Species: Difference between revisions
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[[Species#Jove|Jove]] | [[Species#Jove|Jove]] | ||
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* The 'Main Home Worlds' Character Trait shows the word of the home worlds in there important too the species. The first one is almost certainly there place of birth. | * The 'Main Home Worlds' Character Trait shows the word of the home worlds in there important too the species. The first one is almost certainly there place of birth. | ||
Revision as of 06:55, 3 August 2016
THIS PAGE IS STILL UNDER CONSTRUCTION!
There are 3 main categories for species. Major Species, Minor Species and Non-Playable Species. This page will focus on Major Species although it will mention others. There are 2 criteria that have to be meet in order to be a Major Species in the Future Path Galaxy.
- The Species has to well traveled. For the majority of campaign settings it should be to odd for this species to be located in the starting area. This doesn't mean the species is everywhere in the galaxy or even in large numbers but that it shouldn't be too strange to find them in most corners of the galaxy.
- The Species has to have made a major impact in the History of the Galaxy or they have a major roll to play in Current Events.
Any species that doesn't meet both the above criteria are considered Minor Species. Non-Playable Species are deemed so by the creators because of how they fit with the story of Future Path or that they are no over powered. A GM can over ride this rule and allow a Player to play a Non-Playable Species.
- Major Species include
Humans, Volar, Graylings, Lepidonains, Cryous, Ovex, Aconians
- Minor Species include
- Non-Playable Species include
Other Notes
- The 'Main Home Worlds' Character Trait shows the word of the home worlds in there important too the species. The first one is almost certainly there place of birth.
- The 'Tech Level' Character Trait is what sets the 'Tech Level' for the Character. To learn more about a Characters 'Tech Level' go here. To learn more about what the Tech Level means and how it applies to Civilization Process go here.
Humans
Humans have scattered after first contact. There home world torn apart by its own inhabitants. Most of it a nuclear waste land full of desperate survivors struggling to live off the monstrous landscape. Some dare to dream of the old world and try to bring back some of Humanities former glory. Others choose to hurdle themselves out into The Great Ring as refugees of their own home world. They dared instead to hope. Hope that the Galaxy will be merciful and that the bounty of space would bring them wealth and success. Many quickly learned that if you wish to survive you most band together and be willing to take on the hard reality of life in space.
Many other species see humans as stupid as smart. However they can be incredibly useful with potential if they could just get around some of those pesky human flaws. Greed and arrogance being high on the list. Most species see humans as more of a nuisance then anything else. Humans are willing to work hard and have a remarkable ability to adapt if given time.
For a complete history and narrative about Humans in The Great Ring Galaxy go to the Humans page.
Character Traits
- Mammal, bipedal
- Average Height Male: 5' 10 (177 cm)
- Average Height Female: 5' 5 (163 - 164 cm)
- Average Life Span: 80 - 85 years
- Size: Medium
- Main Home Worlds: Earth, Mars
- Tech Level: starts out as 1.
Bonus Traits
- Bonus Feat at level 1
- Bonus Skill point at level 1
Volar
Volar is short for Victarians however most species including the Victarians simply call themselves Volar. The word Volar in there language stands for Mother and that is what the Volar called their home world Volar. This shows there deep connection and respect to the beautiful and massive Volar planet.
For a complete history and narrative about the Volar go to the Volar page.
Character Traits
- Plant, bipedal
- Average Height Asexual: 4' 8 (~146 - 167 cm)
- Average Life Span: 90 - 100 years
- Size: Medium
- Main Home Worlds: Volar, Victar, Excentus Prime, Excentus Beta
- Tech Level: starts out as 2
Bonus Traits
- Looses one point on Dexterity, Gains one point on Wisdom
- Special Ability: 'Common Bond': Volar are able to communicate uses pheromones in an almost 'psychic' link to other Volar within roughly 120ft even if they are not in view. They can only share feelings and flashes of thoughts. However this means that if more then one Volar are close to each other and are allies they gain an advantage bonus against Mind Effecting conditions/techniques.
