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Post by K Man on Feb 24, 2006 16:09:16 GMT -5
Introduction:[/b] There have always been visions of apocalypse in man’s future. Towards the end of the 21st century, man was so certain of his self-induced destruction that he went to extreme lengths to prevent it. It was as though the very engine of history was the fear that life would unravel at the hands of a madman. As the minds of man produced their greatest works in energy and matter, they were immediately placed under government control and used in “bettering” directives. Laboratories were seized, Nobel scientists disappeared and newscasts of the oppression never made it to the public. As man tried to grow and expand, the grip of its elected regimes tightened. With no air left to breathe, man fought back—the apocalypse so feared was born. The words ‘Total War’ fell short of describing the conflict. The proletariat could not be stopped and they burned the lands to their foundation. Like so many countries formation, a revolt of the people produced a new world. It was a charred world, one left shattered as the unwashed masses tore it apart in frustration. It could no longer sustain man and the few fortunate enough to escape took to the emptiness of space. The ships scattered to the solar winds and man began the search for a new home. It was during this time that man found few friends and multitudes of enemies. From the Illithids of the Apodis system to the serpentine Naga of the Eridani star system, man found many dangers among the stars. He would be beaten, captured and outright hunted as he raced from one corner of space to another in an effort o find a new home. In addition to the natural dangers of space travel and the newfound hostility of alien races, man found the cold emptiness of the cosmos inhospitable. None would have the refugees and so they continued to disperse and vie for survival. The cosmos had more in store for man as they dug deeper between the stars. Though science had taken him far in his escape, humans would learn that there were things that could only be explained as magic—twisted mutations of physical science that were once believed to be true. The strange aliens among the universe would school man in magic and he would be exposed to things that would take centuries to comprehend, and at a great cost of life. He would eventually learn to master magic as the others had, but it would carry a hefty price. However, if mankind had proven one thing throughout his history, it was that he is a survivor. Humans adapted, evolved and sometimes mutated to endure. Those that worked and mined in gravity heavy planets became squat, stout and hardy. Some were exposed to elements in atmospheres that burned their skin black and changed their physical make-up. Others bred with the alien species to form new and powerful races. Still others evolved in the spacecraft environment to be small, curious and inventive. Some didn’t change at all, remaining entirely human. Centuries passed and the changed sects became their own cultures with unique identities separate of their human basis. The most unusual mutation of all is the story of a group of humans that evolved quickly during their migration through space. Some say it was the radiation of a celestial anomaly; others claim it was the cramped quarters of a starship for centuries that did it—but somehow a group of humans had mutated very rapidly, taking less than a few centuries to fully change. They became smaller and smaller with each birth until the average human was less than four feet tall. It is uncertain why a certain grouping of humans evolved this way and others didn’t. Some speculate it was a genome or characteristic only found in some and not others. They were a jovial group, despite the rapid mutation, and were all too happy to trade with and tinker on other ships. It only seemed natural, due to their stature, to call them ‘Halflings’. The Halflings were almost annoyingly inquisitive and their wanderlust could not be sated. At times their curiosity would get them into troublesome situations with alien races that could be easily agitated. They also often found themselves in trouble when they ventured too close to cosmic dangers, but somehow they always prevailed. As the centuries wore on, they drove deeper and deeper into unknown space and into unknown territories. It was predictable that when they faced the Great Barrier—the last frontier of known space—that they would simply shrug and press on. Some of the Halflings did not have the strength to overcome their fear of the Great Barrier and they voiced it. Unlike the previous splits in ideals with other races, those Halflings that were brave enough to continue smiled and bid their brethren farewell as they pushed forward. Those that didn’t venture forth turned around and headed back to the civilized region of space. Those Halflings that stayed behind prospered. They benefited from the reduction in their population as opportunities for the same amount of work with half the numbers helped them boom. They continued to enjoy this work for many centuries, continuing to evolve and change. It remained this way for many years until the news sightings of their brethren returning reached their ears. Those Halflings that had crossed the Great Barrier could be heard on faint radio waves emitting from the nebula. Those that had remained behind moved, en masse, to greet them and learn of what they had seen on the other side. They lined up outside the Great Barrier, waiting eagerly for the word of what their brothers had seen across the last great frontier. The slaughter that day would never be forgotten. From the Great Barrier the Halfling brother ships emerged, but they were…changed. Instead of the mismatched, piecemeal hunks of tinkering they once were, the ships had become sleek, oppressive and warlike. They openly attacked without so much as a warning shot and with such ferocity that the Halflings coming to greet them didn’t stand a chance. They were annihilated. The