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<blockquote data-quote="kronos182" data-source="post: 6905934" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">Whispers</span></p><p><span style="font-family: 'Calibri'">Whispers are a short race of near human aliens known for their stealthabilities. Whispers stand between 3 and a half and 4 feet tall, and are quiteskinny, almost gaunt, rarely weighing more than 40 pounds. Their skin ranges incolour from light grey to light green, although none of this variation in skintone is noticeable without careful attention. They have gray or blue eyes butthey are rarely bright or striking in intensity. Almost all Whispers have avariety of tattoos covering various parts of their body, usually the arms,upper torso, face, neck and legs. Whispers are known for their incrediblestealth abilities, including their ability to move even at full speed withunnatural quietness, in roles of scouts, infiltrators, and thieves.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Whisper Racial Traits</span></p><p><span style="font-family: 'Calibri'">+2 Dexterity, +2 Constitution, -2 Strength, -2 Charisma: Whispers are agile andtough, but they are small and therefore not as strong as larger humanoids.Their quiet nature also leads to a lack of personal presence.</span></p><p><span style="font-family: 'Calibri'">Size: Small. As a small creature, Whispers gain a +1 size bonus to Defense andattack rolls, and a +4 size bonus to Hide checks, but uses smaller weapons thanhumans and similar sized beings, and their lifting and carrying limits arethree-quarters of those of a Medium character.</span></p><p><span style="font-family: 'Calibri'">Whispers have a base land speed of 30 feet, despite their size.</span></p><p><span style="font-family: 'Calibri'">Incredible Senses: Whispers have excellent vision, gaining Low-Light vision andDarkvision out to 60 feet. They also gain a +2 racial bonus on Listen and Spotchecks.</span></p><p><span style="font-family: 'Calibri'">+4 racial bonus on Hide and Move Silently checks: Whispers have an uncannyknack for stealth.</span></p><p><span style="font-family: 'Calibri'">Unnatural Silence: Whispers have the ability to completely cancel any noisethey generate. Whispers can cancel the sound they and any gear on them makesfor 1 minute/ 3 character levels up to 1 + Cha modifier, minimum of 1 time,times per day. While using their unnatural silence, a Whisper gains Sonicresistance 5.</span></p><p><span style="font-family: 'Calibri'">Languages: Whispers speak their own language, which other races just callwhisper, plus a sign language which they do not teach to outsiders, calledQuiet Hands. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Personality: Whispers are quiet, suspicious beings who find it hard to buildlasting relationships with members of other races. Although no other race isopenly friendly with these reclusive individuals, no race bears them activemalice either. Whispers take pride in being able to sneak into anywhere and notbe noticed that they have created a sort of race wide contest of who cancollect the most trophies. These trophies are usually something small and closeto a person it was removed from. The more important and powerful the person,the greater the ranking in the contest. Usually things taken could be as simpleas a button off someone's jacket, a power pack from a loaded weapon, or a smallconcealed blade, but always something that was on the person, and not of anyserious consequence to the person they are removing the item from. Most racestolerate these small thefts, and some even make it a point of trying to catch awhisper in the act as it brings that person respect amongst the whispers, dueto the fact that whispers are the best infiltrators, saboteurs, and black opsin the galaxy. So a few minor babbles is a minor consequence ontop of theirhigh prices.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Homeworld: No one outside of the whisper race knows anything about the whisperhomeworld. Some believe that the whispers have somehow managed to hide theentire planet and have removed any trace of information about it. There are anumber of whisper colony worlds and stations found in systems that are claimedby other races. However the races that claim the system have some sort of dealmade with the whisper colonies or stations. They leave the whispers alone, and thewhispers provide any information that might be useful to the system, usually ata discounted price, unless its related to the safety of the system which theyprovide for free. Such information could be anything from arrival of criminalsor pirate groups that are in transit to the system, interesting stellarobjects, and sometimes even locations for mining close by. </span></p><p><span style="font-family: 'Calibri'">Most outsiders have only seen parts of Whisper stations which are used forhiring Whisper agents for whatever purposes: industrial espionage, sabotage,scouting, aiding in insertion of black ops teams, and anything else thatrequires information and stealth. Whispers always require half the payment,which is usually quite high as their services are the best in the galaxy, upfront, then the, and any unforeseen expenses, which is usually surprisingly notoften, upon completion of the mission. Those that fail to pay for theirservices have exactly 36 hours from when it was due to provide a very goodreason why and a new time of when the rest plus up to 50% more, in some cases,in late fees, or face retaliation. In many cases, such retaliation is first inthe form of any and all secrets the person has are sent to those who can makethe most use of them, then they systematically take everything that person hasuntil they are left with nothing before their enemies show up and dispose ofthem, or else the whispers do so themselves, without leaving atrace.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Society: Whisper society, from what little has been observed seems to bemodelled somewhat on a feudal monarchy system. Much of their architecture,clothing and tools also seem to resemble objects form such societies, whichseems at odds to their level of technology which seems quite high. Whispersalso use tattoos to display their status in society. Some superstitious peoplebelieve that these tattoos are also magical in nature. Whispers also place alot of stock in their ranking and respect in their ability to claim trophiesfrom clients and targets. This respect can allow even lowly farmers to haverespect from rulers and warriors if they have managed to gain some impressivetrophies. No whisper lies about their trophies as they keep detailedinformation about each trophy. Whispers have an unspoken rule amongst themselvesto not take trophies from another whisper, except for a few rogues. Whispersare also known to keep their word, as it's also a part of their sense ofrespect, which helps keep other races coming to them for theirservices.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Technology: Whispers are exceptionally advanced technology wise, especially inthe fields of stealth, sensors and information gathering, although they may notlook it. Much of their general day to day clothing and tools are similar indesign to feudal medieval Earth styling, except for their vehicles and spacecraft, which are usually sleek or angular. Almost all whisper vehicles andequipment come with basic stealth systems, which are usually equal to mostother races standard or higher level stealth, while their more powerful stealthsystems are virtually undetectable until its too late. </span></p><p><span style="font-family: 'Calibri'">Whispers do export some stealth systems, usually better versions of most otherraces versions. Whisper export stealth technologies usually have a 25% increasein bonuses, and any that provide a miss chance have it improved by 5%, roundingdown. While Whisper used equipment has a 50% increase in bonuses and misschance are increased by 10%. For example, a Whisper made Silent Suit (pg 74 d20Future) for export will provide a +12 bonus to Move Silent checks. While aWhisper used version (made for small size creatures) provides a +15 to MoveSilent checks.</span></p><p><span style="font-family: 'Calibri'">Whisper export sensor systems also provide +25% bonus and have ranges increasedby 25%, while whisper used versions are increased by 50%, rounding up. Forexample, a Whisper export motion sensor would have a range of 125 feet, while awhisper used version would have a range of 150 feet.