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<blockquote data-quote="kronos182" data-source="post: 7548197" data-attributes="member: 6668634"><p><span style="font-size: 15px">Cardassian</span></p><p></p><p>Cardassians are a humanoid species easily identifiable by their light-grey skin, two thick vertical neck ridges that receded back to the crown of their head, and an inverted tear-shaped ridge in the center of the forehead. The ridge is thickest immediately above the eyes, protecting them and creating an deep-set appearance. This trait earned them the derogatory nickname "spoon heads." Cardassians are known for their ruthlessness, secrecy, use of covert action and deception that rivals the Romulans, and being extremely xenophobic to other races, believing they should dominate all others.</p><p>Cardassians have poor hearing, but their minds are sharp and have photographic memories, and place a great amount of value on family and with their hierarchical culture, placing the State at the top in public life, and parents within the home. Advanced age is also highly valued as a sign of strength, power and wisdom.</p><p></p><p><strong>Racial Traits:</strong></p><p>Ability Modifiers: +1 Intelligence, +1 Wisdom, -2 Charisma - Cardassians are intelligent and very cunning and weary of all other races.</p><p>Medium: As Medium creatures, Cardassians have no special bonuses or penalties due to their size.</p><p>Speed: Cardassians base land speed is 30 feet.</p><p>Racial Skills: -2 to Listen checks due to their poor hearing.</p><p>Extreme Loyalty: Cardassians are extremely loyal, particularly to family and State. Any skills, checks or rolls related to their allegiances gain +1</p><p>Planetary Adaptation: Hot World. Cardassians come from a hot planet, Cardassian Prime, granting them +4 on Fort saves against extreme heat (but don't gain fire resistance as per d20 Future pg 13)</p><p>Photographic Memory: +2 to Knowledge checks and Intelligence checks to remember something they have previously seen.</p><p>Training: Due to the nature of Cardassian society, all Cardassians receive some training in gathering information to use against their enemies. Cardassians gain Bluff, Gather Information as class skills, and if they already are class skills, gain +1 bonus.</p><p>Reputation: Cardassians, being so well known for being secretive and brutal gain +1 Reputation and +1 to Intimidation checks. </p><p>ECL: +1</p><p></p><p><span style="font-size: 15px">Klingon</span></p><p></p><p>Klingons are a humanoid warrior species from the planet Qo'noS (pronouced Kronos), and have a powerful empire that spans part of the Beta and Alpha Quadrants. They are a proud, tradition-bound people who value honour and combat. The warrior ethos is an important aspect of Klingon society, even in non-combat roles, such as in family matters it can be found. Due to their strong warrior ways and traditions, Klingon medical science is not very advanced. Females and males are considered equals in everything except in leadership roles in politics and military which are dominated by males, with a few exceptions, while females traditionally dominated the household and management of the family's affairs. With the military so integral to Klingon society, every Klingon, even those not in the military, have some military combat training, especially with traditional Klingon bladed weapons. This also makes discipline strictly enforced not only by superiors but also subordinates, particularly if one's honour is at stake.</p><p>As expected of a warrior race, Klingons are physically strong, durable and fast. Easily identifiable by the ridges on their heads, down their backs. Many also have armoured bone plating covering their spines, shoulders, parts of their hands, feet, arms and legs, varying from individual to individual. All Klingons poses a robust anatomy, with a great deal of multiple redundancy in their organs, including two livers, an eight-chambered heart, three lungs and multiple stomachs. All of this allowing them to suffer wounds that would be fatal to any other species, and give them great stamina and endurance on the battlefield. Klingon teeth are generally sharp, with two larger fangs (incisors). Many Klingons, both male and female, grow long curly or wavy thick luxurious hair, with males able to grow beards. Both genders can also go completely bold, however this is more common amongst males. Due to their redundant organs, Klingons typically live up to 150 years, with those that live that long, remaining quite strong and able warriors right up to their deaths.</p><p> </p><p><strong>Racial Traits:</strong></p><p>Ability Modifiers: +4 Strength, +2 Constitution, -1 Intelligence, -2 Charisma. Klingons are strong and hearty, but on average are not as intelligent, and their warrior ways and aggression, and honour system can make them difficult to understand or interact with.</p><p>Medium: As Medium creatures, Klingons have no special bonuses or penalties due to their size, however they tend to be larger than average humanoids, with 6 feet or taller being the average height.</p><p>Speed: Klingons base land speed is 35 feet.</p><p>Racial Skills: +1 Listen, +1 Spot and +1 Survival skills. Klingons evolved from predators, allowing them to find prey, and their multiple stomachs and redundant organs allow them to live off the land and eat things that most species find unpalatable.</p><p>Extreme Loyalty: Klingons are extremely loyal and honour bound, particularly to family, their Empire and their personal honour. Any skills, checks or rolls related to their allegiances gain +1</p><p>Planetary Adaptation: Hot World. Cardassians come from a hot planet, Cardassian Prime, granting them +4 on Fort saves against extreme heat (but don't gain fire resistance as per d20 Future pg 13). Klingons suffer -1 to all rolls when in temperatures below freezing, they dislike the cold.</p><p>Redundant Organs: Due to the redundant organs Klingons have, any critical attack against them has a 50% chance to be considered a regular hit. When reduced to 0 hit points, the Klingon is not considered dying, and able to act normally until dead at -15 hit points. Taking actions while below 0 hit points does not cause additional hit point damage, unless suffering from effects such as from the wounding magical ability from weapons, or similar effects that continue to do damage over time.</p><p>Training: As a warrior race, all Klingons are taught how to use a number of traditional weapons, granting all Klingons Simple Weapon Proficiency, and proficiency in the Bat'leth, swords, gin'tak spears.</p><p>Reputation: Klingons are well known for being a proud warrior race, giving them +1 to Reputation. They also gain a +2 bonus to Intimidation checks.</p><p>ECL: +2</p></blockquote><p></p>
