The Enfong, known to some by ancient names like Vishkanya or Serpent-Kin, are ophidian humanoids who carry potent, bio-engineered venom within their blood and saliva. Largely misunderstood due to old tales of their toxicity and natural finesse, Enfong work to grow into more than just what galactic stories paint them to be. They are a species of regal, stoic, and enigmatic beings whose existence is a testament to unwavering patience, deep contemplation, and the preservation of order and knowledge against the encroaching chaos of the galaxy.
The true nature of Enfong's origin is a matter of debate. Some Enfong believe they are the rejected experiments of rogue bio-engineers or powerful Rift-Entities, which explains a certain animosity towards overtly manipulative factions. Others believe themselves the stolen offspring of a forgotten primordial life-form whose name was excised from cosmic history. Regardless, one thing is quite clear: Enfong are survivors. Throughout history, fear of their deadly abilities forced Enfong to experience subjugation, exploitation, and ostracizing. Yet through it all, they endured. Now free of chains to bind them, Enfong live in close-knit groups and use their love of storytelling and the arts to keep a detailed history of their people while they determine how best to proceed in a galaxy ripe with opportunity. They are also among the species welcomed into the Scale Hegemony.
If you want a character who has a powerful sense of community, finds peace and fulfillment in having a creative pursuit, and is adept at matching the environment around them to fit into any number of diverse situations, you should play an Enfong. You Might:
Have a powerful, almost telepathic, sense of community with your kin.
Find peace and fulfillment in having a creative pursuit, whether it's bio-sculpting, star-chart artistry, or crafting intricate tech.
Be adept at blending into the environment around you, adapting your mannerisms and subtle bio-luminescence to fit any number of diverse galactic situations.
Others Probably:
Initially mistake you for having a tiefling or draconic heritage, or perhaps a bio-engineered experiment.
Think you are an expert in poisons, bio-toxins, and espionage due to old legends.
Misunderstand the nature of your venom and fear physical contact, leading to unwarranted prejudice.
Physical Description
Enfong are human-like in appearance with ophidian features that become clear in close proximity. They are naturally tall and lithe with bright golden eyes (sometimes with subtle internal glows), vertical pupils, and a forked tongue. Their small, smooth scales range from earthy tones of browns and greens to bright displays of colored patterns, sometimes subtly shifting with mood or environment. Hair color is typically of darker shades, though there are occasional instances of brighter, almost iridescent colors through parts of the hair. Enfong women are usually taller than the men, though neither ever truly stops growing. As such, Enfong can reach heights of 7 feet or taller in old age.
Mixed Enfong families aren't unknown. Enfong offspring from this background sometimes strongly resemble their non-Enfong parent, with only a few stray tells, such as sharp canine teeth or a subtle shimmer to their skin, to indicate their heritage. Enfong sometimes refer to these children as “scaleless” or “subtle,” but otherwise welcome them as any other among their kin, though sadly their appearance can fuel paranoia among other ancestries toward a people who are already misunderstood.
Society
Enfong live in small, tight-knit communities of between 50 and 100 individuals who assimilate discreetly into larger galactic societies, with many such groups scattered within a larger sector or system. At the head of these groups is a selection of women chosen for their wisdom and knowledge, often those with the most extensive stored "memory-scales" or psychic acumen. Enfong often have multiple partners, give birth in multiples, and adhere to maternal inheritances, tracing their lineage through complex genetic or psychic markers. Children are generally free to choose their occupation and the nature of their contribution to the larger community, with many Enfong pursuing some sort of bio-craft or art. Some roles are burdened with the responsibility of cultural and historical record-keeping, however, and these important tasks continue across generations. Traditionally, these culturally minded Enfong regularly meet in secret congregations for the purpose of sharing stories, information, and resources, providing support for youth and creating advisory bodies to help make large-scale decisions for Enfong of a given area. The desire to preserve Enfong culture has kept this practice going for centuries, yet recently, some have called for more open interaction with the galaxy in an attempt to proudly share Enfong culture.
