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:'''Agile''' [2]: base Agility of a d6 and maximum starting of a d12+1  
 
:'''Agile''' [2]: base Agility of a d6 and maximum starting of a d12+1  
 
:'''Claws''' [2]: base Str+d6 and considered armed.  
 
:'''Claws''' [2]: base Str+d6 and considered armed.  
:'''Natural Leapers''' [1]: base long jump of 4” and high of 2”. A successful ''Athletics'' check adds 2" to either results (a raise either adds the bonus to both or adds +4" to either). </br>
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:'''Natural Leapers''' [1]: base long jump of 4” and high of 2”. A successful athletics check adds 2" to either results (a raise either adds the bonus to both or adds +4" to either). </br>
 
:'''Quick -- Proud''' (Minor) [-1]: Caitians are a very proud, traditional species. As such they can often come off as arrogrant but this is far from the case.
 
:'''Quick -- Proud''' (Minor) [-1]: Caitians are a very proud, traditional species. As such they can often come off as arrogrant but this is far from the case.
  
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:A tropical, ocean planet, Delta IV's unpredictable tides and otherwise hospitable ecology combined to create a culture at once polyglot and unified; although many microcultures evolved on the planet's myriad islands, they could never remain isolated long enough to develop either xenophobia or devastating cultural advantages.
 
:A tropical, ocean planet, Delta IV's unpredictable tides and otherwise hospitable ecology combined to create a culture at once polyglot and unified; although many microcultures evolved on the planet's myriad islands, they could never remain isolated long enough to develop either xenophobia or devastating cultural advantages.
 
:'''Attractive''' [2]: Universally attractive to almost all humanoids. As edge.  
 
:'''Attractive''' [2]: Universally attractive to almost all humanoids. As edge.  
:'''Empathic''' [2]: There empathic abilities grant them a +1 to their ''Intimidation, Persuasion, Performance'' and ''Taunt'' skills with sentient beings that they are speaking with in normal conversion (not over radio or comms).
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:'''Empathic''' [2]: There empathic abilities grant them a +1 to their Intimidation, Persuasion, Performance and Taunt skills with sentient beings that they are speaking with in normal conversion (not over radio or comms).
 
:'''Personable''' [1]: Start with a Persuasion of a d6 and a maximum of a d12+1
 
:'''Personable''' [1]: Start with a Persuasion of a d6 and a maximum of a d12+1
 
:'''Vow''' (Minor) [-1]: Celibacy.  
 
:'''Vow''' (Minor) [-1]: Celibacy.  
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:'''Charismic''' [2]: being very personable, as Edge.</br>
 
:'''Charismic''' [2]: being very personable, as Edge.</br>
 
:'''Less Sleep''' [1]: only requires 4 hours of sleep a night and can go up to 1/2 Vigor die in days without while suffering no ill effects.
 
:'''Less Sleep''' [1]: only requires 4 hours of sleep a night and can go up to 1/2 Vigor die in days without while suffering no ill effects.
:'''Life Path''' [2]: The Denobulans often dedicate their lives to one profession or pursuit. The gain a Skill Bonus of +2 with any one Smarts or Spirits based skill (player's choice).  
+
:'''Life Path''' [2]: The Denobulans often dedicate their lives to one profession or pursuit. The gain a Skill Bonus of +2 with any Smarts or Spirits based skill (player's choice).  
 
:'''Pacifist''' [-1]: as Minor Hindrance.
 
:'''Pacifist''' [-1]: as Minor Hindrance.
  
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:'''Armored Skin''' [2]: shell-plates and leathery skin provides +4 armor.  
 
:'''Armored Skin''' [2]: shell-plates and leathery skin provides +4 armor.  
 
:'''Bite''' [1]: deals Str+d4 damage and considered armed.  
 
:'''Bite''' [1]: deals Str+d4 damage and considered armed.  
:'''Ruthless''' (Minor) [-1]: as Hindrance.
+
:'''Ruthless''' (Minor) [-1]: as Hindrance
:'''Strong''' [2]: base Strength of a d6 and maximum starting of a d12+1.
+
:'''Strong''' [2]: base Strength of a d6 and maximum starting of a d12+1
  
 
'''TELLARITE'''  
 
'''TELLARITE'''  
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:'''Pacifism''' (Minor) [-1]: as Hindrance.  
 
:'''Pacifism''' (Minor) [-1]: as Hindrance.  
 
:'''Strong''' [2]: base Strength of a d6 and maximum starting of a d12+1.
 
:'''Strong''' [2]: base Strength of a d6 and maximum starting of a d12+1.
:'''Vulcan Nerve Pinch''' [3]: as the Stun power (SPC pg. 84) verses Vigor check -2 (-4 with a raise). The Vulcan uses their ''Fighting'' skill delievery the effect (Requires Touch).
+
:'''Vulcan Nerve Pinch''' [3]: as the Stun power (SPC pg. 84) verses Vigor check -2 (-4 with a raise). The Vulcan uses their Fighting skill delievery the effect (Requires Touch).
 
:'''Vow''' (Major) [-2]: use logic and reason in all maners and situations.
 
:'''Vow''' (Major) [-2]: use logic and reason in all maners and situations.
  

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