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[Reposting] NEW Alien Race Competition
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<blockquote data-quote="btccg" data-source="post: 7700993" data-attributes="member: 6855940"><p><strong>Race Name: </strong>Kalmarran</p><p><u>History</u>:</p><p>The Kalmarra system contains five worlds, but only three are habitable, orbiting a massive G2V star about three times the size of Sol. The homeworld Kalmarra III is a heavy gravity world (1.6 terran standard gravities), approximately the size of Jupiter in the Sol system with eight moons, two of which are heavily populated. Kalmarrans are an advanced spacefaring race.</p><p> </p><p>Over a thousand years ago, the Kalmarrans suffered what is known as the “War of Shame”. Within a century of their first launch into local space, they had colonized two moons and explored the rest of their home system with robotic probes. But over the next two hundred years, societal pressures caused a racial rift between the homeworld and the colonies, resulting in a massive civil war that threatened to wipe out their entire race. After nearly half a century of war and over half their population dead, the Kalmarrans came to realize their society could end and, after another decade of discussion and arguing, the war ended. Since then, cultural integration has forced a change of focus from a “Pryde first” to “Race first” mentality with a matriarchal dominance due to re-population efforts after the War. </p><p> </p><p><u>Physical Description: </u></p><p>The Kalmarrans are on average about 5 ½ feet in height, and about 350 pounds, with heavy musculature but a sleek predatory build. They are covered in thick fur with markings resembling terrestrial tigers. They have large retractable claws primarily used for climbing, but capable of doing tremendous damage in combat. They have large tearing canines as the race is carnivorous by nature. Genetic coloring and striping patterns are how families are denoted, and they are as varied as eye and hair color are in humans. The eyes are predominately light in color with shades of yellow, greens and blues being the most common. Darker eye colors such as hazel, black or purple are rarer and only seem to be found among the Leadership Prydes.</p><p> </p><p><u>Society:</u></p><p>They value strength of body and spirit above all, and “to serve the Empire” is the goal of every single member of the species. The strong survive, and the survival of the race as a whole dominates their mindset. </p><p> </p><p>They are creatures of duty, first and foremost. The politicians govern for the good of all; the historians document history so they can learn from the mistakes of the past and prosper in the future; the soldier fights for the continued survival of the race; the worker does what needs to be done to keep society functioning. They are generally unwilling to start conflict, knowing from their past the destructiveness of war and what it can do to a society, but they will finish what they start. Conflict between Kalmarrans is usually highly ritualized and to the first blood, for to kill another Kalmarran is seen as the worst crime due to the stigma of the War of Shame. </p><p> </p><p>Kalmarran society is organized around three primary tiers or caste levels, based around a family/clan unit called a “Pryde”. The Prydes were originally named after great historical leaders whose names and contributions were lost in the ravages of the War of Shame so long ago. It took forced integration of some of the weaker Prydes after that awful period of time to allow the race to survive, and the names changed to reflect the distinguishing markings and purpose of the clan within society as a whole. </p><p> </p><p><em>Leadership Pryde</em>: the political and religious leaders and keepers of history, about 5% of the population. These Prydes either make up the government and lawmakers, determining how best to keep society functioning as a whole, or perform the role of religious priests, scholars, teachers, researchers, astrologers and the keepers of lore. Regal and well educated they are ambassadors to the Galactic community. They are also the ones most adept at harnessing the powers of natural or mystical energy. They combine the power of the mystical and technological in order to further benefit the race. Humans know this as technomagic and Kalmarrans are masters of this science.</p><p></p><p><em>Military Pryde:</em> the primary military arm of the Kalmarran society, about 35% of the population. They are trained from birth to fight and protect the Kalmarran race at all costs. They are the police, peacekeepers and military all rolled into one, functioning and dying for the good of the race. These Prydes are the most likely to be magically enhanced to become “super-soldiers,” or to be awarded bionics or cybernetic enhancements to allow them greater survivability and combat effectiveness. The quickest to anger of all Kalmarrans, they are also the quickest to let a grudge die as they understand the frailty of life.