many other ships present to witness the event also fell to the same fate, race didn’t matter—the Haflings attacked without provocation and without mercy. It didn’t stop there. The returned Halflings moved from system to system demanding allegiance in decreeing that none shall seek to move beyond the Great Barrier. Most systems, after witnessing the terrible slaughter and efficient killing, agreed without hesitation. Those that did not were quickly and brutally eradicated; nothing left behind of their protests but ruined ships and devastated planets. Most curious about the Halflings—though none will dare question them—is the technology they returned with. It is years beyond what even the most advanced scientists have produced and attempts to clone or mimic it have all failed. Their ships are capable of reducing a planets surface to ash within minutes and their defenses have yet to be penetrated. The Halflings are just as peculiar in their ruling structure as they are in their technology. The Halflings are completely egalitarian in their society, no one member ranking above the other. There is no grand leader, no council, no ruler…but they get their instructions from somewhere. When the Halflings decree a new law, it is done so instantly and universally—like they are of a single consciousness. The Halflings also react and quell rebellions to their totalitarian rule with amazing clarity, bordering on clairvoyance. They attack rebel sites before the rebels have fully congregated and can often anticipate even the best planned of traps. Some say they are invincible and that their rule of the known universe is unchallengeable. They have made no move to conquer the universe, yet (save to demand allegiance from all) and have not imposed anything beyond that none may go beyond the Great Barrier. Few can ever hope to understand what has happened to the once-jovial Halflings. Whatever is beyond the Great Barrier will forever remain their mystery… The World as it is now – 4364 A.D.[/u] The humans, though composed of different factions, began to make their mark upon the universe. They survived, conquered and explored—just as they had on Earth long ago. Though they yearned to explore, man yearned even more for a new home, one he could call his own. The largest surviving collection of human ships gathered in an empty, unclaimed portion of space and coupled together to form a makeshift space station. As time passed, more and more refugees came to this forming collective of ships, this planet of metal, adding to its bulk and populace…a new society was formed of the fractured bits of old. Earth was slowly reborn, made of old mistakes and metal. That station has grown over time, refugee ships from around the universe adding their own hulls to its mass, and it has grown to near the size of a small planet. Inhabitants of this quasi-planet have nicknamed it ‘New Sol’. New Sol has become the new center of the human universe, the home for those that destroyed their previous one so long ago. New Sol is thriving, as are the dozens of human-descended colonies that have been spawned over the course of mankind’s exodus…but will it last? Dark forces lurk in the ebony vacuum of space and once again mankind is threatened with a destruction brought about by its own agendas. The Halflings have recently returned from an unexplored section of space with technology beyond understanding and a powerful will for oppression. The Halfling have become the single greatest threat in the universe in less than a decade and they show no weakness. Can they be defeated? What do they fight for? What did they find on the other side the Great Barrier? And more importantly…will there be another revolution that will tear the fragile fabric of man apart?
Red Shift is a campaign idea I started a while back at my home PnP game and I thought I would bring it here to expand and get thoughts from the brilliant members of KMan's. To boil it down, it is essentially D20 Future and Urban Arcana mixed...or the ability to play Elves, Dwarves and other D&D iconic races and creatures in space. I would like to use this thread to help with story ideas, feats, skills, spells etc for all those who want to join in. Any advice is appreciated. This will be a continuing process and will be added to numerous times. Link to - Red Shift Campaign Map
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Post by K Man on Feb 24, 2006 16:14:53 GMT -5
The Evolved:
Most other races have spawned from man in some fashion or another, their origins found in evolution, mutation or adaptation. The new races are humanoid in shape, just like their predecessors, but have become exceptionally unique.
The Dwarves: [/u]
One of the first groups to break from the exodus of man was a group of workers from an industrialized country that realized a need for new supplies and materials for survival. They sought systems rich in ore, heavy metals and other elements and began colonization almost immediately…but the systems would have a strange effect on their bodies. Since most of the heavy ore systems had multiple stars and giant planets laden with gravity, the group of humans living there mutated. Their bodies shortened but their legs thickened to fight the pull of gravity and their arms grew strong with the heavy labor. Their bodies became squat and muscular, their lives extended as their bodies became hardy and adaptive to the harsh environments of hot ash and sulfur.
This group of humans thrived for many years, quickly becoming self-sufficient as the profit from their ore and gems was more than enough to feed and care for the colony. When this group began trade and production with other races, they referred to themselves as the ‘Aladwars’, a moniker derived from the Aladwar star system they had founded their colony in. Soon those dealing with them just shortened their name to ‘Dwars’. As time progressed and the name was slurred from one translation to the next, it became ‘Dwarves’ and the people of the system adopted it, mostly because they could care otherwise.
