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Eodin

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  1. Re: Traveller Psionics (long)

     

    A nit about your implementation: in most versions of Traveller, it's actually very expensive to activate a power (using the END reserve method here, x10 END cost isn't absurd), but it actually isn't that hard to give it a significant duration once the power is activated. The rules you have here make it actually fairly cheap to activate many powers.

     

    Now, it may not really be necessary to emulate exactly how Traveller psychic abilities work, but if you want to be consistent, well, that's how it works.

     

    I guess I'm misunderstanding the CT rules for psionics usage (wouldn't be the first time I mis-interpreted something ;) ). I understand the range chart adding 1 point per range level to the psionics cost. Can you give me some clear-language examples of psionics points expended that I can use to redesign with?

  2. Re: Traveller Psionics (long)

     

    how do we feel about pointing folks to some of the major traveller websites that have useful information to flesh out what we cant cover for various reasons

     

    I think that's a good idea. We can only provide so much in the PDF without treading on someone else's work, or replicating something done elsewhere.

  3. Psionics and The Psionic Institute

    Psionics — the powers of the mind. Psionics in Traveller® is are not completely understood, at least in the Imperium. The Imperium fears what it does not understand, and does not tolerate psionic usage. On the other hand, the Zhodani openly practice psionics and look down on those who don’t.

    The psionics in Traveller have evolved since the original Classic Traveller, and the information presented here is an amalgamation of those sources: Classic Traveller, T4, Traveller: The New Era, etc.

    With that in mind, we present two methods the GM may use for psionics in TravellerHERO: the Traveller Conversion Method (straight conversion) and the General Method (loose conversion). Which method to use is up to the GM.

    Using the Traveller Conversion Method, there are specific powers and power levels that can be learned, and they must be learned in order.

    Using the General Method, the character should buy an Elemental Control or Multipower, with a list of allowed powers. Each effect may have up to Rating*5 active points.

    Psionics Institute

    The term “Psionics Institute†refers to any underground organization devoted to the illegal training of individuals in the use of psionic talents – illegal with the Imperium, at least. Each institute is independently organized and maintained by the members of a particular world. Psionics institutes existed in one form or another prior to space travel, but became popular during the Long Night, when reproducible scientific discoveries made psionics a teachable, learnable science.

    At first, psionics institutes were rare, forming only on a few scattered worlds that either had an unusually high rate of psionic talents appearing or that encouraged psionics for social, political, or commercial reasons. In the years after the Civil War, psionic institutes were sprung up on many high-population worlds within the Imperium.

    After some scandals in the Psionic Institutes, public opinion changed from favor to prejudice against them. A period known as the Psionics Suppressions ensued. During the Psionics Suppressions, the institutes’ charters were revoked, and talented individuals were persecuted. In some cases, the individuals fled to assume new identities on other worlds; in others, whole families emigrated to the Zhodani Consulate or elsewhere beyond the frontiers of the Imperium.

    The Imperium has tried to eradicate the institutes for the last 200 years.

    Psionics

    The Psionic Institute rates psionics on a 0 to 11 scale; R-0 is no psionic talent, R-11 is highly talented. Ratings higher than 12 cannot be attained naturally, but can be achieved with Psi-drugs. The maximum possible rating is 15.

    Psionics are powered by an Endurance Reserve, which has a maximum END of Rating * 5, and a maximum REC of Rating per hour. Examples are shown below for an R-2, R-4, and R-10 psionic.

    Rating END Reserve Cost

    2 10 END, 2 REC per Hour 2

    4 20 END, 4 REC per Hour 3

    10 50 END, 10 REC per Hour 8

     

    Telepathy Group

    Telepathy is the talent of sending and receiving thoughts, detecting other minds, and influencing or damaging them.

    In addition to the basic powers, all telepaths also learn Mental Shield, which is 2 points of Mental Defense per R level (thus a R-10 spends 20 points on Mental Defense).