</p><p> </p><p><em>Support Pryde:</em> the blue-collar part of Kalmarran society, about 60% of the population. They are the scientists, engineers, crafters, laborers, accountants, and other mundane roles of society. They serve the other Prydes in a support role, allowing the military to do what has to be done and the leaders to devote their energies to governing. They may be gene-gineered towards their particular skill set and cybernetically enhanced to allow them to perform their duties more effectively.</p><p> </p><p><u>Typical Names</u>: (Male) And’draa, Fel’nar, Kal’co (Female) T’gress, Ka’lee, Y’leen</p><p>Kalmarran naming conventions are as varied as Earth, usually based from historical family names, great heroes of history, the Pryde, or names associated with a particular coloring within the Pryde. </p><p> </p><p><strong>Statistics:</strong></p><p>Size: Medium</p><p>Classification: felinoid</p><p>Age Range: 1-30 (Young), 31 – 75 (Adult), 76 – 120 (Old), 121 – 150 (Ancient)</p><p>Height: 5’2 to 6’0 (60 + 2d6 inches)</p><p>Weight: 300 to 400 lbs (280 base + 2d6 x 10)</p><p> </p><p>Pryde: Select one type: Leadership, Military or Support</p><p>Attributes: All Kalmarrans gain STR +1, END +1 and INT +1. In addition they gain an Attribute bonus based on the type of Pryde selected as follows:</p><p>· Leadership Pryde: MAG +2, LUC -1</p><p>· Military Pryde: AGI +1</p><p>· Support Pryde: LOG +1</p><p> </p><p>Skill Choices: skill selections are based on the Pryde type selected above.</p><p>· Leadership: [scientific], [lore], religion, negotiation, law</p><p>· Military: [combat], [unarmed fighting], [physical], intimidate, carousing</p><p>· Support: [technical], [crafting], [academic], [scientific], [other]</p><p> </p><p>Exploits:</p><p><em>Fast</em>: Kalmarrans are fast and nimble outside of their normal heavy-G environment. Add +2 SPEED and +5’ to both vertical and horizontal jump distances in environments with a gravity lighter than that of their homeworld (1.6g)</p><p></p><p><em>Claws:</em> Kalmarrans are evolved from natural predators and have sharp retractable claws. Kalmarrans can choose to do 2d6 unarmed damage instead of the normal 1d6 by stating they are using their claws.</p><p></p><p><em>Brawny</em>: adapted to heavy gravity environments, Kalmarrans increase their carrying capacity by 50% in environments with a gravity lighter than that of their homeworld (1.6g).</p><p></p><p><em>Acute Senses</em>: Kalmarrans have excellent senses of smell and hearing, and gain a +1d6 bonus to INIT or Perception checks applicable to either of these senses.</p><p> </p><p> </p><p><strong>Racial Origin: </strong>Kalmarran Magic Enhancement</p><p>Prerequisites: Kalmarran race, Leadership or Military Pryde</p><p>Attributes: WIL +1, LOG +1, MAG +1</p><p>Skill Choices: [physical], [lore], [magical]</p><p> </p><p>This Origin may not be repeated.</p><p> </p><p>Exploits: you have been enhanced to become a super-soldier (Military) or have a talent for technomagic (Leadership). Select one of the exploits below that is available to your Pryde (indicated in brackets). </p><p> </p><p><em>Master of Magic</em> (Leadership): gain MAG +1 and select one [magic] skill and one element [secret]. You also gain access to the Mage or Loremaster (select one) Archaic career paths. </p><p> </p><p><em>Invulnerability</em> (Military): gain 3 points of natural SOAK which stacks with all other sources of SOAK and 1 rank of Hardy. This SOAK does not work against Psionic or Magic based attacks.</p><p> </p><p><em>Energy Blast </em>(Military): you can shoot energy blasts of a specific energy type (fire, ice, cosmic energy, radiation, etc.) from some part of your body (hands, eyes, chest, mouth, etc.). Once per round, as one action, you can make a ranged shooting attack with a 20’ range increment against one target with an AGI vs. RANGED DEFENSE check. If the attack hits the blast causes 3d6 damage of the energy type selected. You must select the energy type and body part origin when this exploit is selected, and once selected they cannot be changed.</p><p> </p><p><em>Regeneration </em>(Leadership or Military): You can pause for two actions and recover 1d6 Health a number of times per day equal to the number of dice in your END dice pool. You also gain a +1d6 bonus to shake off the following conditions: Bleeding, Tiredness, Drowsiness, Intoxication.</p><p> </p><p><em>Super Strength </em>(Military): you can punch through battle armor. You gain 1 rank of Carrying and your unarmed attacks ignore the first 5 points of SOAK on the target if the target has a SOAK value of any kind. If the target has no SOAK value of any kind your unarmed attack instead deals +1d6 additional damage.</p><p> </p><p><em>Controller </em>(Leadership or Military)<em>:</em> you can magically affect enemy targets to slow or incapacitate them. Using two full actions, you can make a MAG vs. MENTAL DEFENSE attack to impose one Step of one of the following Conditions on the target: Drowsiness, Nausea, Mobility, Tiredness. The Condition must be selected before the attack roll is made and lasts for 1 minute.</p><p> </p><p><em>Enhancer </em>(Leadership): your mastery of technomagic allows you to magically enhance an item and attune it to you. Select one item of 100 cost or less and one skill the item is applicable to, which cannot be changed once selected. You gain the item for free and it is considered to be high-quality and provides +1d6 bonus to the skill selected. This item can only be used by you and you can only have one item imbued at a time. If the item is lost or destroyed you can imbue another item of 100 cost or less to be applicable to the skill selected.</p><p></p><p><strong>Note:</strong> this racial Origin can be modified to use super-powers when rules for super-powers become available.</p></blockquote><p></p>
