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[DS/Exodus] Rate these Races ala ECL...
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<blockquote data-quote="Shran" data-source="post: 562377" data-attributes="member: 3113"><p>So... I have these races here... what ECL should they have? They are for a variant Dragonstar game called Exodus. </p><p></p><p>Onka</p><p>Onka are native to Iyoodon in the Dharume Empire, but have ranged outward some 25 lightyears in all directions. They may be encounted practically anywhere. </p><p>The Onka may be actual descendants of the Dharzoon. This is pure speculation, based on flimsy evidence gathered over the years by the Storm Crow Yaana Rowaza. Onka are perhaps the most "alien" of the human races. Their genetic structure is almost 1.5% variant from more typical humans. They fall within the normal range of height and weight for humans, but their ears have points, their eyebrows arch suspiciously and they frequently have a metallic sheen to their hair. </p><p>The race is comprised of many very talented individuals, most of them having an unnerving ability at altering probability. The Onka have no qualms about using this talent. For this reason, they are rarely allowed into gambling establishments. </p><p>* +4 Int</p><p>* Alteration: Once per day per character level, any die roll made by an Onka, or by another character within his line of sight can be altered by +/-2. </p><p></p><p></p><p></p><p>Riff</p><p>The Riff are orange-skinned, tall and somewhat mysterious. They appear most closely related to the Aurorans or Zhin. Some have mentioned the reddish skin of the Zo hints at a common heritage, but the conversation never lasts long with a vibroaxe humming at your throat. </p><p>Rarely do you encounter more than one of these galactic travellers at a time. Spread out over tens of thousands of lightyears, the Riff are the Starflung, they have no worlds, no central government and no intention of gathering together to get anything of that sort started.</p><p>Riff are not joiners, they are not leaders or followers. They believe that one's destiny is in one's own hands, and will not entrust their fate to another. As a result, they make poor members of adventuring parties, never staying or trusting. </p><p>Any child born of a union between a Riff and any other human results in a Riff child. By means not fully understood, Riff genes attack and alter any other race's genetic structure, shifting entrons around to create only Riff. Obviously, a union of two Riff produces a Riff. Most believe this to be a genetic modification made to them in the distant past. This allows them to mate with nearly any species that is found to be physically compatible. </p><p>Riff genetic structure is huge, containing vast amounts of hard-coded stellar data, and some inborn capacity to update this information in order to pass it on to the next generation. This data includes spectral types, stellar vectors, limited planetary lore and a thin rime of cultural data where necessary. The Riff claim to have knowledge of stars on the opposite side of the galaxy. This bit, if it is a fact, places the origin of this ability at 500 million years or so in the past. While this makes them excellent navigators and ship's pilots, it also serves to put more distance between themselves and the other races of the galaxy. </p><p>A Riff child will stay with one or the other parent (they never stick around after the child is born) until age 15 or so. At that point, a sort of wanderlust grabs them, and they make for the stars on their own. </p><p>Riff add 3 inches to their height without a corresponding weight increase.</p><p>+2 Int, +2 Cha</p><p>Starting Languages: 3 + Int Modifier.</p><p>+8 Racial Bonus to Acrobatics and Balance checks. </p><p>+8 Racial Bonus to Navigate checks. </p><p>+8 Racial Bonus to Knowledge (Galaxy) checks.</p><p></p><p></p><p>Zoot</p><p>The Zoot are a race descended from forest-dwelling rabbits. They stand roughly 3 feet tall. Their fur ranges through all colors normally found on rabbits. Once in a great while, a Zoot is grows horns. They are considered natural leaders and warriors. About 4% of the population are NaZoot. In ancient times, they lived in underground cities called Warrens, and to this day, they do not build windows into their walls. </p><p>They are not private at all, and discussions, debates and other social customs occur right out in public. Family groups live in a "common room" style, with few locks and other barriers. This allows them to get along with Remnants quite well. In fact, Zoot are the second most populuos race in Remnant culture. </p><p>* -2 Str, +2 Dex. -2 Con</p><p>* +4 Racial bonus to Listen checks</p><p>* +2 Racial Bonus to all Reflex saves </p><p>* Base Speed is 40 feet. </p><p>* Leap: Zoot may leap twice as far as the table indicates.