Author Archives: wrathofzombie

About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn.

Plant-like Life Form- Alternate Alien Brute Class for White Star- “I AM GROOT!”

I thought it would be fun to allow players to play a Groot like class should they want t0- so I created one for White Star.

 

Here you be!

 

 

Plant-like Life Form

Here’s the PDF- Plant-like Life Form

Groot 2

Plant-like Life Forms are extremely rare and bizarre creatures.  Each a single and unique creature; no one knows how these creatures are born or what is needed for them to come into existence.

Weapon and Armor Restrictions: Due to their bulk and physical structure, a PLF is unable to wear any armor whatsoever, however their physical structure is naturally thick, so they have a base AC of 7 [12].  PLFs do not use any weapons except their fits.

Bark Skin: Ignore 2 points of damage, except from fire which causes an additional 1d6 damage to the PLF.

Unarmed Combat: PLF’s are skilled at unarmed combat. Their massive wooden fists deal 1d6+1 damage.

Combat Machine: Against foes of one Hit Die (1 HD) or fewer, PLFs get free extra attacks per round that can be used against only them up to one extra per experience level of the PLF.

Regeneration: The PLF regains an extra 2 HP per night with 8 hours of rest.  Also if any piece of the PLF is cut off (IE. arms or legs), they will regrow in 1d4 days.  Furthermore a PLF is able to “regrow” from a single healthy twig from their body, should they ever be killed.  Fully growing to their original size takes twenty days minus their level.

Groot 1

Special Abilities: A PLF is able to use any of these special abilities whenever they choose.  They can use special abilities a number of times equal to their level + 1d4.

Entangle: The PLF is able cause small tendrils of vines and roots to grow from their body, arms, and legs and cause them to wrap around a target.  The intended target must make a Saving Throw to avoid becoming entangled.  Once a target is entangled they must succeed a Strength check (roll under their Strength score) to break free.

Grow: A PLF is able to grow 5 feet per round for 5 rounds.  When they do this, it takes all their concentration and they are unable to do anything but grow and move.  They cannot attack.  Shrinking to their normal size only takes 1 round.  When they grow, people are able to climb on them like a ladder.

Lash: The PLF is able to extend their arms like a whip to attack a target, doing 2d6+1 damage.  It has a range of 20 feet.

Shield: As a reaction, the PLF is able to form a shield of tree roots on their arm and absorb the damage of one attack.

Soil Life: A PLF is able to extend roots from their feet into the soil of the ground and instantly regain 1d6+level Hit Points back.

Lights: The PLF is able to summon a swarm of glittering fireflies that illuminate a 60 ft radius as if it were lit by lightbulbs.

 

Envelop (5th): The PLF is able to transform themselves into a gigantic ball of roots that are able to protect all inside.  Any creature inside this protective shell is immune to any damage, however while in this state the PLF suffers double damage from any attack as they have made themselves more vulnerable.

 

 

 

 

Level XP HD BHB ST
1 0 1+1 +0 13
2 2,000 2 +1 12
3 4,000 3 +2 11
4 8,000 4 +2 10
5 16,000 5 +3 9
6 32,000 6 +4 8

Plant-like Life Form Advancement Table

 

 

 


Playable Alien Races From Strange Stars for White Star

A few weeks ago I did some posts of the various races from Strange Stars that a player may want to be when they are zooming around the cosmos of this awesome RPG setting.  I was planning on running the game using Savage Worlds… that is until the awesome White Star was released.  I’ve nixed the idea of using SW and am heading full steam ahead with using WS (awww..  Isn’t that fucking cute- they are backwards representations of one another).

With that decision I decided I need to create the same races using the WS rules.  I also made the decision not to enforce the race as class mantra.  Players  can be whatever race or class they damned well want.

Enjoy!

Here is the description/rules on skills that I’ve adopted for WS.

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 

 

The Alliance

Baseline Human

blade_runner_0072

Humans are prevalent throughout the known universe, almost like a galactic cockroach.  Humans are tenacious and somehow always able to get themselves out of trouble.  Humans with one skill of their choice and also are born with innate luck.  Once per session they are allowed to reroll one failed roll.

 

Blesh

Blesh 1

The blesh are a gestalt species blending human and nonhuman. Their insectoid bioroid forms grow like fruit from cybernetic trees on their homeworld. Their minds are a fusion of post-sapient alien intelligence with one of 1,803 digitized human minds downloaded from a crashed ark. Blesh are a peaceful species with reverence for other sophonts. Perhaps due to the human component of their minds, they have a strong curiosity about ancient human artifact (SS, pg 11).

 

Chitin: The thick carapace of the blesh allows them to ignore two points of damage from any attack.

Cybernetic Enhancements: Blesh are “born” with cybernetic enhancements when they emerge from their flesh pods that are attached to their cybernetic tree.  A blesh starts with one piece of cyberware listed in White Star, pages 95-96 for free.

Linked Healers: When the blesh are away from their cybernetic trees they heal slower than normal creatures at 1 HP back every two days instead of 1 per day.  When near a cybernetic tree, a blesh heals 2 HP back per day.

Recommended classes: Tech Specialist or Pilot.

 

Deva

Deva

Resembling beings out of the paleo-spiritual memes of Earth, the winged deva are the most mysterious of the Alliance’s members. The deva are supportive of the Alliance and promote peace but are largely aloof from the affairs of other cultures. They are primarily concerned with their Great Work: the repair of 10 moon-sized artificial worlds in their home system. These are said to be huge brains and possibly components of an even greater mind (SS, pg 11).