</span></p><p><span style="font-family: 'Calibri'">Whisper used versions are NOT sold to anyone who is not a Whisper. Although avery select few outsiders have been gifted with versions that are better thannormal export models, providing 35% bonus and/or range increases. Whisper madeequipment have their PDC increased by +2 and consideredmasterworked.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Whispers also have another area of technology which they have mastered:Nanotechnology.</span></p><p><span style="font-family: 'Calibri'">Much of their equipment makes use of nanites in some form, such as their meleeweapons concealing energy weapons, making use of nanites to conceal thedischarge ports until needed. Where their use of nanites really shows is intheir tattoos. Almost every Whisper has at least one nanite tattoo, which doessomething related to their job, or with their status.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">New Equipment</span></p><p><span style="font-family: 'Calibri'">Camo Cloak</span></p><p><span style="font-family: 'Calibri'">This is a cloak, impregnated with nanites and metamaterials. When wrappedaround the user, closed and activated, it blends in with the environment,concealing the user. The export model hides the user from infrared and heatsensors completely, and provides a +6 bonus to Hide checks. If the user movesmore than 15 feet in the round, it provides only a +3 bonus, and if spotted,provides a 10% miss chance to hit the user as their outline isblurred.</span></p><p><span style="font-family: 'Calibri'">The Whisper use version provides a +8 bonus to Hide, is invisible to heat andinfrared sensors. Opponents using motion detectors must make a Computer Usecheck vs the user's Hide check to detect the user, as long as the user ismoving at most 15 feet per round, or will the opponent will think it's just asmall animal or glitch in the sensor. If the user moves 15 feet or more, theyonly get a +4 bonus to Hide checks and opponents suffer a 20% miss chance tohit.</span></p><p><span style="font-family: 'Calibri'">Weight: Export medium size 29, Whisper 28</span></p><p><span style="font-family: 'Calibri'">Weight: Export medium size 5 lbs, Whisper 3 lbs.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Nanite Tattoos</span></p><p><span style="font-family: 'Calibri'">Nanite tattoos start as a cybernetic device implanted in the user's body. Thisdevice is a nanite factory, which builds, recharges and distributes nanitesthroughout the user. Afterwards, a tattoo like object is printed on the skin ofthe user. This tattoo is actually a control and instruction interface for thenanite factory. Part of the function of the tattoo must be incorporated in thedesign of the tattoo, although some, usually ones gifted as extremely specialrewards, or gained for extremely high status Whispers. The user can have asmany as 3 + Con modifier tattoos maximum. Although the user must increase theirdietary needs by 10% for every tattoo they have installed to provide the energynecessary to power the tattoos. Tattoos are activated as a standard action bytouching the tattoo, which in some cases, such as a weapon discharge is thesame action as attacking with the power of the tattoo. Tattoos are activateditems and none have been designed to run constantly. The user can have no morethan 1 + 1/2 Con modifier tattoos active at any time. It is possible toactivate more, but the user becomes fatigued for the first tattoo activatedover this limit, then exhausted for the next, then takes 1d4 subdual damage foreach addition activation of a tattoo after that until they deactivated alltattoos and rest for 8 hours and eat a full days (including increased amountfor number of tattoos the user has) worth of food.</span></p><p><span style="font-family: 'Calibri'">To install a tattoo, the user must have the Craft Tattoo feat and make a Craft:Electrical check to beat the Craft DC to install. If the user has at least 5ranks in Craft: Visual Art, they get a +2 synergy bonus. They can also make thetattoo look far more decorative, disguising its purpose. A separate Craft: VisualArt check must be made to disguise the tattoo. For every 5 points they beat theinstallation DC, the tattoo will look more like a piece of art, and gains a +2Disguise bonus to hide it's true purpose and make it more unique. Somecraftsmen are considered true artists when creating their designs for tattoosand their tattoos cost significantly higher. Some of these more elaboratedesigns can also be more powerful versions of the basic tattoos, and someincorporate bonus features.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Nanite Factor Implant</span></p><p><span style="font-family: 'Calibri'">Benefit: This is a nanite factory to create the nanites necessary for thenanite tattoos. Does not count against the user's amount of cybernetic devicesallowed.</span></p><p><span style="font-family: 'Calibri'">Location: Internal, torso</span></p><p><span style="font-family: 'Calibri'">Hit Points/Hardness: 5/-</span></p><p><span style="font-family: 'Calibri'">Weight: 1 lbs.</span></p><p><span style="font-family: 'Calibri'">PDC: 15 amongst Whispers, nearly impossible for other races.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Example Tattoos</span></p><p><span style="font-family: 'Calibri'">Suit of Medieval Armour</span></p><p><span style="font-family: 'Calibri'">This tattoo is designed to look like a simple suit of medieval style of armour.When pressed, the nanites create subcutaneous body armour. Comes in threedifferent levels, where each level the tattoo looks like a more heavilyarmoured suit of armour. Styling may differ between artists, but a personfamiliar with the tattoos can tell by the style of armour used for the level ofprotection.</span></p><p><span style="font-family: 'Calibri'">Benefit: When activated, provides the bonuses of one of the subcutaneous bodyarmour cybernetic implant for each design level.</span></p><p><span style="font-family: 'Calibri'">Duration: 6 + 1 1/2 Con modifier rounds.</span></p><p><span style="font-family: 'Calibri'">Craft DC: 18</span></p><p><span style="font-family: 'Calibri'">PDC: Light 16, Medium 21, Heavy 26</span></p><p><span style="font-family: 'Calibri'">Restriction: Military (+3)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Laser</span></p><p><span style="font-family: 'Calibri'">These tattoos usually look like an open palm with a beam of light coming out ofit. When activated, the nanites form a laser emitter in the hand, usually fromthe palm, or from the back of the handthat fires in the direction that the user's closed fist is pointing in, must beselected at time of installation. When activated, the user has a reserve of 30shots for the laser, which must start being used within 3 rounds of theactivation of the tattoo. If the userdoesn't use the laser for more than 5 consecutive rounds, the nanites willdisable the laser.</span></p><p><span style="font-family: 'Calibri'">Benefit: User can make use of a laser pistol that discharges from their palm orback of hand, dealing 2d8, fire, 20, 40 ft range increment,semi.</span></p><p><span style="font-family: 'Calibri'">Duration: Instantaneous </span></p><p><span style="font-family: 'Calibri'">Craft DC: 22</span></p><p><span style="font-family: 'Calibri'">PDC: 20</span></p><p><span style="font-family: 'Calibri'">Restriction: Restricted (+2)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Running Man</span></p><p><span style="font-family: 'Calibri'">This tattoo is usually designed as a person running. When activated, the usergains increased speed, making them faster and somewhat moreagile.</span></p><p><span style="font-family: 'Calibri'">Benefit: User gains +10 feet to speed and a +2 bonus to Initiative and Reflexsaves.</span></p><p><span style="font-family: 'Calibri'">Duration: 7 + Con modifier rounds.</span></p><p><span style="font-family: 'Calibri'">Craft DC: 16</span></p><p><span style="font-family: 'Calibri'">PDC: 15</span></p><p><span style="font-family: 'Calibri'">Restriction: -</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Bear Claw</span></p><p><span style="font-family: 'Calibri'">This tattoo looks like the open paw of a bear. When activated, the user gainsgreater strength and prowess in melee combat.</span></p><p><span style="font-family: 'Calibri'">Benefit: When activated, the user gain +6 Strength, use of Power Attack feat,and may use a melee weapon of a size larger than their size normally allows asa two handed weapon. So a Whisper could use a medium sized creature's longswordtwo handed instead of a small sized longsword.</span></p><p><span style="font-family: 'Calibri'">Duration: 5 + Con modifier rounds.