Showing posts with label New Species. Show all posts
Showing posts with label New Species. Show all posts

Thursday, May 29, 2014

The H@rthg!r

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¡SECTOR-WIDE ALERT!
::Commonwealth Space Force Dispatch::
*High Confidence*

2514-MAY-14|19:05 Non-local

Commonwealth Space Force confirms a strong H@rthg!r presence in 34 Feynman system. All civilians and citizens are cautioned to avoid the system. All communication from colony on 34 Feynman, including traffic control, has been lost. Local space traffic is currently under the jurisdiction of the Commonwealth Space Force Fleet-in-presence which is conducting military actions to re-take the system. Commonwealth ground forces are also on-site and engaged in active conflict. System should be considered dangerous and hostile until further notice!


The H@rthg!r

Image Source: eastern-empire.com

Stat Block: AC 15, HD 2d6+1, THB +2, ATT by weapon+1 melee, MR 12, ST 17, MV 4, XP 30

Despite their reptilian appearance H@rthg!r are more properly classified as Archosaurs. Warm-blooded and quick moving the H@rthg!r have never not been at war. As their daily struggle to survive evolved along with themselves into the struggle to donimate their archosaur cousins then their world, eventually their solar system and now beyond.

H@rthg!r are carnivorous and physically powerful, gaining a bonus of + 1 on melee damage rolls due to their great strength. They exercise no reservations about the use of other intelligent species as food.  H@rthg!r reproduce by egg laying and earth mammals suffer a -3 on the Reaction table as they smell similar to an egg stealing rodent species native to the H@rthg!r homeworld.

The H@rthg!r military is the H@rthg!r government; there is no distinction. The same is true of the various services; the navy, cavalry and infantry are all one force. Promotion is based on ability to perform and achieve objectives quickly and efficiently. At the highest levels the warlords sit in tribunals over their clade-troops and gatherings of tribunals debate and decree ruling over their separate worlds. While the H@rthg!r present a unified face to outsiders, there is no over-arching power structure beyond the tribunals. Only by cooperation between H@rthg!r worlds can forces large enough to attack or invade other Polities be formed.

H@rthg!r uniforms, such as they are, tend to be camo designs. It is the H@rthg!r themselves where the colors really come into it. Skin colors, based on clade, tend to be mottled or spotted in pattern and are greens, reds, oranges and yellows with occasional blacks or browns reflective of the individual's homeworld.

H@rthg!r Warparty Squad Size: 9+ H@rthg!r (2 fire teams of 3 H@rthg!r, 1 Hvy. Weapon team of 2 H@rthg!r and Leader; possibly supported by FleshEaters)


A single fireteam of these lizardmen took down half my mission team last night in two rounds! Their tech is advanced compared to the Commonwealth's, allowing cordless man-portable energy weapons.

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Wednesday, April 2, 2014

Uplifted Gorillas

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Imagine my surprise, when not one of my players was interested in using any of the various alien species I'd already outlined for the campaign. So I had to come up with something else right quick. It goes without saying that this new species now comprises more than half my current crew...


Image credit: ScaryBoy via Blogger

Commonwealth law bans the use of humanity's understanding of genetics and the basis of cognitive functions to "raise to an artificial state of sentience, attained by design rather than by the natural course, non-sentient life of any stripe". So the 'uplift' program discovered on Kappa Trianguli d with a sustainable uplifted gorilla population was without legal precedent. Fortunately for the uplifted gorillas the Commonwealth Parliament voted that, unlike the scientists who'd created them, the new sophonts weren't liable under the law and further granted them full status as fellow Terran sapients. The problem has been getting acceptance from the general populace. The truth is most humans are frightened of the hulking Great Apes, being naturally intimidated by their fearsome countenances and powerfully frames. Many humans have done their best to work alongside their new companions, but even in the best cases there is still the unspoken knowledge between the two species that the uplifted gorillas are unnatural.

Restrictions
Uplifted gorillas cannot be Psionicists. Uplifted gorillas cannot swim due to their lack of body fat and almost all suffer some degree of fear of deep water. Unfortunately, uplifted gorillas are subject to prejudice in Commonwealth space as they are the result of illegal experimentation.

Attribute Adjustments
Uplifted gorillas are physically very powerful, receiving a +2 bonus to BRW. Prejudice in Commonwealth space makes them somewhat surly and unfriendly to other sapients; as a result their CHR suffers a -2 penalty.

Bonuses
Uplifted gorillas may brachiate at their normal speed, or may increase their speed by +2 meters per turn by walking on all fours (Knucklewalking) Uplifted gorillas have twice the reach of humans. Despite the prejudice they experience, uplifted gorillas have full rights and privileges under Commonwealth law. An uplifted gorilla hits or bites in unarmed melee for 1d6 damage.

And here's the Uplifted Gorillas as NPCs.  Please note that I've added MR (Morale) to my NPC listings; this and the NPC Reaction Table were lifted straight out of Basic and Expert D&D.

Uplifted Gorillas (NPC)
AC 14, HD 4d6, THB +4, ATT by weapon or 1d6 Punch or Bite, MR 8, ST 15, MV 4, SPC Optional Movement (Brachiatation at normal speed, Knucklewalk at +2), XP 180

Image credit Rubbish Monkey via Art Is Good

Up next, one of my optional classes.

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