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    Master of Orion Conversion

    Hello, everyone.

    I don't know how many of you have played the critically acclaimed game Master of Orion, and its sequel, but with the advent of Dragonstar, I decided to convert all the races into...well...races. Anyway, I've done some work, but I've been lacking in inspiration, so maybe you guys can help get me inspired to keep on working on this.

    The "primary" setting would be for Dragonstar, but I tried to make it so that non-Dragonstar campaigns are compatible with these races. Just take away all the Dragonstar-esque bonuses. Also, I'm trying to avoid ECL's and Monster levels as much as possible.

    My main thing is with Balance, then after that playability (because what's the point of making races if nobody wants to play them?). I stopped somewhere during Meklar production, so that and everything below that is obviously unbalanced (as in they have nothing but stat changes, favored class, size, and base speed). And forgive me for hte flavor text, I'm rather horrible at the stuff.

    Thanks a lot for your help, so without further ado...

    ALKARI

    ∑ +2 Dexterity, -2 Strength; Alkari possess keen senses and nimbleness, but their reliance on speed leaves their might wanting.
    ∑ Medium-size: As Medium-size creatures, alkari have no special bonuses or penalties due to their size.
    ∑ Alkari base speed is 30 feet.
    ∑ Flight: The alkariís wings give them the natural ability of flight at speed 40 feet, with good maneuverability. However, they must run 60 feet in a straight line before they are capable of taking off.
    ∑ +2 racial bonus on Pilot, Freefall and Spot checks.
    ∑ -2 racial penalty on Swim checks.
    ∑ Alkari receive the Dodge feat for free.
    ∑ Favored Class: Pilot. A multiclass alkariís pilot class does not count when determining whether he suffers an XP penalty for multiclassing. Alkari spend their lives in the air, so moving in every direction is natural for them. (For campaigns without the pilot class, change their favored class to Fighter)

    BULRATHI

    ∑ +2 Strength, -2 Dexterity; Bulrathi rely on their brute force instead of their finesse.
    ∑ Medium-size: As Medium-size creatures, bulrathi have no special bonuses or penalties due to their size.
    ∑ Bulrathi base speed is 30 feet.
    ∑ Claws: Bulrathi may attack with their sharp claws. Claw damage is 1d8. They may make as many claw attacks as they have regular attacks, and claws can be used in conjunction with any feat or special ability that provides an addition to "unarmed attacks."
    ∑ Bite: Bulrathi possess a fierce bite attack. A bite attack can be made whenever a full round action is used to attack. The attack is made at a -5 penalty from the highest attack bonus used, and deals 1d6 damage.
    ∑ Roar: Bulrathi may make a ferocious yell as a full round action once per day. This roar stuns everything within 30 feet that do not make a successful Will save at DC 10. Even if the save is made, the Bulrathi receives a +2 bonus on Intimidate checks against every target.
    ∑ +2 racial bonus on Climb checks.
    ∑ Favored Class: Fighter. A multiclass bulrathiís fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Although normally a gentle race, the bulrathi are known to be fierce and adept fighters.


    DARLOKS

    ∑ +2 Dexterity, +2 Wisdom, -2 Constitution, -2 Charisma; Darloks are known as clever spies that arenít used to getting caught, but their nature leads to a general distrust against them.
    ∑ Medium-size: As Medium-size creatures, darloks have no special bonuses or penalties due to their size.
    ∑ Darlok base speed is 30 feet.
    ∑ Darlok may use the spell Change Self once per day.
    ∑ Darloks do not receive a penalty to any skills with Charisma or Dexterity as key abilities as a result of low ability scores.
    ∑ Darloks receive a +2 racial bonus to Bluff, Cryptography, Disable Device, Disguise, Forgery, Hide, Move Silently, Open Lock, Pick Pocket, and Sense Motive checks.
    ∑ Favored Class: Rogue. A multiclass darlokís rogue class does not count when determining whether he suffers an XP penalty for multiclassing. The darloks possess a natural tendency towards subterfuge and espionage.


    ELERIANS

    ∑ +2 Strength, -2 Intelligence, -2 Wisdom (females, reverse for males); Elerian females are a strong warrior breed that let the men do their thinking for them.
    ∑ Medium-size: As Medium-size creatures, elerians have no special bonuses or penalties due to their size.
    ∑ Elerian base speed is 30 feet.
    ∑ Combat Telepathy: Elerianís can use their telepathic abilities to increase their combat prowess. At the start of their combat round, they may scan the mind of one target, receiving either a +1 insight bonus to attacks, to know where the target is going to move to, or a +1 insight bonus to AC, to know where the target is going to strike.
    ∑ Telepathy: You may use the psionic powers telempathic projection and lesser mindlink at will.
    ∑ Favored Class: Psychic Warrior. An multiclass elerianís psychic warrior class does not count when determining whether she suffers an XP penalty for multiclassing. The psychic warriors hones both the elerianís natural psionic ability with their natural fighting prowess. (A male elerianís favored class is Psion)


    GNOLAMS

    ∑ +2 Dexterity, +2 Charisma, -2 Constitution, -2 Wisdom; Gnolams are known for their crafty methods of attaining and dealing with money, but they are not known for their pain threshold or willpower.
    ∑ Medium-size: As Medium-size creatures, gnolams have no special bonuses or penalties due to their size.
    ∑ Gnolam base speed is 20 feet.
    ∑ Gnolams receive a +1 luck bonus to their attack rolls, AC, and saving throws.
    ∑ Lucky: Once per day, the Gnolam may reroll an attack roll, saving throw, or skill check, and take the better of the two.
    ∑ Favored Class: Rogue. A multiclass gnolamís rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Gnolams require the use of many skills to attain the money that they crave.


