Wednesday, July 27, 2016

QAGS: Spelljammer Races, Made Easy


After spend some time making races for a much more tactical heavy game like Savage Worlds making races for QAGS is very much a breeze. Spelljammer and QAGS? To me they go together like peanut butter and jelly. So let's get this conversion party started early by doing an overview of the races of Spelljammer.

Dracon

Brief: You are a quadruped draconic sapient from plains and forest worlds. Your kind likes to live in herds and groups. A Dracon who lives alone is looked on as an aberrant.

Traits:

+1 Body, -1 Nerve

Darkvision

Quadruped: Gains a bonus (Often +2) When making rolls involving lift or carrying things due to the extra support of the body. A Dracon's larger figure might make things difficult to squeeze through tight areas.

Claw (ODF +2): There is a set of retractable claws on a Dracon that they can use offensively.

Dwarf

Brief: You are a race of short stout humanoids who prefer to build citadels out of asteroids rather than settle on any one planet. Dwarves are known for their mining prowess, which is true. When on a planet, however, it is a misnomer that Dwarves only live underground- where would they get the red meat from? Dwarves actually build surface level cities of stones in support of their mountain works. The Dwarves on the citadels maintain colonies and make trade deals to import supplies to their citadels.

Traits:

+1 Body, -1 Nerve

Darkvision

Dwarven Resistances: Dwarves gain +2 bonus to resist Poisons, Diseases, and other toxins that effect the bodies.

Elf

Brief: You are a race of near timeless humanoids from the Korvian Cluster. Your kind has established the IEN (Imperial Elven Navy) to keep the peace and make Wildspace safe for Elves, oh, and for others too. The heavy-hand of the Navy has not gone without protest even by Elves. The rising Elven Confederacy seeks to challenge Imperial dominance of the stars. You of course could be in the middle of that or above the fray.

Traits:

+1 Nerve, -1 Body

Low-Light Vision

Elven Traits: You gain a +1 to Notice (or Hearing/Perception) due to sharp ears. You are immune to magical versions of sleep or paralysis. 1/day you can create a sphere of light that glows with the brightness of a torch.

Giff

Brief: You are a race of bipedal hippopotami with a penchant for warfare, guns, and pomp. You've got a broad chest just waiting for some medals for valor, bravery, and victory. If you can make some money off of it, even better.

Traits:

+1 Body, -1 Nerve

Darkvision

Headbutt (ODF: +1) You are capable of making a blunt melee attack to a target using the thick skull plating.

Gnome

Brief: You are a people who an off-shoot of Dwarves, a lover of magic, and a tinker in cogs. The Gnomish Republic of Ironpiece is more than sufficient for government needs, and you might not even need that. Gnomes are known for a motley of ships including the impressive Sidewheeler Craft and the Whelk ship.

Traits:

-1 Body, +1 Brain

Low-Light Vision

Small: You gain a +1 bonus to defensive rolls when you wish to dodge attacks due to size. You take a -1 to your roll when you try to grapple something, unless it happens to be the size of a Gnome or shorter.

Gnomish Magic (1/day): Gnomes, before they get into tinkering, are first and foremost creatures touched by the magic. Every Gnome at least knows a little bit of prestidigitation. This could be conjuring a floating light, a blinding flare, or causing a pipe to light up. The power cannot harm another person, but it can give them a temporary effect (such as blinding them for around).

A reasonable facsimile of a Grommam
Grommam

Brief: You are bipedal simian-humanoid from a Jungle-based sphere, such as Konga Prime. Grommam typically worshiped the "Primal Ones" giant version of animals who serve as the planet's protectors and as a spirit animal.

Traits:

+1 Body, -1 Brain

Normal Vision

Ambidextrous: Can attack with either hand without incurring a penalty. They make great duelists.

Hadozee

Brief: Hadozee are also known as "Deck Apes" are a slender build, simian race found in Elven Space. A lot of Hadozee are found in the service of the IEN as both marines and enlisted sailors.

