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Post by Sir Not Appearing on Forum on Apr 21, 2012 13:00:19 GMT -5
Contains all Power Cylinder races.
If you have a race idea then please send it to me in a PM and after reviewing it I will submit it to this thread for player use.
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Post by Sir Not Appearing on Forum on Apr 21, 2012 13:04:14 GMT -5
The Makemono
In ancient times there was the concept of a dark dimension where evil souls would transition to upon death. This place was dark and vile, an unholy place where constant pain and suffering was an everyday way of life and occurrence for those who resided there. It was in this place that evil beings ruled over the souls of the fallen. These evil beings, which had incredible powers over death and destruction were known as Demons.
Due to a rift that was opened between worlds Demons were sometimes able to cross over into the mortal dimension and in some cases forced themselves upon female members of other races. The offspring of this unfortunate union were half-demons. Although they themselves were not evil because of their non-demon half these individuals were judged and condemned for their lineage and were sometimes killed for what they were. While few in numbers those that managed to survive managed to go unnoticed and eventually became a small percentage of the world population.
In the future the genetic line of these half bred people has been watered down quite a bit and very little of their demonic genes remain. What does remain, however, gives them interesting abilities and powers that members of other races still do not have. These lower forms of half-demons are known as Makemono and have chosen to follow their ancient code of silence in order to protect their identities so that others will not judge them for their past. While Makemono are their own race they still appear to be members of the race they share from their ancestry. Some demonic aspects are still evident, such as red glowing eyes or similar features, although since religion is considered more mythology then fact in this time period these traits are usually considered to just be strange physical mutations rather than racial physical aspects. They keep their existence a secret now more to protect them from radical religious zealots such as the space marines and the inquisition and because it has become a tradition against their numbers to do so.
Racial Abilities
Demonic Aspect: A Makemono has 1D4-2 physical traits they have gained from their watered down demonic blood. This can take on a large number of forms and the player creating the character can choose what these forms are as long as the GM accepts them as being valid. Hunted: Makemono are constantly hunted by the DC (Divine Crusaders) and members of that particular Human sub-race have hatred for them automatically.
Sense Evil Energy: Makemono have an inert ability to sense and detect evil energies and desires within others. This gives them a +1D6 to Perception rolls when noticing bad intentions and evil intent both emotional and racial. This sense has a range equal to the character’s Charisma score in yards.
Vulnerable to White Energy: Even though they themselves are potentially not evil a Makemono unfortunately still contains demonic genes and so takes damage from white magical spells and symbols rather than gaining health from them. Instead of regaining lost health a Makemono takes damage equal to what a white spell or symbol would normally heal on another character.
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Post by Sir Not Appearing on Forum on Apr 22, 2012 11:15:42 GMT -5
Stunts
Stunts are a strange, short combination of Dwarves, Goblins and Kib. While Dwarves and Goblins have never gotten along in the past and the Kib are known to be dirty and untrustworthy to other races it would seem unlikely that these races would interbreed. These three races had originally gone extinct throughout the ages and a few curious scientists were interested in finding a way to revive them for various reasons.
Out of some bizarre consequence of scientific study they were able to bring back the genetic codes of these lost races, but they were only able to do so by combining them together into a new race of their own. This was due mainly because individual genetic codes from each were far to decayed to get anything useable, but adding them together managed to create full lines of DNA.
Stunts have the squat, muscular builds and large beards of dwarves. They have the green mottled skin, pointed teeth and red glowing eyes that the goblin race once had. Last but not least they are covered from head to toe with coarse, rat-like fur and a strange tendency to be obsessively attracted to shiny objects. Stunts make amazing engineers, have a tendency to make amazing inventions and strive to amazing ends to reach goals no matter how vain they may seem, but have a vast craving for material goods and metallic objects.
Because of their greed Stunts are normally found in the less savory of places in Cluster 72 such as the Outer Rim planets. They are common sights in prisons, among raiding parties and are usually members of space pirate groups.
Racial Abilities
Short: Stunts are short beings and so get a bonus against large enemies.
Obsessed: With shiny, metallic objects of all kinds.
Natural Engineers: Stunts receive a +25% bonus to all crafting rolls.
Night Vision: Stunts can see perfectly in the dark.