    Traveller Conversion Method

    The powers and their order are: Detect Minds as an R-1; Telempathy and Telempathic Projection as an R-2; Send and Receive Thoughts as an R-4/R-5; Probe as an R-8; and Assault as an R-10. The powers of an R-10 Telepath are shown below.

    Telepath R-10

    Cost Powers END

    8 Telepathic: Elemental Control, 16-point powers

    5 1) Detect Minds (R-1): Mind Scan 3d6 (Organic class of minds) (15 Active Points); Limited Power Costs END to Maintain per 1 minute (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 3

    7 2) Telempathy (R-2): Telepathy 4d6 (Organic class of minds) (20 Active Points); Empathy All Emotions (-1/2), Limited Power Costs END to Maintain per 1 minute (-1/4) 4

    7 3) Telempathic Projection (R-2): Mind Control 4d6 (20 Active Points); Empathy All Emotions (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4) 4

    11 4) Send and Receive Thoughts (R-4/R-5): Telepathy 5d6 (Organic class of minds) (25 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Costs END to Maintain per 1 minute (-1/4) 5

    21 5) Probe (T8): Telepathy 10d6 (50 Active Points); Read Only (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Costs END to Maintain per 1 minute (-1/4) 10

    52 6) Mental Assault (T10): Ego Attack 3d6 (Organic class of minds), Does BODY (+1) (60 Active Points) 12

    8 Psionic End Reserve: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); REC: (10 Active Points); Slow Recovery 1 Hour (-2)

    20 Mind Shield: Mental Defense (22 points total)

     

    General Method.

    Using the General Method, the character should buy an Elemental Control with the following effects. Each effect may have up to rating*5 active points.

    - Mind Scan, 1d6/rating.

    - Telepathy, 1d6/rating.

    - Mind Control, 1d6/rating.

    - Ego Attack, 1d6/2 ratings.

    The GM may require the limitation Limited: Requires END per 1 minute (-1/4) to maintain the Traveller feel. The GM should NOT allow the powers to have the Reduced END (0 END) advantage.

    Here’s an example of an R-2 Telepath using the General Method.

    R-2 Telepath

    Cost Powers END

    5 Telepathic Psionics R-2: Elemental Control, 10-point powers

    5 1) Telepathy 2d6 (10 Active Points) 2

    5 2) Mind Control 2d6 (10 Active Points) 2

    5 3) Mind Scan 2d6 (10 Active Points) 2

    5 4) Ego Attack 1d6 (10 Active Points) 2

    2 Psionic End Reserve: Endurance Reserve (10 END, 2 REC) Reserve: (3 Active Points); REC: (2 Active Points); Slow Recovery 1 Hour (-2) 0

    4 Mind Shield: Mental Defense (6 points total) 0

    31 R-2 Total

     

    Here’s an example of an R-10 Telepath using the General Method.

    R-10 Telepath

    Cost Powers END

    25 Telepathic Psionics R-10: Elemental Control, 50-point powers

    25 1) Telepathy 10d6 (50 Active Points) 10

    25 2) Mind Control 10d6 (50 Active Points) 10

    25 3) Mind Scan 10d6 (50 Active Points) 10

    25 4) Ego Attack 5d6 (50 Active Points) 10

    8 Psionic End Reserve: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); REC: (10 Active Points); Slow Recovery 1 Hour (-2) 0

    20 Mind Shield: Mental Defense (22 points total) 0

    153 R-10 Total

     

    Clairvoyance Group

    Clairvoyance is the talent of extended the senses to other locations. Though not allowed in Traveller, the full definition includes the ability for some of sensing the past, future, or even other dimensions.

    Traveller Conversion Method

    The Clairvoyance powers and their order are: Sense as an R-2; Clairvoyance and Clairaudience as an R-5; and Combined Clairvoyance and Clairaudience as an R-9. The powers of an R-10 Clairvoyant are shown below.

