Klaris: The Disciplined Legions of Starfall


 

The Klaris, often known as Hobgoblins, are a formidable and highly disciplined species, embodying the strategic might and unyielding resolve of the Outer Sphere. Taller and stronger than their chaotic Grakken kin, and often equals in strength and size to humans, the Klaris developed a society structured with military precision, where every aspect of life is organized into regiments, companies, and divisions. Ascending from harsh, conflict-ridden worlds in the Outer Sphere, they honed their tactical brilliance and incredible endurance in the crucible of ceaseless warfare. Their bald, wide heads, beady eyes, and steely gray skin hint at a pragmatic, no-nonsense approach to galactic survival.

Core Identity: Discipline, Efficiency, and Unwavering Resolve Klaris are fundamentally driven by the pursuit of order, effectiveness, and the relentless application of practical solutions. They believe that chaos is the ultimate enemy, and that true power lies in a clear chain of command, meticulous planning, and unwavering execution. Every Yom is a resource to be efficiently managed, every Dei a strategic objective to be achieved. They disdain sentimentality and emotional outbursts, viewing them as weaknesses that hinder efficiency, preferring to hide any positive emotions beneath a stern facade. For the Klaris, the Rift is not a mystical force, but a chaotic phenomenon to be controlled, channeled, or strategically exploited for military advantage. Their bald, wide heads, beady eyes, and gray skin that takes on a steely blue hue when tanned are characteristic. They mature quickly, reaching adulthood by 14, and can live up to 70 years, maintaining their formidable physiques. They communicate in a guttural, forceful language, favoring direct commands and clear, concise reporting. They possess a reputation for being dangerous due to their discipline and intimidating appearance, which they often leverage. Stories of Klaris in Starfall frequently involve their tactical genius, their unyielding endurance in battle, and their pivotal role in bringing order (or decisive destruction) to any conflict they join.

YOU MIGHT...

  • Seek to impose order and efficiency in chaotic situations.

  • Prioritize strategic planning and meticulous execution in all your endeavors.

  • Remain stoic and composed, even in the face of emotional turmoil.

  • Strive for mastery in military tactics, combat, or any field requiring discipline.

OTHERS PROBABLY...

  • Find your discipline intimidating or your emotional restraint unsettling.

  • Seek your expertise in military strategy, security, or large-scale operations.

  • Are wary of your pragmatic approach and your reputation for ruthlessness.

  • Are impressed by your unwavering resolve and your ability to endure hardship.

Physical Description

Klaris are powerfully built humanoids, typically standing between 5 and 6 feet tall, with lean, muscular physiques. Their most striking features are their bald, wide heads, small, beady eyes that often glow with a steely glint, and gray skin that can take on a bluish tint when exposed to cosmic radiation or harsh stellar winds. They possess a pragmatic, no-nonsense appearance that reflects their disciplined nature.

Klaris prefer functional, military-grade attire, often incorporating reinforced plating and tactical gear. Their movements are precise and economical, reflecting their training and focus. They communicate in a guttural, forceful language, favoring direct commands and clear, concise reporting, often accompanied by sharp, deliberate gestures.

Society

Klaris society is a rigid hierarchy, where military veterans hold the highest positions of respect and authority, serving as leaders and advisors. Their arts tend to have a utilitarian bent, valuing stirring marches and expert weaponsmithing above all else.

Outer Sphere (Military Strongholds & Strategic Enclaves): This is the native domain of the Klaris. Their vast, highly fortified military strongholds dominate significant territories in the Outer Sphere, serving as training grounds, armories, and command centers for their meticulously planned campaigns. They are often sought after as elite mercenary forces in the Resource Wars, their unwavering discipline making them invaluable assets. The Klaris maintain complex, often tense, relationships with other Outer Sphere powers like the Scale Hegemony (respecting their ancient martial traditions) or even certain elements of the Khi'Myr Bio-Commune (if a pragmatic alliance can be forged for mutual benefit), but their loyalty is always to their own rigid code and contracted terms.