Vulnerable to Fire: Stunts are hairy and are actually quite oily and so set on fire easily. They take double damage from fire.
Claws/Fangs: Stunts have +2 natural claws and fangs they can use as weapons.
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Post by Sir Not Appearing on Forum on Apr 22, 2012 11:17:25 GMT -5
Fey
The Fey are the fairy folk of old, but modified heavily in order to be able to survive in an environment where their small size and weak physical bodies would only cause them hardship. Fey, since they are extremely potent in the use of magical energies, are sought after by the many corporations of Cluster 72. They are hired on as mercenaries and assassins, spies and saboteurs because of their latent abilities in controlling all forms of magical ether. Although powerful, Fey are obsessed with modifying their own physical forms, considering themselves inferior to other races due to their extremely small size and fragile frames. It is not unusual for a Fey to spend incredible amounts of money to retrofit themselves with any number of body modifications. Common augmentations include replacing their limbs with stronger, more durable metallic ones, linking their minds to customized android robots known as Dolls, or having mechanisms enchanted and permanently applied to their native bodies to give them a possible upper hand against members of other races. Fey are arrogant and loud mouthed, and are considered by most other races to be annoying and irritating to be around. They talk a big game to try and make themselves seem more menacing in order to hide their shortcomings from others.
Racial Abilities
Flight: Either by physical wings or by harnessing magical energies.
Natural Magic Users: Fey are given automatic access to all spell lists in the game allowed by the GM. They must pay an additional 2,000 EXP for each spell they purchase, however.
Tiny: Fey are extremely small so they receive the bonus small creatures gain against bigger ones. They also suffer a -1D4 penalty to Strength and Stamina on character creation as a result.
Self-Centered: Fey are extremely selfish and will do just about anything to stay ahead of a member of any other race no matter what is at stake to reach their goal.
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Post by Sir Not Appearing on Forum on Apr 22, 2012 11:18:37 GMT -5
A-Men
The A-Men were experimental beings created in labs a few hundred years ago in an attempt to better the Human race by increasing their natural abilities. The idea was to fuse the genetic code of a human soldier with that of a select non-sentient animal so that the human subject would be able to benefit from any natural abilities the animal may have had. The original plan was to use this technology to create super soldiers who could be specialized for certain missions, such as underwater espionage and the like. Before it was able to be used by the corporation military powers several humanitarian groups captured several of the experimental subjects and went public with them, forcing the corporations involved to cease production and testing and also forcing them to release their subjects, who later went into a protective state.
Since they were half human already the A-Men were able to intermingle and breed with normal humans. This allowed them to spread their genetic material and all of a sudden the A-Men began to increase their numbers.
A-Men take on physical traits of whatever animal DNA they were spliced with, although some have more dominant genes in this manner than others do. There are rare occasions where the animal DNA is so strong that the A-Man in question actually fully looks like the animal they had been spliced with. This leads to strange occurrences were the individual appears completely like, say, a Kodiak bear but is able to always walk upright, can speak normally as a person, and has opposable thumbs so that they can use and operate tools. A-Men are still uncommon but can be seen integrated with societies all throughout Cluster 72. Due to racial profiling and un-acceptance in the core systems most A-Men can be found in the Outer Rim areas.
Racial Abilities
Animal Affinity: The player chooses a particular type of animal and then rolls percentage dice. For every 25% rolled on the dice the character receives one obvious animal trait from the animal chosen. If the player rolls higher than 75% on the percentage dice then the character takes on almost complete animal appearance based on the animal chosen but is still able to function as a humanoid. If the player rolls 100% then the character is so animal-like that they are completely the animal chosen but are still able to speak.
Size: The character has height and weight characteristics based on the animal type chosen, which will then replace this ability depending on what the animal is. For example, small animals such as rabbits, frogs or something similar would receive “small” as an ability while larger animals such as bears, elephants or other types would receive “large”. Human sized animals are normal sized and this ability would simply be erased.
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Post by Sir Not Appearing on Forum on Apr 22, 2012 11:19:53 GMT -5
Tellinii
The Tellinii evolved from the ancient parasitic race known as The Host. The Host were an extremely adaptable race of magical insect beings who had the ability to assimilate other beings etherical energy and combine their genetic code with their victims. This led to bizarre mutated creatures that could only multiply by harvesting and taking over other races. Since they were so dangerous the many other races on the world they shared wanted to eliminate them. As their numbers began to dwindle due to extermination The Host found it necessary to hide themselves. The end result of this evolutionary track was the Tellinii.
