecological disaster, a massive disruption to galactic biomes, but also a catalyst for new, resilient forms of life that might be vital to the Hegemony's plans.

Their specialized skin and physiology make them uniquely resistant to many forms of Rift-Taint that affect organic matter, as their bodies instinctively absorb or filter out harmful energies. Some of their "fiend-keepers" may even represent a deep, spiritual engagement with dangerous Rift-Entities, attempting to absorb and transform their chaotic influence into something that serves the Hegemony's agenda, containing threats or converting them into resources. Their ability to leap and grip on surfaces allows them to navigate even Rift-affected terrain with surprising ease, and their long tongues can be used to interact with distant bio-indicators or manipulate exotic flora from a safe distance.

Unique Choran Traits

Chorans resemble humanoid tree frogs, with oversized, often bulging eyes and gangly physiques. Their slight frames and large toes afford excellent grip for climbing. They grow quickly, reaching adult size (approximately 2 feet tall) around 3 years, but are considered adults at 12, living to about 60. They have patient attitudes, respect natural processes, and prioritize careful observation in service of the Hegemony. Their names often include resonant vowels and chirped consonants, sometimes adopting names more easily vocalized by other species when traveling widely, especially on diplomatic missions for the Hegemony.

Choran Mechanics

Chorans are a Humanoid, Choran ancestry.

  • Hit Points: 6

  • Size: Small

  • Speed: 25 feet

  • Ability Boosts: Dexterity, Wisdom, and one Free Ability Boost.

  • Ability Flaw: Strength.

  • Languages: Common, Choran. You can learn additional languages equal to your Intelligence modifier (if it's positive). Choose from Boggard, Chthonian, Draconic, Elven, Fey, Iruxi, Thalassic (Phereon), and any other languages to which you have access (such as the languages prevalent in your region).

  • Senses: Low-Light Vision (You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.)

  • Traits: Humanoid, Choran

  • Natural Climber: You gain a +2 circumstance bonus to Athletics checks to Climb.

Choran Heritages

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

  • Toxin-Hide Choran (Poisonhide Tripkee adaptation): You may be small, but the poison glands concealed across your body hide a deadly defense. You gain the Toxic Skin reaction.

    • Toxic Skin [reaction] (poison) Frequency once per hour; Trigger A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack, or using a touch-range spell against you; Effect You exude a deadly toxin. The triggering creature takes 1d4 poison damage (basic Fortitude save using your class DC or spell DC, whichever is higher). At 3rd level and every 2 levels thereafter, the damage increases by 1d4.

  • Aquatic Choran (Riverside Tripkee adaptation): Your ancestors live in and on the water, or perhaps within liquid-filled starship sections vital to the Hegemony. You gain a 15-foot swim Speed.

  • Bio-Tongue Choran (Snaptongue Tripkee adaptation): Your tongue is especially long, and you can launch it with extraordinary range and precision, perhaps for subtle bio-manipulation. You can use your tongue to deliver spells with a range of touch and perform extremely simple Interact actions, such as opening some types of unlocked doors or pressing buttons on a console. Your tongue can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.

  • Adhesive-Limb Choran (Stickytoe Tripkee adaptation): Your hands and feet exude a film that helps them adhere to surfaces, useful for traversing Hegemony installations. You gain a +2 circumstance bonus to your Fortitude and Reflex DC against attempts to Disarm, Shove, Reposition, or Trip you. When ascending trees, vines, ship hulls, or other foliage, if you roll a success on the Athletics check to Climb, you get a critical success instead.

  • Thick-Skin Choran: Your thick leathery skin resembles that of a resilient amphibian or an armored bio-organism, granting you natural protection for Hegemony duties. You gain 8 Hit Points from your ancestry instead of 6. You gain a +1 circumstance bonus to saves against diseases and poisons.

  • Web-Glider Choran (Windweb Tripkee adaptation): Tough webbing along your hands and toes can slow any fall in atmospheric environments, useful for deploying into new biomes. As long as you have one hand free, you take no falling damage, regardless of the distance you fall.

Choran Ancestry Feats

You can select Choran ancestry feats from the following options.

  • 1st Level Feats

    • Bio-Acoustic Talker (Croak Talker) (Common, Choran) Feat 1: You can communicate with the simplest of organic drones, bio-engineered fauna, or other similar creatures using longwinded croaks and chirps, useful for managing Hegemony biomes.

