TEXT: RACES OF THE OUTER RIM:
  THE OMENOI
  BY AARON HOLLINGSWORTH
  
  1 
   
  RACES OF THE OUTER RIM: 
  THE OMENOI 
   
  CREDITS 
  Designer: Aaron Hollingsworth 
  Additional Content: Brian Berg 
  Editing: Kiel Howell 
  Cover Design: Brian Berg 
  Layout: Brian Berg 
  Artwork: ‘Omenoi’ by Vincent-Michael Coviello.  
   
  LEGALESE 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artifacts, locations, etc.), dialogue, plots, storylines, 
  language, incidents, settings, characters, artwork and trade dress are product identity as defined in the Open Game License version 1.0a, Section 
  1(e) and are not Open Content. 
   
  Open Content: Except material designated as Product Identity, the contents (the Omenoi race, items) are Open Game Content as defined in the Open 
  Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in 
  any form without written permission from TPK Games. 
   
  Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying Game from Paizo Inc. See http://paizo.com/starfinder for 
  more information on the Starfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product. 
   
  Starfinder is a registered trademark of Paizo Inc., and the Starfinder Roleplaying Game and the Starfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Inc., and are used under the Starfinder Roleplaying Game Compatibility License. See http://paizo.com/starfinder/compatibility 
  for more information on the compatibility license. 
   
  Published by Total Party Kill Games, LLC. 1st printing, December 1st, 2017. 
   
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  1 
   
  OMENOI (COMETFOLK) 
  Beyond the light of many stars in a gulf of serene 
  darkness lies a vast ocean of frozen waters. These icy 
  waves are composed of trapped gases, suspended 
  cosmic debris, and mysterious energies not yet gauged 
  by sentient minds. This prodigious anomaly measures six 
  light years in diameter. The Void Sea, as some call it, and 
  to others it is known as Alphrey’s Glacier. It is from this 
  crystalline oddity, which floated in a shadowy pocket of 
  space, which the Omenoi’s story of myth and history 
  began. 
   
  In epochs past, a shard of the Void Sea broke free and 
  flew out from the cold dark. This shard was, at first, the 
  size of a jovian planet and infested with huge magical 
  beasts known by many as frost worms. For cycles 
  unmeasured, 
  these creatures survived 
  through 
  cannibalism and on any lower lifeforms dwelling on the 
  mass of minerals and ice. 
   
  As the great shard drew nearer to a solar system, it 
  sprouted a tail of scintillating ice and became a speeding 
  comet. The inhabitants of the nearby planets marveled at 
  this massive celestial body, for life on those planets was 
  only just becoming self-aware. The gravity of this 
  system’s star flung the shard to a neighboring binary 
  star system, and so a great galactic game of catch 
  began between these three stars; a game that continues 
  to this day as the stars fling what remains of the shard 
  back and forth in a great ellipse. It was the rays of these 
  diverse suns which stimulated the frost worms’ key 
  evolutionary steps from magical beasts to a mystical 
  race; a race that is now called Omenoi. 
   
  Every eighty-four years, the comet circles through these 
  solar systems to pass through the midst of several 
  planets, if only visible for a few days. The evolving 
  Omenoi would glimpse at these planets from the surface 
  of their icy realm, wondering what they were and what 
  their lives meant in the great cosmic scheme of things. 
  Such a cycle from one solar system to another was 
  something few Omenoi saw in a single lifetime. 
   
  The evolution of this people was slow, but unhindered, 
  they were the lone species endowed with the curiosity 
  needed to thrive as a race. According to their lore, they 
  were shaped from the ice, and it was the ice of their 
  comet-home that provided their bodies with the liquids 
  and gases needed for their survival.  
   