Inner Sphere (Contained Legions & Pragmatic Allies): While their primary power base is in the Outer Sphere, smaller, highly disciplined Klaris legions can be found in the Inner Sphere, often operating under strict, carefully negotiated contracts with the Commission or the Asenobi Dynasty. These forces act as specialized planetary defense units, strategic advisors, or highly efficient security forces for sensitive corporate assets. They are observed with caution and a lingering fear by many organic species, who remember their reputation for cruelty, but their undeniable effectiveness often outweighs such concerns.

Frontier (Hardened Pathfinders & Data Harvesters): The most resilient Klaris venture into the Frontier, serving as hardened pathfinders, establishing forward operating bases, and meticulously mapping new territories for future strategic exploitation. They are particularly adept at dealing with the unpredictable conditions of Rift-Burgs and areas affected by Rift-Taint, viewing these as challenging, yet surmountable, obstacles. They might be tasked with harvesting unique Rift-data or technology for military application.

Connection to the Rift and Engineered Resilience

The Klaris perceive the Rift through a lens of tactical pragmatism. While they generally distrust magic as impractical, their engineered resilience allows them to withstand many of the Rift's chaotic effects. Their rapid maturity and hardiness are not just biological traits, but possibly a deliberate design from their ancient creators or an accelerated evolutionary response to the harsh, Mana-infused environments of the Outer Sphere. Their bodies are remarkably adept at recovering from illnesses and enduring long periods of exertion, making them ideal soldiers for protracted campaigns across diverse cosmic landscapes.

The Rift-Storm Cataclysm was a colossal, galaxy-altering event that the Klaris faced with grim determination. Their highly organized military structures and rigorous training allowed many to weather the initial storm with surprising cohesion, enabling them to adapt to the new, chaotic galactic landscape quickly. They view Rift-Taint as a battlefield hazard to be mitigated, and their strategists meticulously study its effects to develop countermeasures. Some Klaris, particularly those tasked with Rift-front operations, may even develop subtle, almost imperceptible, resistances to its temporal or psychic disruptions, born of sheer exposure and disciplined will.

Beliefs

Klaris beliefs are centered on the pursuit of order, effectiveness, and the relentless application of practical solutions. They believe that chaos is the ultimate enemy, and that true power lies in a clear chain of command, meticulous planning, and unwavering execution. They typically do not adhere to sentimentality or emotional outbursts, viewing them as weaknesses. They might revere abstract concepts like "The Perfect Formation" or "The Unbroken Line."

They believe every Yom is a resource to be efficiently managed, every Dei a strategic objective to be achieved. The Rift-Storm Cataclysm was a colossal, galaxy-altering event that the Klaris faced with grim determination, reinforcing their belief in order and resilience.

Popular Edicts: Impose order, achieve efficiency, execute plans flawlessly, maintain discipline, endure all hardships. 

Popular Anathema: Embrace chaos, act emotionally, show weakness, defy command, surrender.

Klaris Mechanics

Klaris are a Humanoid, Klaris ancestry.

  • Hit Points: 8

  • Size: Medium

  • Speed: 25 feet

  • Ability Boosts: Constitution, Intelligence, and one Free Ability Boost.

  • Ability Flaw: Wisdom.

  • Languages: Common, Klaris. You can learn additional languages equal to 1 + your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Jotun, Tuken, Orcish (Grolak), and any other languages to which you have access (such as the languages prevalent in your region).

  • Senses: 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.)

  • Traits: Humanoid, Klaris

Klaris Heritages

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

  • Rift-Defiant Klaris: Your lineage retains an ancestral resistance to chaotic energies and psychic influence. You gain the Resist Rift Magic reaction.

    • Resist Rift Magic [reaction] (Common, Klaris) Trigger You attempt a saving throw against a magical or psychic effect but haven't rolled yet; Effect Your ancestral resistance protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect originates from the Rift or an aberration, you gain a +2 circumstance bonus instead.