[QUOTE="kronos182, post: 7548197, member: 6668634"] [SIZE=4]Cardassian[/SIZE] Cardassians are a humanoid species easily identifiable by their light-grey skin, two thick vertical neck ridges that receded back to the crown of their head, and an inverted tear-shaped ridge in the center of the forehead. The ridge is thickest immediately above the eyes, protecting them and creating an deep-set appearance. This trait earned them the derogatory nickname "spoon heads." Cardassians are known for their ruthlessness, secrecy, use of covert action and deception that rivals the Romulans, and being extremely xenophobic to other races, believing they should dominate all others. Cardassians have poor hearing, but their minds are sharp and have photographic memories, and place a great amount of value on family and with their hierarchical culture, placing the State at the top in public life, and parents within the home. Advanced age is also highly valued as a sign of strength, power and wisdom. [B]Racial Traits:[/B] Ability Modifiers: +1 Intelligence, +1 Wisdom, -2 Charisma - Cardassians are intelligent and very cunning and weary of all other races. Medium: As Medium creatures, Cardassians have no special bonuses or penalties due to their size. Speed: Cardassians base land speed is 30 feet. Racial Skills: -2 to Listen checks due to their poor hearing. Extreme Loyalty: Cardassians are extremely loyal, particularly to family and State. Any skills, checks or rolls related to their allegiances gain +1 Planetary Adaptation: Hot World. Cardassians come from a hot planet, Cardassian Prime, granting them +4 on Fort saves against extreme heat (but don't gain fire resistance as per d20 Future pg 13) Photographic Memory: +2 to Knowledge checks and Intelligence checks to remember something they have previously seen. Training: Due to the nature of Cardassian society, all Cardassians receive some training in gathering information to use against their enemies. Cardassians gain Bluff, Gather Information as class skills, and if they already are class skills, gain +1 bonus. Reputation: Cardassians, being so well known for being secretive and brutal gain +1 Reputation and +1 to Intimidation checks. ECL: +1 [SIZE=4]Klingon[/SIZE] Klingons are a humanoid warrior species from the planet Qo'noS (pronouced Kronos), and have a powerful empire that spans part of the Beta and Alpha Quadrants. They are a proud, tradition-bound people who value honour and combat. The warrior ethos is an important aspect of Klingon society, even in non-combat roles, such as in family matters it can be found. Due to their strong warrior ways and traditions, Klingon medical science is not very advanced. Females and males are considered equals in everything except in leadership roles in politics and military which are dominated by males, with a few exceptions, while females traditionally dominated the household and management of the family's affairs. With the military so integral to Klingon society, every Klingon, even those not in the military, have some military combat training, especially with traditional Klingon bladed weapons. This also makes discipline strictly enforced not only by superiors but also subordinates, particularly if one's honour is at stake. As expected of a warrior race, Klingons are physically strong, durable and fast. Easily identifiable by the ridges on their heads, down their backs. Many also have armoured bone plating covering their spines, shoulders, parts of their hands, feet, arms and legs, varying from individual to individual. All Klingons poses a robust anatomy, with a great deal of multiple redundancy in their organs, including two livers, an eight-chambered heart, three lungs and multiple stomachs. All of this allowing them to suffer wounds that would be fatal to any other species, and give them great stamina and endurance on the battlefield. Klingon teeth are generally sharp, with two larger fangs (incisors). Many Klingons, both male and female, grow long curly or wavy thick luxurious hair, with males able to grow beards. Both genders can also go completely bold, however this is more common amongst males. Due to their redundant organs, Klingons typically live up to 150 years, with those that live that long, remaining quite strong and able warriors right up to their deaths. [B]Racial Traits:[/B] Ability Modifiers: +4 Strength, +2 Constitution, -1 Intelligence, -2 Charisma. Klingons are strong and hearty, but on average are not as intelligent, and their warrior ways and aggression, and honour system can make them difficult to understand or interact with. Medium: As Medium creatures, Klingons have no special bonuses or penalties due to their size, however they tend to be larger than average humanoids, with 6 feet or taller being the average height. Speed: Klingons base land speed is 35 feet. Racial Skills: +1 Listen, +1 Spot and +1 Survival skills. Klingons evolved from predators, allowing them to find prey, and their multiple stomachs and redundant organs allow them to live off the land and eat things that most species find unpalatable. Extreme Loyalty: Klingons are extremely loyal and honour bound, particularly to family, their Empire and their personal honour. Any skills, checks or rolls related to their allegiances gain +1 Planetary Adaptation: Hot World. Cardassians come from a hot planet, Cardassian Prime, granting them +4 on Fort saves against extreme heat (but don't gain fire resistance as per d20 Future pg 13). Klingons suffer -1 to all rolls when in temperatures below freezing, they dislike the cold. Redundant Organs: Due to the redundant organs Klingons have, any critical attack against them has a 50% chance to be considered a regular hit. When reduced to 0 hit points, the Klingon is not considered dying, and able to act normally until dead at -15 hit points. Taking actions while below 0 hit points does not cause additional hit point damage, unless suffering from effects such as from the wounding magical ability from weapons, or similar effects that continue to do damage over time. Training: As a warrior race, all Klingons are taught how to use a number of traditional weapons, granting all Klingons Simple Weapon Proficiency, and proficiency in the Bat'leth, swords, gin'tak spears. Reputation: Klingons are well known for being a proud warrior race, giving them +1 to Reputation. They also gain a +2 bonus to Intimidation checks. ECL: +2 [/QUOTE]
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