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wolverine
7 December 2001, 06:36 AM
Many moons ago i posted some of these races. After over years of quizzing players and GM's alike i have revised them. Here they are for your review..... WARNING LOOOOONGGGGGG!!!!!!!!

Vodoni.
Vodoni are a humanoid race of wolf men, similar to the Shishaven, hailing from the planet Shrrik in the Dubialon system, near the galactic boundary. They average 6 ft 5” and 270lb, and their fur tone ranges from sandy blond all the way to dusty gray. When the imperials first came across them, they were treated harshly, but unlike the Wookies, were not automatically put into slavery. In the years since, many have found their way into gladiator arenas, as ship security personnel/chiefs and as bodyguards. Only in 2 systems, are they actively put to slavery, and those systems use them exclusively for gladiator fighting.
The Race has a tribal culture, not unlike the native Americans used to, and until only recently was very primitive. They worship many animals, and even the moons of their home world. The Moon, who they call Luanne, has special ties to those vodooni who become Jedi, as their Birth Phase grants them certain benefits and hindrance. They have a strange outlook on the force, and at times worship both it’s light side, which they call Gnos, reflecting compassion and understanding. The Dark side, called Sspirl, reflects their internal rage and fury. While both are seen as necessary, and even those Jedi who turn to the dark side are not shunned, any Vodonni who keep to it exclusively are hunted and killed.
The Vodoni have a Honor system akin to the Wookie life debt, but unlike a wookie’s Life debt, it does not extend to the family or offspring of the individual to whom it is owned. The race is called the Vodoni, while vodonni is for them in a singular capacity.

RPG statistics:
Dexterity 3D+2, (3D to 5D If wishing to take a non racial template).
Knowledge 2D (1D+2 to 3D+1 for non-racial templates).
Mechanical 2D (2D to 3D+2)
Perception 3D+1 (2D+2 to 4D+1)
Strength 4D+1 (3D to 5D)
Technical 2D+2 (2D to 3D+1)

All templates (and indeed all vodonni), get certain benefits. They get Claw damage of Str+2D, Bite damage of Str+1D, and due to a heightened sense of smell, +1D to perception checks involving smell. Regardless of template, they cannot take a specialty in blaster, ship skills, astrogation or any other ‘futuristic skill’ as determined by the GM. For Jedi use the following for birth moon.
No moon (new moon), known as Ragabash, and gains +1D to stealth based rolls, but suffer by having to pay 2CP extra above the normal cost when increasing skills (not learning).
Crescent moon, known as Theurge, gains +1D to sense rolls, while suffers –1D to alter rolls.
Half moon, known as Philodox, Gain +1D to determine if a lie or con is being done, or for investigating crimes, but Can never refuse to judge for anyone. If does, suffers –3D to ALL rolls until atones.
Gibbous moons, known as galliards, have no benefits or hindrances.
Full moons, are the Ahrouns, and they can berserk as a wookie, but do not have to worry about making a roll to come out of. Once there are no enemies it ends.
If a Vodoni is NON FORCE SENSITIVE, they are considered Urragh. They never gain or spend force points, but get to roll 2D6 when resisting the call of the dark side. Also the learning of new skills is Halved for the CP expenditure, this does include advanced skills. They cannot choose to buy force sensitivity later on in game.

Templates.
Gladiator
Dex skills: Bow, Brawl parry, Dodge, Melee, Melee parry, Running, Thrown weapons.
Know skills: Alien species, Intimidation, Languages, Survival, Willpower, Gladiator arena lore.
Mech skills: Beast riding and ground vehicle ops.
Per skills: Command, Search, Sneak.
Str skills: Brawl, Climb/jump, Stamina.
Tech skills: Armor repair, Bow repair, Melee weapon repair, Ground vehicle repair, First aid.
Starting equipment; Gladiator chest plate (+1D+2 physical +1D energy from the front, +2 physical +1 energy from the rear, No dex penalty), Gladiator arm sheath (+1D phys +2 energy to that arm), 2 Melee weapons of choice (Only 1 can be a vibro weapon, 1 Bow of choice +30 arrows, and a loin cloth. 250 credits standard.

Ships security officer
Dex skills: Blaster, Brawl parry, Dodge, Grenade, Melee, Melee parry, Thrown weapons.
Know skills: Alien species, Bureaucracy, Languages, Law enforcement, Streetwise.
Mech skills: Communications, Astrogation or repulsor ops, Starship gunnery, Starship shields.
Per skills: Bargain, Command, Hide, Search, Sneak.
Str skills: Brawl, Climb/jump, Lifting, Stamina.
Tech skills: Armor repair, blaster repair, Computer prog/repair, First aid, Demolitions, Security, starship weapon repair.

Starting equipment; 1 Blaster pistol (4D), 1 Melee weapons, ID, 500 credits std.

Explorer
Dex Skills: Bow, Brawl parry, Dodge, Grenade, Melee, Melee parry.
Know skills: Languages, Planetary systems, Survival.
Mech skills: Communications, Repulsor ops, Starship shields, Starship Gunnery, Space transports.
Per skills: Bargain, Intimidation, Search, Sneak.
Str Skills: Brawl, Climb/jump, Lift, Stamina, Swimming
Tech skills: First aid, Space transport repair, Repulsor repair

Starting Equipment; Bow-compound (Str+2D, Rng 3-40/80/120), Back pack, 2 Med packs, 1 Melee weapon of choice (non powered), 500 Credits std

Vodonni can take other templates, just use the attribute min/max values above, but remember, regardless of the templates normal starting cash, they only get 500 cr.

They all have a 10/14 move.

Nistanni.
Also known as the Elfindrow, the Nistanni are a strange race. They hail from a planet that borders on the unknown regions and the Galactic boundary known for spatial anomalies. They are tall, slender humanoids of Jet black skin, averaging 6ft and 180lbs. While their lifespan can go up to 300 years (their time), they age at roughly double the human norm (so a 27-year-old nistanni will be 12 human). The most notable features of any nistanni, are their pointed ears.
When the Empire came to power, several of their scouts came across this race in their home system. When news of their strange energy deflection abilities, reach the ears of Senator Palpaltine, he marked the planet for ‘Cleansing’, and just after he declared himself emperor, called for their eradication. He was nearly successful, for only 10,000 or so remain. Prior to his death at endor, this race was considered Interdicted, meaning ARREST ON SIGHT.
All members of this race are possessed of a strange electromagnetic field that surrounds their body. This field is actually tied into the individual, and grows with them. It ranges from1 to 5 inches in field strength, and can disrupt many energy based weapons attacks, but hinders their usage of “electrical items, including medical sensors, com-links, and datapads, and any blaster they use, will be underpowered compared to a human using the same weapon. The more compact the field, the stronger it gets. When a Nistanni is attacked with energy weapons, and they are hit, Roll their EDF (energy disruption field) rating, which is determined by adding their EF and STR together. Compare it to the damage rolled for the attack, IGNORING ANY SCALE DIFFERENCE IF SPEEDER OR STAR FIGHTER. If the EDF roll is greater, the attack does not penetrate the EF. If it is greater, re-roll the damage, versus the Nistanni’s normal strength minus 1D.
When using items of an ‘Energy” type, such as blasters, vehicle blasters, comlinks, datapads, handheld sensors etc, Roll percentile dice. If the nistanni’s field is 3 to 5 inches, a roll of 40% or less, indicates the item works, but at 1 category difficulty higher (weapons are at half range and –1D from damage). If 2Inches, a roll of 20% or less indicate it works, but with 2 Categories added to the difficulty of using it. Weapons are ¼ the range and –2D from their damage. If the field is 1inch, the item is fried. Starting EF for a nistanni is 2D and this is earned once they reach 25 years of age (11 human years). It costs 7CP per pip to increase up to 6D, and from 6D to 10D, it costs 12 CP per pip. From 10D on, it costs 16 CP per pip.
They do get a major disadvantage, though, which is tied into them having the EF. Although they can be force sensitive, they can never learn or gain force skills or powers. Also if a player wishes, they can get with the GM, and write up a special power that is tied into their EF. To actually get this power, once the GM has approved it, costs 80 CP’s and requires 6 months out of game, in meditation. Sample “EF” powers, are Energy containment/redirection (similar to Bishop of the X-men), Static discharge, dimension portals.