    HUMANS

    ∑ Medium-size: As Medium-size creatures, humans have no special bonuses or penalties due to their size.
    ∑ Human base speed is 30 feet.
    ∑ 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents.
    ∑ 4 extra skills points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable.
    ∑ Favored Class: Any. When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.


    KLACKONS

    ∑ +2 Constitution, -2 Willpower, -2 Charisma. Klackons are strong and sturdy workers for their queen, who they submit to unquestioningly. Additionally, their strange appearance and lack of social skills turns most people away from them.
    ∑ Medium-size: As Medium-size creatures, klackons have no special bonuses or penalties due to their size.
    ∑ Klackon base speed is 30 feet.
    ∑ Klackons receive the Endurance feat.
    ∑ Unified Attack: Klackons receive a bonus to their attacks when they fight with other klackons. For each other klackon aiding in attacking a single target, each klackon receives a +1 morale bonus on attacks. For example, if there are three klackons that are attacking an orc, each klackon receives a +2 bonus on attacks, not taking into account flanks. To receive this bonus, the klackons participating must have made an attack roll on its last action.
    ∑ Bite: Klackons can use their pincers to bite an opponent. A bite attack can be made whenever a full round action is used to attack. The attack is made at a -5 penalty from the highest attack bonus used, and deals 1d6 damage.
    ∑ Due to the adhesives the klackons secrete on their legs, they receive a +10 bonus to Climb checks.
    ∑ Favored Class: None. Klackons are bred to do what their queen dictates them to do, and to function perfectly with the rest of klackon society, thus it is rare for them to multiclass.


    MEKLARS

    ∑ +4 Intelligence, -2 Constitution; Meklars are mechanical geniuses, but their reliance on machinery has withered their body.
    ∑ Medium-size: As Medium-size creatures, meklars have no special bonuses or penalties due to their size.
    ∑ Meklar base speed is 40 feet.
    ∑ Exoskeleton: The exoskeleton is a medium sized robot. It adds 2d10 hit points to the meklar. Although it can not be programmed, it can be upgraded by paying the appropriate credit cost AND the XP cost.
    ∑ +2 racial bonus to Demolitions, Disable Device, Repair, and Use Device checks.
    ∑ Favored Class: Mechanist. A multiclass meklarís mechanist class does not count when determining whether he suffers an XP penalty for multiclassing. Meklars are one with their machines. (For campaigns without the mechanist class, change their favored class to wizard)


    MRRSHAN

    ∑ +2 Dexterity, +2 Strength, -4 Constitution; Mrrshan are strong and agile, but their bodies are fragile.
    ∑ Medium-size: As Medium-size creatures, mrrshan have no special bonuses or penalties due to their size.
    ∑ Mrrshan base speed is 30 feet.
    ∑ Mrrshan receive the Weapon Focus feat for free.
    ∑ Favored Class: Ranger. A multiclass mrrshanís ranger class does not count when determining whether he suffers an XP penalty for multiclassing. A Mrrshanís territorial nature and ferocious fighting skills are best utilized through being a ranger.


    PSILONS

    ∑ +2 Intelligence, +2 Wisdom, -2 Constitution; Psilons are sagacious and bright, but their bodies are not as well developed as their minds.
    ∑ Medium-size: As Medium-size creatures, psilons have no special bonuses or penalties due to their size.
    ∑ Psilon base speed is 30 feet.
    ∑ Favored Class: Wizard. A multiclass psilonís wizard class does not count when determining whether he suffers an XP penalty for multiclassing. Psilons are adept in researching and creating new items and technology.


    SAKKRA

    ∑ +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Wisdom; Sakkra are brawny and hardy individuals, but also rather slow, physically and mentally.
    ∑ Medium-size: As Medium-size creatures, sakkra have no special bonuses or penalties due to their size.
    ∑ Sakkra base speed is 30 feet.
    ∑ Favored Class: Barbarian. A multiclass sakkraís barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Sakkra are savage brutes that would rather converse with their weapons than with their words.


    SILICOIDS

    ∑ +4 Constitution, -2 Dexterity, -4 Charisma; The silicoidís rock-like properties imbue strong resistance and endurance, but those same properties also slow it down and make it repulsive to most other races.
    ∑ Medium-size: As Medium-size creatures, silicoids have no special bonuses or penalties due to their size.
    ∑ Silicoid base speed is 30 feet.
    ∑ Favored Class: None. Silicoids live through their resistances, not by their mutability.


    TRILARIANS

    ∑ +2 Dexterity, -2 Strength; The trilariansí ancestry granted them trans-dimensional capability, allowing them to move abnormally quick, but their thin limbs do not possess much muscle.
    ∑ Medium-size: As Medium-size creatures, trilarians have no special bonuses or penalties due to their size.
    ∑ Trilarian base speed is 50 feet.
    ∑ Favored Class: Sorcerer. A multiclass trilarianís sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. The blood of the antarans gives them a natural affinity towards magic.
    Last edited by Spiff; Friday, 1st February, 2002 at 02:54 AM.

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