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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="marcoasalazarm" data-source="post: 2811923" data-attributes="member: 26698"><p><strong>More Races.</strong></p><p></p><p>Based on a D&D write-up by Damien Crowley (modified by me):</p><p></p><p><u><strong>THUNDERIAN</strong></u></p><p></p><p><img src="http://upload.wikimedia.org/wikipedia/en/7/75/Thundercats1.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>The Royal Guard & Lord Lion-O, ready to rock.</p><p></p><p>This race comes from an Animate Fiction universe, most probably one from some 80’s series (which would explain their ‘goody-two-shoes’ personalities). Their home planet was destroyed in a cataclysmic explosion, and they have wandered all over the place looking for a new home. At the time of the Vanishing, apparently, they have received a beacon signal from their Royal Guard, guiding them to said new home (funny thing, they say, that it’s where their home planet used to be), when they appeared in orbit over Coreline.</p><p>They have established themselves all over Coreline on places that resemble their planet, which include Africa, Asia and the jungles of Central America. Their society is based on a code of honor that enforces trust, peacefulness, loyalty and fighting evil whenever it is found. Although peaceful by nature (and strangely lacking in enemies), they can get to be very vicious when fighting a foe, like the felines they resemble (and evolved from).</p><p>They are a race of anthropomorphic felines, and as such, there’s often jokes made at their backs that they might be distant relatives of the Kryn.</p><p></p><p><strong>RACIAL TRAITS:</strong></p><p>*Medium Humanoids.</p><p>*Base speed is 30 feet.</p><p>*+2 Strength & Dexterity, -2 Wisdom. Thunderians are very strong & dexterous but they tend to be overly curious & prone to trouble.</p><p><u>*Improved Low-light Vision:</u>Thunderians can see four times as far as a human in starlight, moonlight, torchlight, & similar conditions of poor illumination. They retains the ability to distinguish color & detail under these conditions.</p><p><u>*+2 Spot & Listen checks.</u> A Thunderian has naturally keen senses.</p><p><u>*+2 Climb & Jump & Move silently checks. </u> Thunderian’s retractable claws aid in climbing & they are naturally stealthy & athletic like the great cats they are descended from.</p><p><u>*+2 to Survival checks. </u> Thunderians are naturally at home in the wilderness.</p><p><u>*Scent ability. </u> Thunderians have a highly sensitive sense of smell.</p><p><u>*Natural attacks: </u> 1d4 (x2). Thunderians have retractable claws on their hands & feet that aid in climbing & they are often used in combat.</p><p><u>*Thundrilium Vulnerability:</u> Thunderians are assumed to be one step higher when rolling for effects of Radiation Sickness on exposure to Thundrillium (see D20 Future, pg. 81).</p><p>Although this is an extremely rare element (and it didn’t even existed Pre-Vanishing on Coreline), several Thunderian devices are powered by it, and its gold by-product has become the seed for a slight (but damaging) gold rush.</p><p><u>*Effective Level:</u> +1.</p><p><u>(NOTE: </u> Although the write-up is fully based on the ‘Thundercats’ series, it is my belief that the abilities shown by the series Thundercats (who are the Royal Guard, BTW) are both the result of training and (limtedly) mutation, or at least that's how it shows on one of the Wildstorm comics.</p><p>Consider this a 'base' Thunderian racial stat).</p><p></p><p><strong>ONI</strong></p><p></p><p><img src="http://the.animearchive.org/lum/3/uypcg-13.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>Princess Lum in royal military uniform (and, yeah, it doesn't protects a lot).</p><p></p><p>They are the (obnoxious) children of the imagination of Rumiko Takahashi, an alien race that is war-wacky, conquering, annoying, advanced in technology, powerful and numerous. Like all Takahashi characters, they are a walking bundle of contradictions that is funny to watch-from a safe distance.</p><p></p><p>An Oni looks a lot like a human, sizing in average between 5 and 6 1/2 feet tall and weighting (at a max) about 200 pounds. Their mouths sport elongated canines and two small horns protude from their heads. An Oni sporting clothes "typical" to the race always wears clothes with tiger stripes, giving them an appearance like the Japanese monsters of legend.</p><p>An Oni sports a natural curiosity and stubborness, defending their beliefs (whichever they are) with excessive zealotry. A loved one, a parking spot, their position in a company... they will just as soon draw a gun and destroy a threat to it, to talk (in earnest) for it.