Have the old Star Frontiers races been converted to d20?

Dogbrain said:
"Yazirian".

It always makes me think of one of the few Hebrew words I know: "yetzir". It means "impulses" and appears in "Yetzirah" (the Kabbalistic realm of emotions and creativity) and in the terms "yetzir ra" (will to self, selfishness, rebelliousness) and "yetzir tov" (will to rightness, will to do good).

Could any wordplay have been going on?
Well, the Yazarians were supposed to be extremely impulsive with violent tendencies. I always liked the fact that they could fly into an impromptu "battle rage" fit during combat sequences. That being the case, they'd probably have Barbarian as their "favored class" thingy, despite the fact that they've also been characterized as intelligent and quick to adapt.
 

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Ranger5 said:
Actually about a year ago I started doing a conversion of Star Frontiers to d20. I have all the original books and I just loved the game. Anyway I got as far as races, classes, skills, and feats (and even coming up with a psionics system) before finally giving up. I realized it would be just too much work for just myself.

Anyway, I have zipped up my conversions of the Humans, Dralasites, Yazirians, Vrusk, and the infamous Sathar. Feel free to use as you see fit.
Would it be too much trouble to get you to post the actual text in this thread? I've tried downloading the zip file twice, unzipped it, but then can't read it due to an "illegal operation" message that comes up. Thanks in advance!
 

Tuzenbach said:
Would it be too much trouble to get you to post the actual text in this thread? I've tried downloading the zip file twice, unzipped it, but then can't read it due to an "illegal operation" message that comes up. Thanks in advance!
Ranger5's zip file contains:

Sathar

Average size: 3.5 m long
Average mass: 55 kg
Average lifespan: unknown
Reproduction: hermaphroditic, unknown
Body temperature: believed endothermic


Physical Appearance and Structure

Sathar are long, worm-like creatures. Their bodies are divided into segments, like an earthworm's. They do not have a skeleton. Instead, they support their bodies hydrostatically, by pumping liquid into the segments so they become hard. A shiny, clear slime coats their skin. Scientists believe they are warm-blooded, but no live specimen has ever been studied.

A Sathar's head tapers toward its mouth, which is circular and ringed with teeth. Each of their two eyes has two pupils. Four tentacles, two on each side of the body, are arranged about 1 meter below the head. The first pair is slender and weak-looking, and about 1 meter long. These end in four smaller finger-like tentacles. The second pair of tentacles is stronger and about 1.2 meters long. Both of these tentacles end in a paddle-like pad. This second pair is used for heavy lifting, while the smaller tentacles are used for fine work and for holding small weapons.

A Sathar moves by slithering across the ground with the first meter of its body raised. They also can coil like a snake, raising 1.5 meters of their bodies from the ground.

The color of Sathar skin varies from yellow to brown. The tentacles are the same as the body, butwith a slight greenish tint. The underbelly is pale pink. A pattern of dots, speckles and stripes decorates the back of the head. These patterns are natural on some Sathar, but are tattoos on others.

Some survivors of Sathar attacks have reported that Sathars are not affected by electrical shocks or doze grenades, but these reports have never been confirmed.

Senses

The Sathar's double pupils give it very wide-angle vision. They can see objects in front of them and to both sides at the same time. They smell through two pits in front of their eyes. The sharpness of their senses is not known, but UPF biologists assume their hearing, smell and taste is about the same as a Human's.

Speech

Captured recordings show that Sathar can speak Yazirian and Human languages as well as Pan-Galactic. They hiss and lisp when they speak. Their native language has never been translated.

Society and Customs

Almost nothing is known about Sathar society. They have tried to kill every alien creature they have met in the Frontier, usually with alarming success. No one knows why the Sathar attack so viciously or what they hope to gain. All attempts to contact the Sathar peacefully have failed. No Sathar has ever been captured alive, because they kill themselves before they can be taken. In one case, an entire Sathar ship self-destructed to avoid being captured. Freeze fields have been applied to several dead Sathar in an attempt to have them revived, but biologists have not been able to find a revival technique that works on them.