Starting attributes and templates.
Nistanni Scout.
DEX 3D, Skills: Brawl parry, Dodge, Firearms, Melee, Melee parry, Running
KNOW 2D+1, Skills: Alien species, Cultures, Languages, Planetary systems, Survival, Willpower
MECH 2D+1, Skills: Beast riding, Communications, Starship gunnery, Starship shields, Repulsor ops
PER 3D, Skills: Bargain, Con, Hide, Investigations, Search, Sneak
STR 3D, Skills: Brawl, Climb/jump, Lift, Stamina, Swim
TECH 2D+1, Skills: Beast training, Firearm repair, First aid, Repulsor repair, Security.
EF 2D
Starting equipment: 1 Slug-thrower pistol (Dam 3D+2, Range 15/30/45 ROF 4, clip 8), with 50 bullets, 2 knives, 3 sets clothing, 800 credits standard, Back pack and 3 med packs.

Nistanni Mercenary.
DEX 3D+2, skills: Bow, Brawl parry, Dodge, Firearms, Melee, Melee parry, Thrown weapons
KNOW 2D+1, skills: Alien species, Law enforcement, Languages, Streetwise, Survival
MECH 2D, skills: Astrogation, Communications, Starship gunnery, Starship shields, Sensors
PER 2D+1, skills: Bargain, Con, Command OR investigations, Hide, Search, Sneak
STR 3D+1, skills: Brawl, Climb/jump, Lift, Stamina
TECH 2D+1, skills: Demolitions, First aid, Firearm repair
EF 2D
Starting equipment: Compound longbow (Str+2D, Range 3-40/80/120), 1 Quiver with 20 arrows, 1 SMG (damage 4D, range 25/50/80 ROF special), 6 clips and 300 bullets, Back pack, 2 med-packs, 2 weeks emergency rations, 1500 credits standard.

Nistanni Hunter.
DEX 4D, skills: Bow, brawl parry, Dodge, Firearms, Grenade, Melee, Melee parry, Thrown weapons
KNOW 2D, skills: Alien species, Cultures, Languages, Law enforcement, Survival, Streetwise
MECH 2D, skills: Beast riding, Communications, Starship gunnery, Repulsor ops, Starship shields
PER 2D+1, skills: Bargain, Con, Hide, investigations, Search, Sneak
STR 3D+2, skills: Brawl, Climb/jump, Lift, Stamina, Swim
TECH 2D, skills: Armor repair, Bow repair, Demolitions, First aid, Security
EF 2D
Starting equipment: Composite longbow (STR+1D+1, range 5-50/100/150), 2 quivers with 60 arrows, 1 Spear (Str+2D+1, throwing range of 12/24/36), 1 firearm of choice (2000 cost for gun and bullets), 2 Med packs, Flack vest and helm, 800 credits std.

They all have a 10/12 move. For choosing non racial templates, use the following min/max values: Dex2D+2/4D+2, Know 2D/3D, Mech 2D/3D, Per 2D/4D, Str 2D/4D, Tech 2D/3D. Don't forget about their EF attribute of 2D.


Utkentenya.
The Utkentenya are a tall slender race, very similar in appearance to the Nistanni. Many scholars believe they are related, but who can say for certain. Unlike the Nistanni, their skin tone ranges the same as a humans, but they average 5ft 8 to 6 ft 5”. They all have highlights of lavender and indigeo around the spine and lower neck. Many centuries before the great Sith war, their home system suffered a great cataclysm, in which both of their suns went nova simultaneously. Many hundreds of thousands fled in archaic ships, but many millions still died in the resultant firestorm. They settled where they could, and in many places became native scavengers, eilking out a living. They do have long life spans, around 300 years (human), but many seldom get beyond 100.
The biggest thing of note with them, is a special ability they possess, called “Wind walking”. On Nal-Shaddar, several witnesses have seen Utkentenya fall from tall buildings, but suffer little or no damage. An utkentenya gets 30 floors of falling capacity at the full mature age of 25 years, prior to that they only can fall 15. They can jump straight up Half of that distance, and across two thirds of it. It requires 1 round of concentration for falling, 3 rounds for long jump and 5 for high jump. They do have a Die value associated with it, and this is used to see if they can increase their jump or fall capacity for that one jump. For every 5 floors beyond 20, they get one die (1D at 25, 2D at 30, 3D at 35 etc). The Utkentenya chooses how much of an addition he wishes, and makes the roll. For a 10% increase, the roll is easy. For 15%, it is moderate. For 20% it is Difficult. For 25% it is Very difficult, and for anything 30% or over it is heroic. If they succeed in the roll, their jump gets increased for that one time. If they fail, they fall for FULL damage. If they are carrying another person, their fall capacity is Halved.
When Falling, use the following formula. Treat each floor of fall capacity as 12 feet. They can fall this distance with out any injury. Beyond that DOUBLE the damage they take. Example, Jun has 34 floors of falling. He is on the top of a burning building, with none near that he could jump to. He has 28 floors till he gets to the bottom. He falls, and takes no damage. But later on, he is on a building with 36 floors, 2 more than he can safely fall. He chooses to do so anyway, but suffers double damage for those remaining 2 floors (24 feet) The wind walking floor value increases 1 floor for every 2 years beyond 25 the character ages.
Their last unique thing, is their weapon, The Zakarah. It is a light saber (single bladed), with an extendable hilt to make it a staff. Every utkentenya is taught how to make one, and the 6 months before their 25th birthday, they spend making and attuning themselves to it. Once made, they are considered full adults. Unlike a Jedi 9or anyone else), once a zakarah is attuned, it’s user need not fear cutting himself with the blade, but if another gets his or her hand on it, he still has to worry. If the Zakarah is ever lost or broken beyond repair, a new one can be made in 2-3 months, but re-attunement costs 20 CP’s and takes 6 months.
Unlike a normal person with a light saber, an utkentenya does not need force powers to use his Zakarah to block blaster shots, but due to the reaction time needed, cannot do this if at short range. To make the block, take the target’s to hit, and add 10 if at medium range, or 5 if at long. This cannot be used in anyway to reflect a bold at anyone else, let alone the shooter.
To offset this power, they suffer a number of penalties. The first is, they only get to roll D4 (or roll 1D6 and ignore 5 or 6), for turning to the dark side. Secondly, if they have Jedi powers, it costs DOUBLE the number of CP’s to learn a power, or increase a force skill, and gains no benefit from having dark side points. Lastly, they cannot get a specialty in any “modern skills” (like blaster, starship gunnery, piloting etc), until they have been around it for a minimum of 3 years (in game terms their skill must be 6D or greater before they can get a specialty).