Tellinii look like small, three inch long grubs with a protective exoskeleton covering their worm-like bodies. They have a very advanced brain and are capable of extensive problem solving and learning. While they are extremely intelligent the Tellinii are weak and helpless physically and so they must take over the living bodies of other races in order to survive. When a Tellinii locates a desired host they will find a way to insert themselves into the targets body and then they will use their powerful tentacles to link themselves with the brain stem of their victim. The host totally loses control of their body and their mind is absorbed into the Tellinii. The Tellinii can then move the body around as though it were driving a vehicle.
Tellinii are social creatures and enjoy integrating themselves into other cultures. They are normally very manipulative and self-centered beings and will do anything in order to receive personal gain. Their main agenda and reason for being is to spread their genetic code throughout the Universe. A Tellinii reproduces in this way by laying eggs into the host body’s back area where they will hatch and burst forth within five years time.
Sometimes a Tellinii will actually play the role of a hero and perform selfless acts. These seemingly good natured Tellinii may just be acting on the inherited memories and emotions of their host body.
Racial Abilities
Puppet Master: A Tellinii character itself may only roll for their Intelligence, Luck and Charisma statistics. All other statistics for their true form are automatically set at a rating of one and cannot increase. When the character enters a host body they automatically gain physical statistic scores equal to those of the host body. Two character sheets may be needed to keep a record of this.
Body Switch: If a Tellinii needs to move to another host body they may choose to do such only to unconscious or subdued targets as a conscious and alert target can easily overpower them. When trying to link up with another host the Tellinii character will need to beat the target in an Intelligence roll. If the roll is successful then the Tellinii has a new host body and edits their character sheet as needed. If the roll fails then the mental interface is not successful and the Tellinii dies during the process. A Tellinii may only attempt to do this once every ten days.
Survival: A Tellinii can survive the death of its host body. If the host body reaches -10 hit points then there is a 50% chance that the Tellinii survives the death of the host body’s brain. If the Tellinii survives then it has approximately 1D4-2 turns of combat to locate and take over another host body. If the Tellinii fails the 50% roll then the character dies alongside the host body.
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Post by Sir Not Appearing on Forum on Apr 22, 2012 11:21:25 GMT -5
Androids
Androids are one hundred percent artificial life forms that were originally created as a means to perform dangerous duties that biological beings were too scared to perform. An android can be constructed to look like just about anything and can come in a variety of different sizes and colors, as well as being built from a seemingly never ending number of materials.
An android can only perform functions that it was programmed to do, making them as mindless and emotionless as their owner desires or as complicated, emotional and intelligent as any other living being. The more money someone is willing to put into an android the more life-like it will seem.
Since they are so diverse there are many people in Cluster 72 that spend most of their income on designing and creating their ideal companions. These people, usually rich businessmen and women who do not have the time to go out and form bonds and relationships with flesh and blood individuals, will spend huge portions of their fortunes to literally construct a life partner or friend to share their lives with.
Sometimes a free thinking, expensive android will outlive their owners or will be discarded for one reason or another. These androids roam Cluster 72 and seek out a purpose and meaning to their existence.
Racial Abilities
Upgradeable: An android character can purchase statistic increases as well as modifications to their physical bodies by spending vast amounts of money when visiting engineers throughout the galaxy. A basic upgrade fee would be somewhere between 5,000-10,000 credits per increase in statistic point, while a body modification is based solely on what is wanted. These prices are prone to change at any moment, however.
Durable: An android has a durable body and so receives armor saves of 5+ to all locations on their body. If struck and the armor manages to save they will still take 25% of the damage to their hit points.
Repairs: Android are artificial and so their bodies cannot heal by themselves. They require maintenance and repairs to replenish lost hit points. This can be performed by characters that have the robotics and engineering skills, as well as the right materials and tools for the job.
