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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7498771" data-attributes="member: 6668634"><p><span style="font-size: 12px"><span style="font-size: 10px">A couple of well known Star Trek races for use..</span><strong></strong></span></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>Vulcans</strong></span></p><p> </p><p>Vulcans are a warp-capable humanoid species from the planet Vulcan. They appear very similar to Humans with the only outer differences being pointed ears, up-swept eyebrows with a bronze or greenish tint to their skin. They are also known for their strict adherence to logic and reason, remarkable stoicism as well as their telepathic abilities, although most do not develop their telepathy. Vulcans are stronger and have faster reflexes compared to humans, as well as living up to 200 years or more, as well has impressive respiratory system allowing them to breathe in low oxygen environments without issues. Their hearts, which beat faster, is located where a human's liver would be, and pumps a copper based blood, giving it a green colour when exposed to oxygen. Their eyes also have an inner eyelid that protects their eyes from dirt and other particles in the air. Having evolved on a desert planet allows Vulcans to go several days without water and even sleep.</p><p>Vulcans reach adulthood at 18 years, middle age at 120 years, old age at 180, able to live 190 +3d10 years.</p><p> </p><p><strong>Racial Traits:</strong></p><p><strong>Ability Modifiers:</strong> +2 Strength, +2 Dexterity, +2 Constitution, -2 Wisdom, -2 Charisma - Vulcans are physically strong, hearty and fast, however with their strong adherence to logic and suppressing emotions can make them seem distant and cold to most other people.</p><p><strong>Medium:</strong> As Medium creatures, Vulcans have no special bonuses or penalties due to their size.</p><p><strong>Speed:</strong> Vulcan base land speed is 35 feet.</p><p><strong>Racial Skills:</strong> +2 to Listen checks due to enhanced hearing.</p><p><strong>Feats:</strong> Vulcans gain the Planetary Adaptation: Barren World feat (d20 Future pg 13), gaining +4 to Survival checks and Constitution checks against starvation and thirst. Vulcans can go without water and food 4 days before needing to make checks. Vulcans can gain the Nerve Pinch feat (d20 Future, pg 13) without meeting the normal requirements after reaching level 3 as one of the feats they can select.</p><p><strong>Psionic Skills:</strong> Vulcans automatically gain the Psionic Skills feat as described in Urban Arcana. (The character gains the following class skills, as described under the Telepath advanced class: Autohypnosis, Concentration.)</p><p><strong>Psionic Abilities:</strong> Vulcans are naturally gifted in psionics. Vulcans, with some training (typically at least 40 years old), will have the following psionic powers: Lesser Mindlink, Force Mindlink, Detect Thoughts, Detect Psionics. However these abilities require that the Vulcan touch the recipient except Detect Psionic, and able to use these powers with no power points 3 plus Int modifier times per day, and takes 1d4 rounds to use the power. This is in addition to any other psionics the character may be able to cast from other psionic classes. Vulcans who don't take any psionic classes will have a base of 4+ Int modifier power points. Vulcans that take psionic classes gain a bonus 10 power points if starting at level one with a psionic class, plus at any level they gain in a psionic class they gain +1 power points per level.</p><p><strong>Lowlight Vision:</strong> Vulcans can see farther in low-light conditions than other races.</p><p><strong>Low Oxygen Adaptation:</strong> Vulcans can function fine while within a low oxygen environment, and when using stored oxygen, such as while wearing an environmental sealed suit such as a space suit, they can extend the breathable time by 25% since they require less air. However this makes them more susceptible to air borne toxins, however if they failed their save to the toxins or poisons they can make another save the next round at +1 due to their powerful immune system.</p><p><strong>Inner Eyelids:</strong> Vulcans have an inner eyelid that protects their eyes, while in conditions with dirt, sand and other particles in the air, such as in desert environments, they are not affected as their eyes are protected. This also gives them protection against harsh lighting conditions, such as flash grenades or extremely bright light, such as in deserts or on planets with brighter normal sun light. Grants +2 to all such saves.