Starting attributes and templates.
Clan hunter
DEX 3D+2, skills: Blaster, Brawl parry, Bow, Dodge, Firearms, Melee, Melee parry, Zakarah
KNOW 3D, skills: Alien species, Intimidation, Language, Streetwise, Value
MECH 2D+1, skills: Ground vehicle op, Hover vehicle op, Repulsor op
PER 3D+1, skills: Bargain, Command, Hide, Search, Sneak
STR 3D+1, skills: Brawl, Lift, Stamina
TECH 2D+1, skills: Bow repair, Firearm repair, Demolitions, Zakarah repair

Starting equipment: Zakarah, Short bow (Str+1D, range 3-20/50/100), Quiver with 24 arrows, belt with holster, blaster pistol, cloak, tribal signet ring, 750 credits std.

Clan warrior
DEX 4D, skills: Bow, Brawl parry, Dodge, Firearms, Melee, Melee parry, Thrown weapons, Zakarah
KNOW 2D+2, skills: Alien species, Intimidation, Language, Streetwise, Survival, Willpower
MECH 2D, skills: Communications, Repulsor ops, Swoop ops, Sensors
PER 3D, Bargain, Command, Search, Sneak
STR 4D, skills: Brawl, Climb/jump, Lift, Stamina
TECH 2D+1, skills: Bow repair, Demolitions, First aid, Zakarah repair

Starting equipment: TT-868 speeder bike (5.2 meters long, speed 150, Body 2D+2, Maneuverability 2D, cargo 25kg, Crew 1 passengers 1), Spear (Str+1D+1, MOD melee diff, thrown range 15/30/45), hand axe (easy diff, STR+2), Short bow (Str+1D, range 3-20/50/100), 2 quivers with 40 arrows, cloak, 5 sets clothes, tribal standard/symbol, 500 credits std.


Clan Mesitra (teacher)
DEX 3D, skills: Blaster, brawl parry, Dodge, Firearms, Melee, Melee parry, Thrown weapons, Zakarah
KNOW 4D, skills: Alien species, Instruction, Languages, Streetwise, Survival
MECH 2D+1, skills: Communications, Starship gunnery
PER 3D+1, skills: Bargain, Hide, Investigations, search, Sneak
STR 3D, skills: Brawl, Climb/jump, Lift, Stamina, Swim
TECH 2D+1, skills: First aid, Firearm repair, Security, Zakarah repair

Starting equipment: 4 sets clothing, Back pack, 2 Throwing daggers (Str+2, range 8/16/25), Silenced slug thrower pistol (Dam 3D+2, range 20/40/60, ROF 3, Clip 7), 50 bullets, 2 med packs, hooded cloak/robe, Zakarah, tools for repair of zakarah, 600 credits std.

They all have a 10/13 move. The min/max for picking other templates are: Dex 3D/5D, Know 2D/4D, Mech 1D/3D, Per2D/4D, Str 3D/5D, Tech 2D/3D.

Balii
The balii are a near human race that lived in the deep core. When Emperor palpaltine came to power, and chose that location to set his power base, he came head to head with this race. Their strange force dead ability, un-nerved him, and he ordered several dozen captured for study and dissection. The rest he ordered killed, but over a 1000 got away.

Game statistics:
DEX 3D to 5D
KNOW 1D to 3D
MECH 2D to 4D
PER 2D to 4D
STR 2D to 4D
TECH 2D to 4D
Move 10/14.
Practically all Balii are force dead, but several have been known to be force repulsive. Irregardless, they all cannot be force sensitive, have force points (no prob for DSP). When making a character, roll %D. If the roll is 94 or less, they are just Force dead. If 95 or above they are repulsive.

Katzumai
The Katzumai are a near human race, with only one difference. They have the ability to shift their vision into both the infrared and ultraviolet spectrums. As for attributes, they get std human ones, but can pick 1 to be over 4D.

Solinai
The Solinai are a cousin race to the Katzumai. Like them, they are close enough to human norm, that they have the same attribute min/man, but like the Katzumai they can have one at over 4D. Also they have a power called “Eagle sight”. With this power, a Solinai can make one of his eyes a ‘telescope’. That one eye increases its vision by X30. While using this power, the other eye must remain closed/covered, or vertigo will result, causing a 2D penalty for 4D minutes.


Lastly, 4 new templates.


The Rebel Sniper,
The Rebel Technician
The Young Mechanic
And The Natural Pilot.



Rebel sniper
Dex 3D+2, skills, Blaster, Brawl parry, Grenade, Firearms, Melee, Melee parry
Know 2D, skills: Alien species, Anatomy, Language, Streetwise
Mech 2D+1, skills: Communications, Hover vehicle ops, Repulsor ops, Starship gunnery
Per 3D+2, skills: Bargain OR Con, Camouflage, Hide, Command, Search, Sneak
Str 3D+2, skills: Brawl, Climb/jump, Lift, Stamina, Swim
Tech 2D+2, skills: Blaster repair OR Computer prog/rep, Demolitions, First aid, Firearm repair.

Starting Equipment and bonuses/penalties: Gets 2 free specialties. One in firearms. Of the type of rifle he uses, The other for firearm repair. Cannot be (or purchase later) force sensitive. Starts with one free rifle of type he specializes in of either increased range (+50%), or Increased damage (+1D), 50 bullets, a 50X45 scope (with infrared capability or low-light capability, silencer and bipod. 2 blaster pistols, 4 power packs, belt, 1 cammo suit, 3 regular uniforms, and 2000 credits std.

Young Mechanic
Dex 2D+1, skills: Blaster, Brawl parry, Dodge, Melee, Melee parry, Pick pockets
Know 2D+2, skills: Alien species, Languages, Planetary systems, Streetwise, Value, Willpower
Mech 2D+2, skills: Astrogation, Communications, Repulsor ops
Per 3D+1, skills: Bargain Command, Search
Str 2D+1, skills: Brawl, Lift, Stamina
Tech 4D+2, Skills: Computer prog/rep, Blaster repair, Droid prog/repair OR First aid, Starship weapon repair, Space transports repair.

