Races Among the Stars 12: Brakim
First impressions are very important, and they can very much color your interpretations of things, and I say that because after seeing the official art of today’s subject, I can’t help but interpret them as Ernest P. Worrel (a “dumb chatty hick” character predating Larry the Cable Guy) meets the Vreedle Family from Ben 10 with reshapable tentacle limbs. Seriously, google image search “starfinder brakim” and tell me that isn’t what it is.
That aside, the brakim are another species native to the region of space controlled by the Azlanti Star Empire, and at one point were probably the best equipped to actually fight back against them… if it wasn’t for the fact that they had already nuked themselves back into the stone age prior to that, reduced to a hunter-gatherer civilization salvaging what tech they could from the ruins of their prior technological heights.
Most brakim remain on their ruined world of Bortan II, but those seeking to leave the brutal life of scavenging and fighting over resources often hire on as engineers aboard starships leaving the planet, a task they excel at due to jury-rigging and salvaging being a key survival skill on the planet. However, they often struggle to make friends due to being slow to trust as another survival skill.
Indeed, brakin thrive when working, being an industrious people with an knack for technology, viewing it as much more reliable than magic in most cases.
From a distance, brakim could be mistaken for humans, but the illusion breaks down as one gets closer. While they possess two arms and two legs like a human, mostly hairless skin with scalps of hair on their heads, the similarities break down quickly, for their eyes are bulbous and blood red with no discernable sclera or pupil, their mouths are wide with too many teeth, and their limbs are more akin to highly specialized tentacles with fingers and toes than they are skeletal limbs, and their skin is decorated with splotches of color akin to what some species of octopi exhibit while at rest. The result is a gangly appearance similar to if a cephalopod evolved to mimic humanity albeit imperfectly.
However, despite their residence firmly in the uncanny valley, brakim physiology is fascinating, for their limbs are quite malleable, capable of being reshaped with conscious effort, allowing them to stretch their arms or legs for reach or added height, or even convert all four limbs into legs or into arms for added overland speed or a literal all hands-on task respectively. I imagine that their spines are similarly flexible, no doubt giving them a fluid, almost rubber-hose cartoon movement. They lack an internal skeleton, so I imagine that what passes for bones are made from a pliable cartilage supported by banded muscle that can be bent easily, or reinforced for rigidity when they need to bear weight.
Like cephalopods, they even regenerate lost limbs when needed, and most consider the loss of a limb as a minor cost for staying alive.
Despite their often brusque attitudes, brakim are nothing if not adaptable and can develop strong bonds of trust with those that prove honest and reliable. They like things simple and practical, in the same way they prefer engineering to computing and magic, and so have a hard time trusting those that overcomplicate their lives and those of others.
Brakim are dexterous and tough, but their difficulty trusting others inhibits them socially.
Living in wastelands salvaging what they can means that all brakim have a base understanding of how machines are put together.
Their most iconic ability is the malleability of their limbs. They can modify the length to reach far or grow in height, though doing so makes those limbs awkward and clumsy, or convert their arms into legs or legs into arms to gain increased speed at the cost of grasping limbs, or becoming nearly immobile to have more hands to handle and use equipment. Additionally, they can detach a limb that is grabbed or trapped, regrowing them in a few hours. Overall, this flexibility also makes them excellent climbers and swimmers as well.
The radioactive landscape of their homeworld has also toughened them, making them resistant to radiation and able to better scrounge for supplies and survive on less food and water for longer.
With their toughness and flexibility, brakim make for good tanky characters, favoring the likes of vanguard, soldier, evolutionist, and nanocyte. Their love of engineering also makes them natural mechanics, possibly making technomancer their most common spellcasting class as well. Skilled and cunning operatives are also a good option. Their weakness with charisma makes envoy and solarian slightly difficult, but not insurmountable. Meanwhile, culturally they may tend to avoid spellcasting classes, but there’s nothing stopping you from using any of them, possibly favoring precogs and technomancers. The adaptability of brakims means they have options for fast motion, added reach, and additional hands to wield equipment and weapons, and they can do this without spending any sort of action, so adapt and change constantly with the needs of the battlefield and the scenario.
That will do for today, tomorrow’s entry comes with some baggage, but it’s worth considering.