</p><p></p><p>An Oni possesses tactile, olfactory, visual and listening capabilities on par with a normal human's. They are slightly stronger, a lot tougher, somewhat dumber and less 'sharp' than a normal human, and many (if not all) are capable of unassisted flight and throwing energy bolts (fire or electricity).</p><p>Oni speak their own language and can speak other languages as well. Their own language is guttural in nature.</p><p></p><p>Oni society has evolved in leaps and bounds, having developed hyperspace travel and expanding to 9 more worlds (all of them conquered) well before humans, at least on their home universe.</p><p></p><p><strong>RACIAL TRAITS:</strong></p><p>*Medium-Sized Humanoids.</p><p>*Base Speed 30 Feet.</p><p>*+2 Str, +3 Con, +Cha, -2 Int, -2 Wis.</p><p><u>*Flight: </u> The Oni can fly thru an unknown means of unassisted flight (it's believed to be a primitive kind of telekinesis-and certainly they don't know how to apply it to anything else). They can fly at a base speed of 60 feet (Average maneuverability), but can hover and have no minimum forward speed.</p><p><u>*Blast: </u> The Oni grow special gangliae on their bodies, enabling them to fire energy blasts at will. At the time of the Vanishing, only two variants of blast are known: fire blasts (thru the combination of two chemicals in the mouth), and electricity blasts (thru sub-dermal 'pouches' and a highly conductive skin).</p><p>An Oni can only have one of the two.</p><p>Fire blasts do 2d4 (fire) damage, critical range 20, with a width of 3 feet and a 50-foot range. Tarrgets hit with this blast can catch on fire as standard. It is useless underwater.</p><p>Electricity blasts do 2d6 damage (Electricity), same critical range, with a range 100 feet. It is influenced by conductivity and bypasses thru metal with ease, making it ignore metal armor (do not count such for Defense purposes).</p><p>It can also be thrown as a sphere at will, affecting EVERYONE within. a 20-foot-radius sphere around the Oni. This deals 1d4 of subdual damage to the Oni, however.</p><p>These blasts can be thrown once per day per character level.</p><p><u>*Alien Constitution: </u> Oni get a +2 bonus to resist diseases and poisons, except extremely rare, engineered or unusual ones (they get drunk on pickle juice, for example).</p><p><u>*Horns: </u> For some unknown reason (most probably just the Author's whim), if you can remove an Oni's horns, they lose their powers. This requires a called shot (-4 penalty, because it's a small target), and it takes a minimum of 5 days for the horns to grow back on their own.</p><p></p><p><strong>YUKI-ONNA.</strong></p><p><img src="http://elenorecity.com/Resources/uy-oyuki-face.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>Princess Oyuki.</p><p></p><p>-Another species created by Rumiko Takahashi, however, we only ever see one member of it on her works: Princess Oyuki.</p><p>On their home universe, this species comes from Neptune, and with their innate cold powers, long life, somewhat cold demeanor and occasional visits to Earth, may have helped create the legend of the Japanese "Snow Woman".</p><p>-A 'Yuki-Onna' is always female, sizing in average some 5 1/2 feet tall, with hair and eyes in all sorts of color, but always in 'cold' tones. 'Common' clothes for them vary widely in private, but in public they always tend to wear a modernized kimono, again giving them an appearance like the monsters of legend.</p><p>-A Yuki-Onna sports a quality of constant calm around her. Contrary to popular belief, they are not 'cold-hearted', but it's because of the fact that they believe in maintaining their cool at any given moment to be highly beneficial.</p><p>-Yuki-Onnas posess tactile, olfactory, visual and listening capabilities on par with a normal human's. They are naturally 'prettier', slightly more coordinated, sharper and calmer.</p><p>Their physiologies can withstand any cold (but take heat pretty badly), and can manipulate it up to a point (by unknown means, but it's believed to be a sort of preternatural cryokinesis).</p><p>-Yuki-Onnas speak their own language, but can speak any humanoid language. Their own language consists of low whistles and windy sighs.</p><p>-Yuki-Onna society is matriarchal and high-tech in nature (they use Stargates to move around), friendly to the Onis (they are their accountants). Apart from that, they maintain their neutrality.</p><p><u><strong>RACIAL TRAITS: </strong> </u> </p><p>*Medium-sized humanoids.</p><p>*+2 Int, +2 Wis, +2 Cha.</p><p><strong>*Cold Subtype:</strong> Yuki-Onnas are immune to cold, but take double damage from fire (except on a successful save).