Starting equipment and benefits/hindrances: Gains free specialties in 1 ship type for repair, 1 ship weapon type for repair (star fighter scale), and 1 computer prog/rep type. Gains +2D to bargain rolls to find work. If passes within sight of a ship which is damaged, in which he has the specialty in, he must make a Difficult willpower roll to avoid heading over to fix. This is irregardless if he gets paid. 5 sets mechanics coveralls, 2 full sets mechanics tools, ID, 3 Data pads, Com link, Blaster pistol (4D), 1000 credits std. Can't start or gain force sensitivity.
RACES ALLOWED – Verpine, Carosites, Chikarri, Gand, Ishi tib, Quarren, Pho Ph’eahian, Trianii

Rebel Technician
Dex 3D, skills: Blaster OR pick pocket, Dodge, Brawl parry, firearms
Know 3D+1, skills: Alien species, Bureaucracy, Cultures, Business, Languages, Law enforcement, Planetary systems, Streetwise, Value
Mech 3D+1, skills: Astrogation, Capital shields, Communications, Sensors, Swoop op, Space transports, and either Hover vehicle op OR Repulsor op.
Per 2D+2, skills: Bargain, Con, Search, Sneak and either Gamble OR Forgery.
Str 2D+1, Brawl, Stamina, Lift
Tech 3D+1, skills: Blaster repair, Computer prog/rep, Droid prog/rep, Hover vehicle repair, Space transports repair, Security, Starship weapon repair

Special benefits/penalties.: Gains +1D to bargain rolls to get work. Gets 1 free specialty in the following skills – 1 Ship type for piloting and repair, 1 Shipboard weapon for repair, 1 Droid type for repair, and 2 Systems for Astrogation. Cannot Specialize in any skill that is Not of the Mechanical or technical attributes. Cannot be force sensitive.
Starting equipment; 1 full set mechanics tools, 3 sets clothes, 2 sets mechanics overalls, 1 blaster pistol (4D), 2 power packs, ID 1200 credits std.

Natural Pilot
Dex 2D+2, skills: Blaster, Brawl parry, Dodge, Melee, Melee parry
Know 2D, skills: Alien species, Bureaucracy, Business, Languages, Law enforcement, Streetwise
Mech 4D, skills: Astrogation, Communications, Sensors, Space transports, Star-fighter piloting, Starship gunnery, Starship shields
Perc 2D+2, Bargain, Con Gambling, Hide, Search
Str 3D+2, skills: Brawl, Lift, Stamina
Tech 3D, skills: Blaster repair, First aid, Star-fighter repair, Starship weapon repair.

Special benefits/penalties: Gains Free specialty in 1 fighter type for piloting, 2 fighter types for repair. Gains +1D to all star fighter combat rolls (except damage and hull checks), when has music playing. Must be force sensitive. Cannot gain specialties in any skill not related to space. EGO, must accept a challenge of piloting skills.
Starting equipment: Starts with a free ship of type he specializes in for piloting, 2 full flight suit, blaster pistol (4D), 4 power packs, Belt with holster, 2000 credits.

wolverine
27 March 2002, 03:16 AM
As with the most recent posting i made for my 2 new templates, here is a capsule for the sniper. I will get the other ones, done up shortly.
REBEL SNIPER
You came from a family who cherished the old ways, using land for all it was worth, not just raping it of 1 or 2 minerals then leaving it be. When you reached the tender age of 12, your uncle/father, had you join in their hunting excursions. It was here that you learnt to appreciate the hard work and lessions, mom taught. Tracking beasts over forests, deserts, and plains, you became an accomplished tracker, and scout. You loved the hunting, and the thrill of the kill. When you became an adult, you joined full time, the family business. Then the empire hit. They outlawed your families business. When your parents went to protest, they were slaughtered, without any mercy. You ran, taking only your hunting equipment, and your trusty rifle with you. when you stopped running, long enought to clear your head, you decided joining the rebellion would be the best way to get back. Since, you have not looked back.
You are taciturn, and closed off, a lot. You try your best to just get the job done, and not converse, if you can]

wolverine
27 March 2002, 10:48 AM
As promissed, here are the 'capsules' for the Young mechanic, rebel tech and natural pilot.....

Natural pilot:
While many other children, were out playing, you was being deagged around by your father/uncle in his ship. From an early age, as a result, you took a liking to flying, and by age 12, your dad, was letting you do routine piloting jobs. At 16, your skill's had icreased enough, you took over a ship of your own, from your dad's collection. When the ship got destroyed, you hired on with a firm, flying head hunters/y-wings, for defense. Your skills, proved apparent to everyone, when they came under attack by a heavily numericly superior force, and your dazzling display of piloting, kept them engaged, long enought for them to flee. Now with your own ship, you fly, trying your skills against the best.

Out going, and some what ego-tistical (and with reason), you love to fly. Nothing comes close to beating it for shere exilheration.


Rebel technician:
Your family was well-to-do, and so you always had the best schooling, and other things you wanted. When you went through 17 seperate majors at university, your father threatened to cut you off, permanently, unless you took one, and stayed with it. You flipped a randomizer on the data pad, and while blindfolded, pressed the button. It landed on TECHNICIAN. Knowing (from several of your buddies), how much good tech's make, you went to the class. It thrilled you. Soon you were beating even the teachers in time test repairs. After graduation, you got a job with the prestigious company, INCOM. Then they defected to the rebellion. You stayed with the job, and have not looked back.

Somewhat fnickle. Loves to tinker with things, and is always in something. Would love to oneday, show your father, what you have made with your life, but is unsure, how he will take your defecting to the rebellion.


Young mechanic:
Born into a mechanically minded race, you took up the time honored (and racially steriotypical) job of Mechanic. You supprised even your parental units, with your level of skill. Unlike, all others, without any formal training, you were repairing things, in half the time, those with greater training and education were. Soon, the elders declared it was tiem for you to go. You traveled, fixed ships, and enhanced you love of tinkering. One day, while on _(incert planet here)_ you came accross a delapidated wreck of a yt-1300 (or other freighter). It was the ship type you focused on, while in training. Something in your mind snapped, and you could not resist the urge to go over and just start to repair. While into fixing the latterial thrusters, the owners came back. Being followed by a heavily armed contingent of stormies, they left, without noticing you. When one finally decided to check out, why the ship worked so well, they met you. Since then, you have been working for them. You recently found out they are rebels.

Outgoing, and somewhat of a practical joker. Very happy when repairing, modifing or tinkering. Will even work for free, if there is plenty to do.


As i origionally stated, these capsules are in the format of a character backround and personallity.

wolverine
7 December 2004, 03:04 AM
So... anyone ever use any of these??

MERC
8 December 2004, 12:57 AM
My thoughts are this; any good template makes the SW universe a little more complete! IMHO These qualify as good templates. Want to make them great? I can see why the Rebel Sniper would have to start with, force sensitive: No. As for the Young Mechanic and Rebel Technician, I would let the player decide, force sensitive: Yes or No.

When it comes to gain force sensitivity “in game”, I would say: This is not pay and play, this is role playing. What I mean is that, if a character adheres to the will of force during at least two consecutive adventures, I would let him buy force sensitivity at a CP cost set by the GM. This would usually be 20 CP.

