Physiology
The Sarn are a winged reptilian species, somewhat resembling an Earth bat. Three of the digits at the midpoint of each wing and the Sarn’s feet are prehensile. A Sarn may use its wingtips to grasp objects, but detailed work requires all six opposable digits on their feet.
While their wing muscles are strong, a Sarn’s wingspan only allows them to glide under most planets’ gravity. Only a gravity of ⅓G or less allows them to fly from a standing stop.
Psychology
Sarn have acute hearing. Perhaps this explains their tendency to silence; it may be an instinctive reaction to listen for predators (or prey).
Sarn have made dramatic advances in science, technology, and social organization, yet few if any in interstellar society have heard about them. Sarn prefer to work quietly behind the scenes, letting others grab the glory, while they observe, and, perhaps, secretly gloat.
Ecology
Sarn prefer worlds with low gravity so they can exercise their wings and soar through the skies. Sadly, many life-bearing worlds have stronger gravity than their pectoral muscles can resist.
Sarn intentionally limit their impact on the worlds they inhabit. Whether this stems from an ecological awareness or their tendency to rule with a light touch verging on a non-interference policy is for others to judge.
Culture
Sarn are naturally inquisitive creatures, but they prefer to observe quietly than to assert authority. Their administration of the worlds of their domain reflects this tendencies: some have no idea the Sarn are their effective overlords, and think of them as funny travelers and traders who just come to visit. Sarn only intervene if they perceive danger, and even then they will prefer subtle social engineering over overt displays of power.
Sarn above all love to explore and hate to administrate. Much of their society revolves around interacting with and observing other planets under the guise of mysterious strangers, loyal assistants, or Space Patrol conscripts. Agents of the Sarn have convinced primitive species that they come from an island far away, and that they merely wish to assist their people. Meanwhile, interstellar governments have decreed that the Sarn rule the planets they have infiltrated, causing them no end of trouble.
Sarn usually dress in a tunic open at the sides to allow their wings to pass through and some sort of loose trousers or leggings around their legs, keeping their feet either bare or “gloved” (not booted). Often they wear a utility harness from which they hang or pocket various useful items, to leave their wings and feet free for flight. Many also pierce their wings where the membrane meets their bodies, so as to cinch clothes and harnesses more snugly.
SARN (Nomad)
| Size | Stamina | Armor | Damage | Skills |
|---|---|---|---|---|
| Small | 16 | 0 | 1D+1D or weapon | Physique 3, Stealth 3, others depend on Role |
Talents/Abilities/Disabilities
- Climb (FTLN p 248)
- Enhanced Hearing (FTLN p 248)
- Glide (FTLN p 248) as long as Encumbrance is at or below 7.
- Fly (FTLN p 248) in low gravity or microgravity.
- Manipulators
- Disadvantage -1D with humanoid tools; no penalty for Sarn-designed tools
- Prehensile Feet
- Disadvantage -1D with ranged weapons
- Sapient
- Stealth (FTLN p 250)
Roles
| Role | C | K | So | T | V | Talent |
|---|---|---|---|---|---|---|
| Agent | 1 | 1 | 1 | 1 | 0 | Eidetic Memory |
| Captain | 1 | 1 | 1 | 0 | 1 | Inspiring |
| Diplomat | 0 | 1 | 2 | 0 | 1 | Charming |
| Engineer | 0 | 1 | 0 | 2 | 1 | Spacer |
| Merchant | 0 | 1 | 2 | 0 | 1 | Broker |
| Pilot | 1 | 0 | 0 | 1 | 2 | Ace Pilot |
| Scientist | 0 | 3 | 0 | 1 | 0 | Scholar (subject) |
| Soldier/Gunner | 2 | 0 | 0 | 1 | 1 | Blind Fighter |
| Star Patrol | 2 | 1 | 1 | 0 | 0 | Two-Fisted |
| Technician | 0 | 1 | 0 | 3 | 0 | Tech Specialist (field) |
Equipment:
- Agent/Diplomat/Merchant: Breather Mask (Sarn), Bulletproof Vest (Sarn; Protection 4), Medkit, OmniComm, OmniComp, Stealth Pistol (2D, 2 reloads), Utility Harness,
- Captain/Pilot: Advanced Spacesuit (Sarn, Protection 6), Gyrojet Pistol (2D+2, 2 reloads), Medkit, OmniComm, Utility Harness,
- Engineer/Scientist/Technician: Advanced Spacesuit (Sarn, Protection 6), Gyrojet Pistol (2D+2, 2 reloads), OmniComp, OmniTool (Sarn), Utility Harness,
- Soldier/Gunner: Advanced Spacesuit (Sarn, Protection 6), Blaster Rifle (4D+3 AV 2D), Medkit, OmniComm, Utility Harness,
- Star Patrol: Advanced Spacesuit (Sarn, Protection 6), Badge, Stunner (3D+1 stun), Medkit, OmniComm, Utility Harness,
SARN TECHNOLOGY (Nomad)
| Item | Cost (Cr) | Enc | Tech Age |
|---|---|---|---|
| Advanced Cyberwings | 30000 | - | Early Space |
| Jet Pack | 5000 | 3 | Early Interstellar |
| Utility Harness | 10 | 1 | Early Primitive |
Advanced Cyberwings
A Sarn’s natural wingspan only allows them to glide a short distance on planets with significant gravity. Cyberwings replace each wing with a light polymer membrane and extensible digits that increase the wingspan tremendously. The Sarn gains the ability to Fly1 under any circumstances, and a +1D Advantage in contests of speed with flying creatures. Damage from a wingstroke increases to 2D.
Jet Pack
A Jet Pack provides a Sarn with a much needed source of propulsion. Steering with their wings, the Sarn can Fly1 as long as the propulsion lasts (about a day). The apparatus is bulky, partly to shield the operator from the heat of the jets.
Utility Harness
The Utility Harness is a series of belts and straps that fits around a Sarn’s wings and against their body. It serves the same purpose as a utility belt, i.e. myriad loops, hooks, and pouches to stow gear while flying. Most Sarn have their wings pierced to cinch the harness that much tighter. Like a backpack, a Utility Harness does not count toward Encumbrance when worn, but the items hung off it do.