[QUOTE="btccg, post: 7700993, member: 6855940"] [B]Race Name: [/B]Kalmarran [U]History[/U]: The Kalmarra system contains five worlds, but only three are habitable, orbiting a massive G2V star about three times the size of Sol. The homeworld Kalmarra III is a heavy gravity world (1.6 terran standard gravities), approximately the size of Jupiter in the Sol system with eight moons, two of which are heavily populated. Kalmarrans are an advanced spacefaring race. Over a thousand years ago, the Kalmarrans suffered what is known as the “War of Shame”. Within a century of their first launch into local space, they had colonized two moons and explored the rest of their home system with robotic probes. But over the next two hundred years, societal pressures caused a racial rift between the homeworld and the colonies, resulting in a massive civil war that threatened to wipe out their entire race. After nearly half a century of war and over half their population dead, the Kalmarrans came to realize their society could end and, after another decade of discussion and arguing, the war ended. Since then, cultural integration has forced a change of focus from a “Pryde first” to “Race first” mentality with a matriarchal dominance due to re-population efforts after the War. [U]Physical Description: [/U] The Kalmarrans are on average about 5 ½ feet in height, and about 350 pounds, with heavy musculature but a sleek predatory build. They are covered in thick fur with markings resembling terrestrial tigers. They have large retractable claws primarily used for climbing, but capable of doing tremendous damage in combat. They have large tearing canines as the race is carnivorous by nature. Genetic coloring and striping patterns are how families are denoted, and they are as varied as eye and hair color are in humans. The eyes are predominately light in color with shades of yellow, greens and blues being the most common. Darker eye colors such as hazel, black or purple are rarer and only seem to be found among the Leadership Prydes. [U]Society:[/U] They value strength of body and spirit above all, and “to serve the Empire” is the goal of every single member of the species. The strong survive, and the survival of the race as a whole dominates their mindset. They are creatures of duty, first and foremost. The politicians govern for the good of all; the historians document history so they can learn from the mistakes of the past and prosper in the future; the soldier fights for the continued survival of the race; the worker does what needs to be done to keep society functioning. They are generally unwilling to start conflict, knowing from their past the destructiveness of war and what it can do to a society, but they will finish what they start. Conflict between Kalmarrans is usually highly ritualized and to the first blood, for to kill another Kalmarran is seen as the worst crime due to the stigma of the War of Shame. Kalmarran society is organized around three primary tiers or caste levels, based around a family/clan unit called a “Pryde”. The Prydes were originally named after great historical leaders whose names and contributions were lost in the ravages of the War of Shame so long ago. It took forced integration of some of the weaker Prydes after that awful period of time to allow the race to survive, and the names changed to reflect the distinguishing markings and purpose of the clan within society as a whole. [I]Leadership Pryde[/I]: the political and religious leaders and keepers of history, about 5% of the population. These Prydes either make up the government and lawmakers, determining how best to keep society functioning as a whole, or perform the role of religious priests, scholars, teachers, researchers, astrologers and the keepers of lore. Regal and well educated they are ambassadors to the Galactic community. They are also the ones most adept at harnessing the powers of natural or mystical energy. They combine the power of the mystical and technological in order to further benefit the race. Humans know this as technomagic and Kalmarrans are masters of this science. [I]Military Pryde:[/I] the primary military arm of the Kalmarran society, about 35% of the population. They are trained from birth to fight and protect the Kalmarran race at all costs. They are the police, peacekeepers and military all rolled into one, functioning and dying for the good of the race. These Prydes are the most likely to be magically enhanced to become “super-soldiers,” or to be awarded bionics or cybernetic enhancements to allow them greater survivability and combat effectiveness. The quickest to anger of all Kalmarrans, they are also the quickest to let a grudge die as they understand the frailty of life. [I]Support Pryde:[/I] the blue-collar part of Kalmarran society, about 60% of the population. They are the scientists, engineers, crafters, laborers, accountants, and