</p><p><strong>*Paralyzing Gaze (Su): </strong> If looks could kill, a Yuki-Onna's would be a cold grave. As is, it's still freezing. This is similar to a gaze attack, except the Yuki-Onna must take a standard action, and those merely looking at it are not affected. Anyone the Yuki-Onna targets must succeed on a Will save (DC 18) or be affected as though by a "Hold Person" spell. The ability has a range of 30 feet.</p><p>*A Yuki-Onna's pseudo-cryokinesis enables the Yuki-Onna to fire condensed blasts of cold at will. These blasts do 2d6 (Cold) damage, critical range 20. Living targets hit must make a Fortitude saving throw (DC: Damage recieved) or suffer 1 point of temporal Dex damage.</p><p>It can make inanimate objects brittle; it only does half damage aganist most materials (not made for cold conditions), but ignores hardness altogether. Under conditiond of extreme heat (e.g. a desert); it doesn't works as well: the blast only does 1d6. Finally, if it is fired to a level surface, that surface becomes slippery.</p><p>This can be fired once per day per character level.</p><p>*They gain Read/Write Yuki-Onna and Speak Yuki-Onna as free languages.</p><p></p><p><strong>SOLNOIDS</strong></p><p><img src="http://the.animearchive.org/gallforce/1/gallant008.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p>'The Gall(ant) Force', a Solnoid Navy special team (although this specific bunch never called themselves that, some other special assault teams formed from time to time basing themselves on them have taken the name), with Solnoid 'Bronx'-Class Large Mechas in the background.</p><p></p><p>This Fiction race is what you could call "Kenichi Sonoda's vision of Space Valkyries", and it existed on its home universe a rough three million years before modern times.</p><p>They were in a war that would end badly, aganist another alien species called the Paranoid (the best way to describe them would be 'ooze-borgs'), when both species leaders pulled out their 'final option' (system-destroying weapons) and fired regardless of whoever stood in the way.</p><p>They were believed to be extinct in the battle on the (now-destroyed) Sigma Marse system, but like any good human species, they refused to die out.</p><p>The Vanishing made a small number of them appear on Coreline orbit, and have since settled down all over it and the Colonies, especially in positions like UNSC, F-SWTI and corporations.</p><p>It is of notice that former Solnoid Intelligence chief Catty Nebulart is the new UNSC chief, following the deposition of Chief Pablochiva.</p><p></p><p><strong>-Description:</strong> The entire Solnoid race is female humans, with a population maintained thru constant cloning. A good way to describe them would be "Space Amazons", just more 'realistic'. Virtually any way to describe a female applies to a Solnoid.</p><p>-Solnoid society is matriarchal in nature, with a 'Leader' in the role of CINC. The Solnoid military is split in three parts: Intelligence, Navy and Attackers (Marines/Air Force). They fight, one and all, even if some are brainier, clumsier and/or more pacifist, the last thing you should think is that they won't fight if required.</p><p>-Solnoids revere a goddess known only as "The Great Mother". It is rumored that it's an aspect of Nike or Hecate.</p><p>-Solnoids are a space-faring race with advanced medical, vehicular, robotics and weapon technology. Roughly speaking, weapons tech goes from (modified) PL5 to early 6, medical tech goes and spaceships are 7 (FTL is not experimental, but it's also not that much safe technology). Cybernetics are 7, but any cyborg in the Solnoid military is part of a conscript army. Their robotic tech as a whole is classified, but it's known that they have Bioreplicas and mechas.</p><p>Two of the most important tech advancements they have shown (at least military-wise) are the Power Armors and Charged Firearms.</p><p><u><strong>RACIAL TRAITS:</strong></u></p><p>Solnoids are as per rulebook humans, with the following additions:</p><p>*Solnoids obtain a +2 to any attack rolls involving oozes.</p><p>*Solnoids obtain an additional +2 to computer and technical rolls. They also get a +1 to any Pilot/Drive rolls.</p><p>*Solnoids have a +1 bonus to any rolls involving rallying other Solnoids.</p><p></p><p><strong>NEW WEAPONS GADGET:</strong> </p><p><u><strong>Charged Firearm</strong></u></p><p>A recent development in weapons technology (engineered from Solnoid technology), Charged firearms contain an additional internal exploding wire or electromagnetic accelerator. This augmented power source fires projectiles with more power, but it's still not as much as, say, a full-blown railgun.