Conversion Corner: Startopia Races in Starfinder part 3
Karmarama & Kasvagorian
I mentioned space hippies when we started this, and well, here we are. Space Hippies.
Six-limbed bipeds, the karmarama are a purple-skinned race with a head full of wavy, bumpy tendrils that obscure their eyes.
In Startopia, karmarama are the farmers of your station, and will happily work in your biodeck and plant various forms of vegetation based on the environment, which can be left there to enrich the experience for those walking through it, or harvested for various cargo types, though the latter upsets the nature-loving karmarama.
The karmarama really won the lottery in terms of evolution and ecosystem, their oddly-shaped, lumpy planet being home to a plethora of beneficial plants. Additionally, due to a mutation early in their evolution (Possibly brought on by exposure to intoxicating botanical mutagens), they have an innate sense of the wants and desires of plant life, which aids not only in cultivation but also avoiding and appeasing carnivorous plant monsters.
For the most part, karmarama have a laid-back view of the world, willing to take life as it comes, much like the plants they enjoy, and any ship with a karmarama in its crew is sure to be host to a variety of safe plant life to brighten up the interior. They’d much rather befriend anyone they meet, but they can and will fight for their survival and that of life around them.
Karmarama, while not necessarily invested in the idea of gods, tend to follow spiritual leaders, whether they be mystics, lay priests, or anyone else with an interest in nature and the spiritual. As such, centralized karmarama government doesn’t really exist until it needs to, usually when picking representatives for intergalactic councils and whatnot.
As a race, the karmarama get along well with gnomes, skittermanders, and the shirren, but their lax attitude vexes dwarves, vesk, and other, more structured races.
Ability Adjustments: +2 Dex, +2 Wis, -2 Int
Hit Points: 4
Racial Traits:
Size and Type: Karmarama are medium humanoids of the karmarama subtype
Four-Armed: Karmarama have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.
Oflactory Tendrils: The tendrils that form a karmarama’s “hair” are supremely sensitive to smells, particularly the chemical signals given off by plants. They blindsense 30 ft (scent), Furthermore, they can attempt a life science check (DC 10+CR if the subject is a creature) to learn some basic things about a plant in 30 ft, including its healthiness and any needs or desires it may have.
Tolerance: Karmarama gain a +2 bonus to saving throws vs addiction when consuming drugs.
Big and brutal, next up we have the Kasvagorians, or Gor.
Easily surpassing 6 feet in height, the Gor are broad-shouldered and muscular, covered in flexible dermal armor resembling scale-coated leather, with prominent shoulder spikes, and a stretched face rarely not contorted into a ghoulish, manic grin.
Kasvagorians fulfil the role of station security, manning the security control (When not playing PONG or Asteroids on the security consoles), being the strongest and toughest soldiers in the Startopia game, and so on.
Hailing from a nomadic culture on a dry, desert planet, Gor society as we know it today grew out of a constant need to hunt and slay dangerous herbivores and predators, not to mention raid other clans for supplies. Every natural resource was a prize to be fought over, and fight they did, becoming the dominant species on their world. Gor are long-lived, and only breed during times of plenty, so as not to drain resources. However, among their own kind, they are a tightly-knit family, with marriages, births, and the like being a time of raucous, violent celebration.
After achieving intersteller flight, the Gor set out to conquer new worlds, but while mighty, they underestimated the might of other races, and with that humbling, they were forced to respect their intersteller neighbors. Ever quick to adapt, however, the clans restructured themselves, establishing their colonies on uninhabited worlds, and seeking conquest on a more personal level, with kasvagorian mercenaries lending themselves out to other armies and causes in search of glory, trophies, and treasures to take back to their people.
These clans are led by whoever is considered the greatest warrior among them, usually a veteran of dozens of hunts and campaigns, and lacks any gender-based distinction. These warrior-chiefs rule a clan firmly but fairly in most cases, though they tend to favor trial by nonlethal combat when making decisions. Any clan with over 300 members qualifies for a seat in the clanmoot, the governing body of their homeworld and race, which mostly exists solely to deal with matters of international and interstellar policy.
Gors get along well with any race as warlike and rowdy as they are, such as the vesk, orcs, and so on, but they chafe at having to listen to any race that prefers talking to action, such as the contemplatives or the turakken.
Ability Adjustments: +2 Str, +2 Con, -2 Int, -2 Cha
Hit Points: 6
Racial Traits:
Size and Type: Kasvagorians are medium humanoids of the kavagorian subtype
Battle-Lust: When rolling initiative for combat, a kasvagorian aware of at least one significant enemy regains 1d4 stamina points
Desert Adapted: Kasvagorians gain a +1 bonus on saves vs exposure to both hot and cold environments
Desert Stride: Kasvagorians can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.
Sun Eyes: Kavagorians gain a +2 bonus to saving throws against becoming dazzled or blinded by any effect involving bright light