Emotions: An android character may choose to not have any noticeable emotions. This means that they can choose to not have any listed personality traits and always have an uncaring attitude towards all other characters. The character also has the unique ability to purchase additional programs that allow them to change, remove or add additional personality traits and emotion levels to their character sheet. When altering the emotion level for a single character the android character may only increase the emotions that they themselves feel for another character, not what the emotion level is for the target towards the android.
Respiration Free: An android does not require oxygen and can survive in space, under water and in other areas where breathing would be impossible.
Computer Controlled: An android functions on an internal computer system and so it can be targeted by anything that can target a computer.
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Post by Sir Not Appearing on Forum on Apr 22, 2012 11:22:56 GMT -5
The Vis
The Vis are Cluster 72’s version of the mythological beings known as vampires. These creatures do not feed on the blood others like the vampires of ages past, but instead drain the life essence of their victims and convert it into an age-defying energy that the Vis use to keep themselves young and alive. Vis cannot reproduce by themselves and may indeed have originated as a sort of artificial race by an ancient civilization from eons past. These beings are very few in number and can technically live forever as long as they continue to reenergize themselves by draining more and more life energy.
In their true form a Vis looks like a strange bat-like creature roughly the size of a large human, with wire-like hair, humanoid appendages that can wield and work tools, and devastating claws and fangs. They have wings but can only use them to glide as they were never intended to be used for long periods of flights. The Vis can revert to this form as they desire, but find it hard to control their ferocious nature and tendencies when in it, so they prefer to take on other forms instead.
A Vis takes on a form that they subconsciously choose at birth, and this remains their secondary form they can take when not in their naturally form. This more appealing form is usually in the shape of an attractive humanoid of some sort which the Vis use to help attract members of other races and of the opposite sex so that they can get them into a position where they can devour their essence.
Vis are notorious for being rather evil, both racially and by choice. It is in their nature to devour and destroy members of all other races in order to continue to survive, and a Vis has absolutely no problem with using others as tools in order to feed on someone. A Vis will do just about anything to feed, and must do so at least once per day in order to have the energy to continue to function. While they are normally solitary creatures, the Vis have been forced over the years to keep in their company a variety of hirelings and servants, either by choice or by seduction from the Vis, to protect them from the Divine Crusaders and their Inquisition as the DC has listed them as a particular race that needs to be eradicated.
Racial Abilities
Natural Form: The Vis can revert to their natural state as a free action. When this occurs they sprout wings, giving them the ability to glide. Their Strength, Dexterity and Stamina increase by 25%. Their Intelligence and Charisma decrease by 25% and the Vis in this form can no longer discern friend from foe. The Vis also receives +5 Fangs/Claws they can use as weapons. In order to transform back into their secondary form the Vis must make a 50% Charisma roll. This roll can be made as an action during their turn.
Life Drain: A Vis needs to perform this ability at least once per day or will suffer massive penalties. In order to use this ability the Vis must have access to an unconscious individual and must declare they are draining their life force. This action requires an Intelligence roll that must beat the target’s Stamina total to succeed. If the Vis fails to use this ability on a target they will suffer a penalty of 50% to all of their physical stats for the first day, for the second day they will suffer an additional 25% decrease and on the third day they will die and transform into dust.
Detect Life: A Vis can detect all forms of life and can pinpoint what sorts of life forms they are. The range of this detection is their Intelligence score converted into feet.
Standing Hypnosis: A Vis can choose to try and charm a member of the opposite sex. In order to do this the Vis must not be in combat and must be able to look the target in the eye for a decent length of time. The Vis then makes a Charisma roll against the target with a +10% bonus and if the Vis succeeds then the target enters a trance-like state for a period of time equal to the Charisma total of the Vis in minutes.
Naturally Evil: The Vis are instinctively vile and see all other forms of life as food sources. A Vis character must always be evil as they are literally not capable of feeling compassion or love for others.
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Post by Sir Not Appearing on Forum on Apr 22, 2012 11:24:17 GMT -5
Gorgonites
The gorgonites are a truly alien race. They were originally spotted by deep space colonists. These creatures thrive in the vacuum of space. It is a mystery of science. The creatures are able to breathe in any environment. They have wings that are emit solar winds and allow them to move through space at impressive speeds. They are able to navigate through space with some kind of ethirical perception of the universe. They have gray, metal looking skin. This is a tough skin that provides them with a large amount of protection. They have large claws on their feet and on their hands. However, It is assumed that they don't have to eat for sustenance, only for pleasure.