  • Commander Klaris: You come from a long line of Klaris who commanded smaller, often more unruly, units. You gain the Group Coercion skill feat. If you roll a success on an Intimidation check to Coerce a Grakken, you get a critical success instead; if you roll a critical failure, you get a failure instead.

  • Scout Rider Klaris: You have a longer torso and broader shoulders, designed for riding and climbing in varied cosmic terrains. You gain the Ride feat. Additionally, you are not off-guard while you Climb.

  • Combustion Klaris: Your family has been engineers and demolitions experts for generations, specializing in fire and explosions. You gain fire resistance equal to half your level (minimum 1). You automatically succeed at the DC 5 flat check to target a concealed creature if that creature is concealed only by smoke or explosive dust.

  • Adamant Skin Klaris: When you are injured, your body responds by forming tough but flexible calluses. Your flat check to recover from persistent physical (including bleed), energy, or poison damage is DC 13 (rather than DC 15), or DC 8 when provided particularly effective assistance.

  • Endurance Klaris: You come from a line of wandering mercenaries constantly on the march and scavenging food on the trail. If you fail, but don't critically fail, to Subsist in the wilderness or a desolate system, you can still keep yourself fed with poor meals. When exploring, you can Hustle twice as long before you have to stop.

  • Subterranean Klaris: Your ancestors lived underground or within the confined spaces of starships. Your ears are larger and sensitive to echoes. While you're underground or within an enclosed structure (like a starship or station), when you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. In addition, if you roll a success on an Acrobatics check to Squeeze, you get a critical success instead.

Klaris Ancestry Feats

You can select Klaris ancestry feats from the following options.

  • 1st Level Feats

    • Alchemical Scholar (Common, Klaris) Feat 1: You gain the Alchemical Crafting feat.

    • Cantorian Reinforcement (Common, Klaris) Feat 1: The life energy that helped create the first Klaris is particularly potent in you, protecting you from ongoing maladies. You gain a +1 circumstance bonus to saving throws against disease and poison.

    • Klaris Lore (Common, Klaris) Feat 1: You've studied traditional Klaris exercises and fieldcraft, all of which have a militaristic bent. You gain training in Klaris Lore. If you were already trained in Klaris Lore, you instead become an expert.

    • Klaris Weapon Familiarity (Common, Klaris) Feat 1: You gain access to all uncommon weapons with the klaris trait (e.g., impact hammers, tactical axes, assault rifles).

    • Leech-Clip (Common, Klaris) Feat 1: You are trained to capture deserters, or “leeches.” Make a melee Strike with a weapon from the flail group (or a similar grapple-focused weapon, GM's discretion). On a hit, you can attempt to Grapple the target as a free action.

    • Remorseless Lash (Common, Klaris) Feat 1: You're skilled at beating an enemy when their morale is already breaking. When you successfully Demoralize a creature, you deal 1d4 additional mental damage to it.

    • Sneaky (Common, Klaris) Feat 1: Stealth is an important tool in your arsenal, allowing you to bypass unnecessary conflict. You gain training in Stealth. If you were already trained in Stealth, you instead become an expert.

    • Stone Face (Common, Klaris) Feat 1: You've mastered the art of composure, even in the face of fear. You gain a +1 circumstance bonus to saves against fear effects.

    • Vigorous Health (Common, Klaris) Feat 1: You can withstand blood loss startlingly well. You gain a +1 circumstance bonus to saves against bleed effects and to flat checks to recover from persistent bleed damage.

  • 5th Level Feats

    • Agonizing Rebuke (Common, Klaris) Feat 5: When you terrorize your enemies, you also cause them painful mental distress. When you critically succeed at an Intimidation check to Demoralize, the creature takes 1d6 mental damage.

    • Expert Drill Sergeant (Common, Klaris) Feat 5: While exploring, when you are leading and allies are Following the Expert, instead of granting a +2 circumstance bonus in the applicable skill, you grant a +3 circumstance bonus if you're an expert and a +4 circumstance bonus if you're a master.

