Quiet and peaceful, the Fraal (pronounced “F-r-all”) appear calm and composed in even the most chaotic situations. Knowledge-seekers and intellectuals, Fraal are natural builders and scholars, forever working on creative or scientific endeavors, building or mending relationships (both personal and political), and adding to their pool of knowledge simply for the sake of learning.

The Fraal are gaunt humanoids with large eyes, pale, almost luminous skin, long spindly fingers, and tiny ears, swept back in such a manner that they resemble ear holes. Many have wisps of silver, white or pale yellow hair atop their large, round heads, and many cut this hair off.

Nickname: Their gray skin has led many Humans to call Fraal ‘Grays’.

Homeworld: The Fraal’s original homeworld is unknown; as far as they can tell, it must have been destroyed, or they left it is such a horrid mess that it would be unrecognizable now. In either case, the Fraal now longer call any world home, preferring to live on their city ships.

Nature: Pedagogue

Passion: Harmony

Frailty: Cowardice

Favored Attributes: Intelligence, Resolve, Composure. Fraal are incredibly smart, have astounding mental discipline, and are known to never show their emotions.

Poor Attributes: Physique, Stamina, Humor.

Size: Small (4)

Vision: Standard

Movement types and Speed Modifiers:

Natural Talents:

Static Abilities:

  • Mindlink: Fraal can forge a telepathic bond with anyone who is with 25 feet of you. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

Verve Ability:

  • Suggestion: You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

Fraal-Telepath, Little Grey Men-Harmony-Pedagogue

4 Int,2 Wis, Composure, Patience, Resolve -4 Phy, -2 Humor, -Passion (Smarter than most but little bodies aren’t that good)


30 foot speed

Bonus to Psychic Focus

Quick: +2 Initiative

Stubborn: +2 Concentration

Bonus to EP

Lesser Mindlink

Suggestion (costs EP)

One extra psychic talent

By now, fraal and humans should be as close as brothers. They’ve known one another for almost 400 years, and they colonized space together. In the 26th century, fraal can be found as members of every significant society. The truth is, though, that fraal are in many ways still the most alien sentients that humanity deals with. A full third of the fraal live almost completely apart from humans. They’re from an ancient culture, even if their history lies mostly forgotten, and the differences between human and fraal loom larger than those between many of humanity’s newer friends.

Legally, fraal enjoy the strongest protection under the law and suffer the least discrimination. As humanity shares the credit for the stardrive with the fraal, it’s pretty well accepted that the fraal should be given equal consideration in other matters as well. Indeed, the respect given to fraal borders on veneration in some parts; this is especially true of fraal who have experienced their 300th or 400th birthdays.

As for the fraal themselves, their culture has been deeply divided since before 2124. The younger generation of fraal, called Builders by humans, pushed hard for contact with humanity. The older, more conservative Wanderers had become entrenched in their opposition, by then millennia old. This division remains in place in the 26th century, not surprising given the fraal lifespan. The eldest fraal still remember the arguments. As the centuries have passed, the Wanderers’ numbers have declined as more and more of their city-driveships leave human space in search of their homeworld. Those left behind are primarily the Builders, whose numbers continue to mushroom.

This population shift is largely a result of choices the two cultures have made. The Wanderers prefer life aboard city- ships. These lonely voyaging craft can be found within all stellar nations, starfalling from one end of space to the other. For the most part, the dwellers of the city-ships avoid contact with the humans they pass by, and the humans extend the same courtesy. Human folklore considers these fraal truly mysterious, as they were in the days when unidentified objects wandered over the cities of Earth. But the nomadic life has never been explained. Maybe the wandering serves a purpose that even the fraal have forgotten, but for the fraal it’s the life they’re used to.

The younger generation, the Wanderers say, has become tainted by the humans they watched for so long. The Builders have left the city-ships behind. Instead, they live intermingled with humans, taking up human causes and concerns. Fully absorbed in human society, they share in human interests and culture. They fight in what many would call humanity’s wars, as the Galactic Wars demonstrated. They are in all ways active citizens of the stellar nations. They live in human-dominated cities and find employment side by side with humans.

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Star*Drive Frontiers EugeneGM