The gorgonites are extremely rare. They have only been spotted on the outer reaches of the "Cluster 72". They were originally thought of as a feral race with only minor instincts. Because of their strange ability to survive in space without a ship, they were originally hunted by the Divine Crusaders and the Corporations. Eventually it was discovered that these creatures were sentient. More than that, they were extremely intelligent. A small amount of the gorgonites have joined some of the outer rim civilizations. They generally avoid the divine crusaders and the corporations for fear of the possibility they are hunted.
It has yet to be discovered where the gorgonites actually come from. It is assumed they have a homeworld somewhere beyond the "Cluster 72". The ones who have chosen to communicate with the other races, have refused to talk of any such place. Gorgonites are extremely interested in the different technology in the Cluster 72. The large claws prevent them from using traditional human size weapons. They have become very skilled at using computers and other technology.
Racial Abilities
Survival: Gorgonites have the ability to survive in any environment. This includes under water, space, even gas giants.
Claws: Gorgonites claws are extremely sharp. They count as +10 weapons.
Armored Skin: Gorgonites have amored skin. It is actually tougher than some metals. This allows them to travel through space at great speeds without worry. This provides them a +4 as.
Space flight: Gorgonites wings give off a solar wind effect. Allowing them to travel as fast as some of the slower space ships. While in the atmosphere of a planet, the wings provide normal flight.
Immortal: No one is sure, but it is believed that gorgonites are immortal due to the fact they have traveled massive distances in space to get from wherever their homeworld is.
Large hands: Gorgonites hands have three fingers with large claws on them. This means they cannot use any normal rifles or other hand held guns. They have developed an ability to type on keyboards.
Fear: They don't seem to be afraid of other races, but they are afraid of the divine crusaders, and to a lesser extent all of the corporations.
Intelligence: The Gorgonites have proven themselves extremely intelligent. They get a bonus of 2d6 to their intelligence upon character creation.
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Post by Sir Not Appearing on Forum on Apr 22, 2012 14:57:09 GMT -5
Divine Crusaders
Also known as the DC, the Divine Crusaders are a sub racial group of Human-kind that has made outer space their permanent homes and who focus mainly on religious insight and the judgment of other races and individuals throughout Cluster 72.
The crusaders live in extremely large space vessels known as “Monasteries” where they live relatively isolated lives of devotion to their chosen deity. The DC are the most religious race in Cluster 72 and are for the most part the only race that still has any real major focus on religion. There are six Monastery ships in Cluster 72, each one following their own religion and for the most part viewing each other in negative ways. They are feared throughout the galaxy as fanatical followers of their chosen faiths and their tendency to commit acts of violence against those that do not decide to agree with their extremist views. While some of them follow strict rules of peace and acceptance they often times tend to only follow these rules within their own ranks and see everyone else in Cluster 72 as being a sort of epidemic that needs to be cleansed.
The DC contains three castes within each Monastery. There are the Brothers and Sisters of their order, which contain the dedicated priests and scholars of the faith and who refuse to take physical military action against others, although they still hold judgmental views on them. There are the Space Marines, biologically enhanced super soldiers who are used by the Monasteries as means of personal defense and also as a way to intimidate outsiders. The last caste of the DC is the Inquisitors who represent the most zealous of their race and also the least populace. The Inquisitors have taken on the political and governmental rolls of the Divine Crusaders and are responsible for making most of their decisions.
Racial Abilities
Proficiency: DC characters receive a +25% success bonus to a chosen type of weapon.
Fanatical: Members of the DC view all other races, religions besides their own, and anti-religious behavior to be vile and will refuse to deal with these things in a civil manner.
Super Soldier (Space Marines Only): The Space Marines of the DC are powerful warriors and have been physically enhanced for personal combat situations. At character creation a Space Marine is allowed to increase all physical statistics (Strength, Dexterity and Stamina) by 25% from anything originally rolled before more EXP is spent on them. They are also given the ability to re-roll a single failed Strength, Dexterity or Stamina roll once per game session.
