[d20 Future] Stat adjustments for Star Frontiers races

thol

Explorer
Can someone give me the quick lines on what the ability adjustments are for the Star Frontiers races in the d20 Future book?

I don't have my copy on hand and I need them for a project right now.
 

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Here is what I have come up with so far concerning the Star Frontiers races conversion.

I will give you the stat adjustments and abilities, and explain why I went with what I did. First here are the charts appropriate for this exercise.

Star Frontiers Adjustments
Code:
Race	     Str/Sta  Dex/RS  Int/Log  Per/Ldr
Human		+0	+0	+0	+0
Dralasite	+5	-5	+0	+0
Vrusk		-5	+5	+0	+0
Yazarian	-10	+5	+5	+0
Sathar		+0	-5	-5	+10

D20 to Alternity to Star Frontiers Ability Conversion
Code:
d20	Alt	SF
3-4	4	20-24
5-6	5	25-29
7	6	30-34
8	7	35-39
9-10	8	40-44
11-12	9	45-49
13-14	10	50-54
15	11	55-59
16	12	60-64
17	13	65-69
18	14	70-74
19	15	75-79
20	16	80-84

Let me preface these explanations by saying that a direct translation of ability modifiers would result in a +/- 10 in SF terms being a shift of +/- 2 in d20 terms, and a +/- 5 in SF terms being a +/- 1 in d20 terms. As everyone knows, +/- 1 to abilities in d20 is pointless, as it could circumvent ability bonuses and penalties by careful score placement. So I stuck with simple +/- 2 to all abilities.

Dralasite
  • In Star Frontiers, Dralasites were given a bonus to Strength/Stamina and a penalty to Dexterity.
  • In d20 Future, they are still given a penalty to Dexterity, but are given a bonus to Constitution in favor of Strength.
  • I have stuck with the Dexterity penalty, and originally decided to give the bonus to Strength, but after thinking about it a lot, I have decided to go with d20 Future and give the bonus to Constitution. Dralasites are very resiliant and their ability of elasticity lends itself to the idea they are predisposed to a higher constitution rather than increased strength.

Vrusk
  • In Star Frontiers, Vrusk were given a -5 penalty to Strength/Stamina, and a +5 bonus to Dexterity.
  • In d20 Future, they are still given a penalty to Strength, but inexplicably given bonuses to Intelligence and Wisdom.
  • I have stuck with the Strength penalty, and switched the bonus to Dexterity, where it belongs. The vrusk were no more intelligent or wise than any other race, just more diligent in their work.

Yazarian
  • In Star Frontiers, Yazarians were given a -10 penalty to Strength/Stamina, and a +5 bonus to Dexterity and Intuition/Logic.
  • In d20 Future, they are given a bonus to Dexterity, but again, inexplicably given a penalty to Intelligence instead of Strength, although a more justifiable penalty to Charisma.
  • I have stuck with the Dexterity bonus, and have given them a penalty to Strength. I have also stuck with the Charisma penalty, as in the original material they are stated to be gruff and easily excitable and provoked. I have given them a bonus to Intelligence, as they are one of the more intelligent of the races on the Frontier, though their appearance may disguise that.
    You could make a case here that they should have penalties to Str and Con, and bonuses to Dex, Int, and Wis, but that's going overboard. Four ability modifiers is enough as it is.
 
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[size=+1]Dralasite[/size]
Size: Medium
Speed: 20
Ability Modifiers: +2 Str, -2 Dex
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 +2 to Sense Motive checks when determining the truthfulness of an individual or situation.
Elasticity (Sp): 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 3 inches, and fingers up to 3 inches long and no thinner than 1/2 inch. It takes 5 minutes to grow an extra limb. They cannot be thinner than 1 foot or wider than 5 feet, and no taller than 1.5 times their height.
Scent (Ex): Dralasites have amazing sense of smell, and can identify people by scent, as well as familiar smells from objects.


[size=+1]Vrusk[/size]
Size: Medium
Speed: 40
Ability Modifiers: -2 Str, +2 Dex
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 +4 to Sense Motive.
Ambidexterity (Ex): Vrusk gain the benefits of the Two-Weapon Fighting feat as a bonus.
Swim penalty: Vrusk breathe through gills on their abdomen, and therefore take a -4 on Swim checks.