Traits:

+1 Body, -1 Nerve

Normal Vision

Glide: Can glide with ease, preventing falling damage. Please take care to avoid great gusts of wind.

Bite (ODF +2)



Halfling

Brief: You are a diminutive humanoid from river worlds, plains planets, and garden moons. You are viewed as a sensible folk who appreciate the value of thrift. Why did you get involved in adventuring? Some of you have a touch of wanderlust- which is viewed as a sickness. Sometimes you have nothing better to do.

Traits:

-1 Body, +1 Nerve

Normal Vision

Hide: You always have the ability to Stealth as a Job ability, regardless of Job used (thus you can be a Fighter and still be able to hide). You also gain +1 Stealth skill for free.


Two humans and a Mindflayer
Human

Brief: You a regular human stuck in a fantastical world of ships flying through space and breathable air on barren asteroids. If you are not on some kind of medicinal substance staking it in, then you might as well start now.

Traits:

+1 Free Skill

Normal Vision

Extra Effort (1/day): Humans seem to have a touch of luck, gumption, or spunk that helps them accomplish tasks. 1 time per day they can roll two d20's and take the better of the two rolls.





Hurwaet

Brief: You are the distant off-spring between Saurians and Sahaugin. You have scales of blue and green, long frilled heads, and sharp teeth. Hurwaet prefer ocean, island, or swamp planets to call home.

Traits

+1 Body, -1 Nerve

Normal Vision

Fog Cloud (1/day): You conjure a cloud of fog that can refresh air on a Spelljammer and can be used for cover as you conceal the area.

Aquatic: You can move and breath normally in water, you just can't talk. You gain a +1 Swimming Skill



Mindflayer

Brief: You are a brain-and-fungi eating humanoid from a psionic-based series of spheres. Your people's government is ruled by a gigantic brain that demands more spheres, more fungi, and its favorite delicacy: brains fed to it. Perhaps you are a rebel against this tyranny or you're just working to further your leaderships plans.

Traits:

+1 Mind, -1 Nerve

Darkvision

Read Mind (Brain vs. Brain): All Mindflayers at least have the ability to read minds regardless of their job. This power may cost something (like a point of HP or a Mana Point by the GM) or require the roll to beat a target number without going over. When trying to mind read a target it becomes a Brain vs. Brain roll.

Rastipede

Brief: You are an quadruped-insectoid with green skin and multi-faceted eyes. Rastipedes are known as being a mercantile race that prefers commerce to adventuring, but there are exceptions.

Traits:

+1 Mind. -1 Nerve

Darkvision

Quadruped: Gains a bonus (Often +2) When making rolls involving lift or carrying things due to the extra support of the body. A Dracon's larger figure might make things difficult to squeeze through tight areas.

Bite (+2): Those mandibles are sharp, good for biting.

Saurian

Brief: You are a bipedal reptilian-humanoid from a series of swamp moons. The thirst of conquest and meat drives in your veins as you lead your forces to conquest. Exceptions are those who don't quite care for the conquest or want to live in peace with others, you still like meat though.

Traits

+1 Body, -1 Nerve

Low Light Vision

Semi-Aquatic: Gain +1 Swimming and you can stay underwater for a very long time.

Natural Weapons (ODF +2 / +1 for Tail): Your teeth, claws, and tail can be used as weapon. Sharp weapons such as the teeth and claws have a higher ODF than the tail. Someone trying to tie you up should be advised that more weapon that one can be used to harm people.

Xixchil

Brief: You are an bipedal insectoid with a mantis like head. You are known for body-modification and boast some of the best surgeons in Wildspace.

Traits

+1 Body, -1 Nerve

Darkvision

Claw (ODF +2)

Poison (Body vs. TN 10) When making a successful claw attack you can pay 1 HP or 1 YY (GM's Choice) to inject a sleeping poison into the victim. The victim must make a Body check with a TN of 10 to not fall asleep. A Xixchil at 1 HP or 1 YY cannot spend this last point creating more venom.

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