    • Formation Training (Common, Klaris) Feat 5: You know how to fight in formation with your brethren. You gain proficiency in all martial weapons. When you are adjacent to another Klaris ally, you gain a +1 circumstance bonus to your AC.

    • Recognize Ambush (Common, Klaris) Feat 5: Your combat training has honed you to be ready for an attack at all times. You gain a +2 circumstance bonus to Perception checks for initiative rolls.

    • Runtsage (Common, Klaris) Feat 5: Unlike most of your kind, who dismiss Grakken as embarrassments or expendable annoyances, you have studied the methodology behind their irresponsible and incomprehensible actions. You gain a +2 circumstance bonus to Recall Knowledge checks about Grakken or their improvised technology.

  • 9th Level Feats

    • Cantorian Rejuvenation (Common, Healing, Klaris, Vitality) Feat 9: The life-giving energy that flows in your blood revitalizes you. Once per day, you can regain a number of Hit Points equal to your level as a single action.

    • Fell Rider (Common, Klaris) Feat 9: Prerequisites Animal Companion. You have trained with your animal companion to become a terrifying juggernaut on the battlefield. When you and your animal companion both Strike the same enemy on the same turn, your animal companion's next Strike before the end of your next turn gains a +1 status bonus to its attack roll.

    • Pride in Arms (Common, Auditory, Emotion, Klaris, Mental) Feat 9: With a shout of triumph, you grant inspiration to an ally to fight on. As a single action, you can choose one ally within 30 feet who can hear you. That ally gains temporary Hit Points equal to your level for 1 minute.

    • Squad Tactics (Common, Klaris) Feat 9: You are adept at working with your allies to surround an enemy. When you are flanking an enemy with at least one other Klaris ally, you gain a +1 status bonus to your attack rolls against that enemy.

  • 13th Level Feats

    • Can't Fall Here (Common, Auditory, Klaris, Manipulate) Feat 13: You physically help an ally remain standing and encourage them to push through their pain against dire odds. As a reaction, when an ally within 5 feet is reduced to 0 Hit Points, you can cause them to remain at 1 Hit Point instead. You must spend an action on your next turn to encourage them.

    • Formation Master (Common, Klaris) Feat 13: Prerequisites Formation Training. You can assemble a formation even with members of ancestries that lack the Klaris’ military discipline, and you can extend these benefits to your Klaris allies. When you are adjacent to an ally (Klaris or otherwise), and you both take the same action (e.g., Stride, Strike), you each gain a +1 circumstance bonus to that action.

    • War Conditioning (Common, Klaris) Feat 13: You have extensive training in remote environments, allowing you to move through these areas easily. You ignore difficult terrain and greater difficult terrain caused by rough terrain, extreme weather conditions, or battlefield debris.

    • We March On (Common, Klaris) Feat 13: You make sure that your allies push themselves while traveling. When you are Hustling, you and any allies following you can continue to Hustle for an additional hour before becoming fatigued.

  • 17th Level Feats

    • Cosmic Roads (Rare, Klaris) Feat 17: Your connection to your people's ancient strategic pathways across the cosmos has granted you limited access to the mysterious "Stone Roads" or other secure warp-lanes. Once per week, you can attempt to open a temporary, localized Rift-gate to a location you have visited before, within the same sphere of influence (Inner, Outer, or Frontier). This functions as a 7th-rank teleport spell, but can only target previously visited locations. This requires a successful DC 30 Klaris Lore check to activate.

    • Cantorian Restoration (Common, Healing, Klaris, Vitality) Feat 17: The energy that flows in your blood can save a life in the direst of times. Once per day, as a single action, you can touch a creature that has been reduced to 0 Hit Points and cause them to regain 2d8 Hit Points.

    • Rallying Cry (Common, Auditory, Klaris) Feat 17: You call out to your allies and push them to give their all in combat. Once per day, as a single action, you can unleash a powerful rallying cry. All allies within 60 feet who can hear you gain a +2 status bonus to attack rolls, saving throws, and skill checks for 1 minute.

