"The thrusters weren't responding and we were losing speed. We had just come out of a jump after a successful battle against a Calamity Class comet and our damages sent us into a crash landing down a gravity well. Due to our engineer holding the ship together, we managed to touch down on a suspended planetoid in the proverbial eye of the storm. The impact with the ground shattered our main thrusters and damaged our sensor array. We were blind and downed but with no casualties or major injuries. Turns out seat belts do save lives.
The planet turned out to be home to a pre-industrial civilization of bipeds that we learned were called Vlokecians. With our translators half functioning, we had to learn the local language to get the help and resources we needed. During this time, we noticed several of the kids watching us and disappearing in the blink of an eye. In time, we learned the Vlokecians were genetically gifted with the ability to store and release massive amounts of kinetic energy through their bodies. The least of the abilities this granted them was bursts of superspeed. Once they felt comfortable showing off their speed, we got the ship fixed quickly. Hopefully, peaceful relations can be made with these kind people to help introduce them to the rest of the waiting galaxy."
Out of the way:
The Vlokecian homeworld is on the far side of its star system, held in a stationary orbit by a nearby gravity well. Being such a celestial hazard, it has long remained uncharted. Even to the natives, the planet holds many secrets yet undiscovered. Being a no spacefaring people, the Vlokecians who do venture off-world are treated as curious savages.
Age: The average Vlokecian can live to be 200
Height: The average Vlokecian can grow to about 5-8 feet.
Language: Your race speaks, reads, and writes common and the unique language of K'nican.
Vlokecian Traits:
Simple Folk - New to the rest of the universe, the Vlokecians are unfamiliar with advanced technology and generally regard it as magic. It takes twice as long to earn skill points in programming and piloting checks.
Furiously Fast - Vlokecians have the ability to dash as a free action, effectively giving them a movement speed of 12. As an action, instead of dashing, you can take the sprint action to again double your speed. While sprinting, you can move across gaps up to 2 squares wide without effort. Also sprinting allows you to run along walls as if they were a narrow ledge.
Steel Flowers - While many races are wary of outsiders, Vlokecians are hospitable to a fault. Not to be confused with being soft-minded, Vlokecians simply have sharp wits but kind hearts. You have the expertise, "Everyone's Friend".
Expertise:
Everyone's Friend - While most can find housing and hospitality from their own rank and station, you give gladly to any who ask of it. This natural aura of goodwill works in reverse as those who you ask for favors are more inclined to help you. When being persuaded to help you roll with an auto-fail die. Inversely, when persuading someone for a favor or lodging you roll with an auto-success die.
Cultural Paths:
Many Vlokecian commits themselves upon reaching adulthood to a "path" that becomes their mantra and personal code. Four recognized paths include the following:
The Shepherds - The weather on the Vlokecian homeworld is maintained by corralling the elementally aligned fauna. Shepherding these beasts requires unbelievable coordination and watchfulness. You gain a hereditary +1 to Environmental Survival and do not trigger reactionary strikes when passing through an enemy's reach due to your lightning-fast reflexes.
Minutemen - Those who respond to calls for help must be prepared within mere moments, and you are no exception. From years of practice, you have the ability to don and doff any armor as an action. You can likewise use this ability to help another willing creature into or out of their armor as an action. Unwilling creatures may make a contested Finesse check to stop you in your tracks.
Vanished Ones - The legendary peacekeepers of the "Path of the Vanished Ones" protect the known world from evils thought to be birthed in secret. You gain a +1 to stealth and as an action, you may sacrifice your movement phase to accelerate the kinetic energy in your body to become completely invisible and intangible. While Vanished in this way, you can not be seen or touched by material objects, though incorporeal means of detection and interaction can still have an effect.
Travelers - One of the most revered paths among the Vlokecians is the Path of the Traveler, those that take it are said to be the chosen of Destiny herself. You gain a +1 to Arcanting at birth in addition to gaining the unique ability to "Realm Leap". Running between realms requires complete focus and dedication. The process involves two rounds, both must consist of a channeled Arcanting check and a full sprint. On the second successful round, as you start to break through, attacks made against you are made with no bonus dice. (If running to one of the six outer realms, the difficulty of the checks is Tough. If running to a prime realm, the difficulty is Challenging. If returning to the central realm, the difficulty is Average.)