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'''UR-OBUN'''[https://www.pinterest.es/pin/399483429433876036/?amp_client_id=CLIENT_ID(_)&mweb_unauth_id=&amp_url=https%3A%2F%2Fwww.pinterest.es%2Famp%2Fpin%2F399483429433876036%2F&from_amp_pin_page=true]</br>
 
'''UR-OBUN'''[https://www.pinterest.es/pin/399483429433876036/?amp_client_id=CLIENT_ID(_)&mweb_unauth_id=&amp_url=https%3A%2F%2Fwww.pinterest.es%2Famp%2Fpin%2F399483429433876036%2F&from_amp_pin_page=true]</br>
 
A spiritual and peaceful alien race, the Ur-Obun are one of the two races known as the “Children of the Ur”. Having a close connection with the Anunnaki they called the "Venkalli" or Lightbringers whom they revered as gods. They have developed a pacifist and philosophical society. One of the only two near-human races ever discovered they suffer the least prejudice of all alien races. Ur-Obun are recognizable as being very similar to humanity but have dark pupil-less eyes and an almost golden hued skin. Their home planet Velsimil is controlled by Hawkwood.
 
A spiritual and peaceful alien race, the Ur-Obun are one of the two races known as the “Children of the Ur”. Having a close connection with the Anunnaki they called the "Venkalli" or Lightbringers whom they revered as gods. They have developed a pacifist and philosophical society. One of the only two near-human races ever discovered they suffer the least prejudice of all alien races. Ur-Obun are recognizable as being very similar to humanity but have dark pupil-less eyes and an almost golden hued skin. Their home planet Velsimil is controlled by Hawkwood.
:'''Spiritual''' [2]: base Spirits of d6 and a maximum starting of a d12+1
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: * '''Spiritual''' [2]: base Spirits of d6 and a maximum starting of a d12+1
:'''Gifted Psychics''' [2]: if the character starts with an Arcane Background they automatically gain +5 Power Points and gain either a +1 to their ''Faith'' or ''Psionic'' skill.
+
: * '''Gifted Psychics''' [2]: if the character starts with an Arcane Background they automatically gain +5 Power Points and gain either a +1 to their ''Faith'' or ''Psionic'' skill.
:'''Night Vision''' [1]: no penalties for darkness, except in Total Darkness.
+
: * '''Night Vision''' [1]: no penalties for darkness, except in Total Darkness.
:'''Pacifism (Minor)''' [-1]: as Hindrance
+
: * '''Pacifism (Minor)''' [-1]: as Hindrance
:'''Languages''': Obur (spoken and written), Urth (spoken and written)
+
: * '''Languages''': Obur (spoken and written), Urth (spoken and written)
  
  
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Along with the Ur-Obun, the Ur-Ukar are one of the two races recognized as “Children of the Ur”. They hold a close relationship to the Anunnaki (specifically, the Kadani) whom they revere as gods. Displaced from the Obun home world after the War in the Heavens, they were placed on Kordeth. Ukari are tribalistic and clannish and have become physically accustomed to living underground and in the dark. Ukari are largely suppressed by humanity and either live as supplicants or mercenaries. Their natural ability to fight and work in the dark gives them a huge advantage over their human counterparts. In a long history of conflict, the Ur-Ukar have come to value the traits of the warrior. Their culture is naturalistic and honest, and they rely heavily on tradition. These qualities made them very popular in the media for a time. They are recognizable by their pale coloring and extensive body scarification. </br>
 
Along with the Ur-Obun, the Ur-Ukar are one of the two races recognized as “Children of the Ur”. They hold a close relationship to the Anunnaki (specifically, the Kadani) whom they revere as gods. Displaced from the Obun home world after the War in the Heavens, they were placed on Kordeth. Ukari are tribalistic and clannish and have become physically accustomed to living underground and in the dark. Ukari are largely suppressed by humanity and either live as supplicants or mercenaries. Their natural ability to fight and work in the dark gives them a huge advantage over their human counterparts. In a long history of conflict, the Ur-Ukar have come to value the traits of the warrior. Their culture is naturalistic and honest, and they rely heavily on tradition. These qualities made them very popular in the media for a time. They are recognizable by their pale coloring and extensive body scarification. </br>
 
They share the black eyes of the Ur-Obun, as well as having a natural gift for Psi powers, though the two races are definitely not on friendly terms.
 
They share the black eyes of the Ur-Obun, as well as having a natural gift for Psi powers, though the two races are definitely not on friendly terms.
:'''Agile''' [2]: base Agility of a d6 and a maximum starting of d12+1
+
: * '''Agile''' [2]: base Agility of a d6 and a maximum starting of d12+1
:'''Gifted Psychics''' [1]: if the character starts with an Arcane Background they automatically gain +5 Power Points.
+
: * '''Gifted Psychics''' [1]: if the character starts with an Arcane Background they automatically gain +5 Power Points.
:'''Fighters''' [1]: base ''Fighting'' skill of a d4 and maximum starting of d12+1
+
: * '''Fighters''' [1]: base ''Fighting'' skill of a d4 and maximum starting of d12+1
:'''Thermal Vision''' [1]: halve all darkness penalties including total Darkness (max -3). Including invisibility, etc.
+
: * '''Thermal Vision''' [1]: halve all darkness penalties including total Darkness (max -3). Including invisibility, etc.
:'''Disturbing (Minor)''' [-1]: the ritual scarring and body tattoos of an adult Ur-Ukar can be disturbing for most Humans. Treat as the Outsider (Minor) Hindrance.
+
: * '''Disturbing (Minor)''' [-1]: the ritual scarring and body tattoos of an adult Ur-Ukar can be disturbing for most Humans. Treat as the Outsider (Minor) Hindrance.
:'''Languages''': Obur (spoken and written), Urth (spoken and written)
+
: * '''Languages''': Obur (spoken and written), Urth (spoken and written)
  