</p><p>Charged firearms require an additional power source for this system, what it is exactly or where it is located varies from design to design (again, usually it is a slightly enlarged ammo clip withholding a power cell).</p><p>A Charged firearm rolls +1 bonus die for damage (e.g., a gun that rolls 2d6 for damage rolls an extra 1d6). However, it also emits a brief high-pitched whine whenever the weapon is first powered up; nearby characters a +4 bonus on their Listen checks to hear a character preparing to attack with a charged firearm. The bullet fired must be specially fitted to the new gun design (the DC modifier includes both the gun and the bullet).</p><p>Restrictions: Ballistic handguns and longarms only (not heavy weapons or energy weapons).</p><p>Purchase DC Modifier: +2 (Military Only).</p><p></p><p>Modified the Tekkaman write-upwith athe new rejection effects (that might be a little mild, but well... it's for the sake of cinematics), and this new race.</p><p></p><p><u><strong>SALUSIANS</strong></u></p><p></p><p><img src="http://www.geocities.com/Tokyo/3953/ASRIAL07.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p><img src="http://www.internationalhero.co.uk/a/asrial2.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p>Two photos depicting Salusian Princess Asrial.</p><p></p><p>This race comes from the universe of ‘Ninja High School’, a race that is to Ben Dunn what the Space Oni is to Rumiko Takahashi. They are loud, obnoxious and like to see Humans (in their core universe and on Coreline) as backwater monkeys.</p><p>The Salusians are evolved, anthropomorphic skunks, sizing in average between 5 and six feet tall. The females sport a long, bushy tail and all have a face that is humanoid with a more skunk-like nose and ears, their bodies completely covered with black fur (they all have a diamond-like patch in their foreheads). It is a strange thing to note that they have long since grown out of the skunks’ natural ‘defense mechanism’, replacing it with advanced firepower and technology. They have conquered all of their solar system’s planets and then expanded into a small but powerful conglomerate.</p><p>A Salusian sports a normal conformity for their advanced civilization and a sort of aloofness for other civilizations. Like the Space Oni, they are defensive to the point of zealotry for their beliefs (which is one of the many reasons why they are not in even terms with the Oni).</p><p></p><p>The Salusians sport tactile, olfactory, visual and listening capabilities on par with a normal human's. They are a little more attractive, somewhat more tougher, and for all their high tech, they’re less 'sharp' than a normal human. For an unknown reason, those Salusians that are of royal blood exhibit the ability to enable brief bursts of superhuman strength.</p><p>The Salusians speak their own language and can speak other languages as well. Their own language is composedof a lot of vocals.</p><p></p><p>When on Earth, the Salusians utilize a ‘DNA Transformation Chamber’ to change their appearance to human-like, with the exception of a second skunk-like set of ears located on the top of their head.</p><p></p><p>The Salusians had settled themselves in Coreline Earth in both the newly-appeared town of Quagmire, Boston, and all over North Carolina.</p><p></p><p><strong>Racial Traits:</strong></p><p>*+2 Con, +2 Cha, -2 Wis.</p><p>*+1 bonus to Listen rolls (they have some pretty good hearing).</p><p>*When creating a Salusian character, roll 1d10:</p><p>Result: -1 to 5, the character is a ‘normal’ Salusian.</p><p>-6 to 10, the character has ‘royal’ DNA (the character might not be part of the royal family, though).</p><p></p><p>Characters with royal DNA have the following additional Ex Ability:</p><p><strong>-Super-Strength:</strong> 3 times a day, the Salusian character can increase his Strength by 1d8 points. This ability lasts for a number of rounds equal to 3 + the character’s Con modifier.</p><p></p><p>The following Race requires the BESM D20 Book or SRD.</p><p></p><p><strong>THE ‘RED EYES’.</strong></p><p><img src="http://purlace.net/eva/ayanami/D005.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p><strong>Ayanami Rei Alternate Number TC-1083 during NERV combat drill, photo taken November 5, 2003.</strong></p><p></p><p>Nick-named this way by the people on the street, the entire race is composed of clones of Kaworu Nagisa and Rei Ayanami, aside from a few ACCs that came from the same program. They came from all sources (escaped from NERV and SEELE facilities, were ‘let go’ because of decommissioning, infiltration missions, or plain error, or were made in some mad scientists’ garage lab), and are roaming around. Some of them are just like the two characters that they look like all the way down to mannerisms and speech patterns, and some of them are looking to distance themselves from their ‘templates’ as much as possible.