I really like the special ability with a tied in disadvantage that the templates have! This is even better then some ad. / disad. tables I have seen. The part I do not like that much is this

Gains +1D to all star fighter combat rolls (except damage and hull checks), when has music playing.
This is a little to much “Iron Eagle” for me to stomach… ;)
I would do it this way:
The Natural Pilot gains +1D to pilot “his or her” personalized starfighter. For this to apply, he (or she) must have made at least one major or several minor changes to the fighter.

Examples:
The Natural Pilot borrows or steals a starfighter, ad his personal set of “Fury Dice”, and set of. No bonus.

The Natural Pilot sneaks onboard an imperial star destroyer; attach a large banner to the experimental TIE-advanced and set of. After exiting the ISD he does a pas by the bridge so that everyone can read the banner:”Lord Vader sucks the Emperors lightsaber!” This would earn him two extra CP and the use of the bonus… :P

_____________Keep it coming!

Vanger Chevane
8 December 2004, 01:55 PM
Originally posted by MERC
The Natural Pilot gains +1D to pilot “his or her” personalized starfighter. For this to apply, he (or she) must have made at least one major or several minor changes to the fighter.
I disagree here, Fuzzy Dice make no real difference.

I would say it has to be a specific ship that they've had plenty of flight time in, or at least enough hours (say 100 or so) to be very familiar with that ship's particular quirks and behaviors.

For example: Wedge Antilles uses the same Incom T-65 for at least seven years (including ANH through RotJ). Put him into a TIE or A-W, he's still a very deadly pilot, but in his X-W he doesn't fly the ship as much as it's an extension of himself, since he's intimately familiar with how it behaves, hence the bonus.

In an extreme case like Wedge's I'd consider bumping the bonus upward a die or two as he knows exactly what you can & can't do with that ship type.

wolverine
8 December 2004, 10:35 PM
Intreresting suggestions on the Natural pilot. And yes, i was in an 'iron eagle sntik' when i wrote it.

Hows about like i did with the young mechanic, if the character spends X number of months with Y craft, he gets the bonus.

MERC
9 December 2004, 07:44 AM
We are very much in agreement you and I, Vanger Chevane!
I said:

Originally posted by MERC
The Natural Pilot borrows or steals a starfighter, ad his personal set of “Fury Dice”, and set of. No bonus.
Read it once more! I said no bonus!

You Said:

Originally posted by Vanger Chevane
I disagree here, Fuzzy Dice make no real difference.
This is the same as my statement, isn’t it? No bonus for Fuzzy Dice!

But this is not really what you disagree with is it? I’m guessing it was the other example with the banner… In that case, we might be even more in agreement, as I don’t think he has had the chance to modify the craft enough. So on second thought, I would not give him the bonus either! But I would still give him some bonus CP for pulling of such a stunt…

I think that a time requirement as you suggested is the best way to go. But I would also require him (or her) to do an overhaul or tuning of the craft. You might even let the pilot improve the bonus over time (as an advanced skill for progression). The higher bonus the higher time requirement… But in that case you better scrap the free specializations!

Wolverine, it looks as you did not have any time rule for the young mechanic as far as I can see…

Orginally posted by Wolverine
Starting equipment and benefits/hindrances: Gains free specialties in 1 ship type for repair, 1 ship weapon type for repair (star fighter scale), and 1 computer prog/rep type. Gains +2D to bargain rolls to find work. If passes within sight of a ship which is damaged, in which he has the specialty in, he must make a Difficult willpower roll to avoid heading over to fix. This is irregardless if he gets paid.
But you could do it that way i.e. similar to the natural pilot. In that case replace the free specializations with a +1D bonus for familiar ship or ship type. I think I´d go with ship type for the young mechanic.

What do you think on the force sensitive issue?

:)

wolverine
9 December 2004, 11:14 AM
Ah.. Now i remember. It was for a previous incarnation of them, in which they had a double specialty. Reg spec in general type of ship (like yt's or ghtrocs) double in specific ship. DS increased each time the base skill went up, but not with the base specialty. Would have to spend 3 mo working in/around said ship to get that bonus. Bonus leaves if char spends 1 month working on a different ship.

Vanger Chevane
9 December 2004, 02:30 PM
Originally posted by MERC
I think that a time requirement as you suggested is the best way to go. But I would also require him (or her) to do an overhaul or tuning of the craft. You might even let the pilot improve the bonus over time (as an advanced skill for progression). The higher bonus the higher time requirement… But in that case you better scrap the free specializations!

Most pilots do not do much, if any, of their own maintenance. I'd set a minimum amount of flight time to get a bonus in a specific ship, in the case of starfighters a much larger amount of experience to get a smaller bonus in a particular ship type.

I'd give Wedge something like +2d in his snub, or another he was sufficiently familiar with, and +1d in any X-Wing he just jumped into. Note these do not stack, it's simply a reflection of the Familiarity, and specialization of the individual.

Being able to gain a bonus for Ship Model would take a longer time as it reflects greater general experience.


I would keep Force-Sensitivity separate, except in the case of neophyte Force-Users.

IMHO whether or not FS would provide a bonus depnds on the situation & GM discretion, especially as there'd be some where being FS would provide penalties (a Sniper overlooking a Slave Camp may have their focus disrupted by what they receive through The Force) instead of bonuses.

wolverine
16 January 2005, 07:39 AM
Well, did some speaking with a pair of airforce gamers at USAF Lakenheath over the new years period. They suggest several changes (none in the game stats themselves, other than an addition to the windwalking for the utkentenya. They also suggested i place little 'pronounced' brackets by the race name....

So here it is... again.

Vodoni. (pronounced voo-dnigh)
Vodoni are a humanoid race of wolf men, similar to the Shishaven, hailing from the planet Shrrik in the Dubialon system, near the galactic boundary. They average 6 ft 5” and 270lb, and their fur tone ranges from sandy blond all the way to dusty gray. When the imperials first came across them, they were treated harshly, but unlike the Wookies, were not automatically put into slavery. In the years since, many have found their way into gladiator arenas, as ship security personnel/chiefs and as bodyguards. Only in 2 systems, are they actively put to slavery, and those systems use them exclusively for gladiator fighting.
The Race has a tribal culture, not unlike the native Americans used to, and until only recently was very primitive. They worship many animals, and even the moon of their home world. The Moon, who they call Lu’enanni, has special ties to those Vodonni who become sensitive to the force (and users of it), as their Birth Phase grants them certain benefits and hindrance. They have a strange outlook on the force, and at times worship both it’s light side, which they call Gnos, reflecting compassion and understanding. The Dark side, called Sspirl, reflects their internal rage and fury. While both are seen as necessary, and even those Jedi who turn to the dark side are not shunned, any Vodonni who keep to it exclusively are hunted and killed.
The Vodoni have a Honor system akin to the Wookie life debt, but unlike a wookie’s Life debt, it does not extend to the family or offspring of the individual to whom it is owned. The race is called the Vodoni, while Vodonni is for them in a singular capacity.