Here are a few adventure hooks designed to appeal to a Klaris Player Character, leveraging their unique traits, deep-seated discipline, and strategic mindset within the Starfall Galaxy:

Adventure Hooks for Klaris Player Characters

  1. The Rift-Tainted Frontier Outpost:

    • Hook: A newly established Commission or Klaris forward operating base in the Frontier, intended to map and exploit a stable Rift-Burg, has gone silent. Reconnaissance reports indicate that the outpost's automated defenses have turned against its personnel, and strange temporal distortions are causing the facility to phase in and out of reality. The Klaris command (or a concerned Human general) tasks the PC with leading a small, elite unit to re-establish control, neutralize the Rift-Taint, and recover any valuable Rift-data or technology, viewing it as a critical strategic objective.

    • Klaris Appeal: This hook directly appeals to the Klaris's drive for order and their pragmatic view of the Rift. The PC would be motivated to bring a chaotic situation under control, using their Rift-Defiant Klaris heritage to resist the taint and their War Conditioning to navigate the unpredictable environment. It's a mission requiring meticulous planning, unwavering execution, and the strategic exploitation of a dangerous phenomenon.

  2. The Grakken's Grand Sabotage:

    • Hook: A notorious Grakken "crew" has initiated a series of increasingly audacious and destructive acts of sabotage against a vital Geodan Industrial Guild mining facility in the Outer Sphere, threatening to cripple resource production for a major Klaris supply line. The Grakken's unpredictable tactics and love for explosions are making conventional security measures ineffective. A Klaris commander, exasperated by the chaos, tasks the PC with eliminating the Grakken threat and restoring order, perhaps even offering a Runtsage Klaris the chance to apply their unique understanding of Grakken madness.

    • Klaris Appeal: This hook pits the Klaris's discipline directly against their chaotic Grakken kin, appealing to their belief that chaos is the ultimate enemy. The PC would employ Squad Tactics and Formation Master to systematically dismantle the Grakken's operations, using Remorseless Lash to break their morale and Expert Drill Sergeant to lead their team to victory. It's a clear objective: impose order through decisive action.

  3. The Deserter Legion:

    • Hook: A small, highly trained Klaris legion, once renowned for its unwavering loyalty, has inexplicably deserted its post on a critical Commission defense platform in the Inner Sphere. They have taken valuable military assets and are now operating as rogue mercenaries, threatening the delicate balance of power. The Commission (or the Klaris high command, seeking to preserve their honor) tasks the PC with tracking down the deserters, understanding their motives, and bringing them back into the fold – by force if necessary. The deserters might be influenced by a subtle Scarred entity or a manipulative Vaelen seeking to sow discord.

    • Klaris Appeal: This hook challenges the Klaris's core value of loyalty and discipline. The PC would be driven by a sense of duty and honor to restore their legion's reputation. Their Leech-Clip feat would be useful for capturing targets, and Stone Face would help them maintain composure while dealing with potentially emotional or corrupted former comrades. It's a mission to uphold the "Unbroken Line" of Klaris military tradition.

  4. The Ancient War-Lane's Revival:

    • Hook: Ancient Klaris strategic data has surfaced, hinting at the existence of a "Cosmic Road" – a long-forgotten, highly efficient warp-lane that could drastically shorten travel times between the Outer Sphere and a vital Inner Sphere system. However, the lane is rumored to be guarded by ancient Automatons (remnants of the Aether-Synapse defense network) or to traverse highly unstable Rift-currents. The Klaris command tasks the PC with leading an expedition to reactivate this strategic pathway, gathering vital intelligence and clearing any obstacles, proving the enduring legacy of Klaris tactical brilliance.

    • Klaris Appeal: This hook appeals to the Klaris's strategic genius and their desire to control and exploit the cosmos. The PC would be motivated by the opportunity to unlock a major tactical advantage for their people. Their Cosmic Roads feat would be central to this mission, requiring careful navigation and the application of their War Conditioning and Endurance Klaris traits to overcome any obstacles, whether mechanical or environmental.

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