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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 1779406" data-attributes="member: 6390"><p><span style="font-size: 18px"><p style="text-align: center"><span style="color: red">TERRA HOMO-SAPIENS</span></p><p></span></p><p>In the continued exploration of the galaxy's spiral arm, homo-sapiens have been discovered on other planets. Often crouching in the bombed out ruins of societies, or struggling to rebuild civilizations that were taken down to the 1% mark, one thing has become obvious:</p><p></p><p>Terra Descent Homo-Sapiens are a whole different breed indeed. Faster, stronger, omnivore developed intestinal tracts, amphibious, thick skin, and able to withstand a wider variety of environmental affects than thier other races.</p><p></p><p>This adaptability and inherent genetic toughness allowed them to spread to far more than the narrow range of habitable planets that many races are confined to. Combined with genetic engineering (Considered abhorrant by most races) and cybernetic enhancements (Unheard of by other races, indeed, not even a theorized feasability by other races medical technology) this further broadened thier range of habitable planets.</p><p></p><p>Terran Human ingenuity in creating self-sufficent "bio-domes" and other such facilities allowing them to exist on hellish worlds, as well as using convicted criminals who did not respond to chemical, psionic or genetic therapy to work the planets, either as conscripted laborers or as forced colonists.</p><p></p><p>This allowed the Terrans to claim far more than the average 1:25 systems than most races would be able to, roughly at the rate of 1:1.15, as even systems that contained only a star were used as energy gathering points, research stations, deep space refit stations, etc. One enterprising colony was even founded within the depths of a lone planet in the middle of a luminious nebula.</p><p></p><p>Besides the base, stock human, without delving into genetically altered, cloned, or cybernetically enhanced, there are the following types of Terran Descent Humans...</p><p></p><p>Heavyworlder: Humans have been able to adapt to gravity wells up to 6G's, able to compensate on a genetic level within a few generations. Although some are cybernetically enhanced (initial colonists) or genetically modified (carryover genetic engineering done on initial colonists) many colonies slowly adapted to the world.</p><p></p><p>Game Modifiers: +2 Str, +1 Con, -1 Dex, +50 lbs wieght,-2" hieght, +1 ECL per G of the world, to a maximum of 6</p><p></p><p>Lightworlder: Coming from world of 0.85G to .1G, Lightworlders have adapted to small planetary bodies, often developing low-light vision for compensating for twilight conditions near a planetary terminator or quickly rotating worlds that orbit a large gas giant.</p><p></p><p>-2 Str, +2 Dex, -10 lbs weight, +2" hieght, +1 ECL for every .15 G less than 1 (minimum of .1)</p><p></p><p>ZeroG: Also known as "angels", these humans are commonly found aboard long hual "ecosystem vessels" designed to be thier own enclosed worlds, stations orbiting planets or barren system suns, and other areas that have no gravity. They are often taller, thinner, with thinner chests, wider eyes, and more graceful movements. Gravity is often quite painful to them, able to kill them if exposed to it for too long.</p><p></p><p>Game Mechanics: +10 Dex, -8 Con, 1d6 points of non lethal damage per 0.1G force per minute to 0.5G, 1d6 points of lethal damage per 0.1G for gravitational force above 0.5G.</p><p></p><p>Hellworlder: From the infamous Cermek Hellprison to the lightning moons of Maverick IX, convicts dropped on these planets never leave, not even if they are in a body bag. Breeding is unregulated, and frankly, the warden and screws, if any, do not care. Children that survive are tough, and they adapt to the planet, or they die. Those Hellworlders that somehow find their way off of the planet, often join with the Terran Marine Corps or mercenary/corporate military units.</p><p></p><p>Game Mechanics: Hellworlders gain abilities according to the following:</p><p></p><ul> <li data-xf-list-type="ul">Abrasive Atmosphere: DR 2/-</li> <li data-xf-list-type="ul">Extreme Environment: Energy Resistance (Heat, Cold) 10</li> <li data-xf-list-type="ul">High G: As per heavy worlder</li> <li data-xf-list-type="ul">Thick Atmosphere<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />R 1/slashing and piercing </li> <li data-xf-list-type="ul">Thin Atmosphere: +2 Fort for resisting effects of reduced atmosphere. +2 to Fort checks for endurance purposes.