    R-10 Clairvoyant

    Cost Powers END

    10 Clairvoyant: Elemental Control, 20-point powers

    6 1) Sense (R2): Clairsentience (Sight Group) (20 Active Points); Vague and Unclear (-1/2), Limited Power Costs END to Maintain per 1 minute (-1/4) 4

    8 2) Clairvoyance (R5): Clairsentience (Sight Group) (20 Active Points); Limited Power Costs END to Maintain per 1 minute (-1/4) 4

    8 3) Clairaudience (R5): Clairsentience (Hearing Group) (20 Active Points); Limited Power Costs END to Maintain per 1 minute (-1/4) 4

    16 4) Combined Clairvoyance and Clairaudience (R9): Clairsentience (Sight And Hearing Groups) (30 Active Points); Limited Power Costs END to Maintain per 1 minute (-1/4) 6

    8 Psionic End Reserve: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); REC: (10 Active Points); Slow Recovery 1 Hour (-2)

    56 R-10 Total

     

    General Method

    Using the General Method, the character should just buy:

    Clairvoyance: Clairsentience (Sight Group) (20 Active Points); Limited Power Costs END to Maintain per 1 minute (-1/4). Total Cost: 16 points

    This power is considered an R-4, and the GM may allow the character to add the Vague and Unclear (-1/2) limitation to if the player wishes to make it an R-2.

    The GM can allow the character to add Hearing Sense, Smell/Taste Sense, or x2 range (multiple times), but every +5 points in the power is a +1 to the R-rating, and the maximum power is an R-11. GMs should disallow reducing the END cost to zero.

     

    Telephysics Group

    Telephysics is the power to move matter, which can include not only normal objects (chairs, pencils, etc.) but also molecules at the subatomic level - generating heat by increasing the velocity of atoms and molecules, generating cold by reducing their velocity.

    Traveller Conversion Method

    The closest translation for Telekinesis is 1 point of Telekinetic STR per R rating; an R-3 has 3 STR TK, an R-10 has 10 STR TK, etc.

    The source of the telekinesis cannot be sensed, and the power can reach anywhere in range the telekinetic can see. Characters who are strictly Telekinetic (as per Classic Traveller) should buy the Telekinetic power as below.

    Cost Powers END

    17 R-3 Telekinesis: Telekinesis (3 STR), Line Of Sight (+1/2), Delayed Endurance Cost (Once per Minute; +1/2), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1) (17 Active Points) 3

    28 R-5 Telekinesis: Telekinesis (5 STR), Line Of Sight (+1/2), Delayed Endurance Cost (Once per Minute; +1/2), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1) (28 Active Points) 6

    56 R-10 Telekinesis: Telekinesis (10 STR), Line Of Sight (+1/2), Delayed Endurance Cost (Once per Minute; +1/2), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1) (56 Active Points) 11

    The GM should use this method for Traveller Conversion and for General Methods. An R-10 Telekinetic may use telekinesis to levitate, at the same rate they can lift an object of the same weight.

    Characters who have both telekinesis and pyrokinesis/cryokinesis should buy a Multipower as below. Note that this is very powerful, and priced accordingly!

    Cost Powers END

    97 R-3 Telephysics: Multipower, 30-point reserve, all slots Delayed Endurance Cost (END per 1 minute; +1/2), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (97 Active Points)

    1u 1) R-3 Telekinesis: Telekinesis (3 STR) (5 Active Points) 1

    1u 2) Change Environment 2†radius, -1 Temperature Level Adjustment, Variable Special Effects (Limited Group of SFX; Heat/Cold; +1/4) (12 Active Points) 2

    3u 3) Heat/Cold: Energy Blast 2d6, No Normal Defense (Life Support to Heat/Cold; +1), Continuous (+1) (30 Active Points) 6

     

    325 R-10 Telephysics: Multipower, 100-point reserve, all slots Delayed Endurance Cost (END per 1 minute; +1/2), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (325 Active Points)

    1u 1) R-3 Telekinesis: Telekinesis (10 STR) (15 Active Points) 3

    8u 2) Change Environment 128†radius, -8 Temperature Level Adjustment, Variable Special Effects (Limited Group of SFX; Heat/Cold; +1/4) (76 Active Points) 15

