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'''Social Structure''': Multiplar Cooperative with heavy Indivualism.</br>
 
'''Social Structure''': Multiplar Cooperative with heavy Indivualism.</br>
 
:'''Ambidexterity''' [2]: as Edge.
 
:'''Ambidexterity''' [2]: as Edge.
:'''Clumsy''' [-2]: Suffer a –1 penalty (but not its linked skills) to all Agility trait tests
+
:'''Clumsy''' [-2]: Suffer a (but not its linked skills) suffers a –1 penalty to all Agility trait tests
 
:'''Morph''' [3]: Dralasite have a limited form of shape-shifting ability. They always retain their mass but can somewhat assume the rough shapes of other species (they are still obviously dralasite in these forms). This also grant them one of the following Abilities (it is a free action to change but only once a round) - ignore one Multi-Action penalty with action that uses a 2nd (or 3rd limb), gain +2 on any type of Grab check, increase Pace +2 or Reach +2  
 
:'''Morph''' [3]: Dralasite have a limited form of shape-shifting ability. They always retain their mass but can somewhat assume the rough shapes of other species (they are still obviously dralasite in these forms). This also grant them one of the following Abilities (it is a free action to change but only once a round) - ignore one Multi-Action penalty with action that uses a 2nd (or 3rd limb), gain +2 on any type of Grab check, increase Pace +2 or Reach +2  
 
:'''Odd Form''' [-1]: while a dralasite could fit into almost any other creatures' armor, environmental or vacuum suit they cannot use their Morph ability when in one. A suit made specifically for them costs twice as much. Charcters can start with purchasing any of these at listed price at character creation but after that the cost is doubled.  
 
:'''Odd Form''' [-1]: while a dralasite could fit into almost any other creatures' armor, environmental or vacuum suit they cannot use their Morph ability when in one. A suit made specifically for them costs twice as much. Charcters can start with purchasing any of these at listed price at character creation but after that the cost is doubled.  
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'''Social Structure''': Democratic Socialism.</br>
 
'''Social Structure''': Democratic Socialism.</br>
 
:'''Bright''' [2]: start with a base Smarts of a d6 and a maximum starting of a d12+1
 
:'''Bright''' [2]: start with a base Smarts of a d6 and a maximum starting of a d12+1
:'''Natural Psionics''' [3]: begin with Arcane Background (Psionic) and the ''Psionics'' skill at a d4 and a maximum start level with it of a d12+1
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:'''Natural Psionics''' [3]: begin with Arcane Background (Psionic) and the ''Psionics'' skill at a d4
 
:'''Small''' [-1]: -1 to Toughness
 
:'''Small''' [-1]: -1 to Toughness
:'''Weak''' [-2]: Suffer a –1 penalty (but not its linked skills) to all Strength trait tests and -1 to melee damage.
+
:'''Weak''' [-2]: Suffer a (but not its linked skills) suffers a –1 penalty to all Strength trait tests and -1 to melee damage.
 
:'''Willfull''' [2]: start with a base Spirits of a d6 and a maximum starting of a d12+1
 
:'''Willfull''' [2]: start with a base Spirits of a d6 and a maximum starting of a d12+1
  
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:'''Armored Carapace''' [2]: natural carapace armor grants them +4 Armor Points. This can stack with out armor but only if specially made for them.
 
:'''Armored Carapace''' [2]: natural carapace armor grants them +4 Armor Points. This can stack with out armor but only if specially made for them.
 
:'''Bright''' [2]: start with a base Smarts of a d6 and a maximum starting of d12+1
 
:'''Bright''' [2]: start with a base Smarts of a d6 and a maximum starting of d12+1
:'''Education''' [1]: gain base d4 in one of the following skills - ''Academic, Electronics, Hacking, Healing, Research'' or ''Science'' skill. This chosen skill also have a maximum starting level of a d12+1
+
:'''Education''' [1]: gain base d4 in one of the following skills - ''Academic, Electronics, Hacking, Healing, Research'' or ''Science'' skill.
 
:'''Can't Swim''' [-1]: Vrusk physiology means they can't float and tend to sink in water. They subtract 2 from ''Athletics'' (Swim) rolls and each tabletop inch of movement in water uses 4″ of Pace.
 
:'''Can't Swim''' [-1]: Vrusk physiology means they can't float and tend to sink in water. They subtract 2 from ''Athletics'' (Swim) rolls and each tabletop inch of movement in water uses 4″ of Pace.
 
:'''Natural Weapon'''s [2]: Bite Str+d4 and Claws Str+d6. Always considered armed.
 
:'''Natural Weapon'''s [2]: Bite Str+d4 and Claws Str+d6. Always considered armed.
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:'''Big''' [-2]: Weren are particularly large in a world where most others aren’t. They subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for their race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price.
 
:'''Big''' [-2]: Weren are particularly large in a world where most others aren’t. They subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for their race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price.
 
:'''Bite''' [1]: base Str+d4
 
:'''Bite''' [1]: base Str+d4
:'''Primitive''' (Major) [-2]: suffer a -4 penalty to any skill when related to technology above early industrical (muskets, steam power, etc). Can fire a gun just fine but will have a hard time learning how to fix one.
+
:'''Primitive''' (Major) [-2]: suffer a -4 penalty to any skill when related to technology about early industrical (muskets, steam power, etc). Can fire a gun just fine but will have a hard time learning how to fix one.
 
:'''Size''' [2]: and Toughness +2
 
:'''Size''' [2]: and Toughness +2
 
:'''Tough''' [1]: Toughness +1
 
:'''Tough''' [1]: Toughness +1
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'''Lense''': Pride. The Yazirian have a reputation as proud and fierce fighters. They also practice an idea of Life-Enemies... a clan or group or maybe just an individual whom they will dedicate their lives to destorying. A scientist might dedicate their life to finding a cure for a disease. They gain honor by striving to defeat this Life-Enemy. A Yazirian who joins the Regulators might dedicate their lives to destroying the Galactic Cartle, etc.</br>
 
'''Lense''': Pride. The Yazirian have a reputation as proud and fierce fighters. They also practice an idea of Life-Enemies... a clan or group or maybe just an individual whom they will dedicate their lives to destorying. A scientist might dedicate their life to finding a cure for a disease. They gain honor by striving to defeat this Life-Enemy. A Yazirian who joins the Regulators might dedicate their lives to destroying the Galactic Cartle, etc.</br>
 
'''Social Structure''': Tribalism (Clans) with loose Democratic (while clans and tribes are still inportant the Yazirian have a very democratic form of overall government)</br>
 
'''Social Structure''': Tribalism (Clans) with loose Democratic (while clans and tribes are still inportant the Yazirian have a very democratic form of overall government)</br>
:'''Aggressive''' [1]: start with a ''Fighting'' skill of a d4 and a maximum starting level of d12+1
+
:'''Aggressive''' [1]: gain a +1 bonus to ''Fighting'' skill (armed and unarmed)
 
:'''Agile''' [2]: start with a base Agility of d6 with a maximum starting of a d12+1
 
:'''Agile''' [2]: start with a base Agility of d6 with a maximum starting of a d12+1
 
:'''Infravision''' [1]: Yazirian “sees” heat. This halves Illumination penalties when attacking warm targets (including invisible beings).
 
:'''Infravision''' [1]: Yazirian “sees” heat. This halves Illumination penalties when attacking warm targets (including invisible beings).

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