Cerebuloids, Greymen, Moonpeople, or as they call themselves, Memla (the children of the Moon), were once part of a huge monarchy on the Moon, but since Moonfall have been forced to live amongst the Humans planetside. They do their best to fit in among Humans (often taking part as magitechnicians or engineers), but still have an inborn feeling of entitlement and superiority.
As the oldest race currently on the planet, Cerebuloids will more often than not look down on the younger races that surround them, seeing them as children playing with things they do not quite understand. They tend to find a strange camaraderie with Humans, however; the young race has a tenacity that tends to intrigue (and often confuse) the careful mindset of the Cerebuloids.
Long ago, Cerebuloids worshiped the Moon that they lived on, but after Moonfall tend to not see religion as a viable way of life; after living through the cultural devastation caused by the death of their god, it seemed best for Cerebuloid culture to look to philosophy instead of religion for guidance.
Cerebuloid adventurers leave home out of a sense of frustration — they are born to strive for development, and the calm, stationary life of the civilian can be maddening to young Cerebuloids. Cerebuloids tend towards alchemists and wizards.
Cerebuloid Racial Traits
+2 Dexterity, +4 Intelligence, -2 Constitution: Cerebuloids are lithe and very smart, but tend to be physically frail.
Medium: Cerebuloids are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Cerebuloids have a base speed of 30 feet.
Fire Resistance: Cerebuloids have cold, clammy skin that grants them resist 5 fire.
Mental Core: Cerebuloids’ faintly glowing brains are clearly visible through their slightly see-through skin, and they are able to utilize this to their advantage. By focusing, Cerebuloids can create light centered on their head at will as a spell-like ability. When using this light, Cerebuloids gain a +2 circumstance bonus on Intimidate checks against Humans and on saving throws against becoming blinded or dazzled.
Shimmering Skin: Cerebuloids have incandescent skin that reflects and refracts light. This grants them a +2 racial bonus to AC against rays. In addition, once per day they can reflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.
Technological Expertise: Cerebuloids gain a +2 bonus on Use Magic Device checks, and a +1 bonus on Disable Device and Knowledge (engineering) checks. In addition, Cerebuloids are always considered proficient with any weapon they have personally crafted.
Languages: Cerebuloids begin play speaking Common and Cerebulus. Cerebuloids with high Intelligence scores can choose from the following: Aklo, Coppertongue, Lunar, Porhikoia, Terran, and Undercommon.
Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Armorer: Add +1/2 to the maximum number of energy points the armorer has per day.
Gunslinger: The gunslinger reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes (maximum reduction of 50 minutes).
Magus: The magus gains 1/6 of a new magus arcana.
Rogue: +1 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings
Summoner: Add +1 hit point to the summoner’s eidolon
Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Experimental Gunsmith (Gunslinger, Gnome)
Forgemaster (Cleric, Dwarf)
Inspiration Seeker: You left society, not in a huff or by force, but because you needed to look for something new. Whether it’s inspiration for new tech, a material to be used in something crafted, or just a new experience, you always keep your eyes open. You gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you.
Philosopher: You have spent your time studying philosophy instead of (or alongside) math, magic, or technology. This has strengthened your mind from all outside influences. You gain a +1 trait bonus on all Will saves.