Enfong are often mischaracterized as indiscriminately venomous or inherently malicious by other ancestries, which has led to them having very strong concepts of their own ethnicity and their separation from those they consider “outsiders.” While most Enfong are gracious and hospitable to non-Enfong visitors, a large stir often arises around the concept of allowing such people into their communities in a more involved capacity. Parents carefully watch any children who seem too attached to non-Enfong friends, and talk of romance and marriage with another ancestry will inevitably provoke many a long family discussion—though not necessarily hostile ones.
Outer Sphere (Hidden Bio-Habitats & Nomadic Enclaves): Many Enfong communities exist in hidden, self-sustaining bio-habitats within vast nebulae, camouflaged asteroid fields, or on the fringes of uncolonized, toxic worlds in the Outer Sphere. They often maintain a nomadic lifestyle, moving between Mana-rich zones or discreetly avoiding corporate expansion. They use their understanding of bio-chemistry and venom to protect their privacy and resources from corporate prospectors or Grolak Marauders.
Inner Sphere (Urban Assimilators & Discreet Artisans): In the dense, hyper-urbanized ecumenopolises of the Inner Sphere, Enfong assimilate discreetly, often forming tight-knit sub-communities within larger arcologies. Their natural finesse and adaptability make them excellent in roles requiring precision and subtlety: data-analysts, bio-chemists, specialized artisans, or even discreet security specialists. They use their talents to gather information and protect their kin from the pervasive surveillance of the Commission or Asenobi Dynasty.
Frontier (Rift-Watchers & Bio-Harvesters): The most daring Enfong venture into the uncharted Frontier, drawn by the raw, unpredictable energies of the Rift. Here, they might serve as "Rift-Watchers," studying the unique bio-toxins and metamorphic effects of Rift-Burgs or anomalous planets. They often act as bio-harvesters, collecting rare Mana-infused flora or fauna, or as silent protectors of emergent biospheres against the chaotic influence of the Maelstrom and its entities.
Beliefs
Concerned mainly with the preservation of their communities and the flourishing of life, Enfong tend to adopt neutral alignments. Enfong who take to individualistic travel to teach others about their ancestry, or simply to experience the vastness of the galaxy, might be neutral or chaotic good. The topic of faith can be quite different among Enfong groups, with some sticking to ancient Enfong beliefs tied to primordial life-forces, and some to deities representing the cosmic dance of creation and destruction.
Unique Enfong Traits
Enfong are distinguished by their human-like appearance with subtle ophidian features, their innate bio-toxin glands, and their profound sense of community. Their adaptability, creative pursuits, and natural finesse allow them to thrive in diverse galactic situations while maintaining their unique cultural identity.
Enfong Mechanics
Enfong are a Humanoid, Ophidian ancestry.
Hit Points: 8
Size: Medium
Speed: 25 feet
Ability Boosts: Dexterity, and one Free Ability Boost.
Languages: Common, Enfong (a sibilant language with complex hisses and resonant tones). You gain additional languages equal to your Intelligence modifier (if positive). Choose from Aklo, Aquan, Draconic, Elven, Goblin (Grakken), Undercommon, 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 and you ignore the concealed condition due to dim light.)
Bio-Toxin Glands (Innate Venom): Your blood carries bio-engineered toxins deadly to all but yourself. You gain the Envenom action, which can deliver minor Enfong venom. The save DC for your venom is equal to the higher of your class DC or spell DC.
Envenom [one-action] Frequency once per day. Through use of either saliva or blood, you use your innate toxins to apply Enfong venom to your weapon or a piece of ammunition. To use your blood, you must be injured, or you can deal 1 slashing damage to yourself as part of the action. The Enfong venom remains potent until the end of your next turn, or until you expend it as normal for an injury poison by either hitting a target or critically failing an attack roll.
Minor Enfong Venom (injury, poison) Saving Throw Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d4 poison damage (1 round); Stage 3 1d4 poison damage (1 round)
Enfong Heritages
At 1st level, choose one of the following Enfong heritages, reflecting the unique adaptations or lineage qualities of your kind.