</span></p><p><span style="font-family: 'Calibri'">Craft DC: 21</span></p><p><span style="font-family: 'Calibri'">PDC: 21</span></p><p><span style="font-family: 'Calibri'">Restriction: Licensed (+1)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Open Eye</span></p><p><span style="font-family: 'Calibri'">This tattoo looks like an open eye with a black pupil , and purple iris,provides the user with improved eyesight.</span></p><p><span style="font-family: 'Calibri'">Benefit: This tattoo provides the user with the benefits of telescoptic optic(pg 197 d20 Future) and x-ray optics (pg 31 d20 Cyberscape) cyberneticimplants.</span></p><p><span style="font-family: 'Calibri'">Duration: 5 + 1 1/2 Con modifier rounds.</span></p><p><span style="font-family: 'Calibri'">Craft DC: 20</span></p><p><span style="font-family: 'Calibri'">PDC: 19</span></p><p><span style="font-family: 'Calibri'">Restriction: -</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Cat's Paw</span></p><p><span style="font-family: 'Calibri'">This tattoo looks like a cat's paw with extended claws. When activated the usergrows metallic claws from their fingers and can make a natural attack withthem.</span></p><p><span style="font-family: 'Calibri'">Benefit: The user gains a natural claw attack that deals 1d4 points of slashingdamage, 20x2 crit.</span></p><p><span style="font-family: 'Calibri'">Duration: 9 + Con modifier rounds</span></p><p><span style="font-family: 'Calibri'">Craft DC: 20</span></p><p><span style="font-family: 'Calibri'">PDC: 20</span></p><p><span style="font-family: 'Calibri'">Restriction: Lic (+1)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Monkey's Paw</span></p><p><span style="font-family: 'Calibri'">This tattoo looks like a monkey's paw, and when activated, the user can climblike one.</span></p><p><span style="font-family: 'Calibri'">Benefit: The nanites in the user create small suction like pads on the user'shands and feet, also create a mild adhesive and emit a low level magnetic fieldto aid in climb on ferrous materials. The user gains a Climb speed of 20 feet,and a +4 bonus to climb checks. The user does NOT gain the ability to take 10on Climb checks due to their climb speed, and must make a Climb check ifdistracted.</span></p><p><span style="font-family: 'Calibri'">Duration: 15 + 1 1/2 Con modifier rounds.</span></p><p><span style="font-family: 'Calibri'">Craft DC: 18</span></p><p><span style="font-family: 'Calibri'">PDC: 20</span></p><p><span style="font-family: 'Calibri'">Restriction: -</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Cross with Twin Entwined Snakes</span></p><p><span style="font-family: 'Calibri'">This tattoo looks like the universal medical symbol of a cross with two snakesentwined about it. When activated, the user can heal themselves and curethemselves of most toxins and poisons.</span></p><p><span style="font-family: 'Calibri'">Benefit: The user heals 1d8+4 hit points per activation, and gains a +4 bonusto Fort saves against poisons and diseases for the time of the duration. If thecharacter is affected by a disease or poison before activation, they may makean immediate Fort save at +4 to resist the poison and/or disease. If successfulthe affects of the poison or disease disappear in 2 rounds. If the save fails,they can make another role every other round for the duration of theactivation.</span></p><p><span style="font-family: 'Calibri'">Duration: 4 + 1 1/2 Con modifier rounds.</span></p><p><span style="font-family: 'Calibri'">Craft DC: 19</span></p><p><span style="font-family: 'Calibri'">PDC: 16</span></p><p><span style="font-family: 'Calibri'">Restriction: -</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">New Feat</span></p><p><span style="font-family: 'Calibri'">Craft Tattoo</span></p><p><span style="font-family: 'Calibri'">You can craft nanite tattoos which interface with the nanite factoryimplant.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: 5 ranks Craft: Electrical, Whisper race</span></p><p><span style="font-family: 'Calibri'">Benefit: You can craft nanite tattoos and install them on people using yourCraft: Electrical skill, which emulate a single cybernetic ability, or feat,two related skills, or even a simple spell like ability. Adding an additionalability increases the Craft DC by 50%, rounding up, and the PDC by 3. Craftinga tattoo takes the Craft DC divided by 3, rounding up, hours to craft andinstall.</span></p><p><span style="font-family: 'Calibri'">Special: If you have 5 or more ranks in Craft: Visual Arts, you gain a +2synergy bonus to the Craft: Electrical check only for crafting nanite tattoos.Can make a Craft: Visual Arts check to disguise the nanite tattoo as just aregular artistic tattoo. For every 5 points you beat the craft DC, the tattoogains a +2 bonus to Disguise checks against being identified as a nanitetattoo. </span></p><p><span style="font-family: 'Calibri'">If you have at least 10 ranks in both Craft: Electrical and Craft: Visual Arts,can make quite decorative tattoos, and can add an additional bonus ability tothe basic tattoo.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Uoobin</span></p><p><span style="font-family: 'Calibri'">The Uoobin are a race of tall, lanky humanoids with a canine-like head, cordedmuscles, hairless bodies with grey skin, and another interesting feature. Thisfeature is their DNA is missing sections, which gladly accept DNA from othersources. The Uoobin gain these missing bits of DNA from eating creatures thatthey kill. After killing an opponent, the Uoobin must eat at least 10 pounds,and if the target has a feature the Uoobin finds desirable, such as claws,wings, incredible reflexes, speed, or other feature, the Uoobin must eat atleast 25% of organ(s) that control or are that feature, and later will developthat feature. </span></p><p><span style="font-family: 'Calibri'">This practice ofeating the dead has made the Uoobin an undesired race to be around, with manyrumours that Uoobin will eat those they dislike, or as stories to scarechildren. The Uoobin don't mind, as it just adds to their reputation, whichworks well for them. Most Uoobin sell their services as mercenaries or guards,although some wander and sign up with exploratory groups to act as bothprotection and a way to study new lifeforms.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Homeworld: The Uoobin homeworld is covered in dense forests and jungles on twolarge continents, with two polar continents covered in ice. A third continenthas rainforests and deserts covering it. The Uoobin live on all but the polarcontinents, with only a few small settlements and bases on those continents. Theflora and fauna is greatly varied, and highly adaptable to changes, much likethe Uoobin themselves.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">System: The Uoobin system has a blue dwarf star with 4 planets and threeasteroid belts. A living rock planet, with highly active volcanos is theclosest, followed by two dense asteroid belts, then the Uoobin homeworldfollowed by a thin asteroid belt. The last two planets are airless rocks filledwith heavy metals. Uoobin have small mining outposts on both of these planetsto mine the heavy metals, and sends ships to mine the closest inner asteroidbelt for other minerals and light metals.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Society: Uoobin society is loosely based on clan structure, where one lives andworks for the clan. Each clan works for another clan, or owns companies. Thegovernment is a democratic elected senate with representatives from all majorclans or organizations. Every member of the Uoobin society also joins themilitary for a period of about 3 to 5 years, which allows the Uoobin militaryto draw upon a very large pool of soldiers in the case of emergencies andplanetary defense. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Language: Uoobin speak a language that is a series of guttural growls, clicksand whistles which extend into the ultrasonic ranges, making it impossible formany other races to communicate with Uoobin without translators. However,Uoobin are quite capable of speaking many other languages, however they may notlet others know they can speak other languages.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Religion: Uoobin religion is ancestral based, where they seek guidance,strength and wisdom from their ancestors, seek council from their elders. Theexact practices of how an Uoobin worships their ancestors varies from clan toclan, and can even vary from person to person within a clan. Worship andseeking guidance is a very personal thing and is usually done in private,except for some matters that concern the whole clan then small groups willgather to seek guidance.