 

Angelic Wings: Deva have wings that utilize energy harmonics that allow them to fly in atmosphere or even in the vacuum of space.  A deva flies at a rate of 250 feet per round.  A deva can only fly short distances in space (roughly 1000 miles) before they become exhausted and unable to carry on.  They can cover that distance in roughly 3.5 hours.

Vacuum Resistant: Deva are able to survive in the vacuum of space without any protective suit and do not take damage from decompression for 6 hours before having to make a saving throw to avoid taking damage due to exposure.  When they make the Vigor check they receive +2 to the roll.

Recommended classes: Aristocrat or Alien Mystic.

 

Gnome

Gnome

The gnomes are small humanoids who live and mine within asteroids. Their society resembles that of eusocial insects; they have two castes (managers and workers) and only one Mother at a time produces young per clan. A gnome Mother is actually an external womb generated by the mating of a female and male. Gnomes are gregarious and inquisitive but slow and deliberate in their thought process (SS, pg 11).

 

Likeable: Gnomes are gregarious and friendly.  They receive +1 to any Charisma reaction roll or saving throw.

Infravision: The gnomes are a subterranean race and have evolved to be able to see heat signatures in the dark.  Gnomes have darkvision up to 60 feet.

Natural Weapons: Gnomes have small claws that aid them in burrowing and delving tunnels in the asteroids they inhabit.  Their claws do 1d6-2 damage.

Recommended classes: Choose one- Manager (Aristocrat) or Worker (Alien Brute).

 

Hyehoon

Hyehoon 1

The hyehoon are humanoids spliced from avian and hominid DNA. They are a dynamic and inquisitive culture, producing explorers, scientists, diplomats and traders. The hyehoon face internal strife from conflict with the minority religious faction known as the Eden Seekers, who reject their legendary creator, the gengineer Anat Morao, and seek to devolve their species to nonsapience by purifying their avian genome (SS, pg 11).

 

Avian DNA: Hyehoon’s are extremely agile.  They receive +1 to any save involving Dexterity.

Academic: Hyehoon gain two bonus skills at character creation.  These can be skills like history, technology, scouting, diplomacy, etc.

Thin Bones: The hollow bone structure of the Hyehoon.  Their kind cannot have a Constitution higher than 10.

Recommended classes: Aristocrat or Alien Mystic.

 

Neshekk

Neshekk

The neshekk banking and investment clans are the financial backbone of the Alliance. They have a reputation for ethical behavior and conservative investment and also for strict adherence to the letter of contracts. Neshekk are greatly concerned (possibly obsessed) with security and privacy. They never go into public without their elaborate privacy screens/firewalls, called nizara, in place. Off-worlders are restricted to certain areas of Kuznuh, and it is a misdemeanor to view any public space unfiltered by the metascape (SS, pg 11).

 

Banker: All neshekk have financial connections to the banking consortium for the Alliance.  A neshekk’s starting credits is 3d6 x 20 rather than the normal 3d6 x 10.

Wheeler and Dealer: A neshekk know how to make a deal.  Once per session, if a neshekk

fails a Charisma-based roll, they can reroll, but must take the second result, even if it is lower.

Recommended classes: Aristocrat or Tech Specialist.

 

Smaragdines

 

The Smaragdines are the visionaries of the Alliance, known for their psi abilities. All citizens are required to have at least rudimentary skills because the crystalline megapolis of Smaragdoz is ruled by a group-mind Consensus: The captured thoughts and desires of the citizens form an entity of pure thought that makes laws by decree. All Smaragdine children are tested for psi abilities, and the most promising are sent to one of a number of academies (SS, pg 11).

 

Consensus: The great group-mind bestows base knowledge to all Smaragdines, thus allowing them to start play with two additional skills.

Psionic: Nearly all Smaragdines have some psi capability.  Those that aren’t tend to be pitied and looked down on in their society.

Isolated: Smaragdines are shocked when they leave their homeworld and not connected to the group-mind, missing the constant whispers that trail through their mind.  They suffer -1 to all mental-based saving throws.

Recommended classes: Aristocrat or Alien Mystic.

 

Thrax

Not actual art from Strange Stars, but still a bad ass picture.

Not actual art from Strange Stars, but still a bad ass picture.

The Alliance’s greatest warriors are the thrax. A clone race created for conquest by a long-forgotten culture, they still structure their society along martial lines.

 

Brute: Thrax have been engineered to be hardy.  They gain an additional 1 HP per level.

Monomolecular Blade: The most important possession to a thrax is their monomolecular blade, which is a symbol of their stature amongst their own kind.  Thrax begin with a Star Blade (SW, pg 32).  Should a thrax ever lose their monomolecular blade they are treated as an outsider amongst their own kind until they reclaim it or have a new one created.

Battle Armor: Thrax begin with battle armor (treat as medium armor).  This armor is intricately crafted for each thrax.  Replacing this armor costs 150 credits (5 times the normal cost of medium armor).

Recommended classes: Star Knight or Alien Brute.

 

The Empire

Engineers

Engineer

The Engineers (mnadnzat; mnaat sing.) are responsible for much of the Empire’s technology. Though humanoid, they have characteristics like Paleo-Earth crustaceans, including eight limbs and a metallic carapace. All the engineers have cybernetic enhancements and symbiotic nanites. They can back up their minds for download into new bodies should their old ones be damaged beyond repair. Engineers make poor fighters, but their aptitude for technology makes them excellent technicians and (of course) engineers. Though they are essential to the Empire’s function, the Vokun keep them under close control due to a fear of artificial intelligence (SS, pg 17).