    9u 3) Heat/Cold: Energy Blast 6d6, No Normal Defense (Life Support to Heat/Cold; +1), Continuous (+1) (90 Active Points) 18

     

    One other alternative is to allow a Variable Power Pool for the special effect “telephyisicsâ€. This would allow Drains (running) for icy area, RKA Area Effects for fiery furnace areas, etc. All powers would have to take the IPE and Indirect advantages, and Continuous powers would have to take the Delayed Endurance Cost advantage.

     

    Teleportation Group

    Teleportation allows instantaneous movement from one point to another, regardless of intervening objects or barriers. Teleportation is subject to relative velocity, conservation of momentum, and potential energy changes.

    Traveller Conversion Method

    Cost Powers END

    20 R-2 Teleportation: Multipower, 25-point reserve, (25 Active Points); all slots Side Effects (Arrives at destination naked; -1/4)

    2u 1) Basic Teleportation: Teleportation 10â€, x4 Noncombat (25 Active Points); Side Effects (Arrives at destination naked; -1/4) 5

     

    50 R-6 Teleportation: Multipower, 50-point reserve

    5u 1) Basic Teleportation: Teleportation 10â€, x128 Noncombat (50 Active Points) 10

    3u 2) Teleportation 10â€, MegaScale (1†= 100 km; +3/4), Can Be Scaled Down 1†= 1km (+1/4) (40 Active Points); Side Effects (1d6 EB for every multiple of 500 meters up or down after the first 500 meters; -1/2) 8

     

    70 R-10 Teleportation: Multipower, 70-point reserve

    7u 1) Basic Teleportation: Teleportation 10â€, x2,048 Noncombat (70 Active Points) 14

    3u 2) Teleportation 10â€, MegaScale (1†= 10,000 km; +1 1/4), Can Be Scaled Down 1†= 1km (+1/4) (50 Active Points); Side Effects (1d6 EB for every multiple of 500 meters up or down after the first 500 meters; -1/2) 10

    Characters have 10†teleport, with a non-combat multiplier and MegaRange based on the Ranking. Characters should also buy one or more Floating Fixed Locations.

    General Method

    Psionics with the Teleportation talent should buy Rating * 5 Active Points in teleportation skill, with the following mandatory limitation: Side Effects (1d6 EB for every multiple of 500 meters up or down after the first 500 meters; -1/2)

     

    Self Group

    Psionics with the Self talent should buy the following talents and superskills, depending on current ranking.

    Traveller Conversion Method

    Using the Traveller Conversion method, the powers and the order are: Feign Death (Simulate Death) at R-2; Orientation (Bump of Direction) at R-3; Enhanced Strength at R-4; Enhanced Consititution at R-5; and Regeneration at R-9.

    Feign Death (R-2) is the HERO Talent Simulate Death. At R-2, the character has the base 3-point skill. Each +1 in Rank allows a +1 to be purchased, so that at R-6 the character could have Simulate Death +4.

    Orientation (R-3) is the HERO Talent Bump of Direction. There are no bonuses for a ranking above R-3.

    Enhanced Strength (R-4) is a 1d6 Aid to STR per R-ranking above 3; an R-4 is 1d6 Aid, an R-8 is 5d6 Aid. It is Self-Only, and lasts 1 hour before fading, and requires END from the psionic End Reserve to initiate.

    (1d6 Aid per rating, lasts 1 hour, self only)

    Enhanced Constitution (R-5) is a 1d6 Aid to Constitution per R-ranking above 4; an R-5 is 1d6 Aid, an R-8 is 4d6 Aid. It is Self-Only, and lasts 1 hour before fading, and requires END from the psioninc End Reserve to initiate.

    (1d6 Aid per rating, lasts 1 hour, self only).

    Regeneration (R-9) allows self-healing of BODY damage at the rate of 1 BODY per minute. It is not on all the time, but requires END from the psionic END Reserve to initiate it.

    General Method

    With the General Method, the GM should allow the character to buy other Self-aware talents such as Absolute Time Sense, Combat Sense, Lightning Calculator, and Eidetic Memory.

     

    Other Group

    Psionics with talents in the Other category are GMs perogative, but rare. Some of these examples are converted from T4, and include:

    Danger Sense

    Machine Telepathy (Telepathy, 1d6/ranking) (Machine class of minds); Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Costs END to Maintain per 1 minute (-1/4)

    Machine Control (Mind Control , 1d6/ranking) (Machine class of minds); Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Costs END to Maintain per 1 minute (-1/4)

    Invisibility [which works by creating a blind spot in the targets visual cortex]. Invisibility to Sight Group, No Fringe; Delayed Endurance Cost (Costs END per 1 minute; +1/2); Limited Power - Only versus Organics (-1/4)

    Drain Psionic Strength (Drain 1d6/Ranking END from Endurance Reserve; Range (+1/2), LOS (+1/2), IPE (+1).

    Anti Psionic Field (Suppress 1d6/Ranking; All Psionic Powers (+2), LOS (+1/2), Area Effect One Hex (+1/2), IPE (+1) ).

    Psionic Power Battery: Aid 1d6/Ranking END to anothers’ psionic Endurance Reserve; Range (+1/2), LOS(+1/2), IPE (+1), Delayed Fade Rate (5/hour); Costs END (-1/2)

    Empathic Healing: Healing 1d6/Ranking; Automatic Side Effect (Caster suffers 1 BODY Drain for every 1 BODY healed [caster takes wounds to self]; Delayed Recovery Rate of Drain 1 BODY/Minute; -1/2)

    Healing: Healing 1d6/Ranking; Others Only (-1/2)

    Mind Mimic: Shapeshift Versus Mental Group, Limited Group (Any Known Mind), Imitation; Delayed Endurance Cost (END per 1 minute; +1/2).

    Rapid Recharge: +REC for psionic Endurace Reserve (max is double normal value).

    Teleprojection: Teleport 2â€/Ranking, Usable As Attack (+1), Range (+1/2), LOS (+1/2), IPE (Source; +1/2)

  4. Re: Traveller Non-Energy Weapons

     

    one thing thats always surprised me was the Terran Empires dependence on energy weapons for its troops

     

    1. energy weapons dont have the logistics chain that slugthrowers have, but require less maintenance, and in a pinch slugthrower ammo should be easier to fabricate especially for gauss weapons

     

    2. slugthrowers have more flexibility in that you can load tranq or such rounds in a slugthrower, its a bit hard to do that with your plasma rifle

     

    you would think that colonial and garrison troops might see more common use of gauss or other slugthrower weapons.

     

    I think the idea is that as long as you've got a power generator, recharging isn't a problem, unlike running out of ammo for a slugthrower.

  5. Re: Traveller Non-Energy Weapons

     

    I think you're completely right. This will be truly useful to both Traveller and Hero fans, and maybe even help sell a few books.

     

    Speaking of which, I like the way you did the package deals, and I'm not going to create prefabs for them. The way you wrote them up, anyone who wants them can get the Star Hero HD pack and quickly make the appropriate changes.

     

    We also should be sure to refer those wanting more equipment to the Spacer's Toolkit.

     

    Which is what we want. :)

  6. Re: TravellerHERO PDF in the works

     

    Shadowcat and Tancred,

    I'm getting the posted bits and pieces into InDesign, and working on the Races stuff. When we get this thing about 75% or so ready in the next couple of months, I'm thinking we ought to shoot Marc a copy to make sure he's still in agreement on what we put in. My concern is not with the packages and gadget/ship writeups, but with the background info we include.

    My horoscope says be careful about being involved in legal actions ;)

  7. Re: TravellerHERO PDF in the works

     

    starting to meander the scouts book for other useful stuff' date=' are we going to do anything with planet system generation?[/quote']

     

    Since there's already one (albeit somewhat complicated) in Star HERO, I'm not sure that we need to. We do need to include classifications used by the Scouts and what they mean though.