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Uoobin Racial Traits</span></p><p><span style="font-family: 'Calibri'">+2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma: Uoobin are strongand resilient creatures, although a little low in intelligence, and due to thenature of eating creatures for purposes of gaining abilities, leads theirsocial skills amongst other races somewhat strained.</span></p><p><span style="font-family: 'Calibri'">Size: Medium. As medium sized creatures, Uoobin don't gain any benefits orpenalties due to size.</span></p><p><span style="font-family: 'Calibri'">Uoobin have a base land speed of 30 feet.</span></p><p><span style="font-family: 'Calibri'">Incredible Hearing: Uoobin have incredible hearing abilities, hearingultrasonic and infrasonic ranges, gaining +4 racial bonus to Listen checks.They can even make Listen checks while sleeping, but at halfpenalties.</span></p><p><span style="font-family: 'Calibri'">Natural Hunters: Uoobin are natural hunters, gaining a +2 racial bonus toSurvival checks, and gain the Track feat for free.</span></p><p><span style="font-family: 'Calibri'">Adaptable DNA: When an Uoobin kills, then eats at least 10 pounds of acreature, they can temporarily gain one feature of the creature eaten. TheUoobin must also eat at least 25% of the organ that is responsible for thefeature. For example, to gain wings and flight, the Uoobin must parts of thewings as well, or for increased speed, must eat parts of the legs. GM use ownjudgment for strange or unusual features or abilities. After eating the organsand body parts, which takes between 1 and 10 minutes (1d10 minutes), the Uoobinmust rest for 1d4+1 hours as their body processes the DNA from the eatencreature and grows the organs and limbs, if any, for the new feature to work.The new feature lasts for 1d4+1 days before the organ and limbs start todegrade and painlessly break down. An Uoobin can have a maximum of 1+ Conmodifier new features at a time. A Uoobin can make a feature permanent, butmust eat the entire body, but eating the organ of the desired feature first,and gives up 5 hit points and 100 XP x level, but can not loose enoughexperience to go down a level. The hit points given up can not be regained,they are gone permanently. The Uoobin must rest for 8 hours for the feature tobecome permanent. Once a feature is permanent, it can be passed on to anyfuture children they might have.</span></p><p><span style="font-family: 'Calibri'">Languages: Uoobin speak their own language called Uoobet, which is nearlyimpossible for most races to speak, except for those that can speak and hearultrasonic ranges.</span></p><p><span style="font-family: 'Calibri'">ECL: +1</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Technology: Uoobin technology is about the equivalent of PL6, having only hadlaunched their first manned space mission about 200 years ago, but with meetingother races, and hiring their services as soldiers of fortune, Uoobin canimport many technologies they have not made themselves. Uoobin have developedlaser technology, and have bases on other worlds within their home system, andhave a space fleet used for transporting and protecting troops, and a sizabledefensive fleet.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Uoobin Mercenaries</span></p><p><span style="font-family: 'Calibri'">As Uoobin hire themselves out as mercenaries quite often, an entire clan couldbe dedicated to mercenary life, with half the clan rotating off world forservice, and bringing back genetic samples or permanent new features which theypass on to future generations, while the other half takes care of contractnegotiations, maintaining equipment, finances, and other affairs that thoseaway on missions do not have the time to.</span></p><p><span style="font-family: 'Calibri'">Some clans specialize in certain types of combat, and will send out troops tofind species to gain abilities to better aid them in their type of fighting orservices.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Bjorn</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Bjorn are large, bipedal ursines, who resembles bears in appearance. They arecovered in fur and possess sharp fangs and a muzzle. They tend to be verystrong and usually have a deep, resonant voice. They have a very short tail.They normally stand between 6'2" and 7 feet, weighing 220 to 340lbs.</span></p><p><span style="font-family: 'Calibri'">Their fur comes in white, brown and black varieties and their nose is typicallyblack or pink. Eye colour is generally black, brown, blue, grey, yellow, orred. A Bjorn has very sharp claws on both its feet and its hands.</span></p><p><span style="font-family: 'Calibri'">Bjorn have the ability to hibernate for extended periods of time, if desired.During hibernation they neither need to eat nor drink. They are generally lethargic during this time and mostlyoblivious to events happening around them, though they can be readily awaken ifdisturbed. </span></p><p><span style="font-family: 'Calibri'">Bjorn are typically excellent swimmers and can climb well. Their main forte isphysical combat. Possessing strong bodies, they excel at grappling, and arevery fearsome to go up against. Some bjorn have such a thick hide that someranged attacks occasionally bounce off them.</span></p><p><span style="font-family: 'Calibri'">Bjorn speak a language that is surprisingly very close to ancient Norse onEarth, with many words sounding very close and having similar meanings, exceptsome rolling of the R's and different emphasis on vowels.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Homeworld: The Bjorn homeworld is a large planet, about 75% larger than Earth,with about 1.5 G, which makes most of the lifeforms on the planet quite strong.The surface is covered in temperate forests, with the artic regions being coolplains and grass lands. Bjorn cities blend in with the forests as much aspossible, which from a casual glance from the air, smaller towns and villagesdisappear completely among the thick forests. Bjorn call their planet RikrMooir, which translates to Great Mother. There are two small moons that orbitthe planet. Both are airless but both are fairly rich in minerals, with acolonies that mine the minerals. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">System: The Bjorn home system is quite small, with a yellow dwarf that exhibitsstronger than normal gravitational pull, keeping the planets fairly close.There are only two planets, the Bjorn homeworld, Rikr Mooir, and a small planetthat orbits in a perpendicular orbit to Rikr Mooir, further out. There are 4planetoids in their own orbits further out, but they have very close orbits.These planetoids lack atmospheres, but are quite rich in heavy and semiprecious metals. The Bjorn have small mining operations on the firsttwo.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Society: Bjorn society is based around the family and honour. Threats to aBjorn's family or their honour can enrage a Bjorn and they can becomeunstoppable berserkers until the threat is gone. Government, they are ruled byan elected All Father, which is essentially similar to a king, with a councilof advisors and ministers in charge of things like finance, defense, research,etc. Otherwise, many would consider Bjorn society to model medieval or feudaleras on ancient Earth, with its simplicity and very little automation. Farmingis all done with higher technological versions of hand tools, with groups ofBjorn tilling fields by hand or fishing using small boats with nets and minorsonic devices to lure groups of fish towards the nets.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Language: Bjorn speak a language that is surprisingly very close to ancientNorse on Earth, with many words sounding very close and having similarmeanings, except some rolling of the R's and different emphasis on vowels.Anyone who learns ancient Norse could very easily learn the Bjorn native tonguewith very little difficulty, with the Bjorn seeing it as a respect to them thatan effort was made to learn their language, although with a funny accent.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Religion: Bjorn don't have a widely practice religion anymore, but there arestill some who practice the old spiritual ways, with Rikr Mooir being the mostprominent spirit that is their world, and gave birth to all life, and payrespect to the various spirits that rule over the animals, rivers, andcrops.</span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Bjorn RacialTraits</span></p><p><span style="font-family: 'Calibri'">+2 Strength, +2 Wisdom: Bjorn are strong of both body and spirit.