</p><p><strong>Mental Training:</strong> Vulcans, as part of their training to suppress their emotions and follow logic, are also able to, through will power, able to control much of their bodily functions. Making a Concentration check, the Vulcan is able to perform several feats: DC 15 and entering a trance-like state, able to increase their healing ability to Fast 1 for 1d4 rounds +1 round per round of additional concentration to a maximum of 10 additional rounds; DC 18, able to enhance either their Strength or Dexterity by +2 for 1d4 rounds; DC 20, enter a trance-like state for 2d6 rounds and able to purge their body of any poisons or toxins that have a save DC less than 17. Diseases and poisons or toxins with a save DC higher than 17 require the Vulcan to enter the trance for 2d6 hours.</p><p><strong>Logic:</strong> Due to their training in logic and suppressing their emotions, Vulcans gain Concentration, Diplomacy and up to two Knowledge skills as class skills, and if they already are class skills they gain +1 bonus to those checks. If a Vulcan make a Concentration check DC 16 before attempting any Craft or Research checks, for every 5 points they beat the Concentration DC grants a +1 bonus to those checks as the Vulcan is super focused and using their logic to assist in making those skills/attempts more efficient.</p><p><strong>ECL:</strong> +2</p><p> </p><p><span style="font-size: 12px"><strong>Romulan</strong></span></p><p> </p><p>Romulans are a humanoid race from the planet Romulus, and are biological cousins to Vulcans, being descendants of those who left Vulcan as they rejected the teachings and reforms that Surak brought during the Time of Awakening that brought about the Vulcan way of logic and repressing their emotions. Physically Romulans are similar to Vulcans, although 75% have ridges above their brows forming a V-shape on their forehead, along with a few other minor internal differences. Romulans are very xenophobic, secretive and cunning. Romulans seem to lack the Vulcan's psionic powers, although it is possible for Romulans to unlock this potential, very few do.</p><p> </p><p><strong>Racial Traits:</strong></p><p><strong>Ability Modifiers:</strong> +2 Strength, +2 Dexterity, +1 Wisdom, -2 Charisma - Romulans are physically strong, hearty and fast, they are also very cunning and weary of all other races.</p><p><strong>Medium:</strong> As Medium creatures, Romulans have no special bonuses or penalties due to their size.</p><p><strong>Speed:</strong> Romulan base land speed is 35 feet.</p><p><strong>Racial Skills:</strong> +2 to Listen checks due to enhanced hearing.</p><p><strong>Lowlight Vision:</strong> Romulans can see farther in low-light conditions than other races.</p><p><strong>Training:</strong> Due to the nature of Romulan society, all Romulans receive some training in fooling opponents, subtly. Romulans Bluff, Gather Information, Move Silently, Sense Motive as class skills, and if they already are class skills, gain +1 bonus.</p><p><strong>Reputation:</strong> Romulans, being so well known for being secretive and treacherous gain +1 Reputation and +1 to Intimidation checks. </p><p><strong>ECL:</strong> +1</p></blockquote><p></p>
[QUOTE="kronos182, post: 7498771, member: 6668634"] [SIZE=3][SIZE=2]A couple of well known Star Trek races for use..[/SIZE][B] Vulcans[/B][/SIZE] Vulcans are a warp-capable humanoid species from the planet Vulcan. They appear very similar to Humans with the only outer differences being pointed ears, up-swept eyebrows with a bronze or greenish tint to their skin. They are also known for their strict adherence to logic and reason, remarkable stoicism as well as their telepathic abilities, although most do not develop their telepathy. Vulcans are stronger and have faster reflexes compared to humans, as well as living up to 200 years or more, as well has impressive respiratory system allowing them to breathe in low oxygen environments without issues. Their hearts, which beat faster, is located where a human's liver would be, and pumps a copper based blood, giving it a green colour when exposed to oxygen. Their eyes also have an inner eyelid that protects their eyes from dirt and other particles in the air. Having evolved on a desert planet allows Vulcans to go several days without water and even sleep. Vulcans reach adulthood at 18 years, middle age at 120 years, old age at 180, able to live 190 +3d10 years. [B]Racial Traits:[/B] [B]Ability Modifiers:[/B] +2 Strength, +2 Dexterity, +2 Constitution, -2 Wisdom, -2 Charisma - Vulcans are physically strong, hearty and fast, however with their strong adherence to logic and suppressing emotions can make them seem distant and cold to most other people. [B]Medium:[/B] As Medium creatures, Vulcans have no special bonuses or penalties due to their size. [B]Speed:[/B] Vulcan base land speed is 35 feet. [B]Racial Skills:[/B] +2 to Listen checks due to enhanced hearing. [B]Feats:[/B] Vulcans gain the Planetary Adaptation: Barren World feat (d20 Future pg 13), gaining +4 to Survival checks and Constitution checks against starvation and thirst. Vulcans can go without water and food 4 days before needing to make checks. Vulcans can gain the Nerve Pinch feat (d20 Future, pg 13) without meeting the normal requirements after reaching level 3 as one of the feats they can select. [B]Psionic Skills:[/B] Vulcans automatically