Known as the maraquoi, the mammalian hominids of Marata’s cool, arid forests have several differences from humans—silky fur, prehensile tails, and the ability to feel sound through their skin rather than a specialized ear. Yet by far the most interesting divergence is their gender. Whereas most animals that reproduce sexually have two genders, the maraquoi have seven, all of them vital for reproduction. The actual mating process is exceptionally complex for a naturally evolved system, and even requires the participation of the seventh and rarest “facilitator” gender, which does not pass on its genetic code directly, but rather seems to pass on some element of itself psychically to the forming fetus—yet the extreme mix of different hereditary traits that results makes maraquoi children extremely hardy.

Life on Marata has thus far remained primarily a hunter-gatherer affair, with tribal villages taking the form of cliff-side pueblos, split-log structures in the deep forests, or easily portable hunting camps of skins and spears for those tribes actively hunting cattle-lizards on the planet’s wide, rocky plateaus. Animals are the most common favoured enemy among the maraquoi, both in order to hunt them and to protect villages against alpha predators.

Maraquoi Racial Traits

Monstrous Humanoid: Maraquoi resemble humanoids but have some significant biological differences.
+2 Con, +2 Cha, -2 Str: Maraquoi are very resilient due to their number of parents. They also have strong interpersonal skills developed from the necessity of getting that many people together in order to mate. They lack the large muscles of bigger races.
Small: Maraquoi are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defence, and a +4 size bonus on Stealth checks.
Slow Speed: Maraquoi have a base speed of 20 feet.
Climb: Maraquoi have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Claws: Maraquoi have two claws that each deal 1d3 damage.
Diffuse Hearing: Maraquoi have a +2 racial bonus on Perception checks.
Gregarious: When maraquoi successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member’s Charisma-based skills for the next 24 hours.
Healthy: Maraquoi gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Prehensile Tail: Maraquoi have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Tactful: Once per day, maraquoi can roll twice when making a Bluff or Diplomacy check and take the better roll.
Languages: Maraquoi begin play speaking Maraquoi. Maraquoi with high Intelligence scores can choose from the following: Draconic, Kalo, Triaxian, and Vercite.

Maraquoi enter university with two monstrous humanoid hit dice. They have 12 points to spend on ability scores.


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