And we continue on our lovely journey of Savage Worlding the awesome Strange Stars! Today we dissect the Blesh.
The blesh are a gestalt species blending human and nonhuman. Their insectoid bioroid forms grow like fruit from cybernetic trees on their homeworld. Their minds are a fusion of post-sapient alien intelligence with one of 1,803 digitized human minds downloaded from a crashed ark. Blesh are a peaceful species with reverence for other sophonts. Perhaps due to the human component of their minds, they have a strong curiosity about ancient human artifact (SS, pg 11). Here’s Trey’s post on the Blesh.
Chitin: The thick carapace of the blesh gives them +2 armor (this can be negated with AP weaponry).
Cybernetic Enhancements: Blesh are “born” with several cybernetic enhancements when they emerge from their flesh pods that are attached to their cybernetic tree. A blesh gets to choose two cybernetic packages at character generation for free (click here for cyberware package options, pg 17- actual conversion for Strange Stars coming soon).
Multiple Arms: Blesh have 6 arms. This grants the blesh one extra non-movement action per limb and they do not incur the multi-action penalty (SWDX, pg 22).
Knowledgeable: Blesh all have an interest in ancient human artifact. They start with a d6 in Knowledge (Ancient Human Artifacts)(Smarts).
No Harm: Blesh revere other sophonts and will not do deadly harm under any circumstances. A blesh has the Pacifist (Major) hindrance (SWDX, pg 30).
Curious: Blesh are curious about the galaxy, species, and many other points of interest. Blesh have the Curious (Major) hindrance (SWDX, pg 29).
Slow Healers: When the blesh are away from their cybernetic trees they heal slower than normal creatures. Increase the time for natural healing rolls to 7 days instead of the normal 5 (SWDX, pg 78).