[size=+1]Yazarian[/size]
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.
Light sensitivity (Ex): Yazarians are susceptable to bright light, and are -2 to all actions and checks in such conditions when not wearing dark goggles.
Glide (Sp): Yazarians may use their membranes to glide. The distance they may glide is 1 foot for every 1 foot in height, with the maximum distance depending on the gravity units.
Code:
G     Dist
1.0    30
0.9    90
0.8   180
0.7   300
0.6   450
Rage (Ex): To be determined.

[size=+1]Sathar[/size]
Size: Medium
Speed: 30
Ability Modifiers: -2 Dex, -2 Int, +2 Wis, +2 Cha
Immunity to Sleep (Ex): Sathar are immune to Doze grenades and similar effects.
Dreamsleep (Ex): Sathar can work extended periods without sleep, up to 20 days. At the end of this period, a Sathar must enter Dreamsleep for 2d4 days to rejuvinate. A Sathar can be forcibly awoken, but requires 10 minutes before any strenuous activity can be performed, and a -2 penalty applies to all activities for 30 minutes afterward. For each 30 minutes after that, an additional -2 penalty applies, until the Sathar reenters Dreamsleep for another 2d4 days.
Hypnotism (Ex): Sathar can hypnotize an opponent. The victim must make a will save against the DC of 10 plus the Sathar's character level, or fall under the Sathar's control. The Sathar can order the victim to perform any action that does not directly or noticibly harm the victim. The Sathar can also make the victim forget the encounter in which he was hypnotized altogether.
Skill Bonuses: A Sathar's unusual dual pupils allow it to see 180 degrees at all times and therefore gain +4 to Spot and Search checks.
 
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These are a work in progress, and I'd love feedback on what people think, whether you're a old school Star Frontiers fan or new to the whole thing because of d20 Future.
 

Future d20 races

Suprisingly (for those who have read my posts), I don't have a problem with the new stat adjustments for the classic Star Frontiers Races. It was my first roleplaying campaign back in 6th grade and I have photocopies of the books. However, the art for the alien section sucks. The vrusk look horrible (what they have a humanform mouth and five fingers, where did that come from), the weren looks anemic as does the T'sa, and pictures of the Aleerin and the Fraal are not as good as those in the Alternity player's guide.

Vrusk: The game was never clear on whether the Dex adjustment was due to the inherent quickness of the Vrusk or whether it was due to the carapace. A +5 modifier was a +2.5% modifier to any skill checks and eliminating it would hardly make a difference. Comprehension can't be modelled in d20 very easily so an Int and Wis bonus makes up for the loss of the ability.
However, their racial speed should be 40 feet per round and they should get the benefit of the old ambidexterity feat even though it doesn't exist anymore.

Yazirian: I think the whole strong grip thing was made to justify the artwork, but hey I don't care, I'll keep it. As for the stat modifier Yazirians were never
presented in any of the books as being smarter or wiser than humans. They were presented as being impulsive and "act first, think later" types. I think the main reason they didn't give them a strength penalty was because of the rage ability, which would net them a +2 Str, +4 Con bonus, so I also have no problem with that. As for the life-enemy thing, hey, if someone wants an nontraditional species enemy, I can work with him to change the modifiers easily. Also, these two abilities lend themselves very well to creating a new advanced class based on the ranger's species enemy and the barbarian rage ability.

T'sa: They should have a +2 racial bonus to initiative checks, why did they lose that?

Weren: I don't see how being large-sized gets you hosed with a +1 ECL. Sure you get a 10 ft. reach, you can use (melee) weapons that do an average of +1 damage over medium-sized, and a +4 to grapple checks. But you get a -1 to hit, -1 to AC, +2 purchase DC to armor and clothing (don't have the book in front of me), and -4 to hide checks. Even if that doesn't evenly balance out, the difference doesn't justify a +1 ECL, especially in a campaign where melee weapons aren't that important. So I propose this addition to justify the modifier:

Racial Hit Die: A weren starts with an additional 1d8 + CN modifier hit die, with a +1 racial bonus to attack rolls (he does not gain a saving throw modifier).
Enhanced Durability: A weren's massive damage threshold is Constitution + 5 + Constitution modifier (so a weren with an 18 Con would have an 18 + 5 + 4 = 27 massive damage threshold). In a D&D game he will have a massive damage threshold of 60 hit points.
The weren is considered disabled when he is between 0 to -3 hit points instead of just 0 hit points, a failed massive damage save still reduces him to -1 hit points however. The weren will die at -15 or less hit points, a failed D&D massive damage save still reduces him to -10 hit points.
 