other mundane roles of society. They serve the other Prydes in a support role, allowing the military to do what has to be done and the leaders to devote their energies to governing. They may be gene-gineered towards their particular skill set and cybernetically enhanced to allow them to perform their duties more effectively. [U]Typical Names[/U]: (Male) And’draa, Fel’nar, Kal’co (Female) T’gress, Ka’lee, Y’leen Kalmarran naming conventions are as varied as Earth, usually based from historical family names, great heroes of history, the Pryde, or names associated with a particular coloring within the Pryde. [B]Statistics:[/B] Size: Medium Classification: felinoid Age Range: 1-30 (Young), 31 – 75 (Adult), 76 – 120 (Old), 121 – 150 (Ancient) Height: 5’2 to 6’0 (60 + 2d6 inches) Weight: 300 to 400 lbs (280 base + 2d6 x 10) Pryde: Select one type: Leadership, Military or Support Attributes: All Kalmarrans gain STR +1, END +1 and INT +1. In addition they gain an Attribute bonus based on the type of Pryde selected as follows: · Leadership Pryde: MAG +2, LUC -1 · Military Pryde: AGI +1 · Support Pryde: LOG +1 Skill Choices: skill selections are based on the Pryde type selected above. · Leadership: [scientific], [lore], religion, negotiation, law · Military: [combat], [unarmed fighting], [physical], intimidate, carousing · Support: [technical], [crafting], [academic], [scientific], [other] Exploits: [I]Fast[/I]: Kalmarrans are fast and nimble outside of their normal heavy-G environment. Add +2 SPEED and +5’ to both vertical and horizontal jump distances in environments with a gravity lighter than that of their homeworld (1.6g) [I]Claws:[/I] Kalmarrans are evolved from natural predators and have sharp retractable claws. Kalmarrans can choose to do 2d6 unarmed damage instead of the normal 1d6 by stating they are using their claws. [I]Brawny[/I]: adapted to heavy gravity environments, Kalmarrans increase their carrying capacity by 50% in environments with a gravity lighter than that of their homeworld (1.6g). [I]Acute Senses[/I]: Kalmarrans have excellent senses of smell and hearing, and gain a +1d6 bonus to INIT or Perception checks applicable to either of these senses. [B]Racial Origin: [/B]Kalmarran Magic Enhancement Prerequisites: Kalmarran race, Leadership or Military Pryde Attributes: WIL +1, LOG +1, MAG +1 Skill Choices: [physical], [lore], [magical] This Origin may not be repeated. Exploits: you have been enhanced to become a super-soldier (Military) or have a talent for technomagic (Leadership). Select one of the exploits below that is available to your Pryde (indicated in brackets). [I]Master of Magic[/I] (Leadership): gain MAG +1 and select one [magic] skill and one element [secret]. You also gain access to the Mage or Loremaster (select one) Archaic career paths. [I]Invulnerability[/I] (Military): gain 3 points of natural SOAK which stacks with all other sources of SOAK and 1 rank of Hardy. This SOAK does not work against Psionic or Magic based attacks. [I]Energy Blast [/I](Military): you can shoot energy blasts of a specific energy type (fire, ice, cosmic energy, radiation, etc.) from some part of your body (hands, eyes, chest, mouth, etc.). Once per round, as one action, you can make a ranged shooting attack with a 20’ range increment against one target with an AGI vs. RANGED DEFENSE check. If the attack hits the blast causes 3d6 damage of the energy type selected. You must select the energy type and body part origin when this exploit is selected, and once selected they cannot be changed. [I]Regeneration [/I](Leadership or Military): You can pause for two actions and recover 1d6 Health a number of times per day equal to the number of dice in your END dice pool. You also gain a +1d6 bonus to shake off the following conditions: Bleeding, Tiredness, Drowsiness, Intoxication. [I]Super Strength [/I](Military): you can punch through battle armor. You gain 1 rank of Carrying and your unarmed attacks ignore the first 5 points of SOAK on the target if the target has a SOAK value of any kind. If the target has no SOAK value of any kind your unarmed attack instead deals +1d6 additional damage. [I]Controller [/I](Leadership or Military)[I]:[/I] you can magically affect enemy targets to slow or incapacitate them. Using two full actions, you can make a MAG vs. MENTAL DEFENSE attack to impose one Step of one of the following Conditions on the target: Drowsiness, Nausea, Mobility, Tiredness. The Condition must be selected before the attack roll is made and lasts for 1 minute. [I]Enhancer [/I](Leadership): your mastery of technomagic allows you to magically enhance an item and attune it to you. Select one item of 100 cost or less and one skill the item is applicable to, which cannot be changed once selected. You gain the item for free and it is considered to be high-quality and provides +1d6 bonus to the skill selected. This item can only be used by you and you can only have one item imbued at a time. If the item is lost or destroyed you can imbue another item of 100 cost or less to be applicable to the skill selected. [B]Note:[/B] this racial Origin can be modified to use super-powers when rules for super-powers become available. [/QUOTE]
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