- Nauseous Blooms: Once per day a Volar can expel nauseous gases as a self defense. They can target a person within 30 feet or produce 15 foot radius cloud of gas around themselves. The attack is considered a ranged touch attack and the cloud lasts for 1d4 + 1/4th Character level round down turns. Anyone that breaths the air or get hit by the attack has to take a Constitution Saving throw of a DC12 + Volar's Conn Mod + 1/4th Character level round down. If they fail the throw they become Sickened for 1d4 + 1/4th Character level round down turns.
Graelycxazshngs (aka Graylings)
Due to their strange name and the race’s staunch insistence upon proper pronunciation of it, most other beings have taken to referring to Graelycxazshngs as Graylings because of its similar sound, being easier on the tongue, and its reference to the greyish color of Grayling skin. Many Graylings are aloof or distrustful of others outside their race because of the negative stigma attributed to their kind. Graylings are still extremely curious and inquisitive actively pursuing knowledge and discovery. They are abnormally effective at using there minds and value intelligence and logic over brute strength or speed.
Whether out of a desire to redeem their race’s reputation in the eyes of others or to truly contribute to preserving and expanding knowledge Graylings put a massive emphasise on education and the sciences. Physically, graylings are approximately three feet tall with a large head and prominent black eyes. While extremely intelligent and skilled in the fields of science and engineering, graylings are physically weaker in comparison to most other races resulting in their bodies being more susceptible to trauma. Their home planet is very arid and dry, so most graylings try to avoid overexposure to humidity and liquids as it is said to have disastrous effects on their skin.
For a complete history and narrative about the Graelycxazshngs go to the Graylings page.
Character Traits
- Mammal, bipedal
- Average Height Male and Female: 3' 2 (~91 cm)
- Average Life Span: 180 - 210 years
- Size: Small
- Main Home Worlds: Cxazshngs, Curvilinea Prime, Eugen
- Tech Level: starts out as 4
Bonus Traits
- At level two a Grayling gains Level 1 Psionic powers for free.
- Loose two in Strength, gain two in Intelligence.
- Loose one in Dexterity, choose between Intelligence,Wisdom,Charisma to add an ability point.
- Knowledge Technology is considered a class skill.
Lepidonains
A mischievous species. The Lepidonains have long held believes that they have the key to utopian society and it is there job to bring peace, stability and civilization to the obviously weaker species. This pompous and ignorant attitude toward others isn't knew among species of the Ring of Life but usually it goes away as the young space fairing civilization begins to interact with others. However for the Lepidonains this is not the case. Perhaps it is the more hermit like way of shutting themselves out from the rest of the galaxy that has lead to the unnaturally long held beliefs. Either case in recent years this attitude from there government at least appears to have changed.
One of Lepidonains first great conflicts with a truly equal species was with the Cryous. This war broke both nations. However over time Lepidonains have rebuilt. Now they are looking at expansion but with more peaceful means. Or so it appears. They have become more friendly with trade and with the rest of the major Galactic civilizations. However Lepidonains have a conniving side and many people in the past have been burned by the deals they make with Lepidonains.
Lepidonains are reptilian and come from Lepidon Prime which is a mostly desert planet. They are accustom to the heat and to a large sun making long hot days. They have small horns protruding from there scale skin especially where there are joints. There skin is a mix of different dark grey and green colors. There necks are broad and from behind looks like all one part of the back, neck and head.
Character Traits
- Reptilian, bipedal
- Average Height Male: 6' 2 (~189 cm), Female: 4' 6 (~137 cm)
- Average Life Span: 110 - 130 years
- Size: Medium
- Main Home Worlds: Lepidon Prime, Lepidon Beta, Lepidon Gamma, Abrah Alpha
- Tech Level: starts out as 2
Bonus Traits
- Immune to extreme heat conditions. Weak against extreme cold conditions.
- Loose one in Dexterity, choose between Strength, Constitution or Intelligence to add an ability point.
- Gain a Natural Attack Ability. The reptilian claw like hands can be used for a dual claw melee attack. At level one they are dual attacks at 1d4 with a critical of x2. At level 5 they go up to 1d6. At level 10 they gain advantage. At level 15 they go up to 1d8. At level 20 they go up to 1d10 and critical is now x3.
- They gain a +1 mod to Bluff skill.
Cryous
An amphibious species the Cryous are part of a once thriving empire. They where challenged by the Lepidonains. The war left both worse for wear. Most people think what kept the Cryous from total defeat was there tenacity to survive under all sorts of unspeakable conditions. If the surface was in trouble then go under water. If the water was poison find a new planet. The Cryous where not just good and escaping death they where also good at delivering it. The Cryous have a 6th sense for the electromagnetic spectrum and can even use there body to create an electromagnetic shock wave. Which is something there species evolved to do eons ago. They used this to there advantage doing the war and are known for creating the Electro-Mancer suit.
The Cryous are different shades of blue however most common is a pale blue. The darker blue skin appears on Cryous that spend a lot of time in extreme depths of oceans or other high pressure environments. This is sometimes a good indication of where they where born.
Cryous now no longer old an empire and only rule for a dozen solar systems. There enemy Lepidonains have done much better to recover from there great conflict. Ever fearful that after so many years the Lepidonains will come back to finish them off Cryous government has become more cautions, territorial and even aggressive. Hoping to not show signs of weakness.
Character Traits
- Amphibian, bipedal
- Average Height Male: 2' 10 (~88 cm), Female: 5' 6 (~168 cm)
- Average Life Span: 140 - 150 years
- Size: Medium
- Main Home Worlds: Cryous Prime, Cryous Beta.
- Tech Level: starts out as 3
Bonus Traits
- Natural DR of 4 against Electric attacks.
- Gains a +1 Mod to the Survival skill.
- Loose one in Charisma, choose between Intelligence,Wisdom,Constitution to add an ability point.
- Swim and Climb speed is the same a movement speed.
Ovex
The Ovex or Ov as some groups call them are Sentient Artificial Life Forms. A.I is illegal across the galaxy with the exception of the Jove. Ovex are part of the reason. Ovex can very greatly in size and by default look similar to the humanoid bipedal Quedotions who originally built them. However there outer layer is made of alloys and special plastics that provide a sharp and reflective surface of different shades of grey. They can be built to shape other species and even where special out layer 'skin' that makes the appearance of flesh.
For a complete history and narrative about Ovex in The Great Ring Galaxy go to the Ovex page. They require there own Base Class. You can review it here.
Character Traits
- Robotic, bipedal
- Average Height: N/A
- Average Life Space: Infinite (in theory)
- Size: Medium
- Main Home Worlds: Unknown
- Tech Level: starts out as 3
Bonus Traits
- Immune to poisons and mind altering effects.
- Gets the Computer Use(Int) skill automatically.
- Is required to use its own Base Class instead of the main 6 base classes. You can review its Base Class here.
- If the Ovex is designed to look the part of another species then they loose there immunity to mind altering effects and replaces there Computer Use skill with Diplomacy skill.
- Ovex are considered semi immortal. They can be instantly rebooted back at the Nexus. See rules about death here. However if the character is against the Nexus or does something that the collective does not agree with they loose this feature. They can choose to come back looking like whatever they wish. However they do not remember the last few hours before death and they get rebooted inside of the Nexus not directly into another robotic body. So getting a new body and coming back to the party will take time.
Aconians
For a complete history and narrative about the Aconians go to the Aconians page.
Minor Species Species
Sayor
For a complete history and narrative about the Sayor go to the Sayor page.
Non-Playable Species
This is a list of other species who roam or once roamed The Great Ring of life. These species are typically not playable. However with the GM's exception can be played. There exact rules for playing them are not laid out however and the Player and GM most agree on any possible bonuses each Species gets.
Jove
For a complete history and narrative about the Jove go to the Jove page.