  
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Standing nearly ten feet tall, covered in shaggy orange fur, a lupine shaped head and six muscular arms/feet ending in highly venomous claws it's no wonder that Vorox are considered the most ferocious sapient in the Known Worlds. However the church recognizes them as having a soul closest to that of humanity. The distinction lies between the feral vorox and those who have been civilized. The Vorox hail from the planet of Ungavorox, a House Li Halan fief. "Wild" Vorox are never let off the planet by their Li Halan overlords, a practice dating back to the Second Republic. Only civilized Vorox, those that have undergone a special training program and had their poisoned claws removed (with the exception of the local nobles, who are allowed to retain one, non-poisonous claw as symbol of their office). Civilized and feral Vorox typically disdain each other. The main Vorox social unit is the Angerak, the pack. Packless Vorox eventually go insane, and most who travel off world form at least a temporary Angerak with trusted human and alien companions. The Vorox are officially headed by a king under the authority of the Li Halan, although he is not recognized by the wild packs of feral Vorox dominating the jungle regions that cover most of Ungavorox.</br>
 
Standing nearly ten feet tall, covered in shaggy orange fur, a lupine shaped head and six muscular arms/feet ending in highly venomous claws it's no wonder that Vorox are considered the most ferocious sapient in the Known Worlds. However the church recognizes them as having a soul closest to that of humanity. The distinction lies between the feral vorox and those who have been civilized. The Vorox hail from the planet of Ungavorox, a House Li Halan fief. "Wild" Vorox are never let off the planet by their Li Halan overlords, a practice dating back to the Second Republic. Only civilized Vorox, those that have undergone a special training program and had their poisoned claws removed (with the exception of the local nobles, who are allowed to retain one, non-poisonous claw as symbol of their office). Civilized and feral Vorox typically disdain each other. The main Vorox social unit is the Angerak, the pack. Packless Vorox eventually go insane, and most who travel off world form at least a temporary Angerak with trusted human and alien companions. The Vorox are officially headed by a king under the authority of the Li Halan, although he is not recognized by the wild packs of feral Vorox dominating the jungle regions that cover most of Ungavorox.</br>
 
Vorox cannot take any Arcane Backgrounds or Resistance. Many have a weakness against these powers but not all (Occult Weakness; see New Hindrances).  
 
Vorox cannot take any Arcane Backgrounds or Resistance. Many have a weakness against these powers but not all (Occult Weakness; see New Hindrances).  
:'''Very Strong''' [4]: start with a base Strength of d8 (max starting of a d12+2)
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: * '''Very Strong''' [4]: start with a base Strength of d8 (max starting of a d12+2)
:'''Multi-Limbs''' [3]: with six limbs, two that can be used as either extra legs or arms. If used as arms for an extra weapon to elimiate one Multi-Action penalty or grants +2 to Grapple checks, or if used as legs adds +2 to Base Move. This stacks if they take the Two-Fisted Edge (can use three weapons, without suffering multiple action penalty) or Fleet Footed (Base Pace increase from 6 to 8/10 when using their middle limbs for movement and their Run die increases from d4+2 to d6+3/d8+4)
+
: * '''Multi-Limbs''' [3]: with six limbs, two that can be used as either extra legs or arms. If used as arms for an extra weapon to elimiate one Multi-Action penalty or grants +2 to Grapple checks, or if used as legs adds +2 to Base Move. This stacks if they take the Two-Fisted Edge (can use three weapons, without suffering multiple action penalty) or Fleet Footed (Base Pace increase from 6 to 8/10 when using their middle limbs for movement and their Run die increases from d4+2 to d6+3/d8+4)
:'''Size +3''' [3]: +3 Toughness, +1” natural Reach and +1 to Intimidate but -1 to Stealth skills.
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: * '''Size +3''' [3]: +3 Toughness, +1” natural Reach and +1 to Intimidate but -1 to Stealth skills.
:'''Big''' [-2] suffers a -2 to all checks when using gear not built for their size. Increase the cost of armor, clothing, specialized firearm triggers, etc. +1 price step and the must consump twice as much food and water (so they used twice as many rations and ship supplies).
+
: * '''Big''' [-2] suffers a -2 to all checks when using gear not built for their size. Increase the cost of armor, clothing, specialized firearm triggers, etc. +1 price step and the must consump twice as much food and water (so they used twice as many rations and ship supplies).
:'''Clumsy (Major)''' [-2]: vorox are not agile and suffer a -1 on Agility Trait tests (but not linked Agility skills)
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: * '''Clumsy (Major)''' [-2]: vorox are not agile and suffer a -1 on Agility Trait tests (but not linked Agility skills)
:'''Primitive (Major)''' [-2]: vorox do not gain the Tech Recognition edge for free.
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: * '''Primitive (Major)''' [-2]: vorox do not gain the Tech Recognition edge for free.
:'''Languages''': Uth (spoken and written), Voroxen (spoken)
+
: * '''Languages''': Uth (spoken and written), Voroxen (spoken)
  
 
== NEW AND MODIFIED HINDRANCES AND EDGES ==
 
== NEW AND MODIFIED HINDRANCES AND EDGES ==

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