Feared: Since they pass violent judgment other pretty much everyone else in Cluster 72 members of the DC are feared throughout the galaxy and few others are willing to trust them. This gives them the combat option of “Fear” when fighting other raced characters but also gives them a -50% penalty to all Charisma rolls besides Intimidate to those same types of characters outside of combat situations.
Ordained (Brothers/Sisters Only): These types of characters are automatically given Priest class specialty even if they have chosen jobs that are not considered such.
Zealous (Inquisitors Only): This ability gives the character a +10% success dice bonus against all other races and characters with an opposing religion during combat situations. This ability also increases the penalty effects of the Feared racial ability by +25%.
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Post by Sir Not Appearing on Forum on Apr 22, 2012 21:06:49 GMT -5
Outlanders
Outlanders are a collective name for the many different social groups found in the scattered forty three planets located in the Outer territories of Cluster 72. These planets are regarded as being the poorest within the Cluster as they are the farthest away from any of the main corporate worlds and so have the least amount of access to trade and technology.
Outlanders are Humans, or contain more uncommon races that for all intents and purposes count as being Human beings (such as the very short Midkins or the extremely tall and giant-like Hiborians). Since they are a very poor race due to their living conditions in deep space many of them are forced to a life of crime and debauchery, with a large percentage of them becoming space pirates, raiders, slave traders or members of crime syndicates dealing in drugs and illegal black market trades.
The other two Human races; the Divine Crusaders and the corporate Hegemony, try their best to simply ignore the existence of these individuals. The DC often go on purification crusades against Outlander owned worlds in an attempt to cleanse the Cluster of their kind, while the Hegemony considers them a thorn in their sides since their trading routes are commonly attacked by space pirates.
Since they do not have a close relationship with their cousins Outlanders tend to have a very good relationship with the other alien races in Cluster 72, mainly because these races are being oppressed and treated poorly by the DC and Hegemony just as badly.
Racial Abilities
Alien Relations: Outlanders are well like Humans among the other races of the Cluster and so receive a +25% bonus to Charisma rolls when dealing with such creatures. They are also treated as friends and with respect on alien worlds who know of their existence or of their classification.
Proficiency: Outlanders receive a +25% bonus when using a specified type of weapon in combat, although these weapons cannot be forms of advanced technology as Outlanders seldom come into contact with such weaponry for long periods of time.
Infamous: Outlanders are considered criminals by other Human races and so are profiled constantly and distrusted by members of the DC and the Hegemony.
Poor: Outlanders receive 50% less money given to them by chosen jobs.
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Post by Sir Not Appearing on Forum on Apr 22, 2012 21:16:52 GMT -5
Hegemony
The Hegemony owns the majority of wealth within Cluster 72 because they own and operate the vast majority of corporations that control the production of goods and services in the galaxy. They live on the most advanced worlds which lie in the center of the Cluster and have access to the highest levels of technology as a result.
Hegemony members are Human beings, but are so arrogant that they consider themselves almost living Gods. They are filthy rich and selfish people, and have little to no use for things like religion since they see faith as a form of control and in their own minds they should always be in total control of their destinies based on how much property and money they own.
The other Human races dislike or outright hate the Hegemony and rightly so; the Outlanders are constantly being arrested and put to death by them and are forced into a state of poverty because the Hegemony detest them, and the DC see them as godless heretics.
Alien races distrust the Hegemony because of their racist outlooks and views, but see them sometimes as a necessity since in order to make any sort of living in Cluster 72 you need to work for them in one way or another.
Racial Abilities
Very Wealthy: Hegemony characters receive twenty times the money generated from each of their chosen jobs and have a 50% chance of having other investments stored somewhere else equal to 1D10 times the amount generated.
Charismatic: Hegemony characters receive a +25% bonus to Charisma rolls used in persuasion, bargaining or other such forms. This does not count towards crafting rolls.
God Complex: Hegemony characters see themselves as deities and have no use for religion. A Hegemony character cannot follow a form of religion as a result of this and other races look down upon them because of this extreme form of arrogance.
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Post by Sir Not Appearing on Forum on Apr 23, 2012 9:14:50 GMT -5
The Eldran
The Eldran are an ancient race who has been able to travel the stars for thousands of years. Rather than try and control everything like the Hegemony does the Eldran have chosen to be very strict on their advancement and have officially stopped themselves from becoming too advanced due to the corruption that goes along with it.