Readers are warned that this is only a theory. Until a Sathar is captured alive, their true motivation will not be known.

Attitudes

All Sathar should be considered hostile and dangerous. Citizens of the Frontier who encounter Sathar are required by law to report the incident immediately. If escaping is impossible, citizens are advised to attack on sight, as friendly approaches have always failed in the past.

Sathar also are known to use Dralasite, Human, Vrusk and Yazirian agents to overthrow Frontier governments, terrorize citizens and disrupt trade. Like the Sathar themselves, these agents are extremely dangerous. Suspicious beings should be reported immediately. Citizens are discouraged from attacking Sathar agents, as most are trained and experienced killers.

Racial Traits

• -2 Dexterity, +2 Intelligence, +4 Charisma: Sathar are not as dexterous as a Human but a smarter and more charismatic.
• Medium-size: As medium-size creatures Sathar have no special bonuses or penalties due to their size.
• Sathar base speed is 10 m
• Technology: Sathar technology is an enigma to the frontier races. Based on sensor scans and direct contact scientist believe that Sathar technology is based on living organisms. For example, it is believed that a Sathar starship is a single living organism. This organism may be able to regenerate, effectively lessoning or even eliminating the need for damage control crews. Body armor and small-scale weapons are also believed to be organisms. Unfortunately, these items quickly degenerate to an empty husk when removed from Sathar contact.
• Favored Class: Telepath.
 

Dralasite

Average size: 1.3 m tall, 1 m wide
Average mass: 65kg
Average lifespan: 250 years
Reproduction: hermaphroditic, budding
Body temperature: 30 C


Physical Appearance and Structure

Dralasites are short, rubbery aliens that have no bones or hard body parts. Their skin is a flexible membrane that is very tough and scratchy. It generally is dull gray and lined with dark veins that meet at the Dralasite's two eyespots.

The internal structure of a Dralasite is very different from the other races. The Dralasite's central nerve bundle (brain), numerous small hearts and other internal organs float in a pudding-like mixture of protein and organic fluids. Dralasites breathe by absorbing oxygen directly through their skin, so they have no lungs. They are omnivores, but eat by surrounding their food and absorbing it, so they also have no digestive tract or intestines.

All Dralasites go through male, female and neutral stages during their lives (these phases can be controlled with medicines). Males release spores into the air, which drift until they become attached to a female. A young Dralasite then ''sprouts'' from its mother, eventually maturing and dropping off.

Senses

The most important sense for a Dralasite is smell. They breathe directly through their skin, and the entire membrane is sensitive to odors. Their sense of smell is so keen they can identify persons by smell alone and can recognize familiar smells on objects or persons. The membrane also is sensitive to touch and to vibrations, allowing Dralasites to hear and feel.

Dralasites see only in black and white. They see shapes and light and darkness very clearly, and can see a difference between distinct colors (blue and green, for example) because one is darker than the other, but they do not see actual colors.

Speech

Dralasites have a voicebox, but it works like a bellows because they have no lungs. A Dralasite's voice can vary from a soft whisper to a thundering roar and from a bass rumble to a piercing screech. Among themselves, they also use shapes, odors and touch to communicate.

Society and Customs

Dralasites are philosophical and thoughtful. Their communities are small, and many Dralasites prefer to live alone. Dralasites do not care about wealth, power or status symbols. They judge themselves by the quality of their ideas and their ability to discuss important ideas wisely. Dralasites often hold large public meetings to discuss new ideas. Discussions and debates are among their favorite ways to relax.

Steam baths are another favorite Dralasite recreation. They mix perfumes and intoxicants with the steam. These affect Dralasites the same way alcohol does a Human or Yazirian.

Dralasites are widely known for their strange sense of humor. They love old jokes and puns that make Humans groan. Many Human comedians who could not find work in Human cities have become rich performing on Dralasite worlds.

Dralasites do not normally wear clothing, because it makes breathing difficult and interferes with their sense of smell. They usually carry their equipment on web belts. When they must wear clothing to protect themselves, they use special materials that let air reach their skin.

Attitudes

Dralasites are very fond of Vrusk, because they think Vrusk have funny shapes. They get along well with Humans but are careful not to upset Yazirians, who they consider too violent.

Racial Traits

• +2 Strength, -2 Dexterity: Dralasites are strong but tend to be slower to react.
• Medium-size: As medium-size creatures Dralasites have no special bonuses or penalties due to their size.
• Dralasite base speed is 6 m
• Scent: Dralasites automatically start with the extraordinary special ability Scent as described in Core Rulebook III on page 10.
• Blindsight: Dralasites automatically start with the extraordinary special ability Blindsight as described in Core Rulebook III on page 9. The range is 30 feet.
• Colorblindness: Dralasites are colorblind as described in Senses above.
• +4 racial bonus to Sense Motive, which is always a class skill no matter the Dralasites character classes.
• Elasticity: A Dralasite's skin is stretchable and supported by a complex muscle structure. This allows them to change the shape of their bodies, within limits. They can "grow" arms and legs to use for walking and handling tools and weapons, and re-absorb limbs when they are not needed. The maximum number of limbs a Dralasite can have is equal to his Dexterity score divided by 2 round down. It is a standard action to form a limb. When a Dralasite player creates limbs, he must specify one as the dominant limb, the same way a Human must choose to be either right or left handed. Also, despite a Dralasite's stretching and shrinking, the pattern of veins and ridges on its skin does not change, so they have a permanent "fingerprint" for identification. For every extra leg beyond two a Dralasite adds 2 meters to his base speed.
• Automatic Languages: Dralasite Common, Pan-Gal. Bonus Languages: Dralasite High, Yazirian, Vrusk.
• Favored Class: Techex. A multiclass Dralasite’s techex class does not count when determining whether he suffers an XP penalty for multiclassing.
 

Ranger5 Zip continued:

Human

Average size: 1.9 m tall
Average mass: 80 kg (male), 55 kg (female)
Average lifespan: 200 years
Reproduction: heterosexual, viviparous
Body temperature: 37 C


Physical Appearance and Structure

Typical adult Humans are approximately 2 meters tall, and have two arms and two legs. They are warm-blooded omnivores with internal skeletons. Both hands have four fingers and one opposable thumb, which allow them to grip and use tools. Their arms are jointed at the shoulder, elbow and wrist. Their legs are similar, being jointed at the hip, knee and ankle. Humans walk upright.

Human skin color varies over a wide range, including pale white and pink, tan, pale yellow, red, brown and black. This color does not change as the Human matures. Most Humans have hair covering the top and backs of the head, and males also have hair on their chins and throats. Hair color varies from white and yellow to red, brown and black, gradually changing to gray as the Human ages.

Senses

Humans have color vision, sensing the spectrum between infrared and ultraviolet wavelengths. They have good depth and motion perception. Their hearing covers a range from 16 to 27,000 cycles per second, with good separation and direction-sensing qualities. Their skin is touch-sensitive. Their senses of taste and smell are not as highly developed as their sight.

Speech

Humans speak by forcing air from their lungs through a larynx or voicebox and shaping sounds with their lips and tongue. They can create a wide range of sounds, and have no difficulty speaking Pan-Galactic and Yazirian languages.

Society and Customs

Human society centers around the family. A family generally consists of a father, a mother and 1 to 10 children. Families usually group together into communities for mutual support and protection. Community size varies widely; several Human cities are known to have populations above 5 million.

Of all the star-faring races, Humans are the most varied. As a race they are not as warlike as the Yazirians, as businesslike as the Vrusk or as thoughtful as the Dralasites. Yet, individual Humans can be found who surpass even the most violent Yazirians, the most dedicated Vrusk and the most philosophical Dralasites. Humans tend to value individuality and personal freedom more than anything else, but they do not hesitate to work together to reach a common goal or to protect themselves from attack.

To members of the other races, the most puzzling aspect of Human behavior is their curiosity and love of adventure. Many Humans are willing to put themselves in great danger simply to see something new or go somewhere no one has ever gone before. Some Humans (a very small percentage) seem to actually enjoy being in danger, thriving on the excitement of a life-or-death situation. This type of behavior has never been observed in normal members of the other races. Even the Yazirians, known for their violence and f its of rage, try to avoid taking unnecessary risks. This spirit of adventure has served Humans well, however, as most major exploration missions, organized by local governments or private companies are led by a Human.

Many alien biologists have wondered how the Human race could have survived long enough to build a civilization and colonize new planets; compared to other creatures in the galaxy, Humans are not especially strong or quick, and are no smarter than the other races. However, Humans are very inventive and adaptable. They manage to survive and even flourish in areas other races consider uninhabitable, by adapting themselves to the new conditions with surprising speed. This and the Humans' love for gadgets and hardware led to the appearance of a popular saying among Vrusk, ''Mr. Human and his Indestructible Junk Show.'' Despite this condescending attitude, Vrusk and the other star-faring races have learned to respect Humans.

Attitudes

Humans are one of the most open and accepting of the known races. They get along very well with Dralasites, and their similarity to Yazirians usually is strong enough to overcome the usual negative reaction to a Yazirian's pushiness. Many Humans, however, are mildly nervous around Vrusk. Human psychologists blame this on the Vrusk's resemblance to a giant insect. (Many Humans dislike insects, and some are actually afraid of them.)

Racial Traits

• Medium-size: As medium-size creatures Humans have no special bonuses or penalties due to their size.
• Human base speed is 10 m
• 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The 4 extra skill points at 1st level are added on as a bonus, not multiplied in.)
• Automatic Languages: Human, Pan-Gal. Bonus Languages: Yaziarian, Vrusk.
• Favored Class: Any. When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.
 

Ranger5 zip continued:

Vrusk

Average size: 1.5 m tall, 1.5 m long
Average mass: 85 kg
Average lifespan: 175 years
Reproduction: heterosexual, ovoviviparous
Body temperature: 38 C


Physical Appearance and Structure

Vrusk look like large insects. Eight legs grow from their abdomen, four on each side. Their torso is upright in front of the abdomen. The torso is humanoid, with two arms connected at the shoulders. The head is above the shoulders. Vrusk hands are circular pads with five fingers spaced evenly around the edge. A Vrusk's shoulders are double-jointed, so they can rotate their arms in a full circle without straining any muscles. They can reach any point on their abdomen or behind their backs easily.

A Vrusk's body is covered by a carapace (hard shell). This shell is jointed at the Vrusk's elbows, hips, knees, etc. The carapace protects the Vrusk from bruises, cuts, scratches and other minor injuries. Unlike insects, Vrusk have an internal skeleton to support their bodies. Young Vrusk have a blue carapace with bright orange near the joints. As the Vrusk gets older, its carapace changes to dull green with yellow joints.

Vrusk have large eyes that are protected by a hard, clear covering. The mouth is surrounded by four eating mandibles. The two larger mandibles hold food while the small ones tear it apart and place it in the mouth. They are omnivores. Vrusk have lungs, and breathe through many small nostrils under their abdomens. This arrangement makes it difficult for Vrusk to swim.

Senses

Vrusk have very good color vision, but they see more of the short wavelengths (blue and ultraviolet light) than Humans do, and less of the long wavelengths (orange and red). Their sense of smell is centered in their antennae, and is slightly better than a Human's. They also can touch with their antennae. Their hearing is about the same as a Human's.

Speech

Vrusk speak by combining clicks produced by their mandibles and buzzes produced by a plate in their mouths.

Society and Customs

Vrusk are hard-working and practical. Their society is organized around independent corporations. To a Vrusk, the company he works for is his family and his nation. The company determines everything about the Vrusk's life; who he lives with, what his job is, where he travels, etc. Vrusk give their company name before their personal name.

