• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

In Space They Can Hear You Scream!(SHOUT OUT IF U R PLAYIN!)

spidertrag

First Post
In Space They cant hear you Scream! An alien legion/bughunter campaign
with urban arcana & horror elements in it


Setting info to follow later today
Character idea creation guidelines:
Party size 6+.
Ability array: 18, 16, 14, 14, 13, 12, prior to racial bonus/penalties (one additional +2 to any ability)
Character level: 4
Hit Points: Max
Resources for classes/skills/feats/etc: d20 Modern/Future/Urban Arcana
Allowed Races: Moreau, Weren, T'sa, Vrusk, Terran (human), Elf, Half-Ogre, Kobold, Goblin, Dwarf (other races may be suggested for approval by me)

STAR WARS Races: (Converted by Talmariel at Wizards Board)
Bothans
Type: Humanoid (bothan).
Size: Medium-size. Bothans have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Charisma, -2 Constitution: Bothans are politically-minded and excellent pursuaders, but lack physical stature.
Speed: 30 feet.
Information Network: Bothans have an extensive information network of spies and information brokers. A bothan may requisition information just as they would equipment. You make a level check (1d20 + your character level) against a DC equal to what the information’s Knowledge check DC would be, adding your Charisma bonus to the check. You also apply your Reuptation bonus to this check as a bonus if the bothan community sees you favorably, or a penalty if they see you unfavorably.
Skills: Bothans gain a +2 species bonus to Gather Information and Investigate checks. Bothans also gain +4 skill points at 1st level, and 1 extra skill point at each additional level.
Languages: Speak and Reak/Write Bothese and Basic.
Level Adjustment: +0.

Falleen
Type: Humanoid (falleen).
Size: Medium-size. Falleen have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Charisma, -2 Constitution: Falleen are charming and beautiful, but their biology hasn’t entirely adapted to life above water.
Speed: 30 feet.
Low-Light Vision (Ex): Falleen can see twice as far as normal in poor lighting conditions. Falleen can still distinguish colors, even in dim lighting.
Claw Attack (Ex): Falleen have a claw attack that deals 1d4 damage.
Pheremones (Ex): Once per day, Falleen can exude powerful pheremones to attract the opposite sex. Anyone of the opposite sex within 30 ft. must make a Will save (DC 10 + 1/2 the Falleen’s HD + Cha modifier) or be treated as one attitude friendlier (see page 57 of the d20 Modern RPG, the Diplomacy skill for details on NPC attitudes). The effect lasts for 10 minutes.
Cold-Blooded: Falleen take a –4 penalty on Constitution checks to resist the effects of cold environments.
Bonus Feat: Falleen gain a bonus feat at 1st level.
Languages: Speak and Read/Write Falleen and Basic.

Trandoshans
Type: Monstrous Humanoid (trandoshan).
Size: Medium-size. Trandoshans have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Strength, -2 Dexterity: Trandoshans have powerful physiques, but lack grace and manual dexterity.
Speed: 30 feet.
Darkvision (Ex): Trandoshans possess darkvision out to a range of 60 feet. Darkvision is black and white only but otherwise the same as normal sight, and trandoshans can function with no light at all.
Natural Weapons: Trandoshans have a claw attack that deals 1d4 damage and a bite attack that deals 1d6 damage.
Fast Healing (Ex): Trandoshans have fast healing 1. Any lost limbs are regenerated in 1d4 days.
Languages: Speak and Read/Write Dosh and Basic.
Level Adjustment: +0.

Twi’leks
Type: Humanoid (twi’lek).
Size: Medium-size. Twi’leks have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Charisma, -2 Strength: Twi’leks are cunning and savvy, but their non-warlike culture leaves them weaker than many of the galaxy’s inhabitants.
Speed: 30 feet.
Low-Light Vision (Ex): Twi’leks can see twice as far as normal in poor lighting conditions. Twi’leks can still distinguish colors, even in dim lighting.
Saves: Twi’leks gain a +2 species bonus to Fortitude saves to resist poisons or toxins.
Skills: Twi’leks gain a +2 bonus to Bluff, Diplomacy, and Perform checks.
Bonus Feat: Twi’leks gain a bonus feat at 1st level.
Languages: Speak and Read/Write Ryl and Basic.
Level Adjustment: +0.