  From the mineral debris in their rime they forged tools 
  and works of artistic whimsy. Then, according to legend, 
  an Omenoi called Skieryiz crafted the first weapon, an 
  adamantine blade called Foephelor. With Foephelor in 
  hand, Skieryiz became a demigod of war and conflict. 
  Many Omenoi died from the strife he then began. When 
  Skieryiz was finally slain in a duel by a mortal hero, the 
  demigod’s death throes caused the great comet to burst 
  asunder, and many moon-sized fragments of the comet 
  were carried throughout the cosmos, scattering the 
  race across the countless starways. The largest 
  fragment of the comet maintained its original course. 
   
  Throughout the eons, the other developing civilizations 
  on the planets took notice of the comet’s eighty-four 
  year cycle, and many speculations were born from its 
  appearance in the night sky. It became a thing of 
  superstitious omens and astrological portents. Each 
  cycle of passing through a solar system brought the 
  Omenoi further advancements in the mystic arts, 
  developing several traditions related to their many 
  connections to mysticism.   
   
  Due to solar erosion, their comet-home became smaller 
  and smaller as great chunks of ice went to “join the tail”. 
  Their population increased as they developed more 
  peaceful societies. The combination of erosion and 
  
  2 
   
  peaceful expansion led to their apocalyptic crisis. They 
  had to find new homes if the race was to survive.    
   
  There are conflicting accounts of whether the Omenoi 
  first visited the planets via magic or planetary 
  cosmonauts first visited the cometfolk via spacecraft. 
  Such meetings were always fleeting instances of touch 
  and go and hit or miss, due to the comet’s cyclical 
  nature. What is known is that the comet itself 
  was shrinking, and starships filled with 
  Omenoi refugees came in their 
  thousands to the alien worlds they 
  had always admired from a 
  distance. 
   
  Now, the shard from the Void Sea is no 
  larger than a small moon, and the 
  scattered children of the comet must 
  find new meaning on slow-moving 
  planets in the starlit cosmos. 
   
  ABILITY ADJUSTMENTS 
  +2 STR, +2 WIS, -2 INT 
  Omenoi are powerful in body and 
  will, but slow in 
  comprehending complex 
  concepts.  
   
  HIT POINTS: 4 
   
  RACIAL 
  TRAITS 
  SIZE AND TYPE 
  Omenoi are Medium humanoids with the 
  omenoi subtype. 
   
  COLD ACCLIMATED  
  Omenoi can dwell in areas with freezing 
  temperatures without risk contracting frostbite or dying 
  from hypothermia. Omenoi have energy resistance (cold) 
  5. 
   
  ARCTIC BURROWING 
  Omenoi can burrow through earth or solid ice, but not 
  solid stone or harder materials. Their burrow speed is 10 
  ft.  
   
   
   
   
   
   
   
  COLD ATTACKS 
  Once per day, an 
  Omenoi can spend a 
  resolve point to cause any melee attack to 
  deal an additional +1d6 points of cold 
  damage  for 1 round.  
   
  FOUR ARMED 
  Omenoi have four arms, which allows them 
  to wield and hold up to four hands’ worth of 
  weapons and equipment.  While their multiple 
  arms increase the number of items they can have 
  at the ready, it doesn’t increase the number of 
  attacks they can make during combat. 
   
  TRILL 
  As a full-round action, an Omenoi can emit a strange 
  trilling sound that affects a single target within 30 feet. 
  
  3 
   
  The creature must succeed on a Will save (DC 10 +½ the 
  Omenoi’s level + the Omenoi’s Wisdom bonus (if any) or 
  be fascinated for as long as the Omenoi continues to trill 
  (the Omenoi can maintain this trill by concentrating). 
  Once a creature has resisted or broken the effect, it 
  cannot be affected again by that same Omenoi's trill for 
  24 hours. This is a sonic mind-affecting effect. The save 
  DC is Wisdom-based. 
   
  OMENOI RACIAL FEATS 
   
  COLD IMMUNITY (OMENOI) 
  Some omenoi have grown completely inured to the icy 
  temperatures of space.  
  • Prerequisites: Omenoi race 
  • Benefit: You gain immunity to cold energy 
  damage. 
   
