d20 Star*Drive advice

Post/Author/DateTimePost
#1

zombiegleemax

Jun 24, 2004 17:04:40
Hello everybody,

As I am currently awaiting the d20 Future book to be released so I can run my StarDrive campaign through it, I decided to do some conversions in the meantime just in case they weren't included in the book. So I have here the races chapter I did. I used the d20 Modern book, a very small portion of Star Wars d20, and the Menace Manual to come up with the following. These are just base stats but I tried to keep them as close to the originals as possible.

Fraal Species Traits
- Ability Scores: Fraal heroes gain all of the fraal species traits, and have the following ability modifiers: Str -4, Con -2, Int +4, Wis +4, Cha +4.
- Medium-size humanoid (alien): As Medium creatures, fraal have no special bonuses or penalties due to their size.
- Fraal have a base land speed of 30 feet.
- Psionics (Sp): At will -- lesser mindlink; 3/day -- suggestion. Manifester level 10th; save DC 10 + fraal's key ability modifier + power level.
- Automatic Languages: A fraal can read, write, and speak Fraal and Concord Standard.

Mechalus Species Traits
- Ability Scores: Mechalus heroes gain all of the mechalus species traits, and have the following ability modifiers: Str +2, Int +2, Cha -2.
- Medium-size humanoid (alien): As Medium creatures, mechalus have no special bonuses or penalties due to their size.
- Mechalus have a base land speed of 30 feet.
- Living Computer (Ex): Mechalus receive a +2 species bonus on Computer Use checks. To gain this bonus, a mechalus must merge with the computer, forming a bond through the filaments that extend from its fingers. It takes 1 round to complete or disengage a merge.
- Cybernetic Enhancements (Ex): All mechalus are born with cybernetic implants as part of their physiology. A mechalus hero begins play with an internal processor (good quality nanocomputer), 2 neural data slots (ordinary neural 3D external data slots), and bio-organic circuitry (reflex device). Furthermore, mechalus never run the chance of their body rejecting any new cyber gear they choose to have installed. Mechalus also receive a +4 species bonus to their cyber-tolerance score.
- Automatic Languages: Mechalus can read, write, and speak Aleerin and Concord Standard.
- Level Adjustment: +1.

Sesheyan Species Traits
- Ability Scores: Sesheyan heroes gain all of the sesheyan species traits and have the following ability modifiers: Dex +2, Cha -2.
- Medium-size monstrous humanoid: As Medium creatures, sesheyans have no special bonuses or penalties due to their size.
- Sesheyans have a base land speed of 30 feet, and a base fly speed of 40 feet (good).
- Darkvision (Ex): A sesheyan has darkvision out to a range of 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and sesheyans can function with no light at all.
- Light Sensitivity (Ex): Abrupt exposure to bright light (such as sunlight) blinds a sesheyan for 1 round. In addition, sesheyans take a -1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light.
- Control Descent (Ex): As long as a sesheyan is conscious and able to use its wings, it never takes damage from a fall. Instead it simply takes flight or glides safely to the ground. If the sesheyan cannot use its wings, it takes falling damage as normal.
- Bonus Feat: Sesheyans gain the bonus feat Zero-G Training.
- Automatic Languages: A sesheyan can speak Sheyan and Concord Standard.

T'sa Species Traits
- Ability Scores: T'sa heroes gain all of the following species traits, and have the following ability modifiers: Str -2, Dex +2, Int +2.
- Small humanoid (alien): As a Small creature, a t'sa gains a +1 size bonus to Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
- T'sa have a base land speed of 20 feet.
- Scales: T'sa have a +3 natural armor bonus to their Defense score.
- Juryrig: T'sa gain a +2 species bonus on Repair checks.
- Quick (Ex): Thanks to their natural quickness all t'sa receive a +2 species bonus to their initiative checks.
- Automatic Languages: T'sa can read, write and speak T'sa and Concord Standard.

Weren Species Traits
- Ability Scores: Weren heroes gain all of the weren species traits, and have the following ability modifiers: Str +4, Con +2, Int -4, Wis +2.
- Medium-size humanoid (alien): As Medium creatures, weren have no special bonuses or penalties due to their size.
- Weren have a base land speed of 30 feet.
- Claws: A Weren has retractable claws at the end of his arms that can be used in combat if the character makes a successful unarmed attack. The claws do 1d4 + Strength modifier in slashing damage.
- Species Bonuses: Because of its size and ferocious appearance, a weren gains a +4 species bonus on Intimidate checks.
- Tough Hide: Weren receive a +1 natural armor bonus to their Defense score.
- Bonus Feat: Weren gain the bonus feat Improved Damage Threshold.
- Primitive (Ex): Weren come from a primitive culture and are less adaptable than other species when it comes to high technology. They take a -4 species penalty on skills checks that require an understanding of technological items, including Computer Use, Craft (electronic), Demolitions, Disable Device, Drive, Pilot, and Repair checks.
- Automatic Languages: A weren can speak Weren and Concord Standard.
- Level Adjustment: +1.

The mechalus and t'sa were the toughest as they had no models to base off from the Menace Manual. The weren was a bit tricky too because the sasquatch in the Menace Manual (also called a weren) was too big and had to be scaled down. The sesheyans and fraal are almost exactly as shown in the Menace Manual except for the fraal were upgraded to medium-size aliens.

Comments and feedback are welcome!