RPG statistics:
Dexterity 3D+2, (3D to 5D If wishing to take a non racial template).
Knowledge 2D (1D+2 to 3D+1 for non-racial templates).
Mechanical 2D (2D to 3D+2)
Perception 3D+1 (2D+2 to 4D+1)
Strength 4D+1 (3D to 5D)
Technical 2D+2 (2D to 3D+1)

All Vodonni regardless of template, get certain benefits. They get Claw damage of Str+2D, Bite damage of Str+1D, and due to a heightened sense of smell, +1D to perception checks involving smell. Regardless of template, they cannot take a specialty in blaster, ship skills, astrogation or any other ‘futuristic skill’ as determined by the GM. For those who are either force sensitive or force using (no and full moon for force sensitive, cresent, half and gibbous moon for force using) use the following for birth moon.
No moon (new moon), known as N’vassh, gains +1D to stealth based rolls, but suffer by having to pay 2CP extra above the normal cost when increasing skills (not learning).
Crescent moon, known as Thee-goi, gains +1D to sense rolls, while suffers –1D to alter rolls.
Half moon, known as Piho’xod’odd, gain +1D to determine if a lie or con is being done, or for investigating crimes, but Can never refuse to judge for anyone. If does, suffers –3D to ALL rolls until atones.
Gibbous moons, known as Ga’jadizas, have +1D alter but suffer –1D from the PLAYER’s choice of sense or control.
Full moons, are the H’arrunsz. At the beginning of combat, they can spend 3 force points on the spot. This expenditure grants them 3D of ‘armor’ effective against physical and energy attacks, and 1d against force powers. Their restriction is the can not wear any forms of normal armor OTHER THAN NATURAL HIDE types (leather jerkins etc).
If a Vodoni is NON FORCE SENSITIVE, they are considered Urragh. They never gain or spend force points, but get to roll 2D6 when resisting the call of the dark side. Also the learning of new skills is Halved for the CP expenditure, this does include advanced skills. They cannot choose to buy force sensitivity later on in game.

Templates.
Gladiator
Dex skills: Bow, Brawl parry, Dodge, Melee, Melee parry, Running, Thrown weapons.
Know skills: Alien species, Intimidation, Languages, Survival, Willpower, Gladiator arena lore.
Mech skills: Beast riding and ground vehicle ops.
Per skills: Command, Search, Sneak.
Str skills: Brawl, Climb/jump, Stamina.
Tech skills: Armor repair, Bow repair, Melee weapon repair, Ground vehicle repair, First aid.
Starting equipment; Gladiator chest plate (+1D+2 physical +1D energy from the front, +2 physical +1 energy from the rear, No dex penalty), Gladiator arm sheath (+1D phys +2 energy to that arm), 2 Melee weapons of choice (Only 1 can be a vibro weapon, 1 Bow of choice +30 arrows, and a loin cloth. 250 credits standard.

Ships security officer
Dex skills: Blaster, Brawl parry, Dodge, Grenade, Melee, Melee parry, Thrown weapons.
Know skills: Alien species, Bureaucracy, Languages, Law enforcement, Streetwise.
Mech skills: Communications, Astrogation or Repulsor ops, Starship gunnery, Starship shields.
Per skills: Bargain, Command, Hide, Search, Sneak.
Str skills: Brawl, Climb/jump, Lifting, Stamina.
Tech skills: Armor repair, blaster repair, Computer prog/repair, First aid, Demolitions, Security, starship weapon repair.

Starting equipment; 1 Blaster pistol (4D), 1 Melee weapons, ID, 500 credits std.

Explorer
Dex Skills: Bow, Brawl parry, Dodge, Grenade, Melee, Melee parry.
Know skills: Languages, Planetary systems, Survival.
Mech skills: Communications, Repulsor ops, Starship shields, Starship Gunnery, Space transports.
Per skills: Bargain, Intimidation, Search, Sneak.
Str Skills: Brawl, Climb/jump, Lift, Stamina, Swimming
Tech skills: First aid, Space transport repair, Repulsor repair

Starting Equipment; Bow-compound (Str+2D, Rng 3-40/80/120), Back pack, 2 Med packs, 1 Melee weapon of choice (non powered), 500 Credits std

Vodonni can take other templates, just use the attribute min/max values above, but remember, regardless of the templates normal starting cash, they only get 500 cr.

They all have a 10/14 move.

Nistanni. (pronounced Niss-tan-I)
Also known as the Elfindrow, the Nistanni are a strange race. They hail from a planet that borders on the unknown regions and the Galactic boundary known for spatial anomalies. They are tall, slender humanoids of Jet black skin, averaging 6ft and 180lbs. While their lifespan can go up to 300 years (their time), they age at roughly double the human norm (so a 27-year-old Nistanni will be 12 human). The most notable features of any Nistanni, are their pointed ears.
When the Empire came to power, several of their scouts came across this race in their home system. When news of their strange energy deflection abilities, reach the ears of Senator Palpaltine, he marked the planet for ‘Cleansing’, and just after he declared himself emperor, called for their eradication. He was nearly successful, for only 10,000 or so remain. Prior to his death at Endor, this race was considered Interdicted, meaning ARREST ON SIGHT.
All members of this race are possessed of a strange electromagnetic field that surrounds their body. This field is actually tied into the individual, and grows with them. It ranges from 1 to 5 inches in field strength, and can disrupt many energy based weapons attacks, but hinders their usage of “electrical items, including medical sensors, com-links, and data pads, and any blaster they use, will be underpowered compared to a human using the same weapon. The more compact the field, the stronger it gets. When a Nistanni is attacked with energy weapons, and they are hit, Roll their EDF (energy disruption field) rating, which is determined by adding their EF and STR together. Compare it to the damage rolled for the attack, IGNORING ANY SCALE DIFFERENCE IF SPEEDER ONLY! If the EDF roll is greater, the attack does not penetrate the EF. If it is greater, re-roll the damage, versus the Nistanni’s normal strength minus 1D.
When using items of an ‘Energy” type, such as blasters, vehicle blasters, com links, data pads, handheld sensors etc, Roll percentile dice. If the Nistanni’s field is 3 to 5 inches, a roll of 40% or less, indicates the item works, but at 1 category difficulty higher (weapons are at half range and –1D from damage). If 2Inches, a roll of 20% or less indicate it works, but with 2 Categories added to the difficulty of using it. Weapons are ¼ the range and –2D from their damage. If the field is 1inch, the item is fried. Starting EF for a Nistanni is 2D and this is earned once they reach 25 years of age (11 human years). It costs 7CP per pip to increase up to 6D, and from 6D to 10D, it costs 12 CP per pip. From 10D on, it costs 16 CP per pip. Also if a player wishes, they can get with the GM, and write up a special power that is tied into their EF. To actually get this power, once the GM has approved it, costs 80 CP’s and requires 6 months out of game, in meditation. Sample “EF” powers, are Energy containment/redirection (similar to Bishop of the X-men), Static discharge, dimension portals.

They do get a major disadvantage, though, which is tied into them having the EF. Although they can be force sensitive, they can never learn or gain force skills or powers.
Starting attributes and templates.

