Wednesday, May 31, 2017

Hero's White Star - Races of White Star


I've been reading James Spahn's 'Hero's Journey' role-playing game. I love the cover, and I like a lot of the rules brought forth in the game. A very inspiring thing while reading Hero's is the concept of separating Race & Class and trying to have a sort-of, kind-of balance by what attribute dice are rolled and giving each race a few special abilities. I guess they also put in class limits, but I'm going to put that on GM's. Below is some racial traits and ideas I have for those who want their races and classes to be separate. To aid, I used several aliens from the White Star corebook. Let's look!

Grey
Aka: The Zetan, Little Grey Man

Brief: Greys are an enigmatic race of Humanoids that are known to colonize known space since their own homeworld was destroyed during a weapon's test. Grey ships are known for their saucer shape while their arcology colonies are often pyramid in shape. Greys flesh color tends to alternate depending on environment with true Greys being spacers, light green on forest worlds, or light blue on aquatic planets.

Attribute
Die Pool
Strength
2d6+1
Dexterity
3d6
Constitution
2d6+6
Intelligence
3d6
Wisdom
3d6
Charisma
2d6+1

Traits

Technophile: Greys are masters of technology, even Greys who engage in diplomacy such as the Aristocrat know how to use a computer. Aliens are proficient in Laser Pistols & Laser Rifles regardless of class restrictions.

Darksight: Aliens can see in darkness due to their large advanced eyes and adaptation to spacer environment.

Detect Thoughts (3/day): So many times per day a Grey can use the power Detect Thoughts to read the minds of others. Inexperienced Greys find using this power is taxing and headache inducing, so most Greys avoid using this power too often. At max-level, this power becomes an At-Will ability.

Human
Aka: Humanity; That one race that spreads over the galaxy and gets all of the glory and bangs any alien they want while the rest of us have to play second fiddle.

Brief: Humanity is a race spread out amongst the stars. Some Humans identify themselves by their home planet. All Humans share the following trait below:

Attribute
Die Pool
Strength
3d6
Dexterity
3d6
Constitution
3d6
Intelligence
3d6
Wisdom
3d6
Charisma
3d6

Traits

Weapon Training: Humans may select one weapon outside of their classes weapon proficiency list. They may use this weapon regardless of class restriction.

Adaptability: Humans gain a +2 bonus on all Saving Throws. They are just that good at resisting or avoid danger.

Extra Effort (1/day): Humans also have a touch of luck. That's why a lot of races think Humans get away with everything they do. Once per day this luck manifests by allowing a Human to re-roll any d20 roll or skill roll. They must take the second roll, even if it's worst.

Procyon
Aka: Mercenary Raccoons, Those little fiends!

Brief: Procyon are a small, bestial race that reside on forests, cosmopolitan worlds, and on space stations. They are generally varying shades of grey in color with stripes of white and black on the face and body. Yabnabs and Procyon are often stereo-typically described as 'cute' or 'cuddly' where Yabnabs will use such descriptors to their advantage by luring enemies in and making surprise attacks, Procyon reject such notions with crass humor and a love of ranged weapons. Procyon are often used as mercenaries and are quick to join rebellions against tyrannical regimes.

Attribute
Die Pool
Strength
2d6+1
Dexterity
3d6
Constitution
3d6
Intelligence
3d6
Wisdom
2d6+6
Charisma
2d6+6

Traits

Gun Nut: A Procyon chooses a firearm, laser, or grenade weapon at the start of play. They are proficient with this regardless of class restrictions.

Small: Procyons receive a -2 [+2] bonus to Armor Class due to sizes and superior reflexes. Against man-size targets, a Procyon gains a +1 bonus to attack rolls made against such a target.

Hidden Figure & Keen Sense: Procyon use their small size and climbing skill to help them hide. If they remain standing still and quiet they are considered invisible. Their senses make it difficult to surprise them. They are only surprised on a 1-in-6 chance (d6).

Qinlon vs. Assimilant
Qinlon
Aka: Warriors of the Black Fleet, The Proud Ones

Brief: Qinlon are a race of Humanoids from badlands, volcanic worlds, and terrible jungle planets. They relish the chance at combat and view these rough worlds as excellent places to raise young and test their mettle. They are considered the masters of melee combat.

Attribute
Die Pool
Strength
3d6
Dexterity
3d6
Constitution
3d6
Intelligence
2d6+6
Wisdom
2d6+1
Charisma
2d6+6

Traits

Blades of the Empire: At the start of play a Qinlon selects a melee weapon, generally not a Star Sword, however. The melee weapon they select their wield regardless of class restriction or proficiency.

Weapon Master: Qinlon's receive a +1 Attack & Damage with any melee weapon they wield. Allies are advised to keep their distance from a Qinlon when they have their melee weapon unleashed.

Prowess: Qinlons are itching for glorious combat. They receive a +1 to personal initiative.

Links

White Star - The Core Game

White Star Companion - Much valued companion to the game.

Hero's Journey - The fantasy material by James Spahn that inspired this post.

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