    • Hunter's Defense (Common, Choran) Feat 1: Trained in Nature. Your canny understanding of natural and primal creatures (including alien predators or corrupted bio-forms that threaten the Hegemony) helps you predict and dodge their attacks. You gain a +1 circumstance bonus to AC against Strike rolls from creatures with the animal or aberration traits.

    • Bio-Strider (Jungle Strider) (Common, Choran) Feat 1: You are adept at dodging roots, foliage, and other jungle or bio-dome obstacles, navigating Hegemony-controlled biomes with ease. You ignore difficult terrain caused by vegetation or organic debris.

    • Nocturnal Choran (Common, Choran) Feat 1: You tend to do most of your hunting and work at night or in deep space shadows, adapting to the requirements of nocturnal life and covert Hegemony operations. You gain darkvision.

    • Terrifying Croak (Common, Choran) Feat 1: Trained in Intimidation. You release a haunting croak that reminds those around you of their fears, useful for defending Hegemony sites. As a single action, you can attempt an Intimidation check to Demoralize one creature within 30 feet.

    • Choran Lore (Common, Choran) Feat 1: You are well versed in Choran culture, bio-tactics, and the natural cycles of your homeworld, all within the context of the Scale Hegemony's ancient wisdom. You gain training in Choran Lore. If you were already trained in Choran Lore, you instead become an expert.

    • Choran Weapon Familiarity (Common, Choran) Feat 1: You gain access to all uncommon weapons with the choran trait (e.g., bio-electric spears, toxic darts, sap-blasters), often used in defense of Hegemony assets.

  • 5th Level Feats

    • Fantastic Leaps (Common, Choran) Feat 5: Your leaps seem to defy gravity as you soar through the air in a single bound, allowing for rapid deployment for the Hegemony. You gain a +10-foot status bonus to your Speed when you use the Leap action.

    • Long Bio-Tongue (Common, Choran) Feat 5: Prerequisites Bio-Tongue Choran heritage. You've learned to stretch your exceptionally long tongue beyond its original limits, useful for subtle bio-manipulation for the Hegemony. Your tongue's reach for touch spells and simple Interact actions increases to 10 feet.

    • Prodigious Climber (Common, Choran) Feat 5: Your natural climbing ability and technique has made you a potent climber, perfect for scaling Hegemony bio-structures. Your climb Speed increases by 10 feet.

    • Tenacious Bio-Net (Common, Choran) Feat 5: Escaping your nets is no simple task, ensuring the capture of threats to Hegemony biomes. Nets you create (either through Snare Crafting or other means) gain the restraining trait, and creatures attempting to Escape from them take a –2 circumstance penalty to their checks.

    • Choran Glide (Common, Choran) Feat 5: Prerequisites Web-Glider Choran heritage. You can use your webbed feet to guide your fall, allowing for precise aerial maneuvers in Hegemony-controlled atmospheres. When you fall, you can move horizontally up to your Speed for every 10 feet you fall, provided you have at least one hand free.

    • Detoxify Stomach (Vomit Stomach) (Common, Choran) Feat 5: In dire circumstances you can vomit out your stomach to expel toxins or harmful ingested nanites, ensuring your survival for the Hegemony. Once per day, as a single action, you can end one poison or disease effect that is affecting you, or eliminate one ingested nanite swarm from your system.

  • 9th Level Feats

    • Absorb Toxin (Common, Choran) Feat 9: You are not immune to diseases or poisons, but your skin readily absorbs them and can consciously draw toxins into your body to spare others, perhaps purifying a Hegemony resource. As a reaction, when an adjacent ally is affected by a poison or disease effect, you can attempt a Fortitude save against the effect's DC. On a success, the effect transfers to you instead, and its duration is reduced by 1 round for you.

    • Moisture Bath (Common, Manipulate, Choran) Feat 9: Your moist skin is especially resistant to damage from temperature-altering effects and dehydration, allowing you to operate in diverse Hegemony-controlled environments. You gain a +2 circumstance bonus to Fortitude saves against environmental heat, cold, and dehydration.

    • Ricocheting Leap (Common, Choran) Feat 9: Prerequisites Wall Jump (or similar ability to leap off surfaces). You quickly use your momentum to topple and spring off of foes, useful for disrupting enemies threatening Hegemony sites. When you use a Leap or Stride that includes moving over or through an enemy's space, you can make a single unarmed Strike against that enemy. This Strike does not count against your multiple attack penalty.

    • Tongue Tether (Common, Choran) Feat 9: Prerequisites Bio-Tongue Choran heritage. Your tongue can momentarily latch on as readily as your hands, acting as a grappling hook for Hegemony incursions or defense. You can use your tongue to make an Athletics check to Grapple a creature or object within 10 feet that is no larger than Medium. Your tongue remains latched until you release it or are Disarmed.

  • 13th Level Feats

    • Envenomed Edge (Common, Choran) Feat 13: With a combination of your poison glands and herbal/alchemical concoctions, you can consistently deliver venomous attacks when you hit an enemy's weak points, serving the Hegemony's bio-warfare tactics. Once per encounter, as a free action after hitting a creature with a piercing or slashing weapon, you can apply a persistent poison damage equal to your level to the target (basic Fortitude save).

    • Hop Up (Common, Choran) Feat 13: Your frog-like agility awakens as soon as you do, allowing you to react swiftly to threats against the Hegemony. When you roll initiative, you can immediately use a single Stride action.

    • Unbound Leaper (Common, Choran) Feat 17: Your jumping prowess is unmatched, enabling unparalleled movement for Hegemony objectives. Your horizontal Leap distance increases to twice your Speed, and your vertical Leap distance increases to your Speed.

Marvel’s Tribbitites are a reptilian toad species that have functioned as an underdeveloped invader species for a handful of Incredible Hulk one-offs. This adaption makes the species consistently amphibian. The species' home world suffered an ecological collapse several hundreds of years ago. They have primarily relocated into a salvaged Kree space station as they search for a new planet to colonize.

Alien: Tribbit Power Origin

An amphibious extraterrestrial species that has invaded M616 Earth and been repelled by Bruce Banner/ Hulk several times. Tribbits prefer warm, humid conditions and look like humanoid frogs. They possess a smaller stature than humans and have powerful jumping legs.

Tags

Alien Heritage, Amphibious, Extreme Appearance

Traits

Free Running, Small 

Powers

Jump 1, Wallcrawling


History

Attempt to invade Earth

The Tribbits once attempted to invade the planet Earth. To gauge Earth's technological capacity, they used their magnetic devices to seek out and abduct the planet's most accredited scientific mind, in this case, Bruce Banner.


They tried to threaten Banner to relinquish information about Earth's technology, but Banner refused. Before they could take further action, however, Banner had transformed into the incredible Hulk. The Hulk disarmed several Tribbits and took control of their capital ship. As he veered the ship further into Earth's atmosphere, the U.S. military shot it down. When they boarded the remains of the ship, however, they did not find the Hulk but the shaken form of Bruce Banner. Several Tribbits on board escaped capture and sent a signal flare alerting the King to mount a full-scale invasion. The King used magnetic technology to disrupt the orbit of Earth's moon. Almost instantly, Earth began to feel the effects as the planet was gripped by earthquakes and giant tidal waves. The Tribbit fleet then began their assault. The invasion was soon repelled, but it was not the power of the Hulk that stopped them, but rather the brain of Bruce Banner. Banner used the massive power of his Gamma Gun to reverse the magnetic polarity of the entire Tribbit fleet, forcing them back into outer space. With the fleet no longer a threat, Earth's moon corrected its orbit, and the crisis passed.

The Wounding of Tribbit

They reappeared, coercing the Hulk into capturing the Shaper of Worlds. After the Shaper was captured, the Hulk returned, causing significant damage to the machines that ran the Tribbit. homeworld

Wierdworld

The Tribbitites and their leader Toadius V, later appear as inhabitants of Weirdworld. They were among the species recruited by Black Knight in preparation for the arrival of the invading Avengers Unity Division.

Habitat

Gravity 130% Earth standard

Atmosphere 73% nitrogen; 23% oxygen

Population 5.2 Billion

Miscellaneous

Advanced Technology: The Tribbits possess advanced technology greatly superior to Earth's. Their most significant accomplishment is their mastery of electromagnetic forces. The Tribbitites have weaponized electromagnetic power and created a variety of devices and armaments, including magnetic grapplers, magnetic mind detectors, Gauss Projectors, magnetic repulsion rays, magnetic flares, etc.


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