Nistanni Scout.
DEX 3D, Skills: Brawl parry, Dodge, Firearms, Melee, Melee parry, Running
KNOW 2D+1, Skills: Alien species, Cultures, Languages, Planetary systems, Survival, Willpower
MECH 2D+1, Skills: Beast riding, Communications, Starship gunnery, Starship shields, Repulsor ops
PER 3D, Skills: Bargain, Con, Hide, Investigations, Search, Sneak
STR 3D, Skills: Brawl, Climb/jump, Lift, Stamina, Swim
TECH 2D+1, Skills: Beast training, Firearm repair, First aid, Repulsor repair, Security.
EF 2D
Starting equipment: 1 Slug-thrower pistol (Dam 3D+2, Range 15/30/45 ROF 4, clip 8), with 50 bullets, 2 knives, 3 sets clothing, 800 credits standard, Back pack and 3 med packs.

Nistanni Mercenary.
DEX 3D+2, skills: Bow, Brawl parry, Dodge, Firearms, Melee, Melee parry, Thrown weapons
KNOW 2D+1, skills: Alien species, Law enforcement, Languages, Streetwise, Survival
MECH 2D, skills: Astrogation, Communications, Starship gunnery, Starship shields, Sensors
PER 2D+1, skills: Bargain, Con, Command OR investigations, Hide, Search, Sneak
STR 3D+1, skills: Brawl, Climb/jump, Lift, Stamina
TECH 2D+1, skills: Demolitions, First aid, Firearm repair
EF 2D
Starting equipment: Compound longbow (Str+2D, Range 3-40/80/120), 1 Quiver with 20 arrows, 1 SMG (damage 4D, range 25/50/80 ROF special), 6 clips and 300 bullets, Back pack, 2 med-packs, 2 weeks emergency rations, 1500 credits standard.

Nistanni Hunter.
DEX 4D, skills: Bow, brawl parry, Dodge, Firearms, Grenade, Melee, Melee parry, Thrown weapons
KNOW 2D, skills: Alien species, Cultures, Languages, Law enforcement, Survival, Streetwise
MECH 2D, skills: Beast riding, Communications, Starship gunnery, Repulsor ops, Starship shields
PER 2D+1, skills: Bargain, Con, Hide, investigations, Search, Sneak
STR 3D+2, skills: Brawl, Climb/jump, Lift, Stamina, Swim
TECH 2D, skills: Armor repair, Bow repair, Demolitions, First aid, Security
EF 2D
Starting equipment: Composite longbow (STR+1D+1, range 5-50/100/150), 2 quivers with 60 arrows, 1 Spear (Str+2D+1, throwing range of 12/24/36), 1 firearm of choice (2000 cost for gun and bullets), 2 Med packs, Flack vest and helm, 800 credits std.

They all have a 10/12 move. For choosing non racial templates, use the following min/max values: Dex2D+2/4D+2, Know 2D/3D, Mech 2D/3D, Per 2D/4D, Str 2D/4D, Tech 2D/3D. Don't forget about their EF attribute of 2D.


Utkentenya. (pronounced UT-ken tena)
The Utkentenya are a tall slender race, very similar in appearance to the Nistanni. Many scholars believe they are related, but who can say for certain. Unlike the Nistanni, their skin tone ranges the same as a humans, but they average 5ft 8 to 6 ft 5”. They all have highlights of lavender and indigeo around the spine and lower neck. Many centuries before the great Sith war, their home system suffered a great cataclysm, in which both of their suns went nova simultaneously. Many hundreds of thousands fled in archaic ships, but many millions still died in the resultant firestorm. They settled where they could, and in many places became native scavengers, eilking out a living. They do have long life spans, around 300 years (human), but many seldom get beyond 100.
The biggest thing of note with them, is a special ability they possess, called “Wind walking”. On Nal-Shaddar, several witnesses have seen Utkentenya fall from tall buildings, but suffer little or no damage. An Utkentenya gets 30 floors of falling capacity at the full mature age of 25 years, prior to that they only can fall 15. They can jump straight up Half of that distance, and across two thirds of it. It requires 1 round of concentration for falling, 3 rounds for long jump and 5 for high jump. They do have a Die value associated with it, which has two uses. The first is used to see if they can increase their jump or fall capacity for that one jump. For every 5 floors beyond 20, they get one die (1D at 25, 2D at 30, 3D at 35 etc). The Utkentenya chooses how much of an addition he wishes, and makes the roll. For a 10% increase, the roll is easy. For 15%, it is moderate. For 20% it is Difficult. For 25% it is Very difficult, and for anything 30% or over it is heroic. If they succeed in the roll, their jump gets increased for that one time. If they fail, they fall for FULL damage. The second use is to see if they can reduce the time it takes to make a jump. For a 1 round reduction, the roll is easy (10), Moderate for 2 rounds, Difficult for 3, and Very difficult for 4. Failing this roll, does not adversely affect them, other than forces them to spend the normal time required for the jumping. If they are carrying another person, their fall capacity is Halved.
When Falling, use the following formula. Treat each floor of fall capacity as 12 feet. They can fall this distance with out any injury. Beyond that DOUBLE the damage they take. Example, Jun has 34 floors of falling. He is on the top of a burning building, with none near that he could jump to. He has 28 floors till he gets to the bottom. He falls, and takes no damage. But later on, he is on a building with 36 floors, 2 more than he can safely fall. He chooses to do so anyway, but suffers double damage for those remaining 2 floors (24 feet) The wind walking floor value increases 1 floor for every 2 years beyond 25 the character ages.

Their last unique thing, is their weapon, The Zakarah. It is a light saber (single bladed), with an extendable hilt to make it a staff. Every Utkentenya is taught how to make one, and the 6 months before their 25th birthday, they spend making and attuning themselves to it. Once made, they are considered full adults. Unlike a Jedi (or anyone else), once a Zakarah is attuned, it’s user need not fear cutting himself with the blade, but if another gets his or her hand on it, he still has to worry. If the Zakarah is ever lost or broken beyond repair, a new one can be made in 2-3 months, but re-attunement costs 20 CP’s and takes 6 months.
Unlike a normal person with a light saber, an Utkentenya does not need force powers to use his Zakarah to block blaster shots, but due to the reaction time needed, cannot do this if at short range. To make the block, take the target’s to hit, and add 10 if at medium range, or 5 if at long. This cannot be used in anyway to reflect a bold at anyone else, let alone the shooter.

To offset their powers, they suffer a number of penalties. The first is, they only get to roll D4 (or roll 1D6 and ignore 5 or 6), for turning to the dark side. Secondly, if they have Jedi powers, it costs DOUBLE the number of CP’s to learn a power, or increase a force skill, and gains no benefit from having dark side points. Lastly, they cannot get a specialty in any “modern skills” (like blaster, starship gunnery, piloting etc), until they have been around it for a minimum of 3 years (in game terms their skill must be 6D or greater before they can get a specialty).

Starting attributes and templates.
Clan hunter
DEX 3D+2, skills: Blaster, Brawl parry, Bow, Dodge, Firearms, Melee, Melee parry, Zakarah
KNOW 3D, skills: Alien species, Intimidation, Language, Streetwise, Value
MECH 2D+1, skills: Ground vehicle op, Hover vehicle op, Repulsor op
PER 3D+1, skills: Bargain, Command, Hide, Search, Sneak
STR 3D+1, skills: Brawl, Lift, Stamina
TECH 2D+1, skills: Bow repair, Firearm repair, Demolitions, Zakarah repair

Starting equipment: Zakarah, Short bow (Str+1D, range 3-20/50/100), Quiver with 24 arrows, belt with holster, blaster pistol, cloak, tribal signet ring, 750 credits std.