gain the Psionic Skills feat as described in Urban Arcana. (The character gains the following class skills, as described under the Telepath advanced class: Autohypnosis, Concentration.) [B]Psionic Abilities:[/B] Vulcans are naturally gifted in psionics. Vulcans, with some training (typically at least 40 years old), will have the following psionic powers: Lesser Mindlink, Force Mindlink, Detect Thoughts, Detect Psionics. However these abilities require that the Vulcan touch the recipient except Detect Psionic, and able to use these powers with no power points 3 plus Int modifier times per day, and takes 1d4 rounds to use the power. This is in addition to any other psionics the character may be able to cast from other psionic classes. Vulcans who don't take any psionic classes will have a base of 4+ Int modifier power points. Vulcans that take psionic classes gain a bonus 10 power points if starting at level one with a psionic class, plus at any level they gain in a psionic class they gain +1 power points per level. [B]Lowlight Vision:[/B] Vulcans can see farther in low-light conditions than other races. [B]Low Oxygen Adaptation:[/B] Vulcans can function fine while within a low oxygen environment, and when using stored oxygen, such as while wearing an environmental sealed suit such as a space suit, they can extend the breathable time by 25% since they require less air. However this makes them more susceptible to air borne toxins, however if they failed their save to the toxins or poisons they can make another save the next round at +1 due to their powerful immune system. [B]Inner Eyelids:[/B] Vulcans have an inner eyelid that protects their eyes, while in conditions with dirt, sand and other particles in the air, such as in desert environments, they are not affected as their eyes are protected. This also gives them protection against harsh lighting conditions, such as flash grenades or extremely bright light, such as in deserts or on planets with brighter normal sun light. Grants +2 to all such saves. [B]Mental Training:[/B] Vulcans, as part of their training to suppress their emotions and follow logic, are also able to, through will power, able to control much of their bodily functions. Making a Concentration check, the Vulcan is able to perform several feats: DC 15 and entering a trance-like state, able to increase their healing ability to Fast 1 for 1d4 rounds +1 round per round of additional concentration to a maximum of 10 additional rounds; DC 18, able to enhance either their Strength or Dexterity by +2 for 1d4 rounds; DC 20, enter a trance-like state for 2d6 rounds and able to purge their body of any poisons or toxins that have a save DC less than 17. Diseases and poisons or toxins with a save DC higher than 17 require the Vulcan to enter the trance for 2d6 hours. [B]Logic:[/B] Due to their training in logic and suppressing their emotions, Vulcans gain Concentration, Diplomacy and up to two Knowledge skills as class skills, and if they already are class skills they gain +1 bonus to those checks. If a Vulcan make a Concentration check DC 16 before attempting any Craft or Research checks, for every 5 points they beat the Concentration DC grants a +1 bonus to those checks as the Vulcan is super focused and using their logic to assist in making those skills/attempts more efficient. [B]ECL:[/B] +2 [SIZE=3][B]Romulan[/B][/SIZE] Romulans are a humanoid race from the planet Romulus, and are biological cousins to Vulcans, being descendants of those who left Vulcan as they rejected the teachings and reforms that Surak brought during the Time of Awakening that brought about the Vulcan way of logic and repressing their emotions. Physically Romulans are similar to Vulcans, although 75% have ridges above their brows forming a V-shape on their forehead, along with a few other minor internal differences. Romulans are very xenophobic, secretive and cunning. Romulans seem to lack the Vulcan's psionic powers, although it is possible for Romulans to unlock this potential, very few do. [B]Racial Traits:[/B] [B]Ability Modifiers:[/B] +2 Strength, +2 Dexterity, +1 Wisdom, -2 Charisma - Romulans are physically strong, hearty and fast, they are also very cunning and weary of all other races. [B]Medium:[/B] As Medium creatures, Romulans have no special bonuses or penalties due to their size. [B]Speed:[/B] Romulan base land speed is 35 feet. [B]Racial Skills:[/B] +2 to Listen checks due to enhanced hearing. [B]Lowlight Vision:[/B] Romulans can see farther in low-light conditions than other races. [B]Training:[/B] Due to the nature of Romulan society, all Romulans receive some training in fooling opponents, subtly. Romulans Bluff, Gather Information, Move Silently, Sense Motive as class skills, and if they already are class skills, gain +1 bonus. [B]Reputation:[/B] Romulans, being so well known for being secretive and treacherous gain +1 Reputation and +1 to Intimidation checks. [B]ECL:[/B] +1 [/QUOTE]
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