Wookiee
Type: Humanoid (wookiee)
Size: Medium-size. Wookiees have no special bonuses or penalties due to their size.
Ability Modifiers: +4 Strength, -2 Dexterity, -2 Charisma: Wookiees are physically powerful, but lack finesse or tact.
Speed: 30 feet.
Climbing Claws: Wookiees gain a +4 Climb bonus and deal lethal damage unarmed.
Wookiee Rage (Ex): Wookiees can enter a near-mindless rage granting them a +4 bonus to Strength, +2 hit points per level, and a +2 bonus to Fortitude and Will saves at the expense of caution, imposing a -2 penalty to Defense. See page 33 of the Star Wars RPG for details.
Skill Bonuses: Wookiees carry a reputation for short fuses and violent tempers, granting them a +4 bonus to Intimidate checks.
Languages: Speak and Read/write Shyriiwook, understand and Read/Write Basic. Wookiees’ vocal cords prevent them from creating the syllables necessary to speak Basic.
Level Adjustment: +0.

Zabrak
Type: Humanoid (zabrak).
Size: Medium-size. Zabrak have no special bonuses or penalties due to their size.
Ability Modifiers: None.
Speed: 30 feet.
Saves: +2 to Fortitude and Willpower saves.
Bonus Feat: Zabrak gain one bonus feat at first level.
Languages: Speak and Read/Write Zabrak and Basic.
Level Adjustment: +0.

Another Char Option: Created by DNDChick
ANTHROPOMORPH (TEMPLATE)
Anthropomorph is an inherited template that can be added to any Animal creature (hereafter referred to as the ‘base animal’). It uses all the special abilities of the base animal, except as noted below.
Size: The base animal’s size increases or decreases based on the table below:
Base animal’s Size Anthropomorph’s Size and Speed
Fine Tiny; 15 feet
Diminutive Tiny; 15 feet
Tiny Small; 20 feet
Small Small; 20 feet
Medium Medium-size; 30 feet
Large Medium-size; 30 feet
Huge Large; 40 feet

Type and Subtype: The base animal’s type changes to Humanoid, and it gains the Anthropomorph subtype. It retains all subtypes.
Hit Dice: The anthropomorph’s hit dice are equal to 1 or 1/2 the base animal’s hit dice, whichever is greater.
Speed: The anthropomorph’s ground speed is determined by its size, as given on the table above.
Defense: Adjust the anthropomorph’s Defense to account for any changes in size and Dexterity. The anthropomorph has a natural armor bonus equal to half that of the base animal.
Base Attack: If the anthropomorph has 2 or more Hit Dice, calculate the anthropomorph’s base attack bonus as a Humanoid (base attack equal to 3/4 hit dice). An anthropomorph with 1 HD replaces its racial hit dice with a character class.
Attack: The anthropomorph retains all the natural attacks of the base animal. Adjust the damage die type up or down according to the change in size. If the base animal has a claw attack, it suffers a −1 penalty to all skills that require manual dexterity, as their large claws interfere with their ability to use their hands.
Special Qualities: The anthropomorph retains all the special qualities of the base animal. Any special quality that deals damage has its damage dice type increased or decreased according to the change in size.
Abilities: Average the base animal’s Strength, Dexterity and Constitution with 10 (or 11 if the ability score is an odd number) and subtract 10. If the result is an odd number, decrease the bonus to the next lowest even number. The total is the bonus for that ability. If the base animal has an Intelligence of 1, the anthropomorph has a −2 Intelligence penalty. All anthropomorphs have a Charisma penalty of −2.
Skills: An anthropomorph with 2 or more hit dice receives racial skill points as a Humanoid (6 + Int bonus) + 1 per HD above 1. The racial skills for an anthropomorph are the same as those of the base animal. If the base animal has racial bonuses to skills, the anthropomorph receives the same bonuses.
Feats: The anthropomorph receives the bonus feats possessed by the base animal. An anthropomorph with 2 or more hit dice receives 1 bonus feat plus 1 feat per 4 hit dice beyond 1 HD.
Environment: Same as base animal.
Organization: Same as base animal.
Challenge Rating: 1/2 that of the base animal, +1 if the anthropomorph is Large.
Advancement: By character class.
Level Adjustment: Equal to HD −1 (minimum +0).
 
Last edited:

log in or register to remove this ad

spidertrag

First Post
A sign on the darker side of town...

Rugged volunters are needed to go to secluded, dangerous places. Will provide armor, weapons, ship, vehicle, droids, & mega-sized med kit. We want you!
 

Karl Green

First Post
hehe Sounds cool... I be a interested! Is this setting kind of Dragonstar (the non-human races are out in the open) or Urban Arcane (in the closet as it where ;))
 

spidertrag

First Post
Karl Green said:
hehe Sounds cool... I be a interested! Is this setting kind of Dragonstar (the non-human races are out in the open) or Urban Arcane (in the closet as it where ;))


Its dragonstarish, though magic is rare like UA ;) w/several alien species about, most of the UA races dont catch any more flack than normal :]
 




Festy_Dog

First Post
This sounds good, count me in. :D What's the setting like technology-wise?

And it appears you've forgotten to include the sixth stat in that array.
 



Remove ads

Top