</li> <li data-xf-list-type="ul">High Radiation: Radation Exposure is treated as one level lower</li> <li data-xf-list-type="ul">Twilight/Night World: Lowlight Vision/Darkvision 90 feet</li> </ul><p>ECL modifier should be set by GM, depending on combination.</p><p></p><p><span style="color: green">Enjoy, back to nappy-time for Ralts. Stupid blazing heart.</span></p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 1779406, member: 6390"] [size=5][center][color=red]TERRA HOMO-SAPIENS[/color][/center][/size] In the continued exploration of the galaxy's spiral arm, homo-sapiens have been discovered on other planets. Often crouching in the bombed out ruins of societies, or struggling to rebuild civilizations that were taken down to the 1% mark, one thing has become obvious: Terra Descent Homo-Sapiens are a whole different breed indeed. Faster, stronger, omnivore developed intestinal tracts, amphibious, thick skin, and able to withstand a wider variety of environmental affects than thier other races. This adaptability and inherent genetic toughness allowed them to spread to far more than the narrow range of habitable planets that many races are confined to. Combined with genetic engineering (Considered abhorrant by most races) and cybernetic enhancements (Unheard of by other races, indeed, not even a theorized feasability by other races medical technology) this further broadened thier range of habitable planets. Terran Human ingenuity in creating self-sufficent "bio-domes" and other such facilities allowing them to exist on hellish worlds, as well as using convicted criminals who did not respond to chemical, psionic or genetic therapy to work the planets, either as conscripted laborers or as forced colonists. This allowed the Terrans to claim far more than the average 1:25 systems than most races would be able to, roughly at the rate of 1:1.15, as even systems that contained only a star were used as energy gathering points, research stations, deep space refit stations, etc. One enterprising colony was even founded within the depths of a lone planet in the middle of a luminious nebula. Besides the base, stock human, without delving into genetically altered, cloned, or cybernetically enhanced, there are the following types of Terran Descent Humans... Heavyworlder: Humans have been able to adapt to gravity wells up to 6G's, able to compensate on a genetic level within a few generations. Although some are cybernetically enhanced (initial colonists) or genetically modified (carryover genetic engineering done on initial colonists) many colonies slowly adapted to the world. Game Modifiers: +2 Str, +1 Con, -1 Dex, +50 lbs wieght,-2" hieght, +1 ECL per G of the world, to a maximum of 6 Lightworlder: Coming from world of 0.85G to .1G, Lightworlders have adapted to small planetary bodies, often developing low-light vision for compensating for twilight conditions near a planetary terminator or quickly rotating worlds that orbit a large gas giant. -2 Str, +2 Dex, -10 lbs weight, +2" hieght, +1 ECL for every .15 G less than 1 (minimum of .1) ZeroG: Also known as "angels", these humans are commonly found aboard long hual "ecosystem vessels" designed to be thier own enclosed worlds, stations orbiting planets or barren system suns, and other areas that have no gravity. They are often taller, thinner, with thinner chests, wider eyes, and more graceful movements. Gravity is often quite painful to them, able to kill them if exposed to it for too long. Game Mechanics: +10 Dex, -8 Con, 1d6 points of non lethal damage per 0.1G force per minute to 0.5G, 1d6 points of lethal damage per 0.1G for gravitational force above 0.5G. Hellworlder: From the infamous Cermek Hellprison to the lightning moons of Maverick IX, convicts dropped on these planets never leave, not even if they are in a body bag. Breeding is unregulated, and frankly, the warden and screws, if any, do not care. Children that survive are tough, and they adapt to the planet, or they die. Those Hellworlders that somehow find their way off of the planet, often join with the Terran Marine Corps or mercenary/corporate military units. Game Mechanics: Hellworlders gain abilities according to the following: [list][*]Abrasive Atmosphere: DR 2/- [*]Extreme Environment: Energy Resistance (Heat, Cold) 10 [*]High G: As per heavy worlder [*]Thick Atmosphere:DR 1/slashing and piercing [*]Thin Atmosphere: +2 Fort for resisting effects of reduced atmosphere. +2 to Fort checks for endurance purposes. [*]High Radiation: Radation Exposure is treated as one level lower [*]Twilight/Night World: Lowlight Vision/Darkvision 90 feet[/list] ECL modifier should be set by GM, depending on combination. [color=green]Enjoy, back to nappy-time for Ralts. Stupid blazing heart.[/color] [/QUOTE]
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