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| #1belly120Mar 10, 2008 10:50:38 | Hi all just a thread for me to think outloud about some alien races i'm creating and also somewhere for people to post their own stellar inhabitants. :D The Sharek: A feline like species that are bi pedal. There are several distinctions in this species. Some tend towards being large and powerful with prominent ridges of bone rising from the centre of the skull. these vary based on age. The others tend to be more slight and agile with 2 bone ridges running down the sides of their skulls. (for reference imagine a mountain lions head with a bone ridge like a mohawk down it) Society: they are a race of warriors with a strict martial code developed to curb their violent nature. they are quick to anger when treated harshly but also very loyal and protective of friends and allies. the dominant members of the species are known as the Shar-Kato. These are the larger more forceful creed of the species and form a sort of warrior elite that rule society. (think samurai society) Then there are the Shar-Honai which are the smaller more agile creed, they tend to be the middle and lower classes of society doing the majority of the labour. They are generally well respected and well treated by their masters and its more a commune then slave & master relationship with common goals being shared. Tech Level: a space fairing race for many centuries they are skilled and able space fairers operating at PL 7 with some PL 8 kit. Racial Traits: Shar-Kato Size: Medium Stat bonuses: +4 strength +2 con -2 wis Scent: all members of the Sharek have the scent special ability. High pain threshold: sturdy and tough it takes a lot to hurt a Shar-Kato. +5 to massive damage threshold. low light vision: 60ft Shar-Honai Size: Medium Stat bonuses: +2 dex +2 con -2 wis Scent: all members of the Sharek have the scent special ability. High pain threshold: sturdy and tough it takes a lot to hurt a Shar-Honai. +5 to massive damage threshold. low light vision: 60ft |
| #2belly120Mar 10, 2008 11:19:20 | The Korth no galaxy isn't complete without its seed of ancient evil. this is ours. residing in dark matter they are technically from an alternate universe that co exsists with ours at the same time. the Korth are however not so happy to live in peace. they have recently become aware of a new reality (ours) brimming full of resources (organic life) and naturally they want it. They have developed ways of manifesting themselves in our reality and launching raids into habited systems. there strange nature rends them almost immune to current weapons and so there victories have been fast and bloody. Society: little is known about the Korth or their society, all we have seen so far is there black smoke like specter like forms sweeping out of larger specteral like vessels to reep civilians and all they leave are blackened lifeless husks. Traits Count as an Incorporeal Outsider: See rule book. 8-sided Hit Dice. Base attack bonus equal to total Hit Dice (as fighter). Good Fortitude, Reflex, and Will saves. Skill points equal to (8 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. Traits An outsider possesses the following traits (unless otherwise noted in a creature’s entry). Darkvision out to 60 feet. Proficient with all simple & natural weapons doesn't breathe, eat or sleep. |
| #3new_fashion_guyMar 24, 2008 13:54:09 | Alvari The Alvari are native to a planet in the Sirius system, known to the Alvari as Quelnaria. Physically, the Alvari are very similar to humans, to the point the cross-breading is possible. They appear as humans with very pale skin, blonde or black hair, and dark eyes with unusually large pupils. Alvari also have pointed ears, and are much smaller physically than humans, averaging only 5'4" in height and 120 lbs. in weight. Alvari tend to wear lamme garments in copper, gold and silver ranges, though bright non-metallic colors are also common. Alvari firearms, when they are used, are plasma based and are generally very small and concealable. Alvari prefer to rely on their own Mind Thrust power, which even an average Alvari can use twice per day. When in melee, Alvari employ swords the make use of mono-filament edges, giving them a critical range of 17-20/x2. All Alvari are psionically adept, and begin with the Wild Talent feat at 1st level. In addition, they have several natural psionic abilities they can These traits are in addition to the high elf traits, except where noted. * Wild Talent Bonus Feat * +2 Charisma, -2 Constitution * Low light vision * Additional Psionic Abilities: Alvari can manifest the following Psionic Powers, in addition to any powers learned by a psionic class, provided they have sufficient power points: Psionic Levitate, Control Light, Distract, Mind Thrust. * Automatic Languages: Alvarin, English * -4 Skill Points at 1st level, -1 Skill Point/Level, -1 Feat at 1st level. * Level adjustment +1. |