Vrusk have two types of corporations: conglomerates and trade houses. Conglomerates have business interests in many areas. A single conglomerate might have divisions that build computers, operate farms, train lawyers and set up colonies. A Vrusk that works for a conglomerate usually works for only one division, and might not even know what other divisions the company owns. Trade houses, which are more common in the Frontier, specialize in one type of business. Because all Vrusk working for a trade house do the same work, trade houses usually work together. For example, a trade house that builds farming equipment would hire accountants from an accounting house to keep their financial records. Business between companies is regulated by laws that are so complex no one besides Vrusk have ever fully understood them.

Vrusk also love beauty, harmony and order. The goal of most Vrusk is to become wealthy, collect art, and live in peace. Their love for beauty makes them unwilling to get into fights that do not involve their company. However, Vrusk that are defending their company will do anything to remove the threat permanently.

Vrusk adventurers, however, do not belong to a company. Some are independent businessmen, some are company employees who were fired and some are just too rebellious to put up with company rules. A few start their own companies and eventually become leaders in their communities.

Attitudes

Vrusk get along well with the other three races. They respect the Yazirian custom of choosing a life-enemy, and feel at ease around Dralasites because they are careful and skillful planners (though they are annoyed by the Dralasites' sense of humor). They understand Humans the least because, to a Vrusk, Humans seem unpredictable and a little lazy.

Racial Traits

• +2 Dexterity, -2 Constitution. Vrusk are very dexterous and graceful but are more fragile than other races.
• Medium-size: As medium-size creatures Vrusk have no special bonuses or penalties due to their size.
• Vrusk base speed is 14 m
• Ambidexterity: All Vrusk are ambidextrous and gain the Ambidexterity feat for free.
• Comprehension: All Vrusk have the racial skill Comprehension as a class skill. See the Skills section for more details.
• -4 to all Swim skill checks due to their body structure. Also Swim is never a class skill no matter their character class.
• Automatic Languages: Vrusk, Pan-Gal. Bonus Languages: Dralasite Common, Human, Yazirian.
• Favored Class: Scispec. A multiclass Vrusk’s scispec class does not count when determining whether he suffers an XP penalty for multiclassing.
 

Last of Ranger5's Zip

Yazirian

Average size: 2.1 m tall
Average mass: 50 kg (m), 60 kg (f)
Average lifespan: 140 years
Reproduction: heterosexual, viviparous
Body temperature: 39 C


Physical Appearance and Structure

Yazirians are tall, thin humanoids. They have long arms and legs and slender torsos. Two large flaps of skin grow on either side of their bodies, attached along their arms, torso and legs. When a Yazirian raises its arms, this membrane is stretched tight and forms a sort of wing. Under certain conditions (explained under Gliding), Yazirians can glide short distances using these wings.

Yazirians have muzzles and high foreheads, giving them an animal-like appearance. Their heads are surrounded by manes and collars of hair, which varies in color from glossy black to pale yellow. Their skin color ranges from gray to light tan. Because their bodies do not sweat, Yazirians pant to keep cool. They are omnivores.

Yazirians have four knuckles (one more than Humans) on their fingers and toes. The inside toe is opposed like a thumb, allowing them to grasp things with their feet. The tips of their fingers and toes end in broad, ribbed pads, giving them an excellent grip. These characteristics, combined with their animal-like appearance, earned them the nickname “monkey”.

Senses

Yazirians' senses of hearing, smell and taste are equivalent to a human's. Because they evolved from nocturnal hunters, however, their eyes are adapted to seeing in dim light. They cannot see in complete darkness. They usually wear dark goggles when they must work in sunlight. In bright light, Yazirians without dark goggles suffer a –1 penalty to all rolls except damage. See Racial Traits below.

Speech

Yazirians have no trouble speaking Human languages or Pan-Galactic. Their own language is a combination of Human-type sounds and snarls and growls.

