Choran: The Resilient Guardians of Starfall's Biomes

 


Adapted From-
Tribbitites- Marvel Database



The Chorans, known to some by ancient names such as Tripkees or Grippli, are a diminutive yet resilient species of frog-like humanoids whose spirit often exceeds their small stature. Their oversized eyes, wide mouths, and gangly physiques resemble those of humanoid tree frogs, while 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 biodome. 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 bioengineering 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. 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. Their unique pheromones can signal emotions 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. It 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 old, but are considered adults at 12 months, living to about 60 years. They have patient attitudes, respect natural processes, and prioritize careful observation in service of the Hegemony. Their names often include resonant vowels and chirping consonants, sometimes adopting names that are 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.


Adventure Hooks for Choran Player Characters

  1. The Blighted Bio-Dome:

    • Hook: A critical Scale Hegemony bio-dome in the Outer Sphere, meticulously cultivated by Chorans to produce vital resources for the awakening legions, has been struck by a virulent, fast-spreading Rift-Taint. The flora is mutating grotesquely, the fauna is turning aggressive, and the dome's delicate ecological balance is collapsing. The Hegemony dispatches a Choran PC to assess the situation, find the source of the blight, and implement a bio-engineered solution before the entire dome is lost or the taint spreads.

    • Choran Appeal: This hook directly challenges the Choran's core identity as primordial guardians and bio-engineers. The PC would be driven to restore harmony to the ecosystem, using their Toxin-Hide Choran heritage (if applicable) for protection, Bio-Acoustic Talker to understand affected creatures, and their deep knowledge of biomes to devise a cure or containment strategy. It offers a chance to prove their dedication to the Hegemony's long-term plans against a pervasive Rift threat.

  2. The Ancient Frog-Mage's Sanctuary:

    • Hook: An ancient, long-lost sanctuary of a Frog-Mage has been discovered deep within a primordial jungle world in the Inner Sphere, untouched by the Commission's expansion. This sanctuary is rumored to contain vital prophecies and pristine examples of pre-Cataclysm flora, but it's protected by complex, bio-magical wards and inhabited by unique, potentially dangerous, bio-engineered creatures. A high-ranking Frog-Mage legate seeks a Choran PC to discreetly infiltrate the sanctuary, bypass its defenses, and retrieve the prophecies without disturbing the delicate ecosystem or alerting outside forces.

    • Choran Appeal: This appeals to the Choran's reclusive nature, their loyalty to the Hegemony's prophecies, and their mastery of subtle manipulation. The PC would use their Natural Climber trait, Bio-Strider feat, and Adhesive-Limb Choran heritage to navigate the dense, dangerous environment. Their caution and ability to blend in would be crucial for a covert operation, proving their value as silent custodians of ancient knowledge.

  3. Frontier Rift-Flora Nurturers:

    • Hook: A small group of daring Choran "Rift-Flora Nurturers" operating in the Frontier near a volatile Rift-Burg has gone silent. They were attempting to cultivate and stabilize a unique, highly energetic Rift-flora that could hold secrets vital to the Hegemony's understanding of Mana. The PC is sent to locate them, ascertain their fate, and secure any research data or samples of the volatile flora before it falls into the wrong hands (e.g., opportunistic Nomad-Kin scavengers or Scarred seeking to feed on its energy).

    • Choran Appeal: This hook places the Choran PC at the forefront of dangerous, cutting-edge bio-exploration. Their Rift-Sense and Moisture Bath feats would be vital for surviving the unpredictable environment. The mission would involve navigating chaotic Mana currents, potentially confronting Rift-entities, and making difficult decisions about the fate of their fellow nurturers and the volatile flora.

  4. The Toxic Tide of the Serpent-Kin:

    • Hook: A Serpent-Kin warren, known for its potent bio-engineered venoms, has begun to aggressively expand its territory in the Outer Sphere, unleashing a "toxic tide" of mutated flora and fauna that threatens to overwhelm nearby, less resilient biomes. The Scale Hegemony views this as a direct challenge to the primordial order. The Choran PC is tasked with infiltrating the Serpent-Kin's territory, understanding the nature of their enhanced toxins, and devising a counter-agent or a way to neutralize their bio-warfare tactics, perhaps by turning their own poisons against them.

    • Choran Appeal: This hook pits the Choran's bio-engineering expertise against a rival species known for similar skills. The PC would use their Toxin-Hide Choran heritage, Absorb Toxin feat, and Envenomed Edge to resist and counter the Serpent-Kin's biological warfare. It would involve reconnaissance, subtle sabotage, and potentially direct confrontation where their unique combat abilities (like Ricocheting Leap or Tongue Tether) would be advantageous.

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