| #4twilight_templarMar 24, 2008 15:00:47 | This race is a species I am making for my own fantasy future setting The Sir'Kahn The Sir'Kahn are a alien species of lizardfolk warriors that have actully prefected a council based-caste system. The 3 castes are the Uzar'Kai, or the Religious caste, the Rathus'Kar, or the Millitary caste, and the Lethoa'Irum, or the worker caste. No one caste is stronger than any other in power, this is so because they are all bound by the teachings of their ancient ruler, Yzarim, that the society will not be able to advance if not all of them do, the society is broken if one is. The technology of the Sir'Kahn is based off of crystals and focused light, generating deadly sonic and light based attacks from ranged weapons, while much of thier millitary is an extreamly strong and agile force of swordsmen. Such swords are made of Tzzour, a very dense metal-gem found on many worlds in their sector, such metal has a hardness of 20 and HP of 60 for every inch. (basic longsword is a 3d10 slashing melee 16-20/x2) The might of the Sir'kahn's swordsmen doesnt just come from the blades though, they also equip their armies' infentry with suits of micro assist armor that helps enhance thier abilites. Sir'Kahn Power Armor +6 armor Str bonus +6 Dex Bonus +4 Speed bonus +10 The armor inhances all swordsmen enough that they can easily combat lesser beings. Also to be noted that thier tech has been effective against nearly all forms of life, may it be incoperial or otherwise. Sir'Kahn Racial traits Medium sized humanoid (reptilian) +2 Str +2 Con -2 Wis -2 Cha Natural Armor +2 Natural weapons: 2 claws (1d4 19-20/x2) speed 40ft +1 LA (Hope yalll like :D ) |
| #5winternovaMar 25, 2008 17:33:13 | Interesting stuff. My campaign actually has no aliens, per se, but there are threats that aren't entirely human. The Adversariate (**** sapien dominatus) "We threw everything we had at 'em, and when I say it 'just bounced off,' I mean it. When they returned fire... God, they didn't leave much." -Captain Aidan Yates, SAS, recounting the battle of Xenia, 2193. Humanoid in shape, the basic Adversariate soldier is a formidable force in armor with an almost 'bug-eyed' helmet appearance. His weapon is an energy rifle capable of obliterating armor, and vaporizing flesh. Above him is a more heavily-armored specimen. Dubbed the 'royal guard' by humanity for the gold-colored trim on his armor, and the fearsome appearance of the face mask (consider the face masks of the samurai.) He carries a long rifle capable of propelling pencil-sized projectiles of an indeterminate material many times more dense than depleted uranium. These projectiles can punch through all modern armor types almost effortlessly. In a pinch the royal guard can grasp the weapon by the barrel, at which point sharp circular blades sprout from the stock, similar to a polearm. The royal guard is extremely deadly, even in hand to hand combat. Both he and the lesser soldier appear to be equipped with some kind of forcefield technology. "As we turned down Mercer street, the robot rushed Lawler from an alleyway and deployed that chainsaw, uh, thing against his mechanized suit. Lawler got the shield up fast, and, uh, instinctively backhanded it, knocking it back a few feet. At this time, uh, I had it in the sights of my Predator and squeezed the trigger. I hit it a couple times, and then it just exploded in a fireball about fifteen foot across." -Sergeant Franklin Bailey, 131st Mechanized, US Army, recounting the siege of Capricorn IV, 2194. The Adversariate appear to rely heavily on technology, and there is some speculation as to whether or not their whole race is technologically-based. A common tactic is to launch large robots which have been called 'planet killers,' 'executors,' and 'assassins' against ground targets. The robots typically gain surprise, and wreak havoc on the population in a definitive terror tactic. These robots are equipped with plasma-based weaponry, including rockets, and a chainsaw-like melee weapon on the back of one of it's arms. These large reverse-jointed automatons have sophisticated sensors to help track down and obliterate every last target, and a flight system to give them a distinct tactical advantage. To date, no planet killers have ever been captured thanks to a self-destruct mechanism. These weapons appear to be evolving, as newer models are a great deal more cunning than the original. "Their warships, as they can't be classified as anything else, have the advantage of stealth, and shields. They manipulate forces we can't understand into weapons we can't fathom. They can traverse the stars without the jump gates, but they cannot stop humanity. They will not stop humanity. A month, a year from now we will still be here. A decade from now, we will still be here. A century from now, Mankind will still walk the Earth - the stars. The Air Force will not falter, the United Nations will not falter - humanity will not falter." -General Anne Harrison, USAF, reaction to the declaration of war, 2195. Adversariate ships are sweeping, sleek vessels complete with glowing regions more at home in a science fiction movie than the battlefield. Adversariate weapons manipulate forces that science does not yet fully understand, and tear through even vanadium alloy with the greatest of ease. They make use of sophisticated shields that essentially give the vessels a second skin against harm, and many carry photon emitters able to render the vessel invisible, and undetectable. It is theorized that they travel interstellar space without the help of jump gates, though it's highly possible that they're bound by them as much as humanity is. Some theorize that the Adversariate are stranded in humanity's network farm from their own, and that the tactics employed against humanity reflect low resources, and an inability to replenish them. The Animus. "Your proposal is the foolhardy culmination of a poisonous thought. They liquify Mythos, and still you drive for earth? