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TwoBitWriter
2008-04-22, 11:20 AM
I am making a d20 Modern Future campaign set in a transitional phase between PL 7 and PL 8 and using Fantastical Space Travel Rules.

I wanted to give players more options than just being Human and I didn't just want "Elves and Dwarves in Space!"

So I came up with four alien races and was hoping that you could help me with balancing issues using Human as a base template.

The Trenals
Small Humanoids
1) + 2 Int, +2 Wis, -2 Str, -2 Con
2) +1 Feat at 1st Level (As Humans)
3) Low-Light Vision
4) Can communicate telepathically up to 100' in the Trenal Language only
5) Can use the Burst, Detect Psionics, and Far Hand Psionic powers 3/day each

Brief Trenal Back Story
The Trenals are a race of dimunitive people hailing from their home planet of Trenalia, an Earth-like planet. They are a highly evolved species whose priorities lie in peace and science and were the first to master faster-than-light travel. They are not particularly skilled warriors or pilots but make the best scientists and medical practitioners in the galaxy. They are also a race of advanced psionicists, with few members of any other race approaching their level of expertise. Their language is entirely telepathic. Non-telepath members of other races can only hope to learn to understand the language but never speak it.

The Grabaldan
Medium Humanoids
1) +2 Str, -2 Dex
2) Begins with Hot World Planetary Adaption Feat
3) Darkvision - 60'
4) Gains Skill Bonus as Humans (+4 at 1st level, +1 at every level thereafter.)
5) Honorbound - A Grabaldan is forbidden from using any sort of ranged weapon against any other fellow Grabaldan, or those aliens who receive a "Honor-Mark." Only unarmed attacks and melee weapons, preferably Grabaldan melee weapons, are to be used against such opponents. Ranged weapons are seen by Grabaldan as dishonorable weapons to be used only against the dishonorable, which includes every other species and marked Grabaldan. A Grabaldan is "Marked" by being tattooed on the face if he ever dishonors his family, clan, or breaks one of the Grabaldan Empire's Universal Laws.

Brief Grabaldan Back Story
The Grabaldan are a race of aggressive, proud, but honorable warriors hailing originally from Graba Prime. Graba Prime was originally a hostile, desert planet until the Grabaldan industrialized it to the point where the desert nearly completely dissappeared under a vast cityscape. Grabaldan live by a strict code of nearly 100 tenets and breaking one may result in the Grabaldan being "marked." Until they encountered other spacefaring races, Grabaldan never commonly used ranged weapons. These weapons have been invented long ago, but reserved only for hunting and sport and never for warfare. Now, the Grabaldan only use such weapons when fighting those they deem dishonorable, namely everyone else. The rare non-Grabaldan may receive an "Honor-Mark" which is placed in an easily spotted area. This is a very rare occurence though.

The Alasions
Medium Humanoids
1) +2 Dex, -2 Str
2) +2 Save vs. Disease/Toxins
3) Low-Light Vision
4) Begins play with the Alertness Feat
5) Hide and Move Silently are always class skills

Brief Alasion Back Story
The Alasion people are masters of suberfuge, guerrilla warfare and tactics, and Survival. They hail originally from a Dense Jungle-planet known as Alasia. They are taller than the average human but thinner. They have developed two long eye stalks that protrude from either side of their heads which grant 280 degree vision. They will rarely engage in open combat, preferring to hide until the opportune moment to strike. They are the only people to master starship visual-cloaking technology and jealously guard its secrets. They rarely speak with other races and very rarely surrender any secrets that they may hold.

The Mutate
Medium Humanoids
1) -2 Cha
2) Begins with either 3 mutation points, or 1d6 mutation points (players choice) which MUST be spent at character creation.
3) May start with a Drawback mutation for an addtional 50% the normal MP Bonus (round down.)
4) A mutate character MUST select two of the following cosmetic mutations, determined randomly by two d10 rolls. This must be done first, as it can impact a Mutate's possible mutation choices from their starting MP's. These cosmetic mutations have NO effect on gameplay or mechanics, only appearance.
5) Revered Mutate - If a Mutate character begins with only 1 Mutation Point, along with the two cosmetic mutations, they are referred to as the Revered as they best resemble what Mutates used to look like as Ancient Celarians. They are often given Leadership and Diplomatic positions and do not suffer from the -2 Cha penalty that most Mutates have.

Cosmetic Mutations

Roll 1d10 twice, take the result.
1) Extra Digits (players choice where)
2) Fins
3) Forked Tongue
4) Horns
5) Scaly Skin (roll again if fur coat already rolled)
6) Thin Fur Coat (roll again if scaly skin already rolled)
7) Unnatural Eyes (players choice)
8) Unnatural Hair (players choice)
9) Unnatural Skin (players choice)
0) Unnatural Voice (players choice)

Brief Mutate Back Story

The Mutate have been travelling the stars for a long time, even they don't remember how long. Their home planet of Celar was long ago destroyed by the same awry biological science experiment that forever gripped their species. Every Mutate is different, some having more drastic mutations than others. They are basically humanoid and have similar DNA structure. Modern Mutate scientists have been unable to alter the "Mutation Gene" that makes their people the way they are. They are generally not well accepted by the rest of the Galaxy for their unique racial traits. They have no established home planet but have several planetary colonies. Most Mutate families live a nomadic lifestyle and travel from Sector to Sector. Some Mutates have few noticeable mutations and are greatly revered in Mutate culture, often given leadership and diplomatic positions.

SurlySeraph
2008-04-22, 03:36 PM
Trenals seem a bit underpowered. Letting them cast a 0-level power as a spell-like ability 3/day might help balance them.