 

Adept Skills: Engineers begin play with the Repair and Engineering skills.

Engineering Genius: The engineers have been designed to be the fixers of the Empire.  Once per session an Engineer can change a failed Repair or Engineering to an automatic success.

Metal Carapace: The thick plating of an engineer allows them to ignore two points of damage from any attack.

Multiple Arms: The engineers have 8 arms.  Engineers can complete technical tasks (or repairs) in half the time than normal.

Recommended classes: Tech Specialist or Pilot.

 

 

Ibglibdishpan

mndavian1

 

The Vokun have a distrust of disembodied minds, so they employ “humanoid computers” in the form of ibglibdishpan savants. Ibglibdishpan neural structure and training make them logical and dispassionate — ideal accountants, administrators, and archivists. Some are trained in interpreting the emotions of other humanoids and are given careers in law or diplomacy. Ibglibdishpan themselves are notoriously difficult to read; their expressions are almost always masks of perfect serenity. Their mental structure is not without problems, however; they are prone to neural deadlocks, crashes, or other forms of madness (SS, pg 17).

 

Genius in the Genes: Ibglibdishpan have been bred by the Vokun to excel in intellect.  Change an ibglibdishpan’s intelligence to 15 if the character rolled anything less.

Humanoid Computer: The ibglibdishpan have the ability to process mental tasks faster than normal human comprehension.  When attempting to solve a mental task (IE. Complicated math, astrogate navigation, etc.) the time needed to figure it out is reduced by ¾.  Easy mental tasks (IE. mental math, etc.) are done almost instantaneously.

Cybernetics: The Vokun Empire has all ibglibdishpan enhanced with a mental cybernetics package at a young age.  The ibglibdishpan begins play with a translator chip and X cyberware already installed.

Weak: Ibglibdishpan are not known for their physique.  Change an ibglibdishpan’s Strength to 10 if the character rolled anything higher.

Neural Break: The enhancements given to the ibglibdishpan by the Vokun are not without their downfalls.  Anytime a ibglibdishpan is attempting a complex mental processes there is a 25% chance with that the peculiar mental structure of the ibglibdishpan may lead to some sort of failure. The ibglibdishpan must succeed a Saving Throw. Should they fail, consult the following table.  Roll 1d6:

  1. catatonic state, repeating the last statement made for d100 minutes
  2. screams for d100 seconds, then returns to previous activity as if nothing happened.
  3. develop a phobia which lasts for 2d12 weeks.
  4. develop a reaction akin to Stendhal Syndrome for d4/2 hours.
  5. seizure for 1d4 min. -1 to all rolls until a period of rest.
  6. lose 1-2 points of intelligence for 1d20 days. At that the end of that period, a second Saving throw must be made. Failure means the loss is permanent.

Recommended classes: Aristocrat or Tech Specialist.

 

Kuath

kuath

The Kuath are known throughout the galaxy as the fanatically conditioned shock troops of the Empire. They are seldom seen outside of their 2.5 m tall bio-armor suits, but they are near baseline humans, rarely older than their teens. The real Kuath are the culture these adolescents hail from, a Neolithic people living in coastal settlements with a symbiotic relationship with marine invertebrate collective intelligences known as Naga Ma— Dragon Mothers. The Dragon Mothers (under threat of destruction by Vokun military might) surrendered and were forced to provide armored and drugged Kuath soldiers as tribute.

 

Near Human: Kuath are near baseline human and begin play with +1 in a chosen attribute (up to a max of 18).

Bio-armor: The bio-armor given to the kuath from the Dragon Mothers is strong and enhances their natural abilities, allowing them to be effective shock troopers for the Vokun Empire.  While wearing the bio-armor, a kuath’s strength is increased by +2.  The armor also increases their attack and damage with their fists by +1.  The armor is heavy and provides +6 protection against melee, ballistics, or energy damage.  While in their bio-armor a kuath can survive in the vacuum of space for two hours before having to make a Savings Throw to resist taking damage from decompression.  To keep the armor healthy, it must be soaked in a nutrient bath for 2 hours out of every 24.  If the armor has not been soaked in a bath in three days it dehydrates and crumbles to pieces.  The ingredients for the nutrient bath costs 50 credits for 5 uses.

Recommended classes: Mercenary or Alien Brute.

 

Voidgliders

voidglider-strangestars

Voidgliders are vacuum-adapted humanoids who were considered a nuisance by the Vokun until their natural ability to detect hyperspace nodes was discovered. The Vokun continue to let the voidgliders live in their clan groups, but they have confined all they could find to a reservation within the asteroid belt of one system. They take volunteers to serve as scouts for their star navy.  (SS, pg 17).  Voidglider names are not translatable in any language and often times are given nicknames as a form of identification.

 

Vacuum Immunity: Voidgliders are able to survive in the vacuum of space without any protective suit and do not take damage from decompression at all.  All a voidglider needs to survive in space is food, water, and sunlight.  When they feel the effects of radiation exposure they hunker down in a cave or asteroid for a time, until the effects dissipate.

Flight: Voidgliders have giant black dragonfly wings that unfurl from their backs and allow them to fly in zero-G environments at a movement of 30 feet.  These wings are actually symbiotic living solar panels that allow them to generate plasma sails that allow the voidglider to “sail” through the cosmos.

UV Sight: Voidgliders are able to most of the UV spectrum and also have Darkvision 120 feet.

Natural Hyperspace Detector: Voidgliders are prized in the Vokun Empire for their natural ability to detect hyperspace nodes.  Voidgliders can begin to detect a hyperspace node within 871,000 km if they are not distracted or really concentrating.  Within 600,000 km a voidglider gets a stronger sense of where it is and able to pinpoint direction slightly better.  The closer a voidglider gets to the hyperspace node, the better they are able to determine the exact location.  If the voidglider gets withint 300,000 km (less than the distance of Earth to the moon) they are able to lead anyone right to the node.

Recommended classes: Alien Mystic or Scout.

 

 

Yantrans

Yantrans

The Yantrans are near baseline human and a primitive people with a pervasive cultural belief in nonviolence whose idyllic world is used as a place of recreation by the Vokun elite. There are signs of that an advanced civilization once inhabited Yantra: The environment has been finely tuned, nanotechnology though dormant) still permeates the biosphere, and what appear to be primitive stone structures (shrines, mostly, for the superstitious Yantrans) actually show complex femto-level engineering. Vokun occupation of Yantra has been plagued by random network and equipment failures and a higher than usual number of disappearances and accidental deaths (SS, pg 17).

 

Baseline Human: Yantrans are near baseline human and begin play with +1 in a chosen attribute (up to a max of 18).

Secret Knowledge: Yantrans secret is that their world isn’t as primitive as visitors are made to believe.  The yantran’s have access to advanced technology and use it behind the scenes to interfere with Vokun elite that impose themselves on the planet.  A yantran character begins play with one advanced item tech (WS, pg 94-95).  The GM gets final say on if the chosen item is appropriate.

Vibration Sense: All yantrans have antae on their heads that make it difficult for targets to sneak up on them.  The threat range of a creature attempting to surprise a yantran is reduced by 1 (IE. a thug that normally would surprise a target on a 1-2 on a d6 is now only able to surprise on a 1).

Recommended classes: Scout or Mercenary.

 

Other

Bomoth

Bomoth

Woon is the home moon of the bomoth, a species resembling giant caterpillars and renowned as musicians. A popular theory (likely suggested by their appearance) is that bomoth are a larval form of some other organism. Visitors to the underground mushroom forests of their home moon occasionally report sightings of butterfly-winged creatures resembling human females flitting through the twilight. Such sightings are dismissed as the result of exposure to the psychoactive fungi spores in the atmosphere (SS, pg 15).

 

Large: Bomoth are larger than most species, roughly 5 to 8 feet long.

Carapace: The carapace of the bomoth is not hard like a crustacean or spider, but still provides some protection.  It reduces any damage taken by 1.

Sticky Hands: The bomoth are able to climb porous surfaces with ease.  They do not need to make any roll to succeed at this

Musical Talent: All bomoth are renowned for their musical aptitude.  A bomoth begins with a Musical Instrument skill of their choice at character creation.

Mimic: Bomoth are able to mimic almost any sound or voice.  A target being tricked by this must suffers -2 to their Savings Throw to avoid being tricked.

Slow: Due to their massive bulk, bomoths are extremely slow.  Their movement is only 8 feet, rather than the normal 12.

Slow to Act: Maybe due to their lackadaisical attitude, or due to the psychotropic mushrooms that the bomoth are often consuming, they are slow to jump into the fray (any fray).  No matter the situation, the bomoth will not act in the first round, instead standing and pondering, observing, tinkering, or even eating.

Recommended classes: Alien Mystic or Aristocrat.

 

Djägga

Strange Stars pic

The vaguely feline humanoid djägga are hunters by nature and instinct, and many choose to hunt other sophonts as bounty hunters or assassins. Djägga tend to be solitary and are often mistrustful of others, but they’re loyal. They are also keen to avenge any perceived betrayal. Competitions can trigger their predator instincts, so it’s prudent to avoid games with djägga, particularly ones involving a physical component.

 

Agile: The feline grace of the djägga is known throughout the galaxy.  Change a djägga’s Dexterity to 15 if the character rolled anything less.

Darkvision: Djägga can see up to 90 feet in complete darkness.

Claws: Djägga have natural claws that do 1d6-1 damage.

Keen Senses:  Djägga have heightened senses and start play with the Notice skill.

Recommended classes: Scout or Alien Brute.

 

Kosmoniks

Kosmoniks

The Kosmoniks are space-adapted and acclimated to hyperspace. They are traders and sometimes pirates. They live and travel in ovoid, rune-inscribed ships or operate node terminal stations. Kosmoniks are friendly but superstitious and given to finding hidden meaning and seeing signs in events.  All Kosmoniks are mute; They communicate with each other via sign language but also carry translators (SS, pg 20).

 

Adapted to Vacuum: Kosmoniks have adapted themselves to the rigors of hyperspace and vacuum.  If a kosmonik is in the vacuum of space without a protective suit they do not suffer damage from decompression for 2 rounds before having to make Savings Throw to avoid wounds.  When they make the Savings Throw they receive +2 to the roll.

Kosmonik Mask: The strange flat mask of the kosmonik feeds rapid information to the wearer (kosmoniks only- it responds to their bioreadings).  While the mask is on, threat the wearer as if they have a base knowledge of whatever task they are performing (thus not needing a skill for highly specialized tasks- they do not gain a +2 as if they had a skill, however).

Gravity: Kosmonik have adapted to all forms of gravity and do not suffer any penalties to actions when they are in a gravity that is not their natural state.

Mute: Kosmoniks do not have vocal cords.  They speak through sign language and gestures.  They do have a translator that speaks the words of their signs to others.  They do understand languages.

Recommended classes: Scout or Tech Specialist.

 

Ksaa

Ksaa

Ksaa are oviparous humanoids with some reptilian characteristics who are native to the Outer Rim. Ksaa have three sexes: large, aggressive, and territorial females; smaller, low-intelligence males; and human-sized, highly intelligent neuters. This last group are born from eggs incubated at a cooler temperature, hence the name khii gan(“cold egg”), meaning “eunuch” but also used  figuratively  to  connote  something like “cunning bastard.” (SS, pg 26)

 

Ksaa Cold Egg

Cunning: The process of incubating eggs at a cooler temperature causes these Ksaa to be highly intelligent.  Change the Cold Egg ksass’s intelligence to 15 if the character rolled anything less.

Barbels: These small appendages lead off the “Cold Egg’s” chin and are chemosensory.  The threat range of a creature attempting to surprise a ksaa is reduced by 1 (IE. a thug that normally would surprise a target on a 1-2 on a d6 is now only able to surprise on a 1).  The barbells also are able to detect a person’s emotional state, or to see if a person is lying.  The person attempting to deceive the ksaa must make a Savings Throw and suffers -2 to their roll. These barbells are always active for these purposes.

Warm-blooded: The reptilian characteristics of the ksaa protect them from the cold unlike their cold-blooded relatives, however they are still extremely uncomfortable and susceptible to cold environments.  A ksaa suffers -2 to Savings Throws to resist cold environmental effects.

Recommended classes: Aristocrat or Mercenary.

 

Star Folk

Star Folk

The Star Folk travel between worlds in caravans of living starships. They declare festivals on planets where they make landfall, sharing eclectic, primitivist music, non-fabricated wares, psychedelic drugs, and xenophilic sexual encounters. In passing, they impart facets of their quasi-religious philosophy (a mishmash of elements of ancient mysticism) that embraces the seemingly conflicting elements of radical individualism and universal interconnectedness. They also play practical jokes and minor confidence games meant as performance art on authority figures and those they consider too narrow-minded.  Star Folk of all ages presumably exist, but the ones most frequently encountered as visitors to other societies are in their teens or twenties— or at least that’s how they appear. Some engage in radical body-shaping, modifying their baseline form or changing their sex on a temporary basis (SS, pg 21).

 

Gamblin’ Folk: Pretty much all Star Folk learn the tricks of the trade of their people and how to take people to the cleaners.  Star Folk start with the Gambling skill.

Lucky: Star Folk are known to be shucksters, cheats, and tricksters.  This has gotten more than a few of them into deep trouble with the wrong type; however they always seem to get out of trouble.  Once per session a Star Folk can reroll a failed roll.

Artistic: Star Folk are artistic and playful, often times playing their trades to barter.  Choose one of the following skills: Music; Art; Sculpting; Dance.

Not to be Trusted: The reputation of Star Folk is known far and wide.  Star Folk suffer -2 to Charisma with people who have heard of their confidence artist ways.

Doesn’t Believe in Money: Star Folk don’t use currency, preferring to ply their trades and barter for goods or services.  Should a Star Folk receive money (either through gambling, stealing, or gratuity), they tend to forget about it shortly after acquiring it.  Star Folk will only hang on to money for 24 hours before discarding it.

 


The Bionic Soldier- New Class for White Star- and New Cyberware Options as well

I’ve always had a soft spot for Street Samurai in Shadowrun, so I figured I’d do one for White Star as well.

The Bionic Soldier

Here it is in PDF format- The Bionic Soldier

Bionic Soldier 2

 

Some soldiers train all their lives to become highly efficient killing machines, others allow themselves to be carved up and have their humanity replaced with the cold efficiency of science and machinery.  These soldiers have had more cyberware installed in their body than is normally recommended, and have become more machine than man.  They are highly skilled in combat and prefer to be in the front lines, blasting enemies with big guns or hurting them with their fists.

 

Level XP HD BHB ST
1 0 1+1 +1 15
2 2,000 2 +2 14
3 6,000 3+1 +3 13
4 12,000 4 +4 12
5 24,000 5+1 +5 11

Table: Bionic Soldier Advancement

 

Bionic Soldier

Weapon and Armor Restrictions:  Bionic Soldiers are highly trained in combat.  They do not have any restrictions on weapon or armor selection.

Skills: A Bionic Soldier starts with two skills of their choice (see below).

More Machine Now Than Man: Bionic Soldiers start play with six pieces of cyberware and are unable to receive any more enhancements.  This is one above the recommended amount, but balances out with other characters in the long run.  The life of a Bionic Soldier is short, brutal, and possibly profitable.  A Bionic Soldier is required to take Cybernetic arms (WS, pg 95) as one of their six cyberware upgrades.  These pieces can be selected from the cyberware options in White Star, pages 95-96 or the new cyberware options (see below).

Mechanical Anatomy: All the cyberware Bionic Soldier has had surgically implanted makes it difficult to heal them.  They cannot be healed by Cure Light Wounds and may be immune to several other Meditations and Gifts, at the GM’s discretion.  Med-kits heal for the allotted amount.

Bionic Soldier 1

Fists of Fury: The Bionic Soldier’s cybernetic fists hurt when they connect with a target.  When fighting without a weapon in melee combat they roll 1d6+1 for damage.

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 

 

 

New Cyberware

Cyberware

Here are several new pieces of cyberware, in addition to those listed in White Star pages 95-96, that can be found in Strange Stars.

 

Bone Enhancement: The character has been injected with small nanites that chemically treat their bones, causing them to become thicker and more resistant to damage.  The character’s bones can never be broken.  Additionally the character ignores 2 points of damage from any attack.

 

Computer Brain: A small computer has been installed in the character’s brain, allowing them to plug a cord directly from a port in their skull to another computer or ship.  The human brain allows for quicker processing than a holo-vid or hand-held computer, shortening response time by 25%.

 

Cybernetic Ears: The characters ears have been replaced with synthetic ones.  The character is able to hear double the range of normal ears and they receive +2 to any Saving Throws against sonic attacks/damage.

 

Cybernetic Grappling Hand: This cybernetic hand looks like a large three-pincer claw that is able to grapple and lock onto whatever it is holding indefinitely.  It can also be fired at a target or item up to 15 feet away.  The character must make a successful ranged attack to grab a hold of the target or item.

 

Dexterity Augmentation: Small nodes are installed on the spine, increasing the character’s Dexterity by 1 point (max of 18).

 

Emotion Suppressor: A small chip has been implanted into the target’s brain that allows them to ignore emotions.  Once per hour, as a reaction, the target is able to “turn off” their emotions and negate or block any effects that would affect them, such as charm person, fear, etc.

 

Muscle Augmentation: Small nodes are implanted in the major muscle groups of the character, increasing the character’s Strength by 1 point (max of 18).

 

Nanites: The character has a small store of ninites stored in their spleen that are released each night to aid in healing injuries.  Each night of undisturbed rest the character restores and additional 1 HP back.

 

Sleep Regulator: The character has a chip implanted on their adrenal gland, which causes it to produce more adrenaline, allowing the character to stay up for 48 hours without sleep and suffer no adverse effects (aside from not recovering any lost hit points).   After being up for 48 hours the character must sleep for 12 hours to feel rested.

 

Voice Modulator: The character has had their voice box replaced with a piece of cyberware.  The character is able to mimic another person’s voice almost perfectly with this piece of hardware.


New Robot Variants for White Stars and Strange Stars

Here are some new robot variants for the awesome White Stars.

Infosophont: Infosophonts are AI beings that exist free of a permanent body.  Their “bodies” are data storage boxes that are protected (and often times hidden) by security measures, firewalls, and even automated weaponry.  Infosophonts have the ability to put their consciousness into various chassis (being the other robot types listed below and in White Star pg 27).  The infosophont must have purchased a new chassis (or hacked into one that has not been programmed with its own personality and abilities).  The infosophont gains all the abilities of that chassis and can stay in that body indefinitely.  A chassis costs 1,000 credits.  An infosophont has two versions of hit points.  They have the hit points of their level and hard points, which is how much damage their AI data storage box can take.  When a chassis is destroyed the Infosophont suffers 3d6 hard point damage and its consciousness is immediately transported back its data storage location.  The Infosophont can then place its consciousness in a new chassis (if it has one available).  Doing so takes 3d6 rounds to boot the new chassis up and upload the AIs consciousness.  Hard Points are repaired very slowly, at a rate of 1 per day as the Infosophont has to repair and rewrite damaged code and programs.  An Infosophonts Hard Points are equal to their Constitution score.  Should an Infosophont be reduced to zero Hard Points, their program shorts out and is damaged beyond repair.  Infosophonts are from Strange Stars.   Here is more on Infosophonts from Trey.

 

Assassin Droid

Assassin Droid: Assassin models are extremely sleek models that look nearly human (if not a perfect replica).   Change an Assassin Droid’s Dexterity to 15 if the character rolled anything less.  Assassin Droid’s also have the skill Stealth, are able to use the Scout Ability Deadly Aim (see below) and also if the Assassin Droid does a successful sneak attack, they do an additional 1d6 damage to the target.  Assassin droids have a holdout laser pistol in one arm and a holdout mono-dagger in the other.  Assassin droids are proficient in laser pistol, daggers, mono-daggers, and laser rifles.

 

Deadly Aim: If the Scout has a sniper rifle (laser or ballistic) and does nothing but aim at a target for 2 rounds their shot is deadly accurate.  The target must succeed a Saving Throw or be killed by the Scout’s shot.  A target that succeeds at their Saving Throw suffers 2d6 damage. 

Medical Droid

Medical: Medical robots are highly appreciated for their expertise and quick ability to patch up patients.  Under the care of a medical droid a target recovers double the hit points back per full day of uninterrupted rest.  A medical droid is able to shut down for 8 hours to synthesis needed medical supplies.  During this time the robot cannot run self-repair and being in this state does not count as the robot shutting down to recharge, however the medical robot is immobile and out of the action during this time.  At the end of the 8 hours the robot has generated 1d3 med kits and 1 anti-poison pill, these go inert if not used within 24 hours.  Once per week the medical robot is able to fabricate an Adrenaline Booster (WS, pg 97).  The Adrenaline Booster goes inert if not used within the week.  Medical robots have a stun gun and a laser pistol attached to their chassis.  A target hit with the stun gun must succeed a Saving Throw or be stunned for 1d4 rounds.

 Scout Droid

Scout: A Scout Robot does not have legs, but instead hover jets that give the robot a movement of 12 feet and allows the robot to hover up to 15 feet off of the ground.  Scouts are have the skill Tracking.  Scout robots can survive even in the harshest environments and do not suffer any environmental damage from heat or cold.  Scout robots have the ability to record video and audio for up to 150 hours and transmit their recordings to another receiver.  Scout robots have a with a laser pistol and laser rifle built onto their chassis.  The scout robot has either stealth armor or a personal cloaking device installed (WS, pages 95 and 98).  Player’s choice.

Pleasure Droid

Pleasure Model: This model of robot looks like an extremely attractive humanoid.  These models are popular in many seedy dens of debauchery and sin as they don’t need as much rest as true humanoids, do not need food or water, and are able to tailor themselves to the needs and desires of their customers.  Change a Pleasure Model robot’s Charisma to 16 if the character rolled anything less.  Pleasure Model’s have the skill Persuasion.  Pleasure Model’s also make great manipulators and are able to wrap a mark around their finger.  A Pleasure Model is able to use the Silver-Tongue ability (Aristocrat, pg 17) with any target that they are “engaged with.”  Pleasure models are proficient with daggers, mono-daggers, and laser pistols.

 

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

 

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

 

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 

 

Other White Star Posts

Psionic Rules

Scout Class

Scoundrel Class

Tech Specialist Class


Quick and Easy Psionic Abilities for White Star

I’ve seen people comment that they would like to see some simple rules for psionics for White Star…  Figured I’d write that up this AM.

PSIONICS

Psionic 1

For some unknown reason, maybe cosmic radiation, maybe alien experiments, or simply part of human evolution, but over the past several decades, many humans have begun displaying strange mental powers that are close to what many alien mystics are capable of utilizing.  Scientists and scholars have been calling these strange powers “psionics.”  During character creation, a human character with a high enough intelligence, wisdom, and/or charisma gets to roll to see if they possess the ability to use psionics. Consult the table below:

The percentages from each attribute are cumulative.

Int, Wis, Chr Score- %

15– 1%; 16– 2 %; 17– 3%; 18– 4%

A Psionicist can use any of the 10 powers they choose, however only up to a limited

number of times per day safely.

Level- x/day

1st-2nd– 1; 3rd-4th– 2; 5th-6th– 3; 7th-8th– 4; 9th+– 5

 

PSIONIC POWERS:

Detect Thoughts: The psionicist is able to use the Star Knight meditation Detect Thoughts (WS, pg 63).

Clairvoyance: The psionicist is able to see another location up to 300 feet away for up to 1 hour.

Confusion: The psionicist is able to use the Star Knight meditation Confusion (WS, pg 65).

Mental Blast: This attack of pure mental energy causes 1d6/3 lvls damage. Other creatures that posses psionic powers can make Saving Throw to avoid the damage.

Mind Control: This functions like Charm Person (SW, pg 60), except the psionicist must concentrate for duration.  Interruption allows for a new saving throw.

Shield: The psionicist is able to produce a shield of pure force as a reaction and negates the damage of one attack.

Telekinesis: The psionicist is able to use the Star Knight meditation Telekinesis (WS, pg 67).

Telepathy: The psionicist is able to use direct mind-to-mind communication with another target, regardless of language.  The psionicist is able to speak to a number of targets equal to 1 every three levels.

Binding: The psionicist is able to use the Alien Mystic gift Hold Person (WS, pg 69).

Precognition: The psionicist is able to see an event that will affect them in the near future (no more than 24 hours) and are able to alter the event.  Mechanically this means what when a psionicist fails a Saving Throw, they can declare this is the one they “knew” about and automatically succeed.


White Star Tech Specialist Class Redone With New Skillset

The other day I created the Tech Specialist for White Star using the Lamentations of the Flame Princess Specialist class rules.  I think it works fine, but also thought that the skills were a bit limiting.  Later I started writing notes on my Scoundrel and Scout classes and realized that the skill rules for Beyond the Wall would work PERFECT for White Star, so thus went to incorporate those into the two new classes… People have really seemed to like this approach, so I decided to go back and change the Tech Specialist to fit in as well…  So here it is.

Here’s the PDF version- Tech Specialist- New Skill Layout

Tech Specialist

Tech Specialist 1

Pilots may be hot shot flying aces and can do quick fixes on a starship, it takes a Tech Specialist to keep one running indefinitely.  Tech Specialists know the ins and outs of almost any gizmo, or are able to muddle along until they figure it out and can utilize it.  Tech Specialists are always needed on a starship, space station, or ground bound in a factory.  They etch out their living fixing what others mess up and break.

 

Tech Specialist are not frontline fighters, but know how to take care of themselves.  Many receive combat training, knowing that eventually they may take a job that calls for them to be in the thick of things while attempting to fix a laser turret or shield generator.

 

 

Level XP HD BHB ST Skill Points
1 0 1 +0 15 4
2 1,250 2 +1 14 +2
3 2,500 3 +1 13 +2
4 5,000 3+1 +2 12 +2
5 10,000 4 +3 11 +2
6 20,000 5 +3 10 +2
7 40,000 6 +4 9 +2
8 80,000 6+1 +4 8 +2
9 160,000 7 +5 7 +2
10 320,000 8 +5 6 +2

Table: Tech Specialist Advancement

 

Tech Specialist Class Abilities

Weapon and Armor Restrictions:  Tech Specialists prefer to stay out of combat unless it is absolutely necessary.  However they know that sometimes they have to get into the thick of it.  A Tech Specialist can only wear light armor and their weapons are limited to clubs, daggers, firearms, grenades, mono-daggers, mono-swords, laser pistols, and laser rifles.

 

Skills: Tech Specialists are highly trained and begin play with 4 skills.  They also gain an additional skill at every odd level (IE. 3rd, 5th, 7th, and 9th).

 

Saving Throw: Tech Specialist receive a +2 bonus on Saving Throws against explosions and environmental hazards.

Tech Specialist 2

Tinker: Once per session a Tech Specialist is able to use the items at hand to create one of the following listed below if they succeed on a Tinkering Skill roll (or the GM can simply rule that they always succeed since this is a once per day ability):  Many of these items function like Advanced Equipment in White Star, pg 93.

