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Known for being the fastest moving race out of all others, the Hermonaut moves faster then all other kinds of creatures, reaching beyond the speed of light on multiple occasions. With their exoskeletons, the Hermonaut is one of the best melee fighters around, and are a warrior peoples, being extremely competitive in their speed and combat ability, Hermonauts only die while on the field.

Characteristics

Hermonauts have a metal exoskeleton that holds their gelatinous shape, under all circumstances, they never exit this metal exoskeleton, as they are unable to move in an efficient matter. Hermonauts take on many appearances, and are often confused for Androids, however, are much lankier then such creatures, and are not even closely related, being more related to Greys then other species, and have no discernable mechanical joints.

Hermonauts are honourable in their nature, they believe that races and speed are a delicate art form first and foremost. Using races to settle most disputes, they treat racing, movement and all forms of speed as serious as possible. They are known to enjoy the occasional joke every once in a while, despite their honour-focused nature.

Native Environments

Hermonauts live in colonies on asteroids and other small planets, using their speed to their advantage as they often whizz out of their planets orbit to travel and scavenge on other planets, or finding other homes. Hermonauts frequently deal with vacuums and the vast emptiness of space, as their speeds typically cannot be handled easily by planets and others. Their movement typically defies most physics in the universe.

History

Hermonauts have a long history of moving fast, most of their history is based on moving fast. Fighting wars on multiple asteroids within their systems, they have spanned galaxies before other races have, reaching the ends of the universe with relative ease almost all of the time.

Society & Culture

Hermonauts are very much a warrior based race, with more of a focus on settling disputes, they value speed the most. The fastest and most skilled with their speed usually resides at the top of their society, making commands and being treated as kingly amongst others.

Hermonaut Racial Modifiers

Table: Hermonaut HP, MP and SP    
Racial Modifiers At Level 1 Every Level After
Health Points (HP) 75 + Vitality % 1d6 x 5 + Vitality %
Magic Points (MP) 125 + Psyche % 1d10 x 5 + Psyche %
Stamina Points (SP) 150 + Fortitude % 1d12 x 5 + Fortitude %

Hermonaut Racial Traits

Racial Modifiers – When not choosing a subrace, you gain a +10% to two ability scores of your choice.
Size – Hermonaut range from Small, Medium and Large sizes.
Movement Speed – Hermonaut move at 5m/TP.
Languages Known – Hermonaut start knowing Martian, for every +5% Intellect Modifier they have, they may learn an additional language.

Major Traits

Super Speed – Hermonaut gain the ability to change gears on themselves, they function as a vehicle for all intents and purposes, following all rules as a vehicle, including vehicle collision rules, and can reach up to the 5th gear. They must perform vehicle manoeuvres while using the gears.
Space Travel – Hermonaut can travel and fly through space, gaining 4m/TP flight speed while in a vacuum.
Exoskeleton – Hermonaut receive a +20% Damage Reduction, they are immune to all Sonic damage, and are resistant to all forms of physical damage. They may attach vehicle modifications to themselves.

Minor Traits

Honourable – If a target were to be immediately sent to death’s door in a single hit, the Hermonaut may perform an Execute action for 0 TP, this does not provoke exposure.
Fast Thinker – Hermonaut spend 0 TP when performing a Quick Thinking action.
Momentum – Hermonaut receive a +5% bonus (max +100%) to the action when performing the same action over and over again. This effect can stack.

Hermonaut Subraces

Subraces are variants of the main race that change the abilities and aesthetic of the race, Subraces are not mandatory to choose, but you may only choose one subrace for your character.

Strider

Strider Hermonauts feature two large glider-like wings, using their speed to propel them quickly and soar the skies, they are able to traverse planets with ease, acting as tiny starships to most others. They are incredible at performing bombing runs compared to other Hermonauts, usually dropping multiple amounts of explosives in a region while abusing their gliding abilities.

Strider Racial Modifiers – Strider Hermonaut gain a +10% Intellect, +5% Nerve, and a -5% Muscle
Glider – Strider Hermonaut gain 2 glider-like wings, these wings cannot be used to fly, however, when launched off of an object, the Strider Hermonaut doubles the meters used to move that amount in the air per round. This amount is halved every round after, before reaching under 5m, where the Hermonaut then begins to fall.
Afterburners – While in the air, the Strider Hermonaut can activate a booster that launches them 2m in any direction, this ability cannot be used until the target lands again.
Updrafting – When heat is applied directly under the Strider Hermonaut (but not burning them), they can choose to launch 2m directly upwards, or if they are gliding in air, they can move 10m upwards.

Dilationist

Dilationist Hermonauts are known to have the ability to slow down their perception of time, while not directly affecting their physical speed, their reaction speeds are much higher then the average Hermonaut, being able to see everything and react much easier then other creatures, Dilationist Hermonauts are some of the most effective tacticians due to their unique ability to slow down time.

Dilationist Racial Modifiers – Dilationist Hermonaut receive a +10% Senses, +5% Psyche, and a -5% Fortitude
Time Dilation – Dilationist Hermonaut may choose to dilate time for 0 TP once per day. Everyone immediately cannot take actions or react to the Dilationist Hermonaut unless they stop time through their own methods, all melee attacks performed by the Dilationist Hermonaut automatically hit and are treated as exposed hits. They cannot be blocked or dodged. All attempts to hit the Hermonaut in this state automatically are dodged, even if they wouldn’t be able to be dodged. Ranged attacks hit the target immediately after this effect ends. They may only perform an amount of actions equal to their level while in this mode.
Snapshot – Dilationist Hermonaut automatically pause time while remaining completely still.
Heartskip – When time is skipped or altered while the Dilationist Hermonaut is within 1km of the interference, the Dilationist Hermonaut receives 250 Quantum Damage.

Speedster

Speedster Hermonauts move at incredible speeds, being faster then all other Hermonauts. They are known to move through multiple others, completely destroying them, and travelling beyond what is the potential maximum speed that other Hermonauts can travel to. Speedster Hermonauts are revered and are considered the elite in Hermonaut culture.

Speedster Racial Modifiers – Speedster Hermonaut receive a +10% Agility, +5% Muscle, and a -5% Vitality
Speed of Sound – Speedster Hermonaut can immediately enter the 5th gear. If they remain in the 5th gear for 1 round, they can choose to multiply their speed by x10 the current amount for as long as they remain in the 5th gear. If they move through targets while in this state, the target takes the maximum amount of fall damage possible. They immediately become tired when they exit the 5th gear through this way.
Godspeed Reflexes – Speedster Hermonaut cannot be exposed while moving, and automatically dodges all attacks when above the 3rd gear.
Tachycardia – Speedster Hermonaut takes 250 Bludgeoning Damage when they become tired. If they were to be sent into death’s door this way, they instead fall unconscious for 1d8 hours.