A long time ago the Eldran were known by another name and contained many different sub species and ethnic groups. They were said to have been given immortality as a gift from the Gods, but misused this gift and so were cursed with complete amnesia; a terrible set back that occurred like clockwork every two hundred years of the individuals life. In order to try and solve this issue with themselves, the ancient Eldran attempted to use science to remove this curse. The plan inevitably failed them and the Eldran still were unable to keep their memories, adding in a new, more deadly issue to their race; they could no longer reproduce. As time went by more and more Eldran died from unnatural means until, thousands of years later, only a fraction of once was still exists.
Since technology was partially responsible for their second plight, the Eldran have decided to live the lives of traditionalists; that is individuals who try and preserve and live as their ancestors once did. While they travel the stars in powerful vessels the Eldran use much more archaic and primitive tools. They dress in hand-made fabrics such as surcoats and cloaks. Their guards wield dazzling swords and other primitive weapons using the same procedures that their ancestors once did. Even though their starships are hundreds of years more advanced than those that most of the Hegemony use they refuse to repair them or to fit them with weapons capable of use within space, so the Eldran are forced to perform all combat via boarding actions.
Since they are the way that they are the Eldran are very weary of other races. They try and isolate themselves from all other races in an attempt to outlast them since there are so few of them left in the galaxy. They will on some occasions speak with or make quick dealings with members of other races, but only to those that have proven themselves to be trustworthy.
There are two types of Eldran; the Langoshan and the Endoshan. The Langoshan are the noble class and rule over the other group with an iron fist. They are notoriously lazy and do little for themselves since they are hereditary leaders and are born into their rank. The Endoshan are the more numerous of the Eldran and make up the guards, artisans and other members of the race who serve under the Langoshan.
Racial Abilities
Immortality: Eldran can live forever but can still be killed in combat. They are immune to disease and will stop physically aging when they reach their mid-twenties.
Memory Loss: Eldran will lose their memories and must begin their lives over again in a manner of speaking every two hundred years of their lives. Sterile: Eldran are sterile and cannot reproduce whatsoever. Fear: Eldran are relatively scared of other races, although when necessary they will make dealings with them.
Traditionalists: Eldran follow old traditions and have kept knowledge of ancient skills. An Eldran character is allowed to purchase and use all skills mentioned in Gaia Saga manuals of all types and can use all jobs and all spell schools unless otherwise noted.
Noble Class (Langoshan): The character is highly regarded and respected in Eldran society, and any member of the Endoshan must do as they say exactly by oath. The character receives 1D6 times their normal amount of money based on job selection, but is unable to choose any jobs outside of the Rogue or Magic User classes.
Worker Class (Endoshan): The character must by oath follow all orders issued to them by a member of the Langoshan regardless of what it might be. When wielding archaic weaponry or using archaic tools the character receives a +25% to the roll. This bonus includes craft rolls and identification rolls on archaic and ancient forms of technology.
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Post by Sir Not Appearing on Forum on Apr 24, 2012 8:30:25 GMT -5
The Proto-Gnomes
The Proto-Gnomes are not in themselves a race but are more like a specially selected club or brotherhood of multiple individuals who all join because they share a common interest. Strangely enough, this interest they all have in common is that they have shrugged off their original biological bodies and have chosen to present themselves as robotic husks.
A Proto-Gnome can best be described as a mobile sarcophagus or coffin; a heavy metal shell that encases the mummified remains of the operator inside. While the operator of the machine is not completely dead, their physical bodies are so frail and powerless that they might as well be. The main idea for the Proto-Gnome is that they simply need to preserve their consciousness in order to successfully reach immortality, and by placing their own consciousness within a metallic shell they succeed in doing this. Another reason that some individuals decide to become Proto-Gnomes is to escape ridicule and their past from normal society, since transforming into one of these beings is pretty much the same as choosing to die or to be exiled from what they once were.
The outer casing of a Proto-Gnome comes in many shapes and sizes, and is usually decorated with precious metals, etchings and carvings that reveal something about the person the Proto-Gnome once was. Their metal bodies are like works of art, and there are actually some raiders and space pirates out there that end up making millions of credits by locating, killing, and then dismantling these individuals in order to sell their powerful casings.
