Passionate and scrappy, the ratlike Vermir are experts at getting both into and out of trouble. They let their love of technology, exploration, and adventure carry them throughout the galaxy.

Playing a Vermir

You likely
  • Talk fast and often. You see language as a constantly evolving art form, and you constantly pick up new slang and alien words.
  • Have seemingly boundless energy and enthusiasm, and rarely pass up a chance for some excitement.
  • Adore technology in all its forms and love taking devices apart to see how they work.
  • Are savvy and street-smart no matter where you are, and make both friends and enemies quickly.
Other Species Probably
  • See you as manic, loud, and impetuous.
  • Value your skills with technology but wish you reassembled. things as often as you took them apart.
  • Appreciate the fervor with which you defend your friends.
  • Underestimate you due to your size and childlike enthusiasm.

Basic Information

Biological Traits

Ranging from 90 to 120 centimeters tall, Vermir resemble humanoid rats who walk upright, complete with fur, long incisors, constantly twitching noses, and partially prehensile tails that help them keep their balance and maneuver in zero gravity.   Their small, dexterous hands are perfect for working on delicate electronics, and their keen noses often allow them to identify complex chemicals by smell. Male and female Vermir are difficult for other races to tell apart, as they have similar body types and favor similar fashions.

Additional Information

Social Structure

Vermir society is chaotic and freewheeling, and a typical warren is full of half-finished projects and multiple Vermir talking over each other. Regardless of their role in society, nearly all Vermir hold a deep and abiding love for technology and gadgets, whether it be an engineer’s love of taking machines apart or a soldier’s appreciation for her armor’s construction. While they traditionally take on roles and societal niches other species view as unpleasant, acting as junkers or squeezing through the innards of starships, this is due not to a lack of pride, but rather an abundance thereof— Vermir are so sure of their own worth that living in subpar conditions doesn’t shame them.   Larger species'’ tendency to underestimate or pick on Vermir has left them fiercely loyal to their friends and families—both Vermir and otherwise—and a Vermir presented with a gross injustice often feels the need to fling himself teeth-first at the problem, consequences be damned.

Geographic Origin and Distribution

While the term “Vermir” originates from Krysaron, where they have been a vibrant and respected culture for a long time, populations of ratfolk (as the species is sometimes called) existed on several worlds for millennia before spaceflight became common. Whether these different populations were examples of convergent evolution or they shared a common ancestor is anyone’s guess, but today  most of these cultures now identify as part of the overarching Vermir species. This is due partially to the wide variation in Vermir heredity, which makes ethnicity (and often even immediate family connections) almost impossible to determine by sight or genetics, but even more so to the fact that Vermir have done more than any other ratfolk group to demand and maintain the respect of larger races.

Civilization and Culture

Naming Traditions

Vermir names tend to be short, and even those given longer names inevitably shorten them for informal use. Nicknames are often as important to Vermir as their actual names, and they tend to give both other Vermir and their non-Vermir friends monikers that refer to their personality or physiology, such as “Snack,” “Sparks,” “Twitch,” “Boom-Boom,” or “Dirtbath.” While some Vermir take family names, many use the names of their ships or home settlements instead.   Some sample Vermir names include Bena, Coponisa, Cors, Goba, Ketch, Kib, Lolo, Niknik, Quig, Resk, Sim, and Twik.

Interspecies Relations and Assumptions

Friendly and talented, Vermir integrate easily into most civilized societies, sometimes in all-ratfolk neighborhoods and other times living side by side with alien cultures. The large size of Vermir families and their tendency to travel also means that a Vermir on one planet  is shockingly likely to have a cousin or other contact in just about any major settlement.   They appreciate humanity’s pluck and Siczik⁣' devotion to community, even if the latter are a little too calm for Vermir tastes. They identify with Synth⁣’ defiance in the face of prejudice, but they find Naratha⁣ too aloof and Yurian⁣ too obsessed with displaying dominance.   Regardless of others’ species, Vermir pride themselves on being quick judges of character, and members of many other species have been surprised to find a Vermir fighting on their behalf after no more than a conversation in a crowded bar. Quick to rile and quick to forgive, fond of laughing at misfortune (both their own and others’), Vermir can sometimes be exhausting, but they are rarely boring.
Galactic Population
~345 Mrd (6,9%)
up to 50 years
Average Height
~ 0,8 - 1,2 meter
Average Weight
~ 30 - 40 kg
Universe Population


Species Point Cost:

Attribute Ranges



Body Type
Small (+25% Lifestyle Cost)
Low-Light Vision
Basic, Gutterspeak


Cheek Pouches

Cost: 1 Point
Vermir can store up to 10cm³ of items weighing up to 1 weight point in total in their cheek pouches, and they can transfer a single object between hand and cheek as a free action. A vermir can disgorge the entire contents of his cheek pouch onto the ground in his square as a simple action (1 AP).

Natural Weapons

Cost: 1 Point
Vermir have sharp claws, that they can use in unarmed combat. A vermir's unarmed strikes deal Health damage instead of Strain. You lose this trait when you replace your hands, through e.g. Augmentations.

Escape Artist

Cost: 1 Point
Vermir are scrappy and nimble even when the odds are against them. You reduce the AP-Cost of the Escape and Evade Actions by 1. You also gain a +1 dice pool mod to your tests for both of these Actions.


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