</p><p></p><p>"Rei" Red Eyes Racial Stats: </p><p>*Base Movement: 0.</p><p>*+2 Dex: 1.</p><p>*-2 Charisma: -1.</p><p>*Special Movement (Cat-Like): 1.</p><p></p><p>"Kaworu" Red Eyes Racial Stats:</p><p>*Base Movement: 0.</p><p>*-2 Con: -1.</p><p>*+2 Charisma: 1.</p><p>*Special Movement (Light-Footed): 1.</p><p></p><p>Common Racial Traits:</p><p>*Sixth Sense (Other ‘Red Eyes’/Evangelion-style ‘Angels’): 2.</p><p>*Telepathy: 3.</p><p>*Force Field (Abilities: Field-Penetrating): 4.</p><p>Total Cost: 10.</p><p>Final Cost: 5.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 2811923, member: 26698"] [b]More Races.[/b] Based on a D&D write-up by Damien Crowley (modified by me): [U][B]THUNDERIAN[/B][/U] [IMG]http://upload.wikimedia.org/wikipedia/en/7/75/Thundercats1.jpg[/IMG] The Royal Guard & Lord Lion-O, ready to rock. This race comes from an Animate Fiction universe, most probably one from some 80’s series (which would explain their ‘goody-two-shoes’ personalities). Their home planet was destroyed in a cataclysmic explosion, and they have wandered all over the place looking for a new home. At the time of the Vanishing, apparently, they have received a beacon signal from their Royal Guard, guiding them to said new home (funny thing, they say, that it’s where their home planet used to be), when they appeared in orbit over Coreline. They have established themselves all over Coreline on places that resemble their planet, which include Africa, Asia and the jungles of Central America. Their society is based on a code of honor that enforces trust, peacefulness, loyalty and fighting evil whenever it is found. Although peaceful by nature (and strangely lacking in enemies), they can get to be very vicious when fighting a foe, like the felines they resemble (and evolved from). They are a race of anthropomorphic felines, and as such, there’s often jokes made at their backs that they might be distant relatives of the Kryn. [B]RACIAL TRAITS:[/B] *Medium Humanoids. *Base speed is 30 feet. *+2 Strength & Dexterity, -2 Wisdom. Thunderians are very strong & dexterous but they tend to be overly curious & prone to trouble. [U]*Improved Low-light Vision:[/U]Thunderians can see four times as far as a human in starlight, moonlight, torchlight, & similar conditions of poor illumination. They retains the ability to distinguish color & detail under these conditions. [U]*+2 Spot & Listen checks.[/U] A Thunderian has naturally keen senses. [U]*+2 Climb & Jump & Move silently checks. [/U] Thunderian’s retractable claws aid in climbing & they are naturally stealthy & athletic like the great cats they are descended from. [U]*+2 to Survival checks. [/U] Thunderians are naturally at home in the wilderness. [U]*Scent ability. [/U] Thunderians have a highly sensitive sense of smell. [U]*Natural attacks: [/U] 1d4 (x2). Thunderians have retractable claws on their hands & feet that aid in climbing & they are often used in combat. [U]*Thundrilium Vulnerability:[/U] Thunderians are assumed to be one step higher when rolling for effects of Radiation Sickness on exposure to Thundrillium (see D20 Future, pg. 81). Although this is an extremely rare element (and it didn’t even existed Pre-Vanishing on Coreline), several Thunderian devices are powered by it, and its gold by-product has become the seed for a slight (but damaging) gold rush. [U]*Effective Level:[/U] +1. [U](NOTE: [/U] Although the write-up is fully based on the ‘Thundercats’ series, it is my belief that the abilities shown by the series Thundercats (who are the Royal Guard, BTW) are both the result of training and (limtedly) mutation, or at least that's how it shows on one of the Wildstorm comics. Consider this a 'base' Thunderian racial stat). [B]ONI[/B] [IMG]http://the.animearchive.org/lum/3/uypcg-13.jpg[/IMG] Princess Lum in royal military uniform (and, yeah, it doesn't protects a lot). They are the (obnoxious) children of the imagination of Rumiko Takahashi, an alien race that is war-wacky, conquering, annoying, advanced in technology, powerful and numerous. Like all Takahashi characters, they are a walking bundle of contradictions that is funny to watch-from a safe distance. An Oni looks a lot like a human, sizing in average between 5 and 6 1/2 feet tall and weighting (at a max) about 200 pounds. Their mouths sport elongated canines and two small horns protude from their heads. An Oni sporting clothes "typical" to the race always wears