Friday, July 3, 2015

Starpunk Alien Races - Droids, Kryx, and the Nemondi

Three final alien races to round out the core concept.

Droids

Droids are sentient machines with a variety of appearances. Some appear almost human, some are purely mechanical. They are built as servants to their “masters” and typically fill the rolls of butler/maid, personal assistant, mechanical repair and construction, and in some cases they are “personal companions”.
  • Pacifier Circuits: The droid cannot harm, or by inaction bring harm to sentient beings. This gives him the Pacifist Hindrance (Major).
  • Construct: Droids are immune to poison, disease, and effects that target the mind. Droids cannot heal naturally. To heal a droid requires the Repair skill—which is used like the Healing skill only with no “Golden Hour.”
  • Programming: Droids begin with a free d6 in one skill, representing their original programmed role.

Kryx

The Kryx are bipedal, insectoid aliens from the swamp world of Navereen. They are extremely intelligent and prefer cold-facts and science to “poetic license”. To a Kryx, art is the beauty of design that follows function. The regard the Swiss Army knife as the only artistic contribution made by Humans.
  • Curious: The Kryx drive for knowledge can sometimes place them and those close to them in danger. Kryx start with the Curious (Major) hindrance.
  • Intelligent: Kryx start with a d6 Smarts instead of a d4.
  • Survivor: Insectoids are evolved to handle some of the nastiest of environments. +2 bonus to resist all negative environmental effects (heat, cold, pressure, etc.)
  • Natural Weapons: Sharp protrusions in their carapace or their hardened claws can be used in combat for Str+d6 damage and grant +2 to Climbing rolls on all but completely sheer surfaces.


Nemondi

The Nemondi or horned humanoids renowned for their business acumen and adherence to fine print. The Nemondi culture treats everything as a business arrangement. A child is expected to negotiate and barter their way into adulthood. The practice of Indentured Servitude is alive and well among the Nemondi (however with some very strict protections for the “merchandise” and heavy penalties for abuse) and is considered a form of apprenticeship, allowing the Nemondi to collect skills and information that they can share with their homeworld. Quick witted and seductive, it is said that the best way to negotiate with a Nemondi is to have one of your own.
  • Charismatic: All Nemondi start with the Charismatic Edge for free.
  • Honor the Contract: Nemondi always honor their deals, but beware of that fine print. This is the equivalent of the Code of Honor (Major) hindrance.
  • Business Acumen: All Nemondi start with Knowledge (Law) of d6, reflecting their knowledge of contract negotiation as well as local legalities.
  • Low-Light Vision: Nemondi come from a dim homeworld. They can see in the dark and ignore attack penalties for Dim and Dark lighting.




But, but, but... what about an aquatic race?

I consider it, I really did. However I decided against it and it's all because of Aqua-man and Gnomes.

You look confused. I will explain.

Gnomes were a primary race in Advanced Dungeons and Dragons back in the day. Since then, everyone expected that Gnomes would be a playable race. However, no one to my knowledge ever plays them. The same goes for Mon Calamari in Star Wars or Aquatic characters in general.

As for Aqua-man, do you know how many crimes are committed under water that require a spandex super hero that can talk to fish? Yeah. Likewise, while adventures may occur in underwater locales the ability to breathe under water isn't going to give much of a bonus, especially since the non water-breathers will have to find the means to overcome the issue or your running a solo adventure for the Aquatic.

So I'm going to leave them out of the core races.There is always the option for a player to build one on his own as a minor race, and for the characetrs to encounter them as an npc race.

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