</span></p><p><span style="font-family: 'Calibri'">Size: Medium. As mediums sized creatures they suffer no penalties nor anybenefits.</span></p><p><span style="font-family: 'Calibri'">Speed: 30 feet</span></p><p><span style="font-family: 'Calibri'">Bjorn gain +2 racial bonus to Intimidate and Survival checks.</span></p><p><span style="font-family: 'Calibri'">Fearless: Bjorn are very difficult to scare, gaining a +5 racial bonus againstfear effects.</span></p><p><span style="font-family: 'Calibri'">Fearsome: Intimidate is considered a class skill</span></p><p><span style="font-family: 'Calibri'">Hibernate: Bjorn are able to hibernate for an extended amount of time. Whilehibernating any diseases they might have do not deal any further damage, orincrease any penalties, and if they slumber for at least 1 week, when theyawaken they are cured of the disease.</span></p><p><span style="font-family: 'Calibri'">Ursine Toughness: Bjorn gain +1 hit point per level.</span></p><p><span style="font-family: 'Calibri'">High-G Planetary Adaptation: Living on a planet with a higher than 1 G gravity,Bjorn don't suffer the effects of a high gravity world unless the gravity isover 3 G.</span></p><p><span style="font-family: 'Calibri'">Natural Weapons: Bjorn have 2 claw attacks that deal 1d4 points of slashingdamage, and a bite that deals 1d4 points of piercing damage, which are used asnatural weapons, automatically proficient in their use.</span></p><p><span style="font-family: 'Calibri'">Lifespan: Live to be about 150 years old. Use human age categories, increase byabout 25% for each category.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Technology: Bjorn technology is on par with most PL6 societies, getting closeto PL7, however their robotics is lacking, seeing it as dishonourable,preferring to do the work themselves. Bjorn have advances in melee weaponry,with swords, axes and similar weapons being quite popular, and highly advanced.They also have many advanced forms of the classic shield for defense, manyincorporating advanced technologies such as energy shields, repulsion fields,and even built in weapons.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Bjorn Racial Feats</span></p><p><span style="font-family: 'Calibri'">Bear Claws [Bjorn]</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Bjorn</span></p><p><span style="font-family: 'Calibri'">Benefit: You gain a +2 bonus to attacks when making a claw attack. In addition,your claw attacks add double your Strength modifier instead of your normalStrength modifier.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Bear Hug [Bjorn]</span></p><p><span style="font-family: 'Calibri'">Prequisites: Bjorn</span></p><p><span style="font-family: 'Calibri'">Benefit: You gain a +5 to attack rolls to initiate a grapple check, and +5 tomaintain grapples. In addition, grappled targets suffer a -2 to Escape Artistchecks to escape the grapple.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Snarling Roar [Bjorn]</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Bjorn, 2 ranks in Intimidate</span></p><p><span style="font-family: 'Calibri'">Benefit: You gain a +5 bonus to Intimidate skill checks byroaring.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Tough Mind [Bjorn]</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Bjorn</span></p><p><span style="font-family: 'Calibri'">Benefit: You gain a +2 bonus against any psychic attack or ability.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Ferocious Roar [Bjorn]</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Bjorn, Snarling Roar</span></p><p><span style="font-family: 'Calibri'">Benefit: As an attack action, you let out a terrifying roar, frightening yourenemies. You make an Intimidate check, with a +3 bonus, and all enemies within10 x Con modifier +1 feet must make a Will, or be panicked for 1d4 rounds. Asuccessful save means they are only shaken for 1 round.</span></p><p><span style="font-family: 'Calibri'"></span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6905934, member: 6668634"] [FONT=Calibri]Whispers Whispers are a short race of near human aliens known for their stealthabilities. Whispers stand between 3 and a half and 4 feet tall, and are quiteskinny, almost gaunt, rarely weighing more than 40 pounds. Their skin ranges incolour from light grey to light green, although none of this variation in skintone is noticeable without careful attention. They have gray or blue eyes butthey are rarely bright or striking in intensity. Almost all Whispers have avariety of tattoos covering various parts of their body, usually the arms,upper torso, face, neck and legs. Whispers are known for their incrediblestealth abilities, including their ability to move even at full speed withunnatural quietness, in roles of scouts, infiltrators, and thieves. Whisper Racial Traits +2 Dexterity, +2 Constitution, -2 Strength, -2 Charisma: Whispers are agile andtough, but they are small and therefore not as strong as larger humanoids.Their quiet nature also leads to a lack of personal presence. Size: Small. As a small creature, Whispers gain a +1 size bonus to Defense andattack rolls, and a +4 size bonus to Hide checks, but uses smaller weapons thanhumans and similar sized beings, and their lifting and carrying limits arethree-quarters of those of a Medium character. Whispers have a base land speed of 30 feet, despite their size. Incredible Senses: Whispers have excellent vision, gaining Low-Light vision andDarkvision out to 60 feet. They also gain a +2 racial bonus on Listen and Spotchecks. +4 racial bonus on Hide and Move Silently checks: Whispers have an uncannyknack for stealth. Unnatural Silence: Whispers have the ability to completely cancel any noisethey generate. Whispers can cancel the sound they and any gear on them makesfor 1 minute/ 3 character levels up to 1 + Cha modifier, minimum of 1 time,times per day. While using their unnatural silence, a Whisper gains Sonicresistance 5. Languages: Whispers speak their own language, which other races just callwhisper, plus a sign language which they do not teach to outsiders, calledQuiet Hands. Personality: Whispers are quiet, suspicious beings who find it hard to buildlasting relationships with members of other races. Although no other race isopenly friendly with these reclusive individuals, no race bears them activemalice either. Whispers take pride in being able to sneak into anywhere and notbe noticed that they have created a sort of race wide contest of who cancollect the most trophies. These trophies are usually something small and closeto a person it was removed from. The more important and powerful the person,the greater the ranking in the contest. Usually things taken could be as simpleas a button off someone's jacket, a power pack from a loaded weapon, or a smallconcealed blade, but always something that was on the person, and not of anyserious consequence to the person they are removing the item from. Most racestolerate these small thefts, and some even make it a point of trying to catch awhisper in the act as it brings that person respect amongst the whispers, dueto the fact that whispers are the best infiltrators, saboteurs, and black opsin the galaxy. So a few minor babbles is a minor consequence ontop of theirhigh prices. Homeworld: No one outside of the whisper race knows anything about the whisperhomeworld. Some believe that the whispers have somehow managed to hide theentire planet and have removed any trace of information about it. There are anumber of whisper colony worlds and stations found in systems that are claimedby other races. However the races that claim the system have some sort of dealmade with the whisper colonies or stations. They leave the whispers alone, and thewhispers provide any information that might be useful to the system, usually ata discounted price, unless its related to the safety of the system which theyprovide for free. Such information could be anything from arrival of criminalsor pirate groups that are in transit to the system, interesting stellarobjects, and sometimes even locations for mining close by. Most outsiders have only seen parts of Whisper stations which are used forhiring Whisper agents for whatever purposes: industrial espionage, sabotage,scouting, aiding in insertion of black ops teams, and anything else thatrequires information and stealth. Whispers always require half the payment,which is usually quite high as their services are the best in the galaxy, upfront, then the, and any unforeseen expenses, which is usually surprisingly notoften, upon completion of the mission. Those that fail to pay for theirservices have exactly 36 hours from when