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Star Frontiers d20-(Abandoned)


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First Post
SF Races

Here are my take on the old SF races. Ive tried to keep it as close to the old description of the races in the Alpha Dawn rules.

For background fluff, most of the old campaign timeline info is considered "canon" for historical background. The information regarding Rim Worlds and "newer" races in Zeb's guide are not going to be used.

Characters will start at 3rd level. Star Frontiers is a PL7 setting. The characters will be the members of a small StarLaw Ranger company in a remote system. Rangers are similar to the old Texas Rangers- responsible not just for law enforcement, but for paramilitary defense, exploration, rescue, and just about anything else that needs to be done.

The company will have access to a small space vessel.

Races:
Non human characters do not gain as many skill points as a human character of the same class. Non humans get 4 fewer skill points at 1st level than a human character and 1 fewer skill point each level thereafter.
Non Human characters advance as human characters do, but they gain only one bonus feat at 1st level instead of two.

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Humans: per the d20 modern rules.

average size:6 feet tall
average mass: 175 pounds (male), 120 pounds (female)
average lifespan:200 years
reproduction:heterosexual, viviparous
body temperature: 98.6 F
starting languages: read/write Human, read/write PanGal


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Dralasite

average size: 4 to 4 feet 5 inches tall, 3 feet wide
average mass: 143 pounds
average lifespan: 250 years
reproduction: hermaphroditic, budding
body temperature: 86 F
languages:read/ write Dralasite, read/write PanGal

Size: Medium

Speed: 20

Ability Modifiers: +2 Con, -2 Dex, +2 Wis

Elasticity (Sp): A Dralasite's skin is stretchable and supported by a complex muscle structure. A Dralasite can have a number of limbs equal to his Dex/3 +1, rounded up. These limbs cannot be longer than 3 feet, and cannot be thinner than 4 inches, and fingers up to 4 inches long and no thinner than 1/2 inch. It takes 5 minutes to grow an extra limb. Regardless of the number of limbs, a Drasalite cannot use more than two weapons at a time. Normal penalties apply for two weapon fighting.

Lie Detection (Ex): Dralasites are a very thoughtful and observant species. They are adept at debate and discussions, and can very often tell when someone is not telling the truth. Therefore they gain a specific +2 bonus to Sense Motive checks when determining the truthfulness of an individual.The Dralasite must be talking to its target face to face to use this ability.

Scent (Ex): Dralasites have amazing sense of smell, and can identify people by scent, as well as familiar smells from objects.

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Vrusk

average size: 5 feet tall, 5 feet long
average mass: 185 pounds
average lifespan: 175 years
reproduction:heterosexual, ovoviviparous
body temperature: 100.4 F
languages: read/write Vrusk, read/write Pan Gal

Size: Medium

Speed: 40

Ability Modifiers: -2 Str, +2 Dex

Ambidexterity (Ex): Vrusk gain the benefits of the Two-Weapon Fighting feat as a bonus.

Head for Business: All Vrusk gain the Knowledge:business skill as a class skill regardless of class or occupation.

Comprehension (Ex): Vrusk have a special sense when it comes to social dealings as a result of their own complicated social structure. They are very good at determining the nature of most interactions, and therefore gain a specific +4 bonus to sense motive checks when assessing a social situation.

Darkvision(Ex): Vrusk possess darkvision out to a range of 60 feet. Darkvision is black and white only but otherwise the same as normal sight, and vrusk can function with no light at all.

Natural Armor: The Vrusk's hard carapace gives a +1 natural armor bonus to defense.

Stability (Ex): A Vrusk's eight legs grant it a +4 stability bonus on checks made to resist bull rush and trip attempts.

Swim Penalty: Vrusk breathe through gills on their abdomen, and therefore take a -4 on Swim checks.

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Yazirian


average size: 6 feet 8 inches
average mass: 110 pounds (male), 130 (female)
average lifespan: 140 years
reproduction: heterosexual, viviparous
body temperature: 102.2 F
languages: read/ write Yazirian, read/ write PanGal


Size: Medium

Speed: 30

Ability Modifiers: -2 Str, +2 Dex, +2 Int, -2 Cha

Low light vision (Ex): Yazarians have excellent sight, and are only limited by their normal field of vision.

Life Enemy: At first level, a Yazirian may elect a life enemy. This enemy can be a particular person or group, or a cause. A life enemy is not required, but can only be elected at first level and cannot be altered or changed afterwards.The Yazirian gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of his chosen enemy. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. For noncombant life enemies, Yazirian may choose cause or field of study. In such cases, Yazirian gain a +4 circumstancial bonus in a craft, knowledge or research skill for their particular field.