     

    Any other opinions?

  8. Re: TravellerHERO PDF in the works

     

    I'm trying to work up the Professional Package Deals in this thread, and have run into a question:

     

    Following the document posted earlier, both Battledress and Vacc Suit should be new, DEX-based skills.

    The package deals list KS: Vacc Suit.

    The question is, do we want to have Vacc Suit be a new Skill?

     

    (If so, I need to figure out how to make a new Dex-based skill in HD.)

     

    Just make it a DEX-Based Background Skill, either KS: Vacc Suit (DEX) or PS: Vacc Suit (DEX).

  9. Re: TravellerHERO PDF in the works

     

    Note that' date=' with canonical mental disadvantages (which are usually stronger than is given here), essentially the only castes which are suitable for PCs are sports and maybe leaders.[/quote']

     

    I've already got a note in the Racial blurbs that Scouts are the only suitable Droyne PCs, unless the GM is running an all-Droyne campaign.

  10. Re: TravellerHERO PDF in the works

     

    When possible, I like to include notes about favored professions. I did that in a few cases in the TNGHero.

    Also, what I'd LIKE to do when we get the packages all done is include sample characters of each major (and maybe minor) race following the Racial templates/blurbs. For example, I was thinking for the Aslan, include a male ex-army and his female follower who takes care of the merc business details, or something like that.

  11. Re: TravellerHERO PDF in the works

     

    Argh!

    That's what I get for assuming you'd have those issues of JTAS.

    Ack. Paraphrase. Choke. Cough. Ugh.

    OK. Knew this was looking too easy. :)

     

    Don't guess the fact that you got permission from MM means I can just copy and paste the text from the (scanned) JTAS article, does it?

     

    Oh, and another question.

    I'm doing these in Hero Designer (makes it a lot easier to get the costs right).

    Should I do them as a Prefab, or a Template?

    And do you want the HD files posted here, or should I send them privately?

     

    Probably not a good idea to just copy and paste. But if you send me the scanned info in a private email, I'll be happy to put in the paraphrased info.

    If there weren't negative CHA mods, I'd say just do a prefab, but since there are I'd do both. Send those to me in a private email, and I'll make sure Shadowcat1313 gets a copy so they can be posted to his TravellerHERO page when we're ready.

    email me at robert_bruce@comcast.net

     

    and if I didn't say it before, THANKS!

  12. Re: TravellerHERO PDF in the works

     

    Good stuff Tancred !

    Don't forget when you get them ready, we need paragraphs on Biology, Homeworld, and Society ala Terran Empire. Since I don't have those JTAS, you'll need to come up with the paraphrased paragraphs.

     

    I'm excited - this seems thing seems to be moving along really well. :)

  13. Re: TravellerHERO PDF in the works

     

    I have a question. The Contact! article says: "in hand-to-hand combat they can use their tail as a club, their wings as club-2, and their hind-leg talons as claws-1."

    Would you give an HtH Skill Level for any of those?

    Yeah, I'd say that [Lvl - 1] lvls, so +1 CSL with wings.

  14. Re: TravellerHERO PDF in the works

     

    for the Vargr template. should we include a disad or just a note about the vargr tendency towards a pack mentality?

    I forgot to add that...yeah, it should be a Psych Lim

     

     

    couple of things I've noticed about Star Hero vehicles as compared to Traveller vehicles, at least going by whats in the basic book, and the Terran Empire book

     

    1. traveller grav vehicles are faster and more maneuverable, but dont have the forecefields the SH/TE vehicles come with.

    2. Traveller vehicles have more sensors with longer range, most SH/TE vehicles dont have radar, whereas all traveller grav vehicles and a lot of ground vehicles have short range radar

    Viva la difference ;) So did you want to write up the new vehicles, or just write up and note the added equipment?

  15. Re: TravellerHERO PDF in the works

     

    I hear that - my little one's teething and has a cold.

     

    Here's what I've added on the race stuff...

     

    Droyne Leader Caste Racial Template

    Cost Powers

    6 +6 INT

    3 +3 PRE

    10 Small and Hard To Hit: +2 with DCV

    3 Small and Easily Hidden: +2 with Concealment (4 Active Points); Self Only (-1/2)

    4 Small And Hard To Percieve: +2 with Stealth

    45 Five 150-point Followers

    Disadvantages

    -5 -5 STR

    -9 -3 DEX

    -8 -4 BODY

    -4 Small: -2†Running

     

    Droyne Sport Caste Racial Template

    Cost Powers

    10 Small and Hard To Hit: +2 with DCV

    3 Small and Easily Hidden: +2 with Concealment (4 Active Points); Self Only (-1/2)

    4 Small And Hard To Percieve: +2 with Stealth

    Disadvantages

    -5 -5 STR

    -10 -5 BODY

    -4 Small: -2†Running

     

    Droyne Technician Caste Racial Template

    Cost Powers

    2 +2 INT

    6 +2 DEX

    10 Small and Hard To Hit: +2 with DCV

    3 Small and Easily Hidden: +2 with Concealment (4 Active Points); Self Only (-1/2)

    4 Small And Hard To Percieve: +2 with Stealth

    Disadvantages

    -6 -6 STR

    -12 -6 BODY

    -4 Small: -2†Running

     

    Droyne Worker Caste Racial Template

    Cost Powers

    10 Small and Hard To Hit: +2 with DCV

    3 Small and Easily Hidden: +2 with Concealment (4 Active Points); Self Only (-1/2)

    4 Small And Hard To Percieve: +2 with Stealth

    Disadvantages

    -10 -5 BODY

    -4 Small: -2†Running

    -15 Psychological Limitation: Difficulty making decisions, needs direction (Very Common, Moderate)

     

    Droyne Warrior Caste Racial Template

    Cost Powers

    9 +3 DEX

    10 Small and Hard To Hit: +2 with DCV

    3 Small and Easily Hidden: +2 with Concealment (4 Active Points); Self Only (-1/2)

    4 Small And Hard To Percieve: +2 with Stealth

    Disadvantages

    -2 -2 STR

    -6 -3 BODY

    -4 Small: -2†Running

     

    K'kree Racial Template

    Cost Powers

    10 +10 STR

    12 +4 DEX

    10 +5 CON

    10 +5 BODY

    3 +3 PRE

    7 Kick: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½)

    6 Long Legs: Running +3" (9" total)

    5 Physical Limitation: Large, 4m, -2 DCV, +2 to PER Rolls to be seen (Infrequently, Slightly Impairing)

    5 Physical Limitation: Unusual Form; makes some tasks difficult (Infrequently, Slightly Impairing)

    15 Psychological Limitation: Gregarious, must stay in groups (Common, Strong)

    15 Psychological Limitation: Claustrophobic (Common, Strong)

     

    Vargr Racial Template

    Cost Powers

    -2 Vargr Strength, -2 STR

    6 +2 DEX

    3 Vargr Senses: +1 PER with all Sense Groups

    6 Vargr Nose: +3 PER with Smell/Taste Group

    10 Vargr Nose: Tracking with Smell/Taste Group

    4 Vargr Claws: Killing Attack - Hand-To-Hand 1 point (½d6 w/STR) (5 Active Points); Reduced Penetration (-¼)

    6 Vargr Ears: +3 PER with Hearing Group

    3 Vargr Ears: Ultrasonic Perception (Hearing Group)

    6 Vargr Legs: Running +3" (9" total)

    -5 Physical Limitation: Night Blindness (x2 Effect from Night Modifiers) (Infrequently, Slightly Impairing)

    -10 Vulnerability: 1 1/2 x Effect from Interaction Skills and PRE Attacks -- Easily Swayed (Common)

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