it was due to provide a very goodreason why and a new time of when the rest plus up to 50% more, in some cases,in late fees, or face retaliation. In many cases, such retaliation is first inthe form of any and all secrets the person has are sent to those who can makethe most use of them, then they systematically take everything that person hasuntil they are left with nothing before their enemies show up and dispose ofthem, or else the whispers do so themselves, without leaving atrace. Society: Whisper society, from what little has been observed seems to bemodelled somewhat on a feudal monarchy system. Much of their architecture,clothing and tools also seem to resemble objects form such societies, whichseems at odds to their level of technology which seems quite high. Whispersalso use tattoos to display their status in society. Some superstitious peoplebelieve that these tattoos are also magical in nature. Whispers also place alot of stock in their ranking and respect in their ability to claim trophiesfrom clients and targets. This respect can allow even lowly farmers to haverespect from rulers and warriors if they have managed to gain some impressivetrophies. No whisper lies about their trophies as they keep detailedinformation about each trophy. Whispers have an unspoken rule amongst themselvesto not take trophies from another whisper, except for a few rogues. Whispersare also known to keep their word, as it's also a part of their sense ofrespect, which helps keep other races coming to them for theirservices. Technology: Whispers are exceptionally advanced technology wise, especially inthe fields of stealth, sensors and information gathering, although they may notlook it. Much of their general day to day clothing and tools are similar indesign to feudal medieval Earth styling, except for their vehicles and spacecraft, which are usually sleek or angular. Almost all whisper vehicles andequipment come with basic stealth systems, which are usually equal to mostother races standard or higher level stealth, while their more powerful stealthsystems are virtually undetectable until its too late. Whispers do export some stealth systems, usually better versions of most otherraces versions. Whisper export stealth technologies usually have a 25% increasein bonuses, and any that provide a miss chance have it improved by 5%, roundingdown. While Whisper used equipment has a 50% increase in bonuses and misschance are increased by 10%. For example, a Whisper made Silent Suit (pg 74 d20Future) for export will provide a +12 bonus to Move Silent checks. While aWhisper used version (made for small size creatures) provides a +15 to MoveSilent checks. Whisper export sensor systems also provide +25% bonus and have ranges increasedby 25%, while whisper used versions are increased by 50%, rounding up. Forexample, a Whisper export motion sensor would have a range of 125 feet, while awhisper used version would have a range of 150 feet. Whisper used versions are NOT sold to anyone who is not a Whisper. Although avery select few outsiders have been gifted with versions that are better thannormal export models, providing 35% bonus and/or range increases. Whisper madeequipment have their PDC increased by +2 and consideredmasterworked. Whispers also have another area of technology which they have mastered:Nanotechnology. Much of their equipment makes use of nanites in some form, such as their meleeweapons concealing energy weapons, making use of nanites to conceal thedischarge ports until needed. Where their use of nanites really shows is intheir tattoos. Almost every Whisper has at least one nanite tattoo, which doessomething related to their job, or with their status. New Equipment Camo Cloak This is a cloak, impregnated with nanites and metamaterials. When wrappedaround the user, closed and activated, it blends in with the environment,concealing the user. The export model hides the user from infrared and heatsensors completely, and provides a +6 bonus to Hide checks. If the user movesmore than 15 feet in the round, it provides only a +3 bonus, and if spotted,provides a 10% miss chance to hit the user as their outline isblurred. The Whisper use version provides a +8 bonus to Hide, is invisible to heat andinfrared sensors. Opponents using motion detectors must make a Computer Usecheck vs the user's Hide check to detect the user, as long as the user ismoving at most 15 feet per round, or will the opponent will think it's just asmall animal or glitch in the sensor. If the user moves 15 feet or more, theyonly get a +4 bonus to Hide checks and opponents suffer a 20% miss chance tohit. Weight: Export medium size 29, Whisper 28 Weight: Export medium size 5 lbs, Whisper 3 lbs. Nanite Tattoos Nanite tattoos start as a cybernetic device implanted in the user's body. Thisdevice is a nanite factory, which builds, recharges and distributes nanitesthroughout the user. Afterwards, a tattoo like object is printed on the skin ofthe user. This tattoo is actually a control and instruction interface for thenanite factory. Part of the function of the tattoo must be incorporated in thedesign of the tattoo, although some, usually ones gifted as extremely specialrewards, or gained for extremely high status Whispers. The user can have asmany as 3 + Con modifier tattoos maximum. Although the user must increase theirdietary needs by 10% for every tattoo they have installed to provide the energynecessary to power the tattoos. Tattoos are activated as a standard action bytouching the tattoo, which in some cases, such as a weapon discharge is thesame action as attacking with the power of the tattoo. Tattoos are activateditems and none have been designed to run constantly. The user can have no morethan 1 + 1/2 Con modifier tattoos active at any time. It is possible toactivate more, but the user becomes fatigued for the first tattoo activatedover this limit, then exhausted for the next, then takes 1d4 subdual damage foreach addition activation of a tattoo after that until they deactivated alltattoos and rest for 8 hours and eat a full days (including increased amountfor number of tattoos the user has) worth of food. To install a tattoo, the user must have the Craft Tattoo feat and make a Craft:Electrical check to beat the Craft DC to install. If the user has at least 5ranks in Craft: Visual Art, they get a +2 synergy bonus. They can also make thetattoo look far more decorative, disguising its purpose. A separate Craft: VisualArt check must be made to disguise the tattoo. For every 5 points they beat theinstallation DC, the tattoo will look more like a piece of art, and gains a +2Disguise bonus to hide it's true purpose and make it more unique. Somecraftsmen are considered true artists when creating their designs for tattoosand their tattoos cost significantly higher. Some of these more elaboratedesigns can also be more powerful versions of the basic tattoos, and someincorporate bonus features. Nanite Factor Implant Benefit: This is a nanite factory to create the nanites necessary for thenanite tattoos. Does not count against the user's amount of cybernetic devicesallowed. Location: Internal, torso Hit Points/Hardness: 5/- Weight: 1 lbs. PDC: 15 amongst Whispers, nearly impossible for other races. Example Tattoos Suit of Medieval Armour This tattoo is designed to look like a simple suit of medieval style of armour.When pressed, the nanites create subcutaneous body armour. Comes in threedifferent levels, where each level the tattoo looks like a more heavilyarmoured suit of armour. Styling may differ between artists, but a personfamiliar with the tattoos can tell by the style of armour used for the level ofprotection. Benefit: When activated, provides the bonuses of one of the subcutaneous bodyarmour cybernetic implant for each design level. Duration: 6 + 1 1/2 Con modifier rounds. Craft DC: 18 PDC: Light 16, Medium 21, Heavy 26 Restriction: Military (+3) Laser These tattoos usually look like an open palm with a beam of light coming out ofit. When activated, the nanites form a laser emitter in the hand, usually fromthe palm, or from the back of the handthat fires in the direction that the user's closed fist is pointing in, must beselected at time of installation. When activated, the user has a reserve of 30shots for the laser, which must start being used within 3 rounds of theactivation of the tattoo. If the userdoesn't use the laser for more than 5 consecutive rounds, the nanites willdisable the laser. Benefit: User can make use of a laser pistol that discharges from their palm orback of hand, dealing 2d8, fire, 20, 40 ft range increment,semi. Duration: Instantaneous Craft DC: 22 PDC: 20 Restriction: Restricted (+2) Running Man This tattoo is usually designed as a person running. When activated, the usergains increased speed, making them faster and somewhat moreagile. Benefit: User gains +10 feet to speed and a +2 bonus to Initiative and Reflexsaves. Duration: 7 + Con modifier rounds. Craft DC: 16 PDC: 15 Restriction: - Bear Claw This tattoo looks like the open paw of a bear. When activated, the user gainsgreater strength and prowess in melee combat. Benefit: When activated, the user gain +6 Strength, use of Power Attack feat,and may use a melee weapon of a size larger than their size normally allows asa two handed weapon. So a Whisper could use a medium sized creature's longswordtwo handed instead of a small sized longsword. Duration: 5 + Con modifier rounds. Craft DC: 21 PDC: 21 Restriction: Licensed (+1) Open Eye This tattoo looks like an open eye with a black pupil , and purple iris,provides the user with improved eyesight. Benefit: This tattoo provides the user with the benefits of telescoptic optic(pg 197 d20 Future) and x-ray optics (pg 31 d20 Cyberscape) cyberneticimplants. Duration: 5 + 1 1/2 Con modifier rounds. Craft DC: 20 PDC: 19 Restriction: - Cat's Paw This tattoo looks like a cat's paw with extended claws. When activated the usergrows metallic claws from their fingers and can make a natural attack withthem. Benefit: The user gains a natural claw attack that deals 1d4 points of slashingdamage, 20x2 crit. Duration: 9 + Con modifier rounds Craft DC: 20 PDC: 20 Restriction: Lic (+1) Monkey's Paw This tattoo looks like a monkey's paw, and when activated, the user can climblike one. Benefit: The nanites in the user create small suction like pads on the user'shands and feet, also create a mild adhesive and emit a low level magnetic fieldto aid in climb on ferrous materials. The user gains a Climb speed of 20 feet,and a +4 bonus to climb checks. The user does NOT gain the ability to take 10on Climb checks due to their climb speed, and must make a Climb check ifdistracted. Duration: 15 + 1 1/2 Con modifier rounds. Craft DC: 18 PDC: 20 Restriction: - Cross with Twin Entwined Snakes This tattoo looks like the universal medical symbol of a cross with two snakesentwined about it. When activated, the user can heal themselves and curethemselves of most toxins and poisons. Benefit: The user heals 1d8+4 hit points per activation, and gains a +4 bonusto Fort saves against poisons and diseases for the time of the duration. If thecharacter is affected by a disease or poison before activation, they may makean immediate Fort save at +4 to resist the poison and/or disease. If successfulthe affects of the poison or disease disappear in 2 rounds. If the save fails,they can make another role every other round for the duration of theactivation. Duration: 4 + 1 1/2 Con modifier rounds. Craft DC: 19 PDC: 16 Restriction: - New Feat Craft Tattoo You can craft nanite tattoos which interface with the nanite factoryimplant. Prerequisite: 5 ranks Craft: Electrical, Whisper race Benefit: You can craft nanite tattoos and install them on people using yourCraft: Electrical skill, which emulate a single cybernetic ability, or feat,two related skills, or even a simple spell like ability. Adding an additionalability increases the Craft DC by 50%, rounding up, and the PDC by 3. Craftinga tattoo takes the Craft DC divided by 3, rounding up, hours to craft andinstall. Special: If you have 5 or more ranks in Craft: Visual Arts, you gain a +2synergy bonus to the Craft: Electrical check only for crafting nanite tattoos.Can make a Craft: Visual Arts check to disguise the nanite tattoo as just aregular artistic tattoo. For every 5 points you beat the craft DC, the tattoogains a +2 bonus to Disguise checks against being identified as a nanitetattoo. If you have at least 10 ranks in both Craft: Electrical and Craft: Visual Arts,can make quite decorative tattoos, and can add an additional bonus ability tothe basic tattoo. [/FONT] [HR][/HR] [FONT=Calibri]Uoobin The Uoobin are a race of tall, lanky humanoids with a canine-like head, cordedmuscles, hairless bodies with grey skin, and another interesting feature. Thisfeature is their DNA is missing sections, which gladly accept DNA from othersources. The Uoobin gain these missing bits of DNA from eating creatures thatthey kill. After killing an opponent, the Uoobin must eat at least 10 pounds,and if the target has a feature the Uoobin finds desirable, such as claws,wings, incredible reflexes, speed, or other feature, the Uoobin must eat atleast 25% of organ(s) that control or are that feature, and later will developthat feature. [/FONT] [FONT=Calibri]This practice ofeating the dead has made the Uoobin an undesired race to be around, with manyrumours that Uoobin will eat those they dislike, or as stories to scarechildren. The Uoobin don't mind, as it just adds to their reputation, whichworks well for them. Most Uoobin sell their services as mercenaries or guards,although some wander and sign up with exploratory groups to act as bothprotection and a way to study new lifeforms. Homeworld: The Uoobin homeworld is covered in dense forests and jungles on twolarge continents, with two polar continents covered in ice. A third continenthas rainforests and deserts covering it. The Uoobin live on all but the polarcontinents, with only a few small settlements and bases on those continents. Theflora and fauna is greatly varied, and highly adaptable to changes, much likethe Uoobin themselves. System: The Uoobin system has a blue dwarf star with 4 planets and threeasteroid belts. A living rock planet, with highly active volcanos is theclosest, followed by two dense asteroid belts, then the Uoobin homeworldfollowed by a thin asteroid belt. The last two planets are airless rocks filledwith heavy metals. Uoobin have small mining outposts on both of these planetsto mine the heavy metals, and sends ships to mine the closest inner asteroidbelt for other minerals and light metals. Society: Uoobin society is loosely based on clan structure, where one lives andworks for the clan. Each clan works for another clan, or owns companies. Thegovernment is a democratic elected senate with representatives from all majorclans or organizations. Every member of the Uoobin society also joins themilitary for a period of about 3 to 5 years, which allows the Uoobin militaryto draw upon a very large pool of soldiers in the case of emergencies andplanetary defense. Language: Uoobin speak a language that is a series of guttural growls, clicksand whistles which extend into the ultrasonic ranges, making it impossible formany other races to communicate with Uoobin without translators. However,Uoobin are quite capable of speaking many other languages, however they may notlet others know they can speak other languages. Religion: Uoobin religion is ancestral based, where they seek guidance,strength and wisdom from their ancestors, seek council from their elders. Theexact practices of how an Uoobin worships their ancestors varies from clan toclan, and can even vary from person to person within a clan. Worship andseeking guidance is a very personal thing and is usually done in private,except for some matters that concern the whole clan then small groups willgather to seek guidance. Uoobin Racial Traits +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma: Uoobin are strongand resilient creatures, although a little low in intelligence, and due to thenature of eating creatures for purposes of gaining abilities, leads theirsocial skills amongst other races somewhat strained. Size: Medium. As medium sized creatures, Uoobin don't gain any benefits orpenalties due to size. Uoobin have a base land speed of 30 feet. Incredible Hearing: Uoobin have incredible hearing abilities, hearingultrasonic and infrasonic ranges, gaining +4 racial bonus to Listen checks.They can even make Listen checks while sleeping, but at halfpenalties. Natural Hunters: Uoobin are natural hunters, gaining a +2 racial bonus toSurvival checks, and gain the Track feat for free. Adaptable DNA: When an Uoobin kills, then eats at least 10 pounds of acreature, they can temporarily gain one feature of the creature eaten. TheUoobin must also eat at least 25% of the organ that is responsible for thefeature. For example, to gain wings and flight, the Uoobin must parts of thewings as well, or for increased speed, must eat parts of the legs. GM use ownjudgment for strange or unusual features or abilities. After eating the organsand body parts, which takes between 1 and 10 minutes (1d10 minutes), the Uoobinmust rest for 1d4+1 hours as their body processes the DNA from the eatencreature and grows the organs and