Society and Customs

Yazirian communities are divided into large, loosely organized clans. All the members of a clan are related to each other. In the past, clan ties were very strong. The clans had traditional enemies and allies, and they struggled constantly for power and land. Since the Yazirians moved into space, they have learned to cooperate more and the clans have become less important. Despite this, Yazirians still have a reputation throughout the Frontier as proud, fierce fighters.

A custom Yazirians have kept intact is the selection of a life-enemy. When a Yazirian chooses a life-enemy, he dedicates his life to destroying, overcoming or outdoing that enemy as completely as possible. In the past, a Yazirian would choose an enemy clan or clan member as his life-enemy, but now the choice is much wider. A Yazirian scientist could name an incurable disease as his life-enemy, or a Yazirian trader could choose a competing company. The scientist would try to find a cure for the disease; the trader would try to build up his own company so it is more powerful than his enemy's, or even try to drive the other company out of business.

A Yazirian gains honor by striving to defeat his enemy. Yazirians with powerful life-enemies are respected and admired. A Yazirian that defeats its enemy does not need to choose another, but some Yazirians do. There is no set point in a Yazirian's life when he must choose a life-enemy, and some Yazirians never choose one. A Yazirian that dies without having chosen a life-enemy is considered unlucky. See the Racial Traits section below for more information on a Yazirians life enemy.

Typical Yazirian clothing is a large, brightly colored cape and tunic, a waist belt and two belts crossed over the chest. Dark goggles are worn in the daytime. Yazirians do not like shoes, but when necessary they wear mitten-like shoes.

Attitudes

In general, Yazirians like Vrusk and Humans. They occasionally lose their patience with Dralasites, because they are slow and would rather discuss ideas than act on them.

Racial Traits

• +2 Constitution, -2 Charisma. Yazirians are stout and hardy but are reserved and gruff.
• Medium-size: As medium-size creatures Yazirians have no special bonuses or penalties due to their size.
• Yazirian base speed is 10 m. They can glide at a speed of 6 m (see Gliding below).
• Low-light vision: Yazirians can see twice as far in dim light than a human can.
• Light Sensitivity: In bright lights, a Yazirian without sungoggles or some other eye protection suffer a –1 to all rolls except damage rolls.
• Gliding: The Yazirians’ light fleshy membrane allows them to glide short distances. For every meter above ground they can glide that same distance. Their max speed is limited to 6 m per round. Effectively a Yazirian can fall any distance without taking damage as long as they are conscious and their membranes are intact.
• Life Enemy: There is a feat called Yazirian Life Enemy. It is only available to Yazirians and it can be chosen anytime a feat is available to them including a Bonus Feat granted by a character class. For game purposes whenever a Yazirian with this feat needs to make any kind of roll dealing with his Life Enemy (skill check, attack, damage, saving throw) he gets to add +2 to the result.
• Battle Rage: All Yazirians are able to fly into a frenzy in battle. This is dependent on the Yazirians character level. A raging Yazirian temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on all Will saves, but suffers a –2 penalty to Defense. (A Yazirian can increase his bonuses by taking the Yazirian Great Rage feat. See the Feat section). The increase in Constitution increases the Yazirian’s Vitality points by 2 points per level, but these Vitality points go away at the end of the rage when the Constitution score drops back to normal. While raging, a Yazirian cannot use skills, abilities or feats that require patience and concentration. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The Yazirian may prematurely end the rage voluntarily. At the end of the rage, the Yazirian is fatigued (–2 to Strength, –2 to Dexterity, can't charge or run) for the duration of that encounter. The Yazirian can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the Yazirian can only do it during his action. Use the chart below:

Character Level Rage/day
------------------- -----------
1 1
4 2
8 3
12 4
16 5
20 6

• Automatic Languages: Yazirian, Pan-Gal. Bonus Languages: Dralasite Common, Human, Vrusk.
• Favored Class: Enforcer. A multiclass Yazirian’s enforcer class does not count when determining whether he suffers an XP penalty for multiclassing.
 


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