Achan hiArusa said:
Vrusk: The game was never clear on whether the Dex adjustment was due to the inherent quickness of the Vrusk or whether it was due to the carapace. A +5 modifier was a +2.5% modifier to any skill checks and eliminating it would hardly make a difference.

While it is true that is not explicitly stated, I would say that the bonus was due to their increased manual dexterity and quickness. Much of the modules and other resources seem to suggest that. Besides, if anything, the carapace would add to Stamina, as it wasn't really any defense against any kind of futuristic weapon.

Comprehension can't be modelled in d20 very easily so an Int and Wis bonus makes up for the loss of the ability.

I disagree. Adding a modifier to Sense Motive is the best way to emulate it. Anytime the Vrusk wants to understand some sort of social situation or the actions of someone, he makes a Sense Motive check to determine what is happening.

However, their racial speed should be 40 feet per round and they should get the benefit of the old ambidexterity feat even though it doesn't exist anymore.

In my conversion I have given them Ambidexterity as the benefit of the Two-Weapon Fighting feat.

As for the stat modifier Yazirians were never presented in any of the books as being smarter or wiser than humans. They were presented as being impulsive and "act first, think later" types.

They were impulsive to be sure, but they were also very good with their hands, and were often portrayed as mechanics and technicians. In the original game it seems they were given the bonus to Int/Log for that reason.

I think the main reason they didn't give them a strength penalty was because of the rage ability, which would net them a +2 Str, +4 Con bonus, so I also have no problem with that. As for the life-enemy thing, hey, if someone wants an nontraditional species enemy, I can work with him to change the modifiers easily. Also, these two abilities lend themselves very well to creating a new advanced class based on the ranger's species enemy and the barbarian rage ability.

I haven't tackled these two racial abilities yet, but I would tend to downplay the life enemy from giving too big of a numbers adjustment. I'd rather play it out as more of a roleplaying and XP bonus type racial ability. You don't want to add ECLs to anyone who takes a 'standard' race.
 

Mapping Attributes

Of course, we do run into the problem with mapping attributes. In Star Frontiers we have:

Strength/Stamina
Dexterity/Reaction Speed
Intuition/Logic
Leadership/Charisma

In D&D we have:

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Strength clearly maps to Strength, Dexterity to Dexterity, and Charisma to Charisma. Now Reaction Speed would probably fold into Dexterity and Leadership into Charisma. The problem comes in Intuition and Logic. You could say Intuition is Wisdom and Logic is Intelligence, and that is probably the best conversion. So why would a yazirian rate a +2 Intelligence, why not a +2 Wisdom, that would fit their Nocturnal hunting abilities.

As for comprehension, if it were just limited to species interaction, then I would agree to the bonus to Sense Motive and that seems to be the way that it is indicated in the example. But it seems that they were more than that. Their complex society was governed by laws so complex that only Vrusk can understand them. That seems to indicate some bonus to intelligence. Oh, well.
 

As for comprehension, if it were just limited to species interaction, then I would agree to the bonus to Sense Motive and that seems to be the way that it is indicated in the example. But it seems that they were more than that. Their complex society was governed by laws so complex that only Vrusk can understand them. That seems to indicate some bonus to intelligence. Oh, well.

Comprehension is limited to social interactions. The original text from the Star Frontiers rules says:

"Because Vrusk have such a complicated society, they are able to understand all sorts of social dealings. All Vrusk characters start with a comprehension score of 15. This score is the character's percent chance to figure out any type of social dealing that the player himself can not."

As far as being more intelligent, there is nothing in SF to indicate that. They are "hard-working and practical" and the company is their life. This indicates they are not free-thinkers at all, but paid servents to their company, which dictates their whole life. It is not unlike the working society of Japan. There are surely more intelligent individuals who rise to the top, but there is nothing that implies that species wide they are over intuitive or inventive.
 
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