Fluid-Body Enfong (Elusive adaptation): Your flexible body seems unnaturally fluid, allowing you to slip through tight spaces or escape grasps with uncanny ease. You gain a +1 circumstance bonus to checks to Escape. Additionally, you move twice as fast when Squeezing.
Bio-Weapon Specialist (Keen-Venom adaptation): You're practiced with using your venom in combat, allowing you to employ your bio-toxins at a moment's notice. Your Envenom action doesn't trigger reactions that normally trigger on a manipulate action. Additionally, you gain the Venom Draw action.
Venom Draw [one-action] Requirements Your Envenom action hasn't been expended. You quickly envenom poisonous saliva on your weapon as you draw it. Interact to draw a weapon, and then Envenom it. This uses up your daily use of Envenom.
Ancestral Lineage Enfong (Old-Blood adaptation): You have a direct matrilineal or genetic line to the original group of Enfong, perhaps from a forgotten generation ship or ancient bio-research facility. Your family has adjusted well to life in various galactic societies. You become trained in Society (or another skill of your choice if you're already trained in Society), and you gain your choice of the Courtly Graces or Streetwise feat.
Chroma-Scale Enfong (Prismatic adaptation): Your scales shimmer and catch the light in an intoxicating display of colors, subtly affecting the perceptions of others. You become trained in Performance (or another skill of your choice if you're already trained in Performance) and gain the Fascinating Performance feat.
Data-Scribe Enfong (Scalekeeper adaptation): You are part of the family of Enfong in your community tasked with keeping records of the history and experiences of your people, often through complex data archives or oral histories. Your scholarly skill affords you a quick mind. Once per day, you can attempt to Recall Knowledge as a free action.
Toxin-Purge Enfong (Venom-Resistant adaptation): Your body contains not just venom but numerous bio-antivenoms, making you highly resistant to toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.
Enfong Ancestry Feats
You can select Enfong ancestry feats from the following options.
1st Level Feats
Void-Sight Optics (Alabaster Eyes) (Common, Enfong) Feat 1: In place of the normal Enfong golden eyes, you were born with especially perceptive, almost luminous, white eyes, enhancing your vision in low light. You gain darkvision.
Minor Bio-Toxin Potentiation (Lesser Enhance Venom) (Common, Enfong) Feat 1: Prerequisites Envenom. Your bio-engineered venom grows deadlier and more plentiful. The damage dice of your Minor Enfong Venom (from Envenom) increases from 1d4 to 1d6.
Urban Assimilation (Social Camouflage) (Common, Enfong) Feat 1: You have the uncanny ability to quickly blend into the lifestyle and mannerisms of whatever galactic settlement or social group in which you find yourself. You gain a +1 circumstance bonus to Diplomacy checks to Make an Impression on individuals from a culture unfamiliar to you.
Enfong Lore (Common, Enfong) Feat 1: You deeply understand Enfong strengths and cultural traditions, including their history of survival and adaptation. You gain training in Enfong Lore. If you were already trained in Enfong Lore, you instead become an expert.
Enfong Weapon Protocols (Weapon Familiarity) (Common, Enfong) Feat 1: You favor weapons historically used in subtle work, close-quarters combat, and ceremony, often incorporating hidden blades or toxin reservoirs. You gain access to all uncommon weapons with the enfong trait (e.g., razor-edged gauntlets, concealed wrist-blades, fluidic whips).
5th Level Feats
Debilitating Bio-Toxin (Debilitating Venom) (Common, Enfong) Feat 5: Prerequisites Envenom. Your venom is particularly potent, affecting targets in different ways. When a creature fails its saving throw against your Enfong venom, you can choose to make it slowed 1 for 1 round or clumsy 1 for 1 round, instead of taking additional poison damage (your choice).
Bio-Repair Secretion (Restoring Blood) (Common, Enfong) Feat 5: Prerequisites Envenom. Your body can process an alternative to your venom that heals wounds. Once per day, as a 1-action activity, you can touch an adjacent ally and cause them to regain 1d8 Hit Points.