clothes with tiger stripes, giving them an appearance like the Japanese monsters of legend. An Oni sports a natural curiosity and stubborness, defending their beliefs (whichever they are) with excessive zealotry. A loved one, a parking spot, their position in a company... they will just as soon draw a gun and destroy a threat to it, to talk (in earnest) for it. An Oni possesses tactile, olfactory, visual and listening capabilities on par with a normal human's. They are slightly stronger, a lot tougher, somewhat dumber and less 'sharp' than a normal human, and many (if not all) are capable of unassisted flight and throwing energy bolts (fire or electricity). Oni speak their own language and can speak other languages as well. Their own language is guttural in nature. Oni society has evolved in leaps and bounds, having developed hyperspace travel and expanding to 9 more worlds (all of them conquered) well before humans, at least on their home universe. [B]RACIAL TRAITS:[/B] *Medium-Sized Humanoids. *Base Speed 30 Feet. *+2 Str, +3 Con, +Cha, -2 Int, -2 Wis. [U]*Flight: [/U] The Oni can fly thru an unknown means of unassisted flight (it's believed to be a primitive kind of telekinesis-and certainly they don't know how to apply it to anything else). They can fly at a base speed of 60 feet (Average maneuverability), but can hover and have no minimum forward speed. [U]*Blast: [/U] The Oni grow special gangliae on their bodies, enabling them to fire energy blasts at will. At the time of the Vanishing, only two variants of blast are known: fire blasts (thru the combination of two chemicals in the mouth), and electricity blasts (thru sub-dermal 'pouches' and a highly conductive skin). An Oni can only have one of the two. Fire blasts do 2d4 (fire) damage, critical range 20, with a width of 3 feet and a 50-foot range. Tarrgets hit with this blast can catch on fire as standard. It is useless underwater. Electricity blasts do 2d6 damage (Electricity), same critical range, with a range 100 feet. It is influenced by conductivity and bypasses thru metal with ease, making it ignore metal armor (do not count such for Defense purposes). It can also be thrown as a sphere at will, affecting EVERYONE within. a 20-foot-radius sphere around the Oni. This deals 1d4 of subdual damage to the Oni, however. These blasts can be thrown once per day per character level. [U]*Alien Constitution: [/U] Oni get a +2 bonus to resist diseases and poisons, except extremely rare, engineered or unusual ones (they get drunk on pickle juice, for example). [U]*Horns: [/U] For some unknown reason (most probably just the Author's whim), if you can remove an Oni's horns, they lose their powers. This requires a called shot (-4 penalty, because it's a small target), and it takes a minimum of 5 days for the horns to grow back on their own. [B]YUKI-ONNA.[/B] [IMG]http://elenorecity.com/Resources/uy-oyuki-face.jpg[/IMG] Princess Oyuki. -Another species created by Rumiko Takahashi, however, we only ever see one member of it on her works: Princess Oyuki. On their home universe, this species comes from Neptune, and with their innate cold powers, long life, somewhat cold demeanor and occasional visits to Earth, may have helped create the legend of the Japanese "Snow Woman". -A 'Yuki-Onna' is always female, sizing in average some 5 1/2 feet tall, with hair and eyes in all sorts of color, but always in 'cold' tones. 'Common' clothes for them vary widely in private, but in public they always tend to wear a modernized kimono, again giving them an appearance like the monsters of legend. -A Yuki-Onna sports a quality of constant calm around her. Contrary to popular belief, they are not 'cold-hearted', but it's because of the fact that they believe in maintaining their cool at any given moment to be highly beneficial. -Yuki-Onnas posess tactile, olfactory, visual and listening capabilities on par with a normal human's. They are naturally 'prettier', slightly more coordinated, sharper and calmer. Their physiologies can withstand any cold (but take heat pretty badly), and can manipulate it up to a point (by unknown means, but it's believed to be a sort of preternatural cryokinesis). -Yuki-Onnas speak their own language, but can speak any humanoid language. Their own language consists of low whistles and windy sighs. -Yuki-Onna society is matriarchal and high-tech in nature (they use Stargates to move around), friendly to the Onis (they are their accountants). Apart from that, they maintain their neutrality. [U][B]RACIAL TRAITS: [/B] [/U] *Medium-sized humanoids. *+2 Int, +2 Wis, +2 Cha. [B]*Cold Subtype:[/B] Yuki-Onnas are immune to cold, but take double damage from