Clan warrior
DEX 4D, skills: Bow, Brawl parry, Dodge, Firearms, Melee, Melee parry, Thrown weapons, Zakarah
KNOW 2D+2, skills: Alien species, Intimidation, Language, Streetwise, Survival, Willpower
MECH 2D, skills: Communications, Repulsor ops, Swoop ops, Sensors
PER 3D, Bargain, Command, Search, Sneak
STR 4D, skills: Brawl, Climb/jump, Lift, Stamina
TECH 2D+1, skills: Bow repair, Demolitions, First aid, Zakarah repair

Starting equipment: TT-868 speeder bike (5.2 meters long, speed 150, Body 2D+2, Maneuverability 2D, cargo 25kg, Crew 1 passengers 1), Spear (Str+1D+1, MOD melee diff, thrown range 15/30/45), hand axe (easy diff, STR+2), Short bow (Str+1D, range 3-20/50/100), 2 quivers with 40 arrows, cloak, 5 sets clothes, tribal standard/symbol, 500 credits std.


Clan Mesitra (teacher)
DEX 3D, skills: Blaster, brawl parry, Dodge, Firearms, Melee, Melee parry, Thrown weapons, Zakarah
KNOW 4D, skills: Alien species, Instruction, Languages, Streetwise, Survival
MECH 2D+1, skills: Communications, Starship gunnery
PER 3D+1, skills: Bargain, Hide, Investigations, search, Sneak
STR 3D, skills: Brawl, Climb/jump, Lift, Stamina, Swim
TECH 2D+1, skills: First aid, Firearm repair, Security, Zakarah repair

Starting equipment: 4 sets clothing, Back pack, 2 Throwing daggers (Str+2, range 8/16/25), Silenced slug thrower pistol (Dam 3D+2, range 20/40/60, ROF 3, Clip 7), 50 bullets, 2 med packs, hooded cloak/robe, Zakarah, tools for repair of Zakarah, 600 credits std.

They all have a 10/13 move. The min/max for picking other templates are: Dex 3D/5D, Know 2D/4D, Mech 1D/3D, Per2D/4D, Str 3D/5D, Tech 2D/3D.

wolverine
13 June 2010, 09:12 PM
Yet another re-write for one of the races..


Vodoni.
Vodoni are a humanoid race of wolf men, similar to the Shishaven, hailing from the planet Shrrik in the Dubialon system, near the galactic boundary. They average 6 ft 5” and 270lb, and their fur tone ranges from sandy blond all the way to dusty gray. When the imperials first came across them, they were treated harshly, but unlike the Wookies, were not automatically put into slavery. In the years since, many have found their way into gladiator arenas, as ship security personnel/chiefs and as bodyguards. Only in 2 systems, are they actively put to slavery, and those systems use them exclusively for gladiator fighting.
The Race has a tribal culture, not unlike the native Americans used to, and until only recently was very primitive. They worship many animals, and even the moons of their home world. The Moon, who they call Luanne, has special ties to those vodooni who become Jedi, as their Birth Phase grants them certain benefits and hindrance. They have a strange outlook on the force, and at times worship both it’s light side, which they call Gnos, reflecting compassion and understanding. The Dark side, called Sspirl, reflects their internal rage and fury. While both are seen as necessary, and even those Jedi who turn to the dark side are not shunned, any Vodonni who keep to it exclusively are hunted and killed.
The Vodoni have a Honor system akin to the Wookie life debt, but unlike a wookie’s Life debt, it does not extend to the family or offspring of the individual to whom it is owned. The race is called the Vodoni, while vodonni is for them in a singular capacity.

RPG statistics:
Dexterity 3D to 5D
Knowledge 1D+2 to 3D+1
Mechanical 2D to 3D+2
Perception 2D+2 to 4D+1
Strength 3D to 5D
Technical 2D to 3D+1

All Vodonni regardless of template, get certain benefits. They get Claw damage of Str+2D, Bite damage of Str+1D, and due to heightened Olfactory and auditory senses, gains +1d to sound and smell checks, but suffers -1d to seeing checks (which does include ranged combat) due to poor eyesight.

Templates.
Gladiator
Dex 3d+2, Bow, Brawl parry, Dodge, Melee, Melee parry, Running, Thrown weapons.
Know 2d+1, Alien species, Intimidation, Languages, Survival, Willpower, Gladiator arena lore.
Mech 2d+2, Beast riding and ground vehicle ops.
Per 3d, Command, Search, Sneak.
Str 3d+2, Brawl, Climb/jump, Stamina.
Tech 2d+2, Armor repair, Bow repair, Melee weapon repair, Ground vehicle repair, First aid.
Starting equipment; Gladiator chest plate (+1D+2 physical +1D energy from the front, +2 physical +1 energy from the rear, No dex penalty), Gladiator arm sheath (+1D phys +2 energy to that arm), 2 Melee weapons of choice (Only 1 can be a vibro weapon, 1 Strength bow (Str+1d, 3/6/9 yards per pip for short/med/long range) with 30 arrows, and a loin cloth. 250 credits standard.

Ships security officer
Dex 3d, Blaster, Brawl parry, Dodge, Grenade, Melee, Melee parry, Thrown weapons.
Know 2d+1, Alien species, Bureaucracy, Languages, Law enforcement, Streetwise.
Mech 3d+1, Communications, Astrogation or Repulsor ops, Starship gunnery, Starship shields.
Per 3d, Bargain, Command, Hide, Search, Sneak.
Str 3d+1, Brawl, Climb/jump, Lifting, Stamina.
Tech 3d Armor repair, blaster repair, Computer prog/repair, First aid, Demolitions, Security, starship weapon repair.

Starting equipment; 1 Blaster pistol (4D), 1 Melee weapon of players choice (vibro or unpowered, 7d max damage), ID, 500 credits std.

Explorer
Dex 3d, Bow, Brawl parry, Dodge, Grenade, Melee, Melee parry.
Know 3d+1, Languages, Planetary systems, Survival.
Mech 2d+1, Communications, Repulsor ops, Starship shields, Starship Gunnery, Space transports.
Per 3d, Bargain, Intimidation, Search, Sneak.
Str 3d, Brawl, Climb/jump, Lift, Stamina, Swimming
Tech 3d+1 First aid, Space transport repair, Repulsor repair

Starting Equipment; Strength bow (Str+1d dam, 3/6/9 yards per pip for short/medium/long range), 30 arrows with quiver, Back pack, 2 Med packs, 1 Melee weapon of choice (non powered), 500 Credits std

Vodonni can take other templates, just use the attribute min/max values above, but remember, regardless of the templates normal starting cash, they only get 500 cr.

They all have a 10/14 move.

zappo inc
15 June 2010, 12:20 PM
nice work!