Proto-Gnomes can be retrofitted with weaponry if needed, although they tend to choose to avoid violence when necessary and like to stay to themselves. They make fabulous engineers and mechanics and are most commonly seen traveling through space in larger class ships working alongside members of engineering departments and as handy-men.
Racial Abilities
Armored Shell: A Proto-Gnome’s machine body is thick and durable and receives a 3+ AS naturally.
Repair: Since they are not biological a Proto-Gnome cannot heal as another character might. In order to heal damage done to hit points the character must be physically repaired of the damage by using materials and tools. If they have the ability to a Proto-Gnome has the ability to run repairs on itself when it has the time.
Retro-Fit: A Proto-Gnome can be fitted with a variable quantity of weapons depending on its size and weight. These weapons can be personal size as normal but if the Proto-Gnome is large enough it can be fitted with vehicle sized weapons.
Slow Moving: A Proto-Gnome is heavy and sluggish and so moves at a much slower pace than other characters. Since it is clunky and bulky a Proto-Gnome makes dodge rolls at -25% and moves at half Tactical Movement from what is listed on their character sheet.
Consciousness: A Proto-Gnome may possibly survive the death of its machine body. When the body is technically killed roll percentage dice. If you roll 50% or higher on the dice than the consciousness inside of the machine survives, although some way of continuing to preserve it must be found.
Treasure Trove: A Proto-Gnome machine body is a work of art and is worth a considerable amount. When you create your machine body please be as specific about its components and materials as possible and the GM will then inform you on how much its appraisal value is. If the character is slain and its body is salvageable then the machine body can be sold for the appraised price.
Half-Race: A Proto-Gnome cannot combine with other races, although under the right circumstances a character of another race could become a Proto-Gnome.
Computer Based: Even though they can think freely, a Proto-Gnome’s body is computer controlled and so can be exploited like any other computer system.
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Post by Sir Not Appearing on Forum on Apr 24, 2012 13:07:36 GMT -5
The Maleoprism
The Maleoprism are small organisms the size of molecules that can quickly and easily form massive colonies and take on thousands of shapes at will. Instead of evolving into larger, multi-cell organisms they instead remained in their single celled state but were able to form a sort of hive mind matrix among their individual colonies so that they could work together as one.
Maleoprism colonies spend most of their time in a liquid state that looks a lot like a shiny, diamond-like jelly substance. They remain in place where they first formed and feed off of any sort of microscopic animal or bacterium. Every now and then several trillion colonies of Maleoprisms will collectively decide to move or venture away from their primordial home world out of curiosity. When they do this they will take on some sort of physical form in order to move much faster, although these forms are variable and often times do not make much sense.
If a combined Maleoprism entity comes into contact with a sentient being that it likes then it will sometimes make itself appear like the individual it finds enjoyment with. Other times the Maleoprism will take on the forms of what it feels will be comfortable for those it comes into contact with. The Maleoprism has a very weak form of mind reading which allows it to automatically scan over images within another organisms mind and then choose what image to take the form of from what it experiences.
Maleoprisms can communicate vocally as long as they take on a physical form that has vocal capabilities. Since the colony speak as one the Maleoprism will often refer to itself as though it were speaking for a group rather than an individual. If a Maleoprism deems it necessary then it will pick a name for itself, although it usually prefers to be called something exceptionally simple so that it can remember its title easily.
The Maleoprism are rare and are usually only found in remote planets in the outer reaches of Cluster 72.
Racial Abilities
Shape Shifting: A Maleoprism can take on any physical form that is close to its relative size that it desires. This form cannot be altered after it takes effect for a period of forty eight hours, so a decent, reliable form is often needed during this period of time. When transformed the Maleoprism will look like, sound like and smell like any character or animal they are mimicking. The only thing that will give them away is the fact that they do not really have any personalities and tend to be quite absent minded.
Low-Grade Telepath: Maleoprisms can read simple thoughts in characters minds within a range of ten or so feet. What they see is limited to non-animated images that can best be described as blurry, colorful pieces of artwork.
Curiosity: Maleoprism colonies that have decided to seek adventure will want to experience as many things as possible. This unfortunately includes types of pain, emotions, and differences between good and evil.
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