  FREEZING BREATH (OMENOI) 
  Some omenoi can exhale great gouts of icy cold breath. 
  • Prerequisites: Omenoi race 
  • Benefit: Once per day, the Omenoi can use 1 
  resolve point to exhale a 15 foot cone of 
  freezing breath. Creatures caught in the cone’s 
  area take 1d6 cold damage. A creature in the 
  cone can attempt a Reflex save for half damage 
  (DC = 10 + half the Omenoi’s level + the 
  Omenoi’s Constitution bonus).  
   
  DEATH THROES (OMENOI) 
  Some omenoi have such coldness in their veins that 
  when they die, they release it in a freezing cloud that 
  solidifies the flesh of warmer creatures.  
  • Prerequisites: Omenoi race 
  • Benefit: When killed, an omenoi explodes in a 
  30-foot-radius burst that deals 1d6 cold and 
  piercing damage for every 2 character levels 
  the Omenoi possess. A creature in the burst 
  radius can attempt a Reflex save for half 
  damage (DC = 10 + half the Omenoi’s level + the 
  Omenoi’s Constitution bonus). 
   
   
  PHYSICAL DESCRIPTION 
  Omenoi closely resemble their frost worm ancestors 
  with their mandible jaws and single red eye centered on 
  their foreheads. Their bulky bodies are worm-like with 
  no discernable neck and are covered in chitinous plates 
  that range in colored hues of whites, pinks, purples and 
  blues. Omenoi possess four arms and two legs that are 
  usually darker than their main body. They do not possess 
  fingers in the traditional sense; the edges of their hands 
  are covered in prehensile fibers that act as digits. They 
  are able to wear gloves without difficulty. Omenoi have 
  powerful hearts that need only pump once every few 
  seconds in order to maintain their cardiovascular 
  system. Male Omenoi are distinguished by their 
  pronounced spiny frills, while females possess smaller 
  frills or no frills at all.    
   
  HOMEWORLD 
  Omenoi evolved on a planet-sized comet, of which now 
  only scant traces remain.  Now they make their homes in 
  frozen places where no other race desires to eke out an 
  existence.  
   
  SOCIETY AND ALIGNMENT 
  Omenoi advanced their civilization primarily through 
  mysticism, as their home-comet could not provide the 
  diverse materials needed for technological progression. 
  They are rich in custom and tradition, but poor in 
  historical record keeping. While they care for and 
  nurture their young, it is strongly believed that teaching 
  the next generation requires mutual cooperation 
  between master and pupil. They see no point in 
  instructing those who do not wish to know. Thus, only the 
  
  4 
   
  most inquisitive or autodidactic Omenoi ever receive a 
  formal education.    
   
  As they were the only sentient species on their home-
  comet and sustenance was relatively easy to come by, 
  Omenoi have few traditions in hunting and even less 
  traditions in the arts of war. That said, Omenoi are quite 
  fond of dueling to a romantic degree.  
   
  All Omenoi dream of the day when they meet someone 
  who wants to best them as much as they want to best 
  that special someone, a rival to be respected and even 
  loved. They train to fight in hopes of dueling this person 
  to defeat, to express through combat their mutual 
  admiration. It is the romantic dream of many an Omenoi 
  to perish in such a duel, for it is seen as better to die 
  fairly by the hand of a trusted friend in formal combat 
  that by disease or treachery. Such cherished duels, 
  however, are rare, perhaps once in a generation. And 
  Omenoi who duel regularly in this fashion are seen as 
  promiscuous. Non-lethal duels between Omenoi are quite 
  common, as they do not break this taboo.  
   
  Omenoi see their mystics as adopted children of the 
  gods, and treat them as wise elders no matter their age. 
  While they freely give their mystics reverence and 
  respect, a mystic who demands loyalty and obedience is 
  quickly shunned or disposed of. If the gods want 
  something done, they can ask directly.  
   