Enfong Combat Forms (Weapon Arts) (Common, Enfong) Feat 5: Prerequisites Enfong Weapon Familiarity. You are graceful and efficient in the use of enfong weapons. Your proficiency rank for simple and martial weapons that have the enfong trait increases to expert.
9th Level Feats
Mesmerizing Bio-Luminescence (Alluring Performance) (Common, Incapacitation, Mental, Enfong, Visual) Feat 9: Prerequisites Trained in Performance. You command the attention of those around you with an elegant display of shifting scale patterns and bioluminescent glows. As a 2-action activity, you can target one creature within 30 feet that can see you. They must succeed at a Will save against your class DC or spell DC (whichever is higher) or become fascinated for 1 round. On a critical failure, they are also stunned 1.
Moderate Bio-Toxin Potentiation (Moderate Enhance Venom) (Common, Enfong) Feat 9: Prerequisites Minor Bio-Toxin Potentiation. You upgrade the Enfong venom you can apply with Envenom to moderate Enfong venom. The damage dice of your moderate Enfong venom increases from 1d6 to 1d8.
Rapid Toxin Delivery (Swift Application) (Common, Enfong) Feat 9: Prerequisites Envenom. You expertly combine the motions of attacking and coating your weapon with venom. When you use the Strike action and hit a creature, you can use a free action to Envenom your weapon with Enfong venom. This uses up your daily use of Envenom.
Serpent-Strike Flurry (Viper Strike) (Common, Enfong) Feat 9: You move and attack with a swiftness that most can't follow, striking like a coiling serpent. You gain a +1 circumstance bonus to your attack rolls when you use the Flurry of Blows action (if you have it) or when you make two or more unarmed Strikes in the same turn.
13th Level Feats
Advanced Bio-Toxin Debilitation (Stronger Debilitating Venom) (Common, Enfong) Feat 13: Prerequisites Debilitating Bio-Toxin; Moderate Bio-Toxin Potentiation. Add one of the following to the debilitations from which you can choose when you Envenom: flat-footed for 1 round, or enfeebled 1 for 1 round.
Internal Toxin Filter (Venom Purge) (Common, Enfong) Feat 13: Prerequisites Trained in Medicine. You produce a specialized bio-antivenom that burns out other toxins and impurities in your body. Once per day, as a 1-action activity, you can end one poison or disease effect affecting you.
Enfong Combat Expertise (Weapon Expertise) (Common, Enfong) Feat 13: Prerequisites Enfong Weapon Familiarity. Extensive training has granted you an elegant control in the use of enfong weapons. Your proficiency rank for simple and martial weapons that have the enfong trait increases to master.
17th Level Feats
Greater Bio-Toxin Potentiation (Greater Enhance Venom) (Common, Enfong) Feat 17: Prerequisites Moderate Bio-Toxin Potentiation. You upgrade the Enfong venom you can apply with Envenom to greater Enfong venom. The damage dice of your greater Enfong venom increases from 1d8 to 1d10.
Virulent Bio-Toxin (Vicious Venom) (Common, Enfong) Feat 17: Prerequisites Envenom. The venom you produce is exceptionally potent and difficult to overcome. The Save DC for your Enfong venom increases by 2.
Here are a few adventure hooks designed to appeal to an Enfong Player Character, leveraging their unique bio-engineered venom, strong sense of community, adaptability, artistic pursuits, and their often-misunderstood place in the Starfall Galaxy:
Adventure Hooks for Enfong Player Characters
The Fading Memory-Scales:
Hook: An ancient Enfong Elder, a revered "Memory-Keeper" whose scales are said to hold generations of their people's history and knowledge, is slowly succumbing to a strange affliction. Their intricate scale patterns are fading, and their memories are becoming fragmented, threatening the loss of invaluable cultural data. The elder believes a subtle, psychic Rift-Taint is responsible, or perhaps a rival Shisk archivist is unknowingly siphoning their psychic energy. The Enfong PC, especially if they are a Data-Scribe Enfong, feels a profound urgency to preserve this living archive. A Mnemosyn scholar, who values ancient knowledge, or a Lashunta psychic, interested in memory transfer, offers aid. The mission: identify the source of the affliction, find a way to stabilize the elder's condition, and potentially transfer the fading memories before they are lost forever.
