Orphean (Biolance)

by TheTranMan

Search GM Binder Visit User Profile

Orphean

Racial Traits

Your orphean character has the following traits.

Ability Score Increase. Your Intelligence score increaes by 2, and your Dexterity score increases by 1.

Age. Orphean mature incredibly fast, considered adults in about a month. They live fairly short lives, some less likely will make it to 80 years, least likely up to a century.

Size. Orphean stand impressively tall, some roughly a head or two higher than a normal human, but are incredibly slender. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:


  • Size modifier = 2d12
  • Height = 5 feet + 6 inches + your size modifier in inches
  • Weight in pounds = 80 + (1d6 x your size modifier)

Speed. You have a base walking speed of 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Regeneration Factor. Your natural healing is incredibly insane. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll. Additionally, if you are missing any limbs at the end of a long rest, you immediately regenerate all lost limbs.

Limited Telepathy. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process is of communication is slow and limited, allowing you to transmit and receive only simple ideas and straight forward concepts.

Inherited Intelligence. You gain proficiency with the artisan's tools of your choice: jeweler's tools, smith's tools, or tinker's tools. You also have proficiency with the Engineering and Science skills. You also have proficiency with Futuristic Firearms.

Engineering Lore. Whenever you make an Intelligence check related to magic items, mechanical items, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Mental Resistance. You have advantage on all Intelligence and Wisdom saving throws.

Frail. Whenever you suffer a critical hit, you take additional damage equal to half your level. Abilities or Equipment like Adamantine Armor nullify this trait.

Languages. You can speak Common and Insectoid.

Orphean

That thing's a Krauthak! A monster to its core! It consumed my father, bones and all!" cried Dorgal the Soldier. "Krauthak? Maybe. A monster, not at all. At least I don't favor meat than I do vegetables." did Sh'Kaal the Space-Rancher reply.

Orphean in Biolance

Orphean (Pronounced Orphe [Or-ff] in the plural term) originate from from sprawling worlds that support their numbers. Specifically the Orphean Homeworld is Ka-Ma-Ten III, otherwise called Claak, the Insectoid Homeworld or Bugworld.

Orphean are atypically the descendants of great insectoid races, like the Star-Locusts, Core-Spawn, Titanium Ants, Titanic Termites, or the Purge-Mantis "Bruutakai". One thing is true of all Orphe, is a heritage of an ant-like society of worker, soldier, and evolutionary caste creatures, of which Orphe have gravitated towards as an overall race.

The Evolutionary Caste, known as the "Ovah" used to subsist of the combination of another race of symbiotes that granted the Orphe their latent psychic and mental capabilities, who attached themselves onto their primal worker and soldier castes for protection against the dangers of their worlds.

The Ovah would be in control of the overall advancements in society and technology, and were the first biomancers and alchemists in the galaxy at large. Orphean society advanced at this pace, and their mastery over artificery gave them the net advantage to colonize a handful of worlds in their corner of the galaxy.

During the early stages of the Galactic Community, many didn't communicate or open-share deals with the Orphe, strange insectoids that basically acted like a hive-mind. Many found them strange, alien, and almost even dangerous during the early phases when colonists found themselves accidentally finding Orphe egg clusters on worlds they already inhabited. Overall the consensus of Orphe diplomatic engagements were setting aside land, trading information and bio-resources, and generally gaging the Orphe threat or danger.

Of much of Orphe history, they were left alone to their isolationist designs, at least during first three wars that didn't involve them. When the Man-Krauthak War came around, the Orphe Hives were the first to be questioned on the term of alliances or purging, due to the similar nature of the Hive-Minded threats.

When Krauthak began assaulting Orphe worlds, the Orphe put up great resistance and came to the fold of the Galactic Councils, who offered their assistance in repelling the Krauthak. Unlike the Krauthak, who rely on a network of Hive-Minds and Synapse Drone Nodes and Modules, the Orphe relied on psychic communication as merely a societal tool, and did not build their entire society on the tools the Ovah provided. This meant for a strong core that managed to continue pushing back the Krauthak by providing psychic/magitek solutions that assisted in eventually destroying the Krauthak threat, such as the creation of Psychic Dampener tools and anti-acids that helped resistance against Krauthak bio-weapons.

Orphe who engaged and assimilated themselves into foreign Galactic Community cultures and communities from escaping the Krauthak Threat or diplomatic engagements quickly found themselves accustomed and familiarized, ergo garnered into the more "normal" cultures of the Galaxy as a whole, even so far as to going towards restructuring their nests with more of a focus on luxuries or goods. Eventually Orphe have broken into Galactic Trade, as merchants, producers, or researchers.

-World Orphean

Orphe who evolved on different worlds have different aptitudes and stances towards their galaxy-toting neighbors. Still incredibly alien by "normal" galactic standards, Orphe use techniques that fancy themselves into post-apocalyptic story-time books.

Locust-World Orphean. Ones who originate from plentiful and rich worlds. Not necessarily ones who come from their series of Core-worlds and hives, but ones that had the standard upbringing of being born into a clutch with a hundred other siblings, and having strange family values.

FE-World Orphean. Forced-Evolution Worlds, places where the boundary of Orphean technology and physical evolution is brought out by hatched clusters of organically modified Orphe fighting and killing one another, weapons are actively tested on the weaker products, and anything that breaks the IRL Geneva convention. From these Worlds, Hiveguards, Power-Psionics, and Master Phase-Smiths come into the Orphean Fold.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.