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Chapter 2: Species

In the 23rd century, a visit to any Federation core world or major trading station is sure to overwhelm the senses and bring awe or fear to the unprepared. Voices chattering away in hundreds of different languages. The smells of cooking in dozens of different cuisines mingle with the odors of different species, ship fuel, robot oils, and more. Bright lights and holographic advertisements entice viewers to shops nearby or on the hypernet. Warforms or soldiers in power armor march through the streets, given wide berth by the populace. Autos move goods and people both on the streets and through the skies to their destinations.   And the people! Creatures of different sizes, colors, shapes, and dressed in an incredible display of styles and hues; or not dressed at all. Among the Federation species members and species associates, one may see mingled into the crowds unique creatures not in the Federation or before unknown. The universe is vast, and with so many different worlds that have spawned life, the possibilities for life are endless.  

Choosing a Species

Stellaris is intended to be a human-centric view of the universe, but that doesn't mean players can't play as aliens or synths! Federation members or associates work best for most groups, but non-members or even enemies can be an interesting mix, and of course feel free to use the Species Builder and work with your DM to make your own alien species.   Your choice of species can affect the different aspects of your character. It establishes a baseline of what your character can and cannot do, and can help to flavor your choice of classes. Some species play well in a specific class, but feel free to break the mold and play a Strong Glebsig, or a Charismatic Tyznn. Consider why your character might be different, what factors in their life played a role. This can help you come to conclusions about their personality and backstory, helping further cement your connection with your character and the character to the universe.   Each species has a description in their section that helps provide cues for your characters personality and backstory; such as their general appearance, aptitudes, a glimpse into their society, and their alignment tendencies.  

Species Traits

The description of each species includes traits that are common to all members of that species. The following entries appear among the traits of most species.  

Ability Score Increase

Every species increases one or more of a character's ability scores.  

Age

The age entry notes the age when a member of the species is considered an adult, as well as the species expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could help explain some of your ability scores. If you play a very young or old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a higher Intelligence or Wisdom.  

Alignment

Most species have tendencies towards certain ethos, described in their entry. These are not binding for a player character, but considering why your Glebsig is xenophobic, for example, in defiance of Glebsigi love for the alien and new can help you better define your character.  

Size

Characters of most species are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few species are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important rules is that Small characters have trouble wielding heavy weapons.  

Speed

Your speed determines how far you can move when traveling and fighting.  

Languages

By virtue of your species, your character can speak, read, and write certain languages. All characters can at least understand the Galactic Federation Basic Language, or just Basic. Characters can also know additional languages if they have a high enough Intelligence score at the start.  

Subspecies

Some species can be further defined into subspecies. In this case, a character has all the traits of the parent species, and the traits of one of the subspecies. Relations among subspecies can vary from species to species; such as with hive minded drones complex drones look at menial drones as nothing more than tools, while others viewing their syncratically evolved kin as equals.  
  For ease of access, each species has its own article, linked to this parent article.

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Articles under Chapter 2: Species


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