limbs, if any, for the new feature to work.The new feature lasts for 1d4+1 days before the organ and limbs start todegrade and painlessly break down. An Uoobin can have a maximum of 1+ Conmodifier new features at a time. A Uoobin can make a feature permanent, butmust eat the entire body, but eating the organ of the desired feature first,and gives up 5 hit points and 100 XP x level, but can not loose enoughexperience to go down a level. The hit points given up can not be regained,they are gone permanently. The Uoobin must rest for 8 hours for the feature tobecome permanent. Once a feature is permanent, it can be passed on to anyfuture children they might have. Languages: Uoobin speak their own language called Uoobet, which is nearlyimpossible for most races to speak, except for those that can speak and hearultrasonic ranges. ECL: +1 Technology: Uoobin technology is about the equivalent of PL6, having only hadlaunched their first manned space mission about 200 years ago, but with meetingother races, and hiring their services as soldiers of fortune, Uoobin canimport many technologies they have not made themselves. Uoobin have developedlaser technology, and have bases on other worlds within their home system, andhave a space fleet used for transporting and protecting troops, and a sizabledefensive fleet. Uoobin Mercenaries As Uoobin hire themselves out as mercenaries quite often, an entire clan couldbe dedicated to mercenary life, with half the clan rotating off world forservice, and bringing back genetic samples or permanent new features which theypass on to future generations, while the other half takes care of contractnegotiations, maintaining equipment, finances, and other affairs that thoseaway on missions do not have the time to. Some clans specialize in certain types of combat, and will send out troops tofind species to gain abilities to better aid them in their type of fighting orservices. [/FONT] [HR][/HR] [FONT=Calibri]Bjorn Bjorn are large, bipedal ursines, who resembles bears in appearance. They arecovered in fur and possess sharp fangs and a muzzle. They tend to be verystrong and usually have a deep, resonant voice. They have a very short tail.They normally stand between 6'2" and 7 feet, weighing 220 to 340lbs. Their fur comes in white, brown and black varieties and their nose is typicallyblack or pink. Eye colour is generally black, brown, blue, grey, yellow, orred. A Bjorn has very sharp claws on both its feet and its hands. Bjorn have the ability to hibernate for extended periods of time, if desired.During hibernation they neither need to eat nor drink. They are generally lethargic during this time and mostlyoblivious to events happening around them, though they can be readily awaken ifdisturbed. Bjorn are typically excellent swimmers and can climb well. Their main forte isphysical combat. Possessing strong bodies, they excel at grappling, and arevery fearsome to go up against. Some bjorn have such a thick hide that someranged attacks occasionally bounce off them. Bjorn speak a language that is surprisingly very close to ancient Norse onEarth, with many words sounding very close and having similar meanings, exceptsome rolling of the R's and different emphasis on vowels. Homeworld: The Bjorn homeworld is a large planet, about 75% larger than Earth,with about 1.5 G, which makes most of the lifeforms on the planet quite strong.The surface is covered in temperate forests, with the artic regions being coolplains and grass lands. Bjorn cities blend in with the forests as much aspossible, which from a casual glance from the air, smaller towns and villagesdisappear completely among the thick forests. Bjorn call their planet RikrMooir, which translates to Great Mother. There are two small moons that orbitthe planet. Both are airless but both are fairly rich in minerals, with acolonies that mine the minerals. System: The Bjorn home system is quite small, with a yellow dwarf that exhibitsstronger than normal gravitational pull, keeping the planets fairly close.There are only two planets, the Bjorn homeworld, Rikr Mooir, and a small planetthat orbits in a perpendicular orbit to Rikr Mooir, further out. There are 4planetoids in their own orbits further out, but they have very close orbits.These planetoids lack atmospheres, but are quite rich in heavy and semiprecious metals. The Bjorn have small mining operations on the firsttwo. Society: Bjorn society is based around the family and honour. Threats to aBjorn's family or their honour can enrage a Bjorn and they can becomeunstoppable berserkers until the threat is gone. Government, they are ruled byan elected All Father, which is essentially similar to a king, with a councilof advisors and ministers in charge of things like finance, defense, research,etc. Otherwise, many would consider Bjorn society to model medieval or feudaleras on ancient Earth, with its simplicity and very little automation. Farmingis all done with higher technological versions of hand tools, with groups ofBjorn tilling fields by hand or fishing using small boats with nets and minorsonic devices to lure groups of fish towards the nets. Language: Bjorn speak a language that is surprisingly very close to ancientNorse on Earth, with many words sounding very close and having similarmeanings, except some rolling of the R's and different emphasis on vowels.Anyone who learns ancient Norse could very easily learn the Bjorn native tonguewith very little difficulty, with the Bjorn seeing it as a respect to them thatan effort was made to learn their language, although with a funny accent. Religion: Bjorn don't have a widely practice religion anymore, but there arestill some who practice the old spiritual ways, with Rikr Mooir being the mostprominent spirit that is their world, and gave birth to all life, and payrespect to the various spirits that rule over the animals, rivers, andcrops. [/FONT] [FONT=Calibri]Bjorn RacialTraits +2 Strength, +2 Wisdom: Bjorn are strong of both body and spirit. Size: Medium. As mediums sized creatures they suffer no penalties nor anybenefits. Speed: 30 feet Bjorn gain +2 racial bonus to Intimidate and Survival checks. Fearless: Bjorn are very difficult to scare, gaining a +5 racial bonus againstfear effects. Fearsome: Intimidate is considered a class skill Hibernate: Bjorn are able to hibernate for an extended amount of time. Whilehibernating any diseases they might have do not deal any further damage, orincrease any penalties, and if they slumber for at least 1 week, when theyawaken they are cured of the disease. Ursine Toughness: Bjorn gain +1 hit point per level. High-G Planetary Adaptation: Living on a planet with a higher than 1 G gravity,Bjorn don't suffer the effects of a high gravity world unless the gravity isover 3 G. Natural Weapons: Bjorn have 2 claw attacks that deal 1d4 points of slashingdamage, and a bite that deals 1d4 points of piercing damage, which are used asnatural weapons, automatically proficient in their use. Lifespan: Live to be about 150 years old. Use human age categories, increase byabout 25% for each category. Technology: Bjorn technology is on par with most PL6 societies, getting closeto PL7, however their robotics is lacking, seeing it as dishonourable,preferring to do the work themselves. Bjorn have advances in melee weaponry,with swords, axes and similar weapons being quite popular, and highly advanced.They also have many advanced forms of the classic shield for defense, manyincorporating advanced technologies such as energy shields, repulsion fields,and even built in weapons. Bjorn Racial Feats Bear Claws [Bjorn] Prerequisites: Bjorn Benefit: You gain a +2 bonus to attacks when making a claw attack. In addition,your claw attacks add double your Strength modifier instead of your normalStrength modifier. Bear Hug [Bjorn] Prequisites: Bjorn Benefit: You gain a +5 to attack rolls to initiate a grapple check, and +5 tomaintain grapples. In addition, grappled targets suffer a -2 to Escape Artistchecks to escape the grapple. Snarling Roar [Bjorn] Prerequisites: Bjorn, 2 ranks in Intimidate Benefit: You gain a +5 bonus to Intimidate skill checks byroaring. Tough Mind [Bjorn] Prerequisites: Bjorn Benefit: You gain a +2 bonus against any psychic attack or ability. Ferocious Roar [Bjorn] Prerequisites: Bjorn, Snarling Roar Benefit: As an attack action, you let out a terrifying roar, frightening yourenemies. You make an Intimidate check, with a +3 bonus, and all enemies within10 x Con modifier +1 feet must make a Will, or be panicked for 1d4 rounds. Asuccessful save means they are only shaken for 1 round. [/FONT] [/QUOTE]
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