fire (except on a successful save). [B]*Paralyzing Gaze (Su): [/B] If looks could kill, a Yuki-Onna's would be a cold grave. As is, it's still freezing. This is similar to a gaze attack, except the Yuki-Onna must take a standard action, and those merely looking at it are not affected. Anyone the Yuki-Onna targets must succeed on a Will save (DC 18) or be affected as though by a "Hold Person" spell. The ability has a range of 30 feet. *A Yuki-Onna's pseudo-cryokinesis enables the Yuki-Onna to fire condensed blasts of cold at will. These blasts do 2d6 (Cold) damage, critical range 20. Living targets hit must make a Fortitude saving throw (DC: Damage recieved) or suffer 1 point of temporal Dex damage. It can make inanimate objects brittle; it only does half damage aganist most materials (not made for cold conditions), but ignores hardness altogether. Under conditiond of extreme heat (e.g. a desert); it doesn't works as well: the blast only does 1d6. Finally, if it is fired to a level surface, that surface becomes slippery. This can be fired once per day per character level. *They gain Read/Write Yuki-Onna and Speak Yuki-Onna as free languages. [B]SOLNOIDS[/B] [IMG]http://the.animearchive.org/gallforce/1/gallant008.jpg[/IMG] 'The Gall(ant) Force', a Solnoid Navy special team (although this specific bunch never called themselves that, some other special assault teams formed from time to time basing themselves on them have taken the name), with Solnoid 'Bronx'-Class Large Mechas in the background. This Fiction race is what you could call "Kenichi Sonoda's vision of Space Valkyries", and it existed on its home universe a rough three million years before modern times. They were in a war that would end badly, aganist another alien species called the Paranoid (the best way to describe them would be 'ooze-borgs'), when both species leaders pulled out their 'final option' (system-destroying weapons) and fired regardless of whoever stood in the way. They were believed to be extinct in the battle on the (now-destroyed) Sigma Marse system, but like any good human species, they refused to die out. The Vanishing made a small number of them appear on Coreline orbit, and have since settled down all over it and the Colonies, especially in positions like UNSC, F-SWTI and corporations. It is of notice that former Solnoid Intelligence chief Catty Nebulart is the new UNSC chief, following the deposition of Chief Pablochiva. [B]-Description:[/B] The entire Solnoid race is female humans, with a population maintained thru constant cloning. A good way to describe them would be "Space Amazons", just more 'realistic'. Virtually any way to describe a female applies to a Solnoid. -Solnoid society is matriarchal in nature, with a 'Leader' in the role of CINC. The Solnoid military is split in three parts: Intelligence, Navy and Attackers (Marines/Air Force). They fight, one and all, even if some are brainier, clumsier and/or more pacifist, the last thing you should think is that they won't fight if required. -Solnoids revere a goddess known only as "The Great Mother". It is rumored that it's an aspect of Nike or Hecate. -Solnoids are a space-faring race with advanced medical, vehicular, robotics and weapon technology. Roughly speaking, weapons tech goes from (modified) PL5 to early 6, medical tech goes and spaceships are 7 (FTL is not experimental, but it's also not that much safe technology). Cybernetics are 7, but any cyborg in the Solnoid military is part of a conscript army. Their robotic tech as a whole is classified, but it's known that they have Bioreplicas and mechas. Two of the most important tech advancements they have shown (at least military-wise) are the Power Armors and Charged Firearms. [U][B]RACIAL TRAITS:[/B][/U] Solnoids are as per rulebook humans, with the following additions: *Solnoids obtain a +2 to any attack rolls involving oozes. *Solnoids obtain an additional +2 to computer and technical rolls. They also get a +1 to any Pilot/Drive rolls. *Solnoids have a +1 bonus to any rolls involving rallying other Solnoids. [B]NEW WEAPONS GADGET:[/B] [U][B]Charged Firearm[/B][/U] A recent development in weapons technology (engineered from Solnoid technology), Charged firearms contain an additional internal exploding wire or electromagnetic accelerator. This augmented power source fires projectiles with more power, but it's still not as much as, say, a full-blown railgun. Charged firearms require an additional power source for this system, what it is exactly or where it is located varies from design to design (again, usually it is a slightly enlarged ammo clip withholding a power cell). A Charged firearm rolls +1 bonus die for