Light sensitivity (Ex): Yazarians are susceptable to bright light, and are -2 to all actions and checks ( such as attacks, spot, and search) in such conditions when not wearing dark goggles.

Battle Rage (Ex): Yazirians train themselves to "rage" in combat, and push themselves to their physical limit in attack. Yazirians gain the Heroic Surge feat as a bonus.

Glide (Sp): Yazarians may use their membranes to glide. The maximum distance they may glide is 1 foot for every one in height in normal gravity, double in low gravity. He must start at least 30 feet off the ground at start. Yazirian glide at poor manuverability rating. Yazirians cannot glide in environments with zero or heavy gravities.
 
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First Post
The Cryxia System

The Cryxia System contains 2 planets in orbit around an orange star. A Rim system, it has only recently gained membership to the UPF. Primarily settled by the Vrusk, the two planets now have sizeable populations, and local militia and law enforcement. Agriculture is the main industry.

Pi'Ka'Nair is a heavily populated, light gravity world. Like its sister planet, many crops are cultivated on the world for trade and export, but its main crop is the Cryxian root, an indigenous plant used for several synthetic drugs and medicines. SyntheticCorp maintains a major laboratoy/factory on Pi'Ka'Nair for processing of the root. Most farms on Pi'Ki'nair are collective enterprises run by the Vrusk House E'tcha which specializes in agriculture.

Pi'Ki'Nair has one satellite, a desolate, rocky moon- Bu'd.

T'zaan is moderately populated, normal gravity world. Colonized later than its sister, T'zaan is populated mostly by small independent farmers. Its too cultivates the Cryxian root as its main crop. The Capellan Free Merchants maintain an trading station satellite in orbit around T'zaan.

The newly constructed Ranger station is on T'zaan, whose population voted and petitioned for a StarLaw presence. Otherwise the UPF has few officials in the system.
 

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First Post
Falkus said:
I'm interested, it's been a while since I've played in the universe of Star Frontiers.

Great. Welcome aboard Falkus. I'll put you down as the first player. Feel free to post any questions.
 

Ferrix

Explorer
For some reason I can't get the starfrontiers page to load, what exactly is the setting like? Star Wars? Babylon 5? Firefly? Farscape?
 

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First Post
The page does often take some time to load.

The old Star Frontiers game was pretty science lite compared to games like Traveller. There were only four races, and like the Basic and AD&D of the tiem it was a little on the generic and open side as far as setting info went.

Games were (to me at least) alot like Silver Age space opera games. Somewhere between Buck Rogers and Star Wars I guess. Exploration of primitive worlds with dino riding natives, weird aliens, ancient artifact hunts and starship combat were all part of the fun. The main threat was of a mysterious worm like alien race that could hypnotize other species to act as its agents and spies, and that occasionally invaded for purposes known only to itself.

It wasnt a perfect setting or system, but it was fun.
 

Ferrix

Explorer
Express said:
The page does often take some time to load.

The old Star Frontiers game was pretty science lite compared to games like Traveller. There were only four races, and like the Basic and AD&D of the tiem it was a little on the generic and open side as far as setting info went.

Games were (to me at least) alot like Silver Age space opera games. Somewhere between Buck Rogers and Star Wars I guess. Exploration of primitive worlds with dino riding natives, weird aliens, ancient artifact hunts and starship combat were all part of the fun. The main threat was of a mysterious worm like alien race that could hypnotize other species to act as its agents and spies, and that occasionally invaded for purposes known only to itself.

It wasnt a perfect setting or system, but it was fun.

Sounds pretty cool, what exactly is the plan for the players? Are they working for the government? Police force like? Mercenary?
 

Express

First Post
Ferrix said:
Sounds pretty cool, what exactly is the plan for the players? Are they working for the government? Police force like? Mercenary?

The players work for StarLaw, which is the "national" interplanetary law enforcement group for the United Planetary Federation, the games government.They are not part of the military and are a step up from the local law units that exist on various planets.

However, the Rangers have a rather large area of responsibility other than just law enforcement operating out on the edges of settled space.
 

Ferrix

Explorer
Express said:
The players work for StarLaw, which is the "national" interplanetary law enforcement group for the United Planetary Federation, the games government.They are not part of the military and are a step up from the local law units that exist on various planets.

However, the Rangers have a rather large area of responsibility other than just law enforcement operating out on the edges of settled space.

Ah bummer... I've been watching a lot of Firefly recently and I had been liking the idea of being small-time smugglers/runners/mercenaries but with a general nobility working against the government and trying to get by in a rough world.
 

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