A typical Dwarf stands just over four feet in height and is nearly as wide in stature. They are heavily muscled, even the females, and often sport unique designs in hair as a sign of status within their region. Most Dwarves, through years of hard labor, are stubborn and unforgiving, but generally good-hearted and pleasant to deal with. They have learned the benefit of hard work and usually aren’t afraid of anything—even death. The Dwarves work and toil in their star system, pulling the metal from the colossal planets and moons found in their system. They build massive starships capable of carrying thousands of workers to new planets and that are nearly indestructible…though they are incredibly slow.
Nearly all Dwarves in society have some knowledge of warfare, mining and machinery. Each Dwarf in the society must serve for a set period of time in the emperor’s army before he/she is allowed to venture into their own entrepreneurial ideas. Most serve willingly, those that don’t are exiled, never to return until they swear allegiance and serve in the military for an extended term.
System: The Aladwar system—a dense cloud of planets and stars that wreak havoc on visitors biology. In fact, most trade and contact is done on the fringe of their system since the strong gravitational forces can often make most emissaries uncomfortable.
Species Traits Size: Medium. Dwarves have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Constitution, -2 Charisma.
Base Speed: 20 Feet. Dwarves can move at this speed even when wearing medium of heavy armor, or when carrying a medium and heavy load (unlike other creatures whose speed is reduced in such situations).
Special Combat Bonuses: Dwarves gain a +1 species bonus on attack rolls made against bugbears, goblins, orcs, and other goblinoids. Dwarves also gain a +4 dodge bonus to Defense against creatures of giants (including giants, trolls, and ogres). If a Dwarf loses his positive Dexterity to Defense (such as when flat-footed), this dodge bonus is lost.
Stability: Dwarves gain a +4 species bonus on ability checks to resist bull rush and trip attempts when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but otherwise it’s like normal sight, and Dwarves can function with no light at all.
Saving Throw Bonuses: Dwarves are highly resistant to toxins and innately resistant to magic. They gain a +2 species bonus on saving throws against poisons, spells, and spell-like abilities.
Skill Bonuses: Dwarves gain a +2 species bonus on Search checks to notice unusual stonework, new construction, unsafe surfaces, ceilings and the like. A Dwarf who merely passes within 10 feet of such exceptional construction can, as a free action, make a Search check (DC 15) and though he were actively searching for such.
Dwarves are naturally skilled mechanics and engineers. They gain a +2 species bonus on Craft (Mechanical), Craft (Structural), and Repair checks.
Bonus Feat: Dwarves gain the bonus feat Archaic Weapons Proficiency. Dwarves may treat Dwarven urgoshes and Dwarven waraxes as archaic weapons instead of exotic weapons.
Free Language Skills: Read/Write Common (or local language), Read/Write Dwarven, Speak Common (or local language), Speak Dwarven.
Other Languages: Giant, Gnome, Goblin, Orc, Terran.
The Elves:
The story of the Elves is a strange one of continual strife and yet, a sort of precarious harmony. There were humans that fled Earth in the exodus, fearful of combat and death. They sought dark corners of the universe to hide in their cowardice. They found a safe haven; a system so dark and nearly lifeless that none would seek them there and they could hide in safety. Their system was one of planets so far from their respective stars that light barely graced the surfaces and the refugees could hide in perpetual darkness. They became scavengers, lawless cowards living in shadows and happy with it. They became known as the ‘Elefs’ by those daring enough to near their system of planets, named so for the Elefinneal system where they could be found. However, unknown to them, the system would change them into something far more sinister than simple scavengers.
The mixture of gases on their planets, breathable as it was, still contained trace amounts of a chemical that would blacken the skin and whiten the hair over years of exposure. This, mixed with the low gravity and low-light of their planets, changed the Elefs into something from nightmares—slender, lithe beings with ebony skin and stark white hair. It was not long before none could recognize anything within them as human. Though forgotten in an empty corner of space, the Elefs had a different plan.
A visionary rose among them. An Elef who would no longer see his people creeping in corners and barely spoken by other races as though they were a disease. This one Elef decided to bring them from darkness into the light. In a single night of bloodshed, he and a loyal band of followers managed to usurp and erase any existing government and replace it with a dictatorship of his direction. He made drastic changes to society as he demanded a rise in military might and the sciences of war. He even erased the Elef’s given name and replaced it with one of his own design, the ‘Drow’.
The race of Drow were born and decided to make their mark upon the universe. This same visionary led the Drow on a crusade to reclaim the years lost to cowardice—to reestablish themselves through fear. He started wars with outlying systems and began raids on any who were foolish enough to near their territory. The Drow rampaged across the universe for nearly a century before catastrophe struck. In their hasty conquest for ever more creative methods of quick destruction, the Drow built a device that nearly tore their own system in half during development.
The device exploded on the edge of their system and extended through exactly half of it, creating a bizarre dichotomy. Those exposed to the device were exposed to immense amounts of radiation and concentrated light which had a unique reaction with the very same gas that had created the Drow. It reversed the effects of the chemicals in the air and purified the environment of the gas-compound. Those exposed to the weapon were washed of the ebony skin and stark white hair over time, the pigments buried deep within their chromosomes brought back to the surface. Their bodies were still mutated from the low gravity into slender pale beings, but they look far less nightmarish than their counterparts.
The Elefinneal system was at odds with itself. Those that had survived the blast treated it as a near death experience, a chance for redemption and to stop their vile ways. Those unaffected by the blast found their new albino brethren abhorrently good-natured and immediately started war with them. Civil war erupted. It continues, even today, but neither side is willing to use galactic weaponry to annihilate the other—a drawback of sharing the same system with your enemy. The Civil War is fought with ancient weapons that will not do damage on a planetary scale. If one side wins, they don’t want a scarred and useless system to remain as their spoils and neither side is willing to relocate.
The new, good-natured Drow sought trade and help from outlying systems in their civil war. They even shirked the name of the Drow and adopted a variation on the name from old—‘Elefs’—but changing it slightly to show that they were reformed. The Elves were born. A typical Elf is slender, usually over six feet tall, and can have skin tone ranging from pure ivory to a light tan. They are graceful from evolution in low gravity and are extremely good-willed, still seeking redemption for years of cowardice, unlike their Drow brethren. The conditions on their planet have helped them evolve into nearly immortal beings, extending their lives nearly indefinitely.
System: The Elefinneal system; a collection of solar systems where the stars are very distant from any planet. Most of the planets are cold, but do support meager life. The Elves are currently directed by council initiatives to attempt planetary fauna reformation to make their home more beautiful.
Species Traits Size: Medium. Elves have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Dexterity, -2 Constitution.
Base Speed: 30 Feet.
Low-Light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Spell Immunities: Elves are immune to Sleep spells and effects, and they gain a +2 species bonus on saves against Enchantment spells or effects.
Skill Bonuses: Elves gain a +2 species bonus on Listen, Search, and Spot checks. An Elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.
Bonus Feat: Elves gain the bonus feat Archaic Weapons Proficiency.
Free Language Skills: Read/Write Common (or local language), Read/Write Elven, Speak Common (or local language), Speak Elven.
Other Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
The Half-Orcs:
Not every segment of man’s exodus benefited from subtle mutation or evolution; such is the story of the Half-Orcs. Originally, a group of humans settled in what they believed to be an uninhabited system only to uncover that it was indeed claimed by another race. The system was inhabited by a race of aliens that quickly proved to be very aggressive. The aliens killed or subdued nearly all of the four thousand refugees that found a home there. Those that weren’t outright killed—mostly the women that refused to fight—found themselves slaves of the aggressive alien race. They were shackled, mistreated, and used for breeding stock.
The aliens, calling themselves ‘Orcs’, found new and abominable ways to mate with the captive human females, caring little for the half-breed offspring that were produced and usually leaving them in the dirt to die. It was only when one such offspring managed to make it past infancy—without support—and into childhood that the Orcs finally paid attention to the young child. Unlike the usual Orc offspring, the Half-Orc child was intelligent and resourceful, capable of complex puzzle-solving—at least what the Orcs thought were complex puzzles anyway—and yet also demonstrated the great strength and endurance their race was so proud of.
The leader of the Orcs, a brutish alien of impressive stature, decreed the first law in his life, indeed the first law in Orc culture. The breeding with human females was to be sought after and the offspring were to be cared for and raised. He planned to raise an army of Half-Orcs for his own personal use, a super army of intelligent and powerful warriors. The leader’s thinking was flawless…with such strength and brains to match, who would dare oppose the new Orc empire?
Opposition was fierce and much more than the Orcs expected. In trying to fulfill the leader’s decree, they had all but wiped themselves out and only captured a small amount of slaves for breeding. Their stock of Half-Breeds was growing, but their own Orc population was dwindling. Realizing he was fighting a losing battle (or some say a Half-Orc advisor had to tell him about the losses), the leader made a second decree; to stop finding slaves for breeding…and to kill the mistakes he had made already. He wanted to wipe out his bad record by erasing the Half-Orcs already created.
Again, opposition was fierce. No matter the battlefield, the Orcs could not defeat the Half-Orcs. The Half-Orcs were trained from birth to be warriors and their training proved resourceful when they were put to the test. The Orcs were beaten and ashamed, their leader killed in one of the final battles of the short-lived civil war. Outsmarted by their bastard Half-Breed descendants, the Orcs had to retreat in full from their own star system and find a new home far away while they licked their wounds. The Half-Orcs enjoyed new freedoms as they were no longer solely used for the deranged purposes of some crazed Orc leader.
However, they are faced with a frightening reality—without new breeding stock, their race will be eradicated…
They are the most recent of the human off-shoots in the universe, their history only dating back about a hundred years or so. As violent as it may have been, the Half-Orcs are trying desperately to prove that their history does not dictate who they are. They have appealed to many galactic governments for help, but none have addressed their issue—treating them like a mistake that will fade away eventually. If no one will help the Half-Orcs, they may just fade away…or they may take matters back into their own hands.
A typical Half-Orc stands well over six feet in height and is overly muscled. Their features are brutish, with a sloping forehead and enlarged lower jaw—teeth that usually protrude from the bottom lip. Their skin ranges from dark olive green to light brown and their hair is usually always black.
System: Originally, the Orcs came from the Orces (Or-sees) system—a system full of rogue asteroids and comets that made the surfaces of the desolate planets nearly unlivable, or at the very least, extremely dangerous to live on. Now, the Half-Orcs have no system of their own, though no one has disputed their right to the Orces system. The Half-Orcs currently roam in packs, some hostile and taking slaves, some seeking peace with outlying races. The full-blood Orcs have gone into hiding since the upheaval and none have bothered to trace them. They can occasionally be found raiding a shipping lane or transport for supplies.
Species Traits Size: Medium. Half-Orcs have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Strength, -2 Intelligence, -2 Charisma.
Base Speed: 30 Feet.
Orc Blood: For all special abilities and effects, a Half-Orc is considered and Orc. Half-Orcs, for example, are just as susceptible to special effects that affect orcs as their orcish ancestors are, and they can use magic items that are only usable by orcs.
Darkvision: Half-Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but otherwise it’s like normal sight, and Half-Orcs can function with no light at all.
Bonus Feat: Half-Orcs gain the bonus feat Archaic Weapons Proficiency.
Free Language Skills: Read/Write Common (or local language), Read/Write Orc, Speak Common (or local language), Speak Orc.
Other Languages: Abyssal, Draconic, Giant, Gnoll, Goblin.
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Post by K Man on Feb 24, 2006 16:19:28 GMT -5
The Gnomes:
The tragic slaughter of those Halflings that did not cross the Great Barrier was not the end of their lineage. Some did not attend the event and consequently survived…although they live in constant fear of their oppressive brothers. They have taken to a life of running from the Halflings and surviving however they can. Some sympathetic governments do what they can to help. Some individuals hire them as crewmembers but all in all, those Halflings that have not been to the other side of the Great Barrier lead a confused life.
Those that remained behind after the split continued to evolve in the absence of their brethren, their bodies shrinking and their minds sharpening. In time, they no longer even looked like the Halflings that had crossed over, though they were still called Halflings by those they dealt with and still remained ever-curious and inventive. That same curiosity nearly wiped out their species when they raced to meet the Halflings returning from the other side of the Great Barrier. It was by sheer luck that some survived and fled to the far corners of the universe. The survivors have since spent their lives in hiding, trying desperately to suppress the innate curiosity to seek peace with their former Halfling brothers and understand what has happened to them.
They retain a sunny disposition on life despite their Halfling predecessors that have changed since that fateful split. They are still tinkerers and builders, creators and mechanics that know nothing is impossible with a little ‘can-do’ attitude. Since their once good name has been spoiled, those surviving Halflings have changed their name to ‘Gnomes’—a name sort of given to them by their supporters—and remain out of the limelight as much as they can. They quietly go about fixing ships and trying to remain pleasant enough to attract work while remaining incognito enough to avoid the Halflings.
A typical Gnome retains the same height as their Halfling brothers, between three and four feet high, but the years of tinkering and building have given them a sharper mind over dexterous fingers. They are generally light-hearted and willing to tackle any task, often placing themselves in dangerous positions just to fix a leaky reactor core on a starship. They are invaluable as crewman and mechanics, plus one cannot help but take sympathy on their plight.
System: None. The Gnomes key to survival is a nomadic lifestyle, constantly moving to remain ahead of the marauding Halflings.
Species Traits Size: Small. Gnomes gain a +1 size bonus to Defense, a +1 bonus to attack rolls, and a +4 size bonus on Hide Checks. They suffer a -4 size penalty on grapple checks. Gnomes must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a medium character.
Ability Modifiers: -2 Strength, +2 Constitution.
Base Speed: 20 Feet.
Special Combat Bonuses: Gnomes gain a +1 species bonus attack roll against bugbears, goblins (and other goblinoids), and kobolds. Gnomes also gain a +4 dodge bonus to their Defense against giant creatures (such as Ogres and Trolls); this bonus represents special training that Gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Not that anytime a Gnome loses his positive Dexterity bonus to Defense, such as when he’s caught flat-footed, he loses this dodge bonus, too.
Illusion Mastery: Add +1 to the Difficulty Class for all saving throws against illusions spells cast by Gnomes. Speak with Animals: Once per day, a Gnome can use speak with animals to speak with a burrowing mammal (a mole, gopher, groundhog, and so forth). It has a duration of 1 minute, and the Gnome is considered a 1st level caster when he uses this spell-ability, regardless of actual level.
Low-Light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Saving Throw Bonuses: Gnomes gain a +2 species bonus on saving throws against illusions.
Skill Bonuses: Gnomes gain a +2 species bonus on Listen checks. Gnomes who have one of more ranks in the Craft (Pharmaceutical) skill also gain a +2 species bonus on Craft (Pharmaceutical) checks.
Bonus Feats: Gnomes gain the bonus feat Archaic Weapons Proficiency. They may treat Gnome hooked hammers as archaic weapons instead of exotic weapons.
Gnomes with Charisma scores of 10 or higher gain the bonus feat Magical Heritage.
Free Language Skills: Read/Write Common (or local language), Read/Write Gnome, Speak Common (or local language), Speak Gnome.
Other Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.
Other Human-Spawned, Non-Playable Races:[/b]
The six listed races are not the only off-shoots of man after the exodus, but they are the most prevalent. Other distinct sects or races have been spawned.
Giant-Kin:
On planets deep in solar systems, man came across beings just like him, only immense in size. Regardless of what they call themselves, most humans refer to them as the giants. On planets of solid ice, the Ice-Giants roam the horizons in ice-skimmers as they hunt the next meal. There are planets made entirely of volcanic ranges that constantly spew ash and molten lava into the air. On these worlds, the Fire-Giants work and toil in the lava fields, finding precious gems to fuel their ships and technology.
Among all of this, man has injected himself. Through either breeding or experimentation, the giants and man have produced half-breed offspring. These stout human-kin often benefit from the advantages of their massive predecessors. Many of the giants are benign, freely trading and cooperating with other galactic races, but others can be much more malevolent. A wise space traveler would do well to tread among the true giants carefully, but the half-giants are usually very helpful.
A typical Half-Giant is usually much larger than any human and they generally bear some resemblance to their larger giant half. They can be of any skin tone and hair color, and can come in any demeanor.
Trolls:
Feared universally, the Trolls are a strange compilation of medical technology and a desperate appetite for raw materials. They began their sad existence as humans obsessed with finding ways to survive the many harsh dangers of space. They sought to create lifesaving medicines and heal the sick with regenerative techniques, but became twisted monsters as they chased their utopian ideals with unrivaled fervor.
They practiced their medicine aboard spaceships for many years but soon found that they lacked the test subjects for their projects. Whether it was the solitary life in space, the constant whine of the ships engines or just the madness of the ideas they hunted, the humans spiraled into obsessive madness with each passing year. They would seek out lone ships and prey on them; capturing the crew members and using them for horrible experiments in the name of medicine.
They used not only the captives for experiments, but also themselves. As they injected themselves with strange chemicals and potent mixtures of liquids, their bodies transformed. Their skin boiled and became warty, their muscles grew and hardened. Their eyes developed to penetrate the darkness they needed to hunt in. As their physical make-up changed, they developed into things of horror. The experimentation on their own bodies gave them powers of regeneration and strength…their twisted ideals gave them the desire to hunt for more. Few could stop them as they continued to hunt for more bodies.
As their needs for raw materials increased, so did the frequency of the hunts. These distorted humans took to black, sleek spaceships and hunting in the complete darkness of planetary corners. They lurked in the empty alleys of small colonies and the dark sections of space-stations, preying upon the lonely, taking their organs and leaving behind empty husks. As word of the attacks spread, so did the fear of them. People would whisper quietly about these Organ-Stealers that would ‘troll’ about in the shadows and harvest folks for raw materials.
Trolls, Harvesters, Organ-Stealers…whatever the name, these horrid creatures are best feared and at least avoided. A typical Troll stands roughly nine feet tall and can weigh around five hundred pounds, though mutations among their kind are not uncommon. Through decades of experimentation, injection and surgery, their bodies are gangly, over-sized and over-muscled. Their arms are far longer than normal, dragging along the ground at times when they run after their prey. They possess a wicked animalistic intelligence, capable of performing surgery within seconds to deprive a prey of necessary organs in seconds. They use their claws or even surgical instruments in their killings, either of which leave nothing behind but a mutated corpse.
Other Playable Races: [/b]
Not every race in the universe came from man. Many are native to the stars and one can find the adventurous spirit of an explorer among them. Some of the races are more powerful than humans as a standard and have special rules to playing them.
The Bugbears:
More powerful cousins of the Goblins, Bugbears are the universal marauders of the galaxy. They can be found as conscripts in the army of an empire, a small tribe with warships that raid freighters, or mercenary bodyguards. They are brutish and mean, never really obtaining positions of power and consequently being kicked around by those with power. Bugbears tend to be guided by the primitive desires of food, greed and lust. They are always on the prowl, raiding ambushing and scavenging—looking for the next big score. None are really sure if the Bugbears have a home system or which one they came from since they sort of think everything is theirs to own.
A typical Bugbear is tall, broad-shouldered with brown-yellow fur. They are muscular with a foul temper to match. Their eyes are greenish-white with red pupils and their ears are wedge shaped. They have prominent sharp fangs and snuffing, blunt, bear-like noses. They are roughly seven feet tall and can weigh 450 pounds.
Species Traits Size: Medium. Bugbears have no special bonuses or penalties due to their size.
Ability Modifiers: +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
Extra Starting Hit Dice: A Bugbear gains 3 Hit Dice (3d8 Hit Points). The Bugbears’s Constitution modifier applies to each Hit Die when determining Hit Points.
Base Speed: 30 Feet.
Natural Armor Bonus: Bugbears have tough hides and gain a +3 natural armor bonus to Defense.
Attack Bonus: Bugbears gain a +2 species bonus to attack rolls.
Darkvision: Bugbears can see in the dark up to 60 feet. Darkvision is black and white only, but otherwise it’s like normal sight, and Bugbears can function with no light at all.
Scent: Bugbears may use their keen sense of smell to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Allegiance: Bugbears must begin play with an allegiance to chaos, evil, or both.
Skill Bonuses: Bugbears gain a +4 species bonus on Move Silently checks.
Bonus Feats: Bugbears gain the bonus feat Simple Weapons Proficiency.
Free Language Skills: Read/Write Goblin (or local language), Speak Goblin (or local language).
Other Languages: Giant, Gnoll, Orc, Undertongue.
Level Adjustment: +2
More playable races to come!
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Post by VemuKhaham on Feb 25, 2006 10:31:53 GMT -5
wow, very interesting. if you ever decide to run this thing online I wouldn't want to miss it. I'm not familiar with urban arcana or d20future to help you with rules and such though. But I like the story, especially of the race of half-orcs. There must be some really cool Half-Orc Paladins out there venturing in space pleading before galactic council after galactic council to help their people in need. Maybe make an organization within their society (however unlike it may be to their nature as chaotic orcs) aimed at trying to establish diplomatic connections with the other star systems. I wanna be one of them. A question for you, but I think I know the answer: I don't think there is divine magic in this world given by gods? However, 'divine' magic of druids and shamans seems more likely. Maybe this orc organization would then be more like druids/shamans then like paladins, but with the same goal in mind. Don't know if this suits the flavor of your campaign, but I'm just thinking about what I would like.
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Post by Althael on Feb 27, 2006 0:06:02 GMT -5
Haven't read the race section yet. But the universe dominated by halflings ? LOL ! Awesome. Very good idea. I like their turnback, giving the possibility of being 'assimilated' by an unknown alien species, mutated into a psion-like society, that some kind of symbiote took control of the whole race... or trully anything else. I should comment on the races tomorrow. Lastly, magic can be explained with science.. with some imagination.
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Post by Althael on Feb 27, 2006 10:43:20 GMT -5
The races are looking good too. You managed to create most of the races out of the human, which I would had never done. Though, everything is logical and great. All very good ideas.
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Post by K Man on Feb 27, 2006 16:03:51 GMT -5
Vemu -
A brief primer on D20 Modern;
It's like D&D, but there are only 6 core classes, each class tied to an attribute. {Strong Hero (STR), Fast Hero (DEX), Tough Hero (CON), Smart Hero (INT), Dedicated Hero (WIS), and Charismatic Hero (CHA) }
Your core class determines what bonus feats you get, the core skillset, hit points etc. Then, once you have selected your core class, you select an occupation. Be it Scavenger, Space Pilot, Holy Crusader or whatever, the occupation is what gives the PC its flavor...and they are as infinite as Prestige Classes.
