Attribute & Skill Modifiers
Fitness Dexterity Charisma Knowledge Intelligence
+2 - -1 +2 +2
Strength Melee Bluff Culture Intuition
+1 +2 - - -
Speed Accuracy Captivation Science Willpower
- - - - -
Health Agility Intimidation Hardware Perception
+1 - +3 - -1
Stamina Sneak Persuasion Software Animal Handling
- - - - -2
Toughness Drive Trade Spellcraft Psionics
- - - - +2

Basic Traits

Type Size Modified Senses Languages Resistances Weaknesses
Psionic Astral Humanoid Medium, 0 None Mindlink Cold (Immunity)
Heat (Immunity)
Suffocation (Immunity)
Radiation (Immunity)

Species Abilities

Take these automatically.
Natural Psion You do not need to take the Psionic Adaptation perk to use the psionics skill and psionic abilities. If any allies also have this perk or Psionic Adaptation, you may initiate mindlink with them if they are willing and within meters equal to twice your psionics skill.
Warp (Movement or Secondary action: Psionics, Teleport; Cost: 1 stamina) Teleport in any direction with a distance equal to or less than your psionics skill in meters. This selected destination does not have to be within line of sight, but must be unoccupied by solid objects. If you select a position that is occupied by a solid object, your warp fails and you return to the same position you started. You do not provoke attack of opportunity upon warping to your destination.
Ambient Harvest (Passive Action; Cold, Aura) You constantly draw surrounding heat and energy to sustain you and leaves behind an freezing void. Regenerate stamina points equal to 1/5 of your health skill (Minimum 1) each combat round or minute at the beginning of your turn. This leaves behind an aura with a radius that is half your health skill in meters, that inflicts cold damage equal to your health skill.

Species Exclusive Perks

Selective Harvest Your Ambient Harvest ability is now an optional passive action. When using ambient harvest, you may choose to avoid specific targets, such as allies, within your cold damage aura.
Wildfrost (Secondary action: Psionic Cold Spray or Psionic Cold Trap; Cost: 2 stamina) Choose a target within your psionics skill in meters. On a hit, this target takes cold damage equal to half your psionics skill + 1d8. A hit target also takes recurring cold damage starting at half your psionics skill + 1d10 at the beginning of each of their turns, for 2d4 turns. Add a +1d6 to this recurring damage each time the victim takes damage from wildfrost beyond the beginning of their first time of being afflicted.
This ability can also be used as a proximity trap when performed as a primary action instead. To set the wildfrost trap boundaries, select a point on a solid surface and extend its radius to up half your psionics skill in meters. Any creature that steps foot within the radius becomes automatically hit by wildfrost. This trap lasts for hours equal to or less than your psionics skill and requires a perception contest against your intuition skill to spot when nearby. When laid, it appears as a small thin ring of frost that defines the radius of the wildfrost.
Brain Freeze (Secondary action: Psionic Cold Mind-Control Affliction; Cost: 1 stamina) Choose a target within line of sight. This target takes 1/3 your psionic skill +1d4 cold affliction damage and is forced to make a psionics vs health contest. On a success, the target is slowed until the beginning of your next turn. On a critical success, or a victims critical failure, the target becomes stunned instead.


Body Description
The Quarrix are stocky humanoids with white, grey or light blue skin. Their heads have small beak-like mouths and no eyes, but instead a series of large foil-like sensors that detect light and energy. Aside from their intellect and psionic capabilities, quarrix are physically adept. Due to their innate energy harvesting, they are renowned for leaving a sudden frost on nearby surfaces.
Average Height
1.7-2 meters
Average Weight
90-135 kg
Average Lifespan
250 years


Home world
Deep Space
Graoic Coalation
Favored Religions
Karneth, God of War, Violence and Rage
Ures, God of the Void, Cold and Madness
Common Names
Quarrix do not communicate with language, so names are not something they use among their own species. When around other species, they often use adjectives that describe them or titles made for their actions, appearance, occupation, etc.
Examples: Gall, Stalwart, Rimeskull, Goreclad, Spite, Moxie, Keeper, Wiseman, Rash
Common Characteristics
Analytical, Violent, Insatiable, Cunning, Distrustful, Close-knit, Adventurous, Courageous, Candid
Common Occupations
Scholar, Adventurer, Nomad, Bandit, Black Marketeer, Raider, Barbarian, Slaver, Pirate, Warrior, Mercenary

Cultural Aptitude

Main Allies Main Enemies
Orcs, Grukks, Stikini Meek, Tektralites, Ramalacs
Population Size Magic
Average Above Average
Melee Combat Ranged Combat
Good Above Average
Diplomacy Wealth
Poor Good
Technology Space-faring
Above Average Excellent


Remnants of a Slain God harbadger