  A common idiom among Omenoi is “Joined the tail”, a 
  reference to the time when fragments of their old comet 
  broke away to form the comet’s tail of debris. The idiom 
  is now applied to lost friends, departed loved ones, lost 
  luggage, untaken chances, wasted wealth, and other 
  irretrievable things. 
   
  Many Omenoi are true neutral, each one seeking their 
  own meaning independently.   
   
  RELATIONS 
  Omenoi are so named because planet-bound races often 
  interpreted the passing of their comet as a time of 
  omens, usually ill. Their mystical traditions do not help 
  this stigma, and they are generally stereotyped as 
  beings of bad luck and ill fortune. For many omenoi 
  refugees, this outlook has aided their survival as other 
  races are more apt to leave them alone. Omenoi usually 
  populate arctic poles where the climate does not bother 
  them. However, they still require resources that the 
  polar ice cannot provide.  
   
  ADVENTURERS 
  As they developed without many technological advances, 
  Omenoi adventure as mystics or soldiers when they 
  leave their homes. However, with new worlds now open 
  to them, their inquisitive nature entices them to try all 
  manner of explorative vocations.  
   
  NAMES 
  Omenoi first names, or primary names, are constructed 
  by their parents, each parent providing a syllable that 
  expresses their love for the child, such as Erzak, Mahlo, 
  Duyee, or Slembrit. Omenoi with first names consisting 
  of only one syllable are typically “half-loved” bastards, 
  such as Zak, Lo, Yee, or Brit. Omenoi secondary names 
  relate to the subject or area of interest that an 
  individual Omenoi seeks to master, such as Anatomy, 
  Molecular Biology, or Piano. 
   
  PLAYING AN OMENOI 
   
  YOU LIKELY… 
   
  ● View your adoptive planet with a mixture of 
  wonder and terror.  
  ● Propose friendly duels to new people as a way 
  of greeting.  
  
  5 
   
  ● Possess an irrational fear or aversion to fire.  
  ● Love loud and fast music, valuing the energy of 
  the sound over the quality.  
   
  OTHER RACES PROBABLY...   
   
  ● Think you are bad luck, especially on long star 
  voyages. 
  ● Assume you can read horoscopes and tell 
  fortunes. 
  ● Are unsure of your intentions when you politely 
  ask to duel them.  
  ● Often mistake your gender when first meeting 
  you.  
   
   
  OMENOI ARCHITECTURE 
  On their homeworld, many Omenoi tunneled and mined 
  below the comet’s surface, carving out cavernous halls 
  and intricate tunnel-towns in the ice that nature 
  provided. Other surface-dwelling Omenoi constructed 
  igloos and made great cities of domed ice. Many of these 
  igloos were so great in size, they rivalled the great 
  pyramids of many desert planets.  
   
  Now, relocated in arctic regions throughout the galaxy, 
  they continue to expand upon these architectural 
  traditions. For a wayward tribe of Omenoi refugees, a 
  glacier is a potential city.  
   
  CLASSES 
  The following is a list of how many Omenoi usually apply 
  themselves  to each class role. These roles are not 
  always typical, and there are always exceptions for each 
  individual.  
   
   
   
   
  ENVOY 
  Omenoi envoys are usually tribal representatives 
  seeking new places to establish settlements for their 
  people.  
   
  MECHANICS 
  While Omenoi mechanics are rare due to their lack of 
  technological know-how, many make up for this handicap 
  through pure enthusiasm.  
   
  MYSTIC 
  Omenoi mystics are quite common, and have a diverse 
  range of traditions based on every mystical connection. 
   
  OPERATIVE 
  Omenoi operatives, like envoys, seek out new places for 
  a tribe to settle, yet their methods are far more 
  subversive and aggressive.   
   
  SOLARIAN 
  Omenoi solarians are called star champions, and are 
  usually military leaders chosen by destiny.  
   