Enfong Appeal: This hook directly appeals to the Enfong's deep sense of community and their dedication to cultural preservation. The PC would be driven by loyalty and a desire to protect their heritage. Their Data-Scribe Enfong heritage would be crucial for understanding the elder's condition, and Internal Toxin Filter might be adapted to cleanse psychic impurities. Mesmerizing Bio-Luminescence could be used to calm or distract affected individuals.
The Bio-Weapon Black Market Bust:
Hook: Rumors reach the Enfong PC about a black market ring operating out of a derelict Commission research station in the Inner Sphere, illegally trading in dangerous, unstable bio-engineered weapons – including weaponized venoms derived from various species, potentially even a corrupted form of Enfong toxins. This trade not only endangers innocent lives but also perpetuates the negative stereotypes about Enfong. A Spark-Kin who champions ethical bio-engineering, or an Android concerned about uncontrolled technology, seeks the PC's unique expertise. The mission: infiltrate the black market, identify the source of the weaponized toxins, and dismantle the operation, potentially using their own Bio-Toxin Glands and Debilitating Bio-Toxin to turn the tables on the traffickers.
Enfong Appeal: This hook taps into the Enfong's struggle against prejudice and their innate connection to bio-toxins. The PC would be motivated to clear their people's name and prevent dangerous weapons from spreading. Bio-Weapon Specialist heritage would be highly relevant for understanding and countering the threats, while Fluid-Body Enfong or Urban Assimilation could aid in infiltration.
The Mana-Infused Art Heist:
Hook: A renowned galactic art collector, known for their acquisition of Mana-infused sculptures and bio-luminescent installations, has had their latest and most prized piece stolen from a heavily guarded gallery on a Vesk-controlled world within the Scale Hegemony. The stolen piece is a unique "Mana-Weave" – an intricate, living sculpture crafted by an ancient, reclusive Enfong artisan. The theft is causing a subtle but growing Mana-imbalance in the surrounding sector. A Triosan "Maintainer," sensing the disruption, or a Pahtra musician, who appreciates cosmic artistry, seeks the Enfong PC. They believe the PC's artistic sensibilities, Mana-affinity, and subtle nature are key to tracking the thieves (who might be Grakken pranksters or Klaris seeking to weaponize the art), recovering the Mana-Weave, and restoring its cosmic harmony.
Enfong Appeal: This hook appeals to the Enfong's love for artistic expression and their connection to Mana. The PC would be driven to recover a piece of their cultural heritage and restore balance. Chroma-Scale Enfong heritage could be useful for blending in or distracting, Enfong Weapon Protocols for discreet combat, and Residual Magicsense (if they have it) for tracking Mana signatures.
The Primordial Serpent's Call:
Hook: Deep within an uncharted Rift-Burg in the Frontier, a colossal, ancient Rift-Entity resembling a primordial serpent has awakened. This entity, possibly linked to the very origins of the Enfong, is emanating a powerful, chaotic Mana-pulse that is causing rapid, uncontrolled mutations in local flora and fauna, and subtly influencing the minds of sentient beings. The Enfong PC feels an unsettling, almost ancestral pull towards this entity, sensing a distorted reflection of their own bio-engineered nature. A Scarred individual, who understands uncontrolled transformation, or a Surki explorer, drawn to raw Mana, seeks the PC's unique insight. The mission: venture into the heart of the Rift-Burg, interface with the primordial serpent, and understand its purpose – whether to contain its chaotic influence, or perhaps even to learn a deeper truth about the Enfong's ancient past and unlock new evolutionary potential.
Enfong Appeal: This is a high-stakes, existential hook that directly challenges the Enfong's origins and connection to the Rift. The PC would be driven by a desire for ultimate self-understanding and the potential for profound transformation. Toxin-Purge Enfong would be vital for resisting the chaotic energies, Greater Bio-Toxin Potentiation could be used against mutated creatures, and Virulent Bio-Toxin might be effective against the entity itself.
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