</p><p>* Horns: NaZoot can do 1d6 bludgeoning damage with their horns. </p><p></p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Shran, post: 562377, member: 3113"] So... I have these races here... what ECL should they have? They are for a variant Dragonstar game called Exodus. Onka Onka are native to Iyoodon in the Dharume Empire, but have ranged outward some 25 lightyears in all directions. They may be encounted practically anywhere. The Onka may be actual descendants of the Dharzoon. This is pure speculation, based on flimsy evidence gathered over the years by the Storm Crow Yaana Rowaza. Onka are perhaps the most "alien" of the human races. Their genetic structure is almost 1.5% variant from more typical humans. They fall within the normal range of height and weight for humans, but their ears have points, their eyebrows arch suspiciously and they frequently have a metallic sheen to their hair. The race is comprised of many very talented individuals, most of them having an unnerving ability at altering probability. The Onka have no qualms about using this talent. For this reason, they are rarely allowed into gambling establishments. * +4 Int * Alteration: Once per day per character level, any die roll made by an Onka, or by another character within his line of sight can be altered by +/-2. Riff The Riff are orange-skinned, tall and somewhat mysterious. They appear most closely related to the Aurorans or Zhin. Some have mentioned the reddish skin of the Zo hints at a common heritage, but the conversation never lasts long with a vibroaxe humming at your throat. Rarely do you encounter more than one of these galactic travellers at a time. Spread out over tens of thousands of lightyears, the Riff are the Starflung, they have no worlds, no central government and no intention of gathering together to get anything of that sort started. Riff are not joiners, they are not leaders or followers. They believe that one's destiny is in one's own hands, and will not entrust their fate to another. As a result, they make poor members of adventuring parties, never staying or trusting. Any child born of a union between a Riff and any other human results in a Riff child. By means not fully understood, Riff genes attack and alter any other race's genetic structure, shifting entrons around to create only Riff. Obviously, a union of two Riff produces a Riff. Most believe this to be a genetic modification made to them in the distant past. This allows them to mate with nearly any species that is found to be physically compatible. Riff genetic structure is huge, containing vast amounts of hard-coded stellar data, and some inborn capacity to update this information in order to pass it on to the next generation. This data includes spectral types, stellar vectors, limited planetary lore and a thin rime of cultural data where necessary. The Riff claim to have knowledge of stars on the opposite side of the galaxy. This bit, if it is a fact, places the origin of this ability at 500 million years or so in the past. While this makes them excellent navigators and ship's pilots, it also serves to put more distance between themselves and the other races of the galaxy. A Riff child will stay with one or the other parent (they never stick around after the child is born) until age 15 or so. At that point, a sort of wanderlust grabs them, and they make for the stars on their own. Riff add 3 inches to their height without a corresponding weight increase. +2 Int, +2 Cha Starting Languages: 3 + Int Modifier. +8 Racial Bonus to Acrobatics and Balance checks. +8 Racial Bonus to Navigate checks. +8 Racial Bonus to Knowledge (Galaxy) checks. Zoot The Zoot are a race descended from forest-dwelling rabbits. They stand roughly 3 feet tall. Their fur ranges through all colors normally found on rabbits. Once in a great while, a Zoot is grows horns. They are considered natural leaders and warriors. About 4% of the population are NaZoot. In ancient times, they lived in underground cities called Warrens, and to this day, they do not build windows into their walls. They are not private at all, and discussions, debates and other social customs occur right out in public. Family groups live in a "common room" style, with few locks and other barriers. This allows them to get along with Remnants quite well. In fact, Zoot are the second most populuos race in Remnant culture. * -2 Str, +2 Dex. -2 Con * +4 Racial bonus to Listen checks * +2 Racial Bonus to all Reflex saves * Base Speed is 40 feet. * Leap: Zoot may leap twice as far as the table indicates. * Horns: NaZoot can do 1d6 bludgeoning damage with their horns. Thoughts? [/QUOTE]
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