  SOLDIER 
  As the race developed with little advancements in 
  technology, most Omenoi soldiers are sophisticated 
  melee combatants. Many are ever trying to perfect the 
  semi-mythical “spiral thrust”. 
   
  TECHNOMANCER 
  For Omenoi technomancers, it is the understanding of 
  magic that bridges their comprehension of technology. 
  Many are specialist in creating wormhole-related hybrid 
  equipment. 
   
  OMENOI INVENTIONS 
  The three following hybrid items are inventions 
  attributed to the Omenoi race.  
   
  
  6 
   
  WORM BRACES 
  These glimmering coils are worn about the wrists. When 
  the coils are clapped together in a certain way, the coils 
  glow bright red and create small extra-dimensional 
  wormholes that your extremities fit through. This 
  effectively detaches your extremities (and whatever 
  items they are holding) from your arms and relocates 
  them a certain distance away from your person. 
  Clapping the coils together again deactivates the worm 
  braces. 
   
  MK 1: Your reach increases by 5 ft. Level: 4 Price: 3,000 
  Bulk: L 
  Mk 2: Your reach increases by 10 ft. Level: 8 Price: 
  11,000 Bulk: L 
  Mk 3: Your reach increases by 15 ft. Level: 12 Price 
  42,000 Bulk: L 
   
  WORM COLLAR 
  This glimmering coil is worn about the neck. When a 
  button on the side of the coils is pushed, the coil glows 
  bright red and creates a small extra-dimensional 
  wormhole that your head and neck fits through. Your 
  head reappears above your body and your neck remains 
  within the wormhole, effectively increasing your height 
  by 1 foot and making it look like your disembodied head is 
  floating over your body. You become immune to 
  suffocation due to strangulation, decapitation effects, or 
  any other effect that specifically targets the neck. 
  Pushing the button on the side of the coil a second time 
  ends the effect.  
   
  ARMOR UPGRADE: WORM GIRDLE (HYBRID) 
  Capacity 100; Usage 2/round 
   
  Worm girdled armor makes you immune to critical hits 
  by stowing your vital organs away into extra-dimensional 
  wormholes. 
   
  This upgrade can be installed only in light or heavy 
  armor. 
   
  Price: 180,000 
    
  Slots: 2  
  Armor Type: Any  
  Bulk: L 
   
  OMENOI ARTIFACTS: SHARD VESSELS 
   
  DESCRIPTION 
  Before the cataclysmic death of the demigod Skieryiz, 
  Omenoi mystics were able to fashion flying vessels cut 
  from the comet’s ice. Purely magical in design, these 
  shard vessels could function like flying vehicles or even 
  starships! It was by aid of these vessels the Omenoi 
  explored the many planets and lifeforms they chanced 
  by. There are also legends that a great fleet of shard 
  vessels embarked from the comet-home to begin 
  colonies elsewhere. One thing is certain, after the death 
  of Skieryiz, all of the shard vessels were lost, as was the 
  art of making them.  
   
  Shard Vessels function in all ways like flying vehicles or 
  starships, but are considered magical instead of 
  technological.  
   
  OMENOI DEITIES 
  The two following deities are the primary gods of the 
  Omenoi race.  
   
  KAICENDRE 
  Kaicendre is the Guiding One, goddess of comets, omens, 
  returning, and the patron deity of the Omenoi people.  
   
  History 
  When the great shard broke away from the Void Sea, it 
  was Kaicendre that guided it to the stars to become a 
  comet. It was she who helped the frost worms evolve 
  
  7 
   
  into sentient beings, and it was she who taught the 
  secrets of mysticism. It was Kaicendre who created 
  every comet known, each for a reason known only to her. 
   
  Worship 
  Kaicendre wishes only that her chosen people survive, 
  no matter where they dwell. She adopts worshipers of 
  other races, as well, if they be friends to Omenoi. She 
  teaches her worshipers that to travel far and to return 
  is to find meaning in life. 
   
