Homebrew Spotlight: Voraci


N Medium Humanoid (augmented) 14 RP

Racial Traits

  • Flexible: Voraci gain a +2 bonus to any two ability scores. 2 RP
  • Type: Voraci are humanoid with the augmented subtype. 0 RP
  • Slender Frames: A Voraci’s height ranges from under 5 to over 6 feet tall and have slender builds. They are Medium and have no bonuses or penalties due to their size. 0 RP
  • Normal Speed: Voraci has a base speed of 30 feet. 0 RP
  • Luck of the Draw: Voraci reach maturity in their twenties and normally live about 90 years, however, for unknown reasons, some of them are born with a far greater lifespan of over 250 years. 0 RP
  • Implant: Voraci have multiple chips implanted into their bodies. They have various functions: communication, skills, control, and tracking (GPS and life signs).  2 RP
    • Programmed: Voraci have their values programmed into them from the start and tend towards lawful neutral alignments, though if released from this programming they tend to break badly and lean towards chaotic alignments. 0 RP
  • Lowlight Vision: Voraci can see twice as far as a race with normal vision in conditions of dim light. 1 RP
  • Echolocation: Voraci can sense the world through incredibly accurate hearing. As a bonus action, Voraci can make a high-pitched clicking sound and listen closely as it echoes around them, granting blindsight in a 60-foot range until the end of the current turn. They receive this information through sensory patches on either side of their heads. 3 RP
  • Voraci Traits, choose 3 abilities, at least 1 from your type: 6 RP
    • Vedec (scientist)
      • Advanced Intelligence. 2 RP
      • Ultravision: Voraci have a third eye that can see into the ultraviolet spectrum. 2 RP
      • Technology Expert. Voraci are used to far more advanced technology than most people can even conceive of. You may add your proficiency bonus to any check relating to advanced technology or mechanical devices. 1 RP
      • Focused Study: At 1st, 8th, and 16th level, Voraci gains Skill Focus in a skill of their choice as a bonus feat. 4 RP
    • Prota (technician)
      • Advanced Intelligence or Wisdom. 2 RP
      • Technology Expert. Voraci are used to far more advanced technology than most people can even conceive of. You may add your proficiency bonus to any check relating to advanced technology or mechanical devices. 1 RP
      • Versatile Skill Training. Voraci gain proficiency in one skill of your choice. 3 RP
      • Master Tinker: Voraci gains a +1 bonus on Disable Device and Knowledge (engineering) checks.
    • Menial (manual labor)
      • Advanced Strength or Constitution. 2 RP
      • Versatile Skill Training. Voraci gain proficiency in one skill of your choice. Choose one skill that pertains to your level type. 3 RP
    • Any
      • Multi-Armed: A Voraci possess more arms than the norm, a decided advantage when it comes to martial prowess.
        • Voraci have two extra arms, this allows them to wield additional weapons, but not shields with their extra arms. Holding a two-handed weapon requires two extra arms. Despite the extra limbs, they can still only gain an AC benefit from a single shield. Their extra arms do not grant them additional attacks but do grant the ability to make off-hand attacks with larger weapons or with greater precision.
        • When they take the Attack action and attack with a melee weapon that they’re holding, they can use a bonus action to attack with a different melee weapon that they’re holding in the extra hands. Don’t add the ability modifier to the damage of the bonus attack.
        • If the weapon used to make the bonus action attack is a light melee weapon, they may add the ability modifier to the damage of the bonus attack. 4 RP
      • Pacifist: Your kind have an innate aversion to violence. They must make a Wisdom saving throw with a DC equal to 20 whenever they make an attack, cast a spell or use a magical ability that is capable of dealing damage. On a failed save, they are unable to strike and waste the attack, spell or magical ability. The DC of this saving throw is reduced by 5 for each ally within 60 feet that have taken damage within the last minute. Once they successfully save against this effect, they do not need to make it again for the next 10 minutes. – 4 RP
      • Benign Appearance: Voraci possess otherworldly talents but with a minimum effort, the more striking features can be easily hidden. Voraci have advantage on all Intelligence and Charisma (Deception) checks made to disguise or hide their true nature or to otherwise appear human. 1 RP
      • Brittle Form: Voraci isn’t suited for rigorous combat and can require a moment to regain their bearings when struck with a serious blow. Whenever they are struck by a critical hit they must make a concentration check (a Constitution saving throw with a DC equal to 10 or half the damage taken, whichever is higher). On a failed concentration check you are stunned until the end of your next turn. – 3 RP
      • Telekinetic: Voraci have the power to move and manipulate objects and creatures with only their minds. As an action, they can attempt to exert their will on one object or creature of a size category equal to or smaller than their own that can be seen within 60 feet.
        • If the target is a creature or an item being worn or carried by a creature, make a Wisdom or Intelligence (their choice) ability check contested by the creature’s Strength check. If
        • they win the contest, they may move the creature or carried object up to 15 feet in any direction.
        • If the target is an unattended object, they can move that object up to 15 feet in any direction. Instead of moving an object, they can choose to exert fine control on an object telekinetically, such as manipulating a simple tool, opening a door or a container, stowing, or retrieving an item from an open container, or pouring the contents from a vial. 6 RP
      • Fearless: Voraci gains a +2 racial bonus on all saving throws against fear effects. This bonus stacks with the lucky racial trait. 1 RP
      • Healthy: Voraci gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. 2 RP
      • Cave Dweller: Voraci gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. 1 RP
      • Darkvision: Voraci can see in the dark up to 60 feet. 2 RP
  • Language: Atlantean, and Vora. Bonus: Common. 0 RP
    • Thoughtweft. Voraci can communicate without words to others of their kind, mental connectivity that feels as natural as breathing. They can magically communicate and transmit even complex concepts, emotions or images telepathically with any member of their race within 250 feet. 4 RP

This is my imagining of the Psilon from the Masters of Orion game.

The Voraci of today are the result of a genetic experiment of their ancestors by the Atlanteans. Their ancestors were a cave-dwelling halfling-like race with bat-like features.

The Atlanteans discovered their planet while searching for valuable minerals. A few Voraci were captured and taken back to the homeworld to be studied and experimented on. They were eventually “uplifted” to become more useful for jobs that Atlanteans deemed beneath them.

Some of the Voraci were seeded on other worlds to be used for extracting minerals, building technological objects and as think tanks. Gradually they became self-sufficient and independent of their “creators”, they altered themselves beyond what they were changed to be.

Some of the major ways that they changed is that they are now a hive-like communal society with a Queen running everything. They are effectively telepathic through their implants. These implants also enforce obedience, boosts their skills, link them to a VR system and each other.

Through this link, they are constantly being uploaded and downloaded, so if something happens a “new” body can be decanted and the memories uploaded. The new body doesn’t know that anything happened, they just wake up and continue working. In this way, they are effectively immortal.

There are castes or levels of Vorachi. From highest to lowest are the Queen, scientist, technician, and menial. There are also ratings within each level. The menials work the hardest so they also are the strongest and have a shorter lifespan. As the levels increase, so does the lifespan and intelligence.


Related Links

Homebrew Spotlight: Ancient Atlantean

Homebrew Spotlight: Acadians

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