damage (e.g., a gun that rolls 2d6 for damage rolls an extra 1d6). However, it also emits a brief high-pitched whine whenever the weapon is first powered up; nearby characters a +4 bonus on their Listen checks to hear a character preparing to attack with a charged firearm. The bullet fired must be specially fitted to the new gun design (the DC modifier includes both the gun and the bullet). Restrictions: Ballistic handguns and longarms only (not heavy weapons or energy weapons). Purchase DC Modifier: +2 (Military Only). Modified the Tekkaman write-upwith athe new rejection effects (that might be a little mild, but well... it's for the sake of cinematics), and this new race. [U][B]SALUSIANS[/B][/U] [IMG]http://www.geocities.com/Tokyo/3953/ASRIAL07.jpg[/IMG] [IMG]http://www.internationalhero.co.uk/a/asrial2.jpg[/IMG] Two photos depicting Salusian Princess Asrial. This race comes from the universe of ‘Ninja High School’, a race that is to Ben Dunn what the Space Oni is to Rumiko Takahashi. They are loud, obnoxious and like to see Humans (in their core universe and on Coreline) as backwater monkeys. The Salusians are evolved, anthropomorphic skunks, sizing in average between 5 and six feet tall. The females sport a long, bushy tail and all have a face that is humanoid with a more skunk-like nose and ears, their bodies completely covered with black fur (they all have a diamond-like patch in their foreheads). It is a strange thing to note that they have long since grown out of the skunks’ natural ‘defense mechanism’, replacing it with advanced firepower and technology. They have conquered all of their solar system’s planets and then expanded into a small but powerful conglomerate. A Salusian sports a normal conformity for their advanced civilization and a sort of aloofness for other civilizations. Like the Space Oni, they are defensive to the point of zealotry for their beliefs (which is one of the many reasons why they are not in even terms with the Oni). The Salusians sport tactile, olfactory, visual and listening capabilities on par with a normal human's. They are a little more attractive, somewhat more tougher, and for all their high tech, they’re less 'sharp' than a normal human. For an unknown reason, those Salusians that are of royal blood exhibit the ability to enable brief bursts of superhuman strength. The Salusians speak their own language and can speak other languages as well. Their own language is composedof a lot of vocals. When on Earth, the Salusians utilize a ‘DNA Transformation Chamber’ to change their appearance to human-like, with the exception of a second skunk-like set of ears located on the top of their head. The Salusians had settled themselves in Coreline Earth in both the newly-appeared town of Quagmire, Boston, and all over North Carolina. [B]Racial Traits:[/B] *+2 Con, +2 Cha, -2 Wis. *+1 bonus to Listen rolls (they have some pretty good hearing). *When creating a Salusian character, roll 1d10: Result: -1 to 5, the character is a ‘normal’ Salusian. -6 to 10, the character has ‘royal’ DNA (the character might not be part of the royal family, though). Characters with royal DNA have the following additional Ex Ability: [B]-Super-Strength:[/B] 3 times a day, the Salusian character can increase his Strength by 1d8 points. This ability lasts for a number of rounds equal to 3 + the character’s Con modifier. The following Race requires the BESM D20 Book or SRD. [B]THE ‘RED EYES’.[/B] [IMG]http://purlace.net/eva/ayanami/D005.jpg[/IMG] [B]Ayanami Rei Alternate Number TC-1083 during NERV combat drill, photo taken November 5, 2003.[/B] Nick-named this way by the people on the street, the entire race is composed of clones of Kaworu Nagisa and Rei Ayanami, aside from a few ACCs that came from the same program. They came from all sources (escaped from NERV and SEELE facilities, were ‘let go’ because of decommissioning, infiltration missions, or plain error, or were made in some mad scientists’ garage lab), and are roaming around. Some of them are just like the two characters that they look like all the way down to mannerisms and speech patterns, and some of them are looking to distance themselves from their ‘templates’ as much as possible. "Rei" Red Eyes Racial Stats: *Base Movement: 0. *+2 Dex: 1. *-2 Charisma: -1. *Special Movement (Cat-Like): 1. "Kaworu" Red Eyes Racial Stats: *Base Movement: 0. *-2 Con: -1. *+2 Charisma: 1. *Special Movement (Light-Footed): 1. Common Racial Traits: *Sixth Sense (Other ‘Red Eyes’/Evangelion-style ‘Angels’): 2. *Telepathy: 3. *Force Field (Abilities: Field-Penetrating): 4. Total Cost: 10. Final Cost: 5. [/QUOTE]
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