  • Personal Shield: This item functions like the device described in White Star except it only absorbs 15 points of damage before shorting out and becoming useless. (15 points).
  • Phase Shield: This item functions like the device described in White Star except it only allows one passage through a wall before being rendered useless.
  • Psychic Inhibitor: This item functions like the device described in White Star except it only allows the wearer to be immune to one psychic attack or ability before shorting out.
  • Stealth Armor: This item functions like the device described in White Star except it can only be used once before being rendered useless.
  • Field Meds: When a medkit isn’t handy a Tech Specialist is able to create a make shift one, healing 1d6 HP.
  • Enhance Laser Weapon: The Tech Specialist is able to enhance a laser weapon, doubling its damage. After the initial attack roll a 1d6, if the result is a 1 the weapon shorts out and is useless.
  • Makeshift Laser Weapon: The Tech Specialist is able to piece together a make shift laser weapon from pieces lying around. The weapon functions like a laser pistol and has 1d4 shots before the energy is drained from the battery pack and the item is useless.
  • Taser: The Tech Specialist is able to piece together a make shift weapon that gives off an electrical discharge. The target hit by this must make a saving throw or be stunned for 1d3 rounds.  Once this is used the device is ruined.
  • Robot Repair: The Tech Specialist is able to piece together the items necessary to repair the damage to a robot.  After spending 1d4 rounds working on the robot regains 1d4 HP.

 

Dexterity XP: A Tech Specialist with a high Dexterity (15+) receives twice (x2) the normal Bonus XP for that attribute (10% not 5%).

 

Connections (4th): The Tech Specialist has made connections and is able to reach out and find help no matter where they are.  The Tech must succeed a Saving Throw (adding in their Charisma bonus).  If successful the Tech Specialist is able to find a friend (or a friend of a friend-or even a friend of a friend of a friend) nearby who is able to lend a hand.  This doesn’t mean that the person will necessarily do the task for free (or won’t betray the Tech Specialist for the right amount of credits), but is willing to help.  If the Tech Specialist fails their saving throw they are unable to find help for the current situation.

 

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

 

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

 

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 


The Scout Class for White Star (And Strange Stars) RPG

Continuing on the White Stars class posts- here is another one.

Here’s the Tech Specialist and Scoundrel

The Scout

Here’s the PDF- Scout

Scout 1

 

Scout

 

While comfortable in space and on a ship, it is planetside where a Scout feels most comfortable.  Scouts are advanced troops sent to survey the area and send back as much data as possible before the main force lands.

 

Scouts may have not received military training (or even serve in a militia or government branch).  They may just be people who have learned to survive in harsh and rugged conditions, bravely exploring various worlds for knowledge, or simply because they want to be left alone.

 

 

Level XP HD BHB ST
1 0 1 +0 15
2 1,500 2 +1 14
3 3,000 3 +1 13
4 6,000 3+1 +2 12
5 12,000 4 +3 11
6 24,000 5 +3 10
7 48,000 6 +4 9
8 96,000 6+1 +4 8
9 192,000 7 +5 7
10 384,000 8 +6 6

Table: Scout Advancement

 

Scout Class Abilities

Weapon and Armor Restrictions:  Scouts like to move quickly and lightly, covering as much ground as possible, but know that good armor protects from the dangers that await planetside.  A Scout can wear light and medium armor and their weapons are limited to clubs, daggers, spear, staff, sword, bows, crossbows, firearms, laser pistols, and laser rifles.

 

Skills: A Scout starts with two skills of their choice.

 

Deadly Aim: If the Scout has a sniper rifle (laser or ballistic) and does nothing but aim at a target for 2 rounds their shot is deadly accurate.  The target must succeed a Saving Throw or be killed by the Scout’s shot.  A target that succeeds at their Saving Throw suffers 2d6 damage.

 

Rugged Survivalist: A Scout knows how to survive and fight in nature. Any type of task that is nature related falls into the realm of the Scout. This can be from climbing impossible looking cliffs, building, finding, or disabling simple natural traps, camouflaging and hiding in the brush, moving silently, being able to survive and find food and shelter, and knowledge of herbs and fauna to use to treat poisons and toxins. Depending on what activity the Scout is attempting will determine which Attribute is being rolled.  The Scout may still take a skill for one of the above mentioned activities (IE. Climbing, disable traps, etc.) to gain the +2 bonus to their rolls, but any of these activities, even if they require a high level of education (IE. knowing how to counteract the deadly poison of a giant spider) are doable for the Scout.

Scout 2

Keen Observer: When a creature attempts to surprise a scout their threat range is reduced by half (IE. A giant flee (WS, pg 85) surprises foes on a 1-4 normally will only can surprise a Scout if they roll a 1-2).

 

Unhindered Movement: Scouts have learned how to maneuver in natural obstructions like craggy hills, thick underbrush, etc.  A Scout’s movement is unimpeded when moving in any of these type of terrains.

 

Saving Throw: Scouts receive a +2 bonus on Saving Throws against poisons and environmental hazards.

 

Wisdom XP: A Scout with a high Wisdom (15+) receives twice (x2) the normal Bonus XP for that attribute (10% not 5%).

 

Scout Master (5th): When a Scout reaches 5th level they have established a company of fellow scouts that are exploring or infiltrating other worlds.  These scouts can be called for aid at any time (although how long it will take them to arrive is up to the GM).  The scouts can also give information to the PC about a world the characters are traveling to, giving the Scout +2 to one knowledge/survival type roll while on that planet.  The scouts may contact their leader from time to time with interesting locations and plot hooks that have come their way.

 

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

 

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

 

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 


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