Since the days when the Ambyloids were still tough-as-nails humans, no home has suited them as well as deep-core mining settlements on the frontier of civilization. When the Commonwealth bureaucracy poked them too hard, too many times, they banded together and declared independence. Fleet admirals snickered at the rag-tag provincials, but for a full century, Terran siege ships bombarded the rebel miners’ moons and asteroids with very little to show for it. The miners had fortified their hidey-holes too well.
Eventually, with waning popular support for the war, and the diplomatic urging of neighboring races, the Commonwealth conceded, quietly recognizing the miners’ new nation while spinning the news as a great victory back home.
Meanwhile, the high price miners had paid for their secession quickly became apparent. An unknown combination of toxic exposures had irrevocably changed them, down to their genetic code. They had become something unique; something other than human. The Ambyloids were now frail in body, but they were harnessing new strengths; reforging themselves through psionic cultivation and cybernetic augmentation.
Centuries after secession, mistrust, fear, and anger still clouds relations between the Terran Commonwealth and Ambyloid Union. But on the tradelanes beyond the Commonwealth, the newcomers have found acceptance. Ambyloid facilities dig and refine many of the rare materials needed for starship construction. In general, their state-run mercantile sells too high for a free hauler to make much profit, but nations and corporations jump at steep discounts offered in exchange committing to exclusive, high-volume supply agreements.
Attributes: –2 Strength
Type: Aberration (Psionic): Ambyloids are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Size: Medium: As Medium creatures, Ambyloids have no special bonuses or penalties due to their size.
Speed: Ambyloid base land speed is 30 feet.
Vision: Unlike most aberrations, Ambyloids do not have Darkvision.
Weapon and Armor Proficiency: An Ambyloid is automatically proficient with all simple weapons, personal firearms, and light armor.
Ambyloids receive +2 to Craft (psionics), Knowledge (technology), Knowledge (psionics), and Knowledge (physical sciences)
Wild Talent (feat)
You can manifest one 0-level psionic power. Benefits: Select one 0-level psionic power. You can manifest this power up to three times in a 24-hour period. There is no Power Point cost for using this power.
The Pale Choice
Although most Ambyloids have both psionic ability and cybernetic skill, they generally focus on cultivating one or the other. Select one of the following paths:
Path of the Awakened
Naturally Psionic (feat)
You have an affinity for your psionic side, and gain 1d4 bonus Power Points at 1st level. This alone does not intrinsically give you the ability to manifest any psionic powers.
Ambyloids can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an Ambyloid can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
When an Ambyloid takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
Path of the Augmented
Natural Cybertaker (feat)
Your Ambyloid body is naturally receptive to cybernetic augmentation. Benefit: The maximum number of cybernetic attachments you can have without penalty increases by 1. Special: You may still take the normal Cybertaker feat, multiple times if desired (all effects stack).
You designed, constructed, and installed your first cybernetic implant at a young age (a right of passage for many Ambyloids). Choose your beloved implant from the following list, or propose your own of similar power to the GM for approval. You may start the game with this device installed and fully functional. As an Ambyloid-designed implant, it is bulkier than others, its extrusions sharing the common aesthetic of the race’s rugged mining equipment. This makes it difficult to conceal, but increases its durability and customizability.
“Augment’s Initiation” Custom Implants
- Anti-Shock Correction Stem Plate
- External Tool/Weapon Mount
- Integrated Identity Datapad
- Pneumatic Injector Unit
- Miners’ Advanced Optical Array
- Aptitude Adjustment Module
- Post-trauma Stabilization Module
- Subcutaneous Communications System
- Telescoptic Optics Visor
- Subject Stress Analyzer
- Musculature Conduction Fibers
Automatic Language: Common.
Bonus Languages: Any (other than secret languages).
Favored Class: Psion.
Level Adjustment: +0.