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New races.
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garhkal
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PostPosted: Thu Jul 21, 2005 12:20 am    Post subject: New races. Reply with quote

As per Kage, i am putting them here.... it is long so i will seperate them into several postings to this one thread...

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.


Balii (pronounced ball eye)

The Balii are a race of near humans hailing from the deep core. While emperor palpaltine was making his grab for power, he decided to remove those he considered a threat to the new order. Because of this species force insensitive nature, they were one of the top listed targets. Of a 8 billion population, now only a few hundred survive.

Most of the males of the Balii are bald, and range in skin tone from deep brown, to khaki, usually with a purple or mauve stripe along the spine. They are of average human height/weight, and have little problem fitting in with ‘norms’.
Dex: 3d/5d
Know: 1d/3d
Mech: 2d/4d
Per: 2d/4d
Str: 2d/4d
Tech 2d/4d
Move: 10/14.

Special abilities/hindrances: Probably their greatest benefit is also their worst bane. The race, DOWN TO THE LAST PERSON, is force dead. No force powers will work on them, nor can they be sensed in the force. This also means they will never get the chance to use force points. Though they do get a bonus on resisting the ‘call to the dark side’ (as they still can get DSP’s) of 1 bonus D.
Rare mutates due happen though, who’s force insensitivity is actually more of force repulsion (any force skill used ON the person, is reflected back at the user).
The Player rolls D100, and on a 1-98, he is a standard insensitive. On a 99 or 100, he is repulsive to the force.
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PostPosted: Thu Jul 21, 2005 12:21 am    Post subject: Reply with quote

Part 2

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.


Katzumai (pronounced Kat-su-my)

The Katzumai are a near human race with only 2 things to differentiate them. They have a floating ‘focus’, meaning each individual Katzumai gets to choose ONE attribute which can exceed the standard 4D human cap. This can go to 4d+2.
They also can shift their vision into the infrared spectrum, which takes one round to change. Changing back also takes one round.


Solinai (pronounced Sol-any)

The Solinai, are a sister race to the Katzumai, who have the same racial traits bar one. They have a different vision shifting ability. Their ability, is known as Eagle sight. It takes 2 rounds to shift one (and one eye only) over, and while this shifting is occurring and for as long as the ability is used, the other eye MUST remain either closed or covered. Failure to do so, results in extreme vertigo which causes a 2D penalty which lasts for 4d rounds. When the sight is active, the one eye acts as a X30 telescope.
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PostPosted: Thu Jul 21, 2005 12:22 am    Post subject: Reply with quote

Part 3.

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.

Ghorhal (Pronounce Vorr-hall).

Physical description: Picture a "LARGE" bear. Ave size on all 4's is 5ft 4, ave height when on hind legs is 9ft. Weighs in the 800lb area. Brown to black fur, with some green striping for easy hiding in forests.

Dex: 3d
Bows, Brawl parry, dodge, melee, melee parry, running, thrown weapons
Know: 3d
Alien species, intimidation, language, survival, willpower
Mech: 1d
Ground vehicle operation (USUALLY PULLING IT!)
Per: 3d
Hide, sneak, search
Str: 6d
brawl, lift, stamina, swimming
Tech: 2d
First aid.

Special abilities/hindrances: Claws Str+2d, Bite Str+1d, Naturally thick hide +1d+2 physical/+1d energy. Perception checks involving smell are at +1d, involving sight or hearing are at -1d. Cannot benefit from a med pack, other than for stabilization if get's to mortally wounded. inability to use nearly all modern items, blasters, firearms etc (due to both inability to handle them and size). Healing tongue (SEE BELOW).
Food requirements: 2lb meat and 5lb veg (tree branches will do) a DAY!. If gets half rations (or more), needs to make a Stamina check (18 diff), or loose 1d from all stats until eats double the daily rations. If gets Less than half rations, check goes to v.diff (27), and failure results in -2d. When strength reaches 0d from starvation, character will die in 1d days if does not get at least 2 full days worth of food, to "stabilize".
If has gorged, and feels it is necessary due to oncoming food shortages, a Ghorhal can force itself into a state of hibernating, with a very diff stamina roll, but if does, will not wake from hibernation for 3 months (only way to wake sooner, is to damage (wound or more).

Healing tongue: Due to anathesitic nature of saliva, (as well as other things in saliva), If the character licks a person's wound area, for 5 minutes, allows the patient to make a 'natural healing roll' at +1d. For each additional 5 minutes of 'licking', an additional roll is allowed. If Ghorhal stops licking, the character still heals at normal NATURAL healing rate, and still gets +2 to each roll, BUT IS UNABLE TO benefit from a Med pack or Bacta tank, until reaches full health, OR is wounded again. If wounded again, Can have med pack used on, but only up to the level of health that the licking INITIALLY took him to.

Capsule: The Ghorhal are a sentient race of bear folk, native to the planet Selruu VI, in the Tangoa system (mid rim, on the route towards tatoine). Simplistic in nature, they send their days wandering around, eating, and sleeping (one of their favorite pastimes). When the Old republic first came across this world (and later, the trade federation, then the Empire), they all left it alone, as there were no natural resources to milk, or any strategic value to the planet to government authorization for colonization. This suited the bears well.
They can understand most spoken languages, but can only speak their own, Defel, Shishaven, and wookie.
3 years before the Empire's rise, some Slavers fleeing the Old republic security forces, when their ship came to this planet. Needing to land for food restocking, they landed. Of their 74 slaves, 17 were children, and 7 made a daring escape. When most of the slavers ran after, they came face to face (one literally) with the Ghorhal. When they started to shoot at the children (some of who were hiding behind the bears), they enraged them, and only 2 slavers escaped. 11 years later, when the fledgling rebellion was leading hit and fade strikes against the empire in this region, several bulk transports made an emergency landing on this planet. 3 dozen of the bear-folk, curiosity made them find out what was happening, 'waltzed on board' and stayed, when the ships took off.
They proved quite valuable when they got caught and boarded.
Now, with some of them in the rebellion's ranks, the empire has actually taken an interest in their planet. News of their healing abilities, has sparked 3 different races universities desire, to be the first to capture one alive, and dissect one for study. The rebels are trying their best to get them all off the planet, but with over 50,000 of them there, are finding it daunting.

Racial min/max if someone wishes to play one not using their racial template.
Dex: 2d/4d
Know: 2d+2/4d+2
Mech: 0d/2d
Per: 3d/5d
Str: 5d/7d
tech: 2d/4d
Move: 4 on hind legs, 12 on all for legs, 6 swimming.

Standard Equipment: Cloth/leather “pack” sling, (usually worn so as to hang under the belly for carrying other items), Spear, trinkets, and a necklace.
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Fehya
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PostPosted: Thu Nov 17, 2005 7:41 pm    Post subject: Reply with quote

If you had some pictures for your races that would be nice.

Thanks.
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PostPosted: Thu Nov 17, 2005 8:43 pm    Post subject: Reply with quote

There pictures are in the handbooks of the other games they come from.

Rolling Eyes
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PostPosted: Thu Nov 17, 2005 8:44 pm    Post subject: Reply with quote

true
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Fehya
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PostPosted: Fri Nov 18, 2005 1:24 am    Post subject: Reply with quote

No pics here though?
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PostPosted: Fri Nov 18, 2005 3:57 am    Post subject: Reply with quote

Boomer wrote:
There pictures are in the handbooks of the other games they come from.

Rolling Eyes


Can you say which are from which game...?? (well other than the nistanni being space based drow elves!!!)
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PostPosted: Fri Nov 18, 2005 3:30 pm    Post subject: Reply with quote

The vodoni are from Spelljammer. ghorhal i believe from Werewolf (white wolf). The others i think are toned down things also from werewolf (at least the names and abilities are very similar to breeds and clans from those books.
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PostPosted: Fri Nov 18, 2005 6:51 pm    Post subject: Reply with quote

They are races taken from obscure games, but one thing to remember Garkhal.

We are playing Star Wars D6, currently an obscure game. We are all buried under the same books. The D6 conversions are appreciated for some, but some of them have either been done before, or are simply not needed. And trying to take credit for any single one as original can be considered plaigarism, and the White Wolf company hasn't folded yet so borrowing from them can get ya sued if proper credit doth not be given.

...I hope White Wolf doesn't fold.
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Grimace
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PostPosted: Fri Nov 18, 2005 8:27 pm    Post subject: Reply with quote

He could hardly get in trouble for converting the races to D6 and posting them. For all intents, the stats as he posted them ARE his. The idea behind the stats aren't, but we're not addressing ideas behind the stats, and he's hardly publishing them in a book and claiming they're all his invention.
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Jedi Skyler
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PostPosted: Sat Nov 19, 2005 10:54 am    Post subject: Reply with quote

Plus, as I understand it, since he's not making money off them, the most White Wolf could do would be to put some pressure on him to either give them more proper credit or stop using them- at least start calling them something else. I don't believe they could take any real action against him as things stand now.
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PostPosted: Sat Nov 19, 2005 3:43 pm    Post subject: Reply with quote

Yeah, he'll never be sued.

But still, I want to pressure him to give proper credit.
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PostPosted: Sat Nov 19, 2005 7:42 pm    Post subject: Reply with quote

Quote:
The vodoni are from Spelljammer. ghorhal i believe from Werewolf


Bingo. The Utkententya, Solani and Katsumei are from no other system (well that i know of), and the Balii are only from vampire in the closeness of name.
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Fehya
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PostPosted: Sat Nov 19, 2005 9:11 pm    Post subject: Reply with quote

It might be me, but aren't there already enough listed races for SW, without needing to borrow/ammend etc.
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