Aside from that major difference and some serious ranged rules (guns make a difference in combat) it's just like D&D. You roll a D20, have a DC and try to beat it. There are of course additions for piloting vehicles, 3d combat, cyberwre if you want etc. But all in all, if you know D&D, it's easy to pick up D20.
I'm still torn on the ideas of gods and other planes in this campaign. Frankly, I like the idea of just one plane littered with hundreds of races and no interference from other planes. Though I do like my angels and demons...hmm, I dunno yet.
However, regarding Divine Magic. You're right, sort of. It's not granted by the gods, but all magic is available. (Though D20 Urban Arcana magic goes no higher than 3rd level or something...can you imgaine how world-breaking it would be to be able to cast a Wish spell?) There is healing and Bull Strength etc, but it's just lumped into the magic category...things physics can't explain.
Glad you like it Vemu. I've got alot more races to copy, then feats, skill uses, professions etc...lots of work and lots of incoherent ideas floating around in my head. I'll try to work on it as much as I can in my free time.
Yeah...when I busted this out at the home game, there were a few snickers and giggles. However, when their first IM (Pronounced "eem" - or Infalliable Magistrates as the Halflings call themselves) whipped damn near all of them, they learned respect right quick.
I left it open to interpretation simply for appeal. Any GM would want to run this if he could make up his own story of what happened to the Halflings. Like the Draconic Prophecy in Eberron, it's open-ended and becomes more appealing like that.
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Post by Althael on Feb 27, 2006 16:31:55 GMT -5
For magics, instead of "gods" providing magics, it could be the 'universe' that provide the powers to weild such magics. Some kind of powers that float in the universe, which some peoples take their spells.
Multi-planes would be kinda 'silly' in a world like this. Unless you literally create other universes. Parallel universe and such... though they might be hard to create credible ones. 'What? There's an other universe??' 'Sure is.' 'How is this possible?' 'Magic. Magic..' *Hit his head on the wall*
For having demons, angels and such in this might be easy to do. Just do like every other race that exist, place them on a planets and create history with them.
I don't know 'heaven' in D&D, but it could be a very 'popular' place, yet impossible to find, where peoples rarely get there and live a 'perfect' life with angels.
Hell, though, could be easy to do. A solar system with 8 planets. Each planets, with the sun, are the equivalent of each planes of Hell. Exiled specimens of varied species could be send there as punishment.
Now imagine angels and demons in spaceships.. that would be terribly awesome.
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Post by VemuKhaham on Feb 27, 2006 17:50:23 GMT -5
oh, I know the d20 modern rules a little, thanks to TheUdjat's campaign noctis he ran here some time ago. I was Daniel Tanner the dedicated hero. I liked the system, but we never got far in it; I just didn't realize d20future is the same as d20 modern. I wouldn't do too much of the godly things either then; despite that angels and demons might be fun, I like this campaign more as one single plane as well. Anyway, keep it coming. If this post is cluttering up your thread, you can delete it.
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Post by Wicksy on Oct 30, 2006 19:39:38 GMT -5
Just re-reading this as The Gods are Crazy will shortly be coming to an end. Is there any chance of getting this going as a campaign? It sounds awesome. Reminiscent of the story in Starflight 2 where the Spemin suddenly gain Ulek technology and dominate the Galaxy.
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Post by K Man on Nov 1, 2006 22:54:42 GMT -5
Just re-reading this as The Gods are Crazy will shortly be coming to an end. Is there any chance of getting this going as a campaign? It sounds awesome. Reminiscent of the story in Starflight 2 where the Spemin suddenly gain Ulek technology and dominate the Galaxy. Well, my limit is 3 games running at once. More than that and I get confused . What I usually do, when beginning a new game, is put up a few options, ask for input etc and judge what people want to play. If you're seriously interested, voice it when it comes time for a new game. Glad you like it. I stopped writing it for lack of interest, seems most people don't want to do future/modern type stuff.
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Post by Wicksy on Nov 2, 2006 5:43:11 GMT -5
A world full of brutal halflings that rule the known universe? Thats awesome! A universe full of Belkars ;D Sign me up!
I'll certainly voice my opinion when the time comes. Future RPGs are cool!
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Post by Toptomcat on Dec 6, 2006 9:58:47 GMT -5
Hmmm. This looks a lot like Skrittiblak's Esylum Nebula setting over at the Wizards.community boards.
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Post by TheUdjat on Dec 6, 2006 11:04:54 GMT -5
I like this idea. I'd play it.
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