  Home 
   
  The Void Sea (mortal form) 
  Alignment 
  True Neutral 
  Portfolio  
  Comets, Omens, Returning 
  Worshipers 
  Omenoi 
  Connections 
  Akashic Record, Empath, Healer, Star                    
  Shaman 
  Symbol  
  Light blue comet surrounded by three 
  stars 
   
  SKIERYIZ (SLAIN) 
  Skieryiz is the Overthown, the Omenoi demigod of war, 
  strife, and defeat. 
   
  History 
  Skieryiz rose to demigodhood by virtue of his skill at 
  arms. It was said at his zenith of power, all other Omenoi 
  threw down their weapons and made him their tyrant in 
  a collective effort for peace. Skieryiz accepted this title 
  eagerly, but soon after felt swindled as he realized that 
  his love for war outweighed his desire for rule. It took a 
  lone hero, whose name is now forgotten, to end 
  Skieryiz’s reign of evil. They challenged the demigod to 
  single combat, and slew him with a spiral thrust of his 
  adamantine blade. As the divine power of the dying 
  warrior was released, the comet burst asunder.  
   
   
   
  Worship 
  While Skieryiz is no longer worshiped, per se, all Omenoi 
  remember his legend as a cautionary tale that power 
  without purpose will only bring destruction. Some 
  Omenoi believe that in defeat he achieved to godly 
  wisdom and in defeat he shed his mortal form and vanity.    
   
  Home 
               Unknown or None 
  Alignment 
  LE (as a demigod), LN (as a god) 
  Portfolio  
  War, Conflict, Defeat 
  Worshipers 
  Omenoi 
  Connections 
  Mindbreaker, Overlord 
  Symbol  
  A broken sword over a crown 
   
  COLONIES AND FACTIONS 
  The following is a list of Omenoi settlements throughout 
  the star systems. 
   
  ENIG ICELANDS 
  This archipelago of floating icebergs serves as a fishery 
  for Omenoi skilled in the maritime trade.   
   
  GLACIERIA 
  A mining province specializing in extracting valuable 
  minerals in a freezing glacial environment. Most of the 
  inhabitants live underground.  
   
  TUNDERIA 
  The name of many Omenoi small towns located in 
  northern or southern wastes. Many of these settlements 
  are dying due to lack of resources. 
   
  QLIWORS EXPANSE 
  A wintery paradise city of colossal domes constructed 
  from massive blocks of ice. The streets are adorned with 
  numerous ice sculptures both realistic and abstract.  
   
   
   
   
  
  8 
   
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  governmental regulation then You may not Use any Open
  Game Material so affected.
  13 Termination: This License will terminate automatically if
  You fail to comply with all terms herein and fail to cure such
  breach within 30 days of becoming aware of the breach. All 
  sublicenses shall 
  survive the termination of this License.
  14 Reformation: If any provision of this License is held to be
  unenforceable, such provision shall be reformed only to the
  extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
  Williams, based on material by E. Gary Gygax and Dave
  Arneson.
  Starfinder Core Rulebook. © 2017, Paizo Inc.; Authors: Logan 
  Bonner, Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, 
  Robert G. McCreary, Stephen Radney-MacFarland, Mark 
  Seifter, Owen K.C. Stephens, and James L. Sutter, with 
  Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, 
  Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, 
  Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. 
  Scott, and Josh Vogt. 
  Starfinder Roleplaying Game Core Rulebook. © 2017, Paizo 
  Inc.; Authors: Alexander Augunas, Logan Bonner, Jason 
  Bulmahn, Thurston Hillman, Amanda Hamon Kunz, Jason 
  Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Amber E. Scott, Mark Seifter, Owen K.C. Stephens, and James 
  L. Sutter, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Races of the Outer Rim: The Omenoi. © 2017, Total 
  Party Kill Games. Author: Aaron Hollingsworth and Brian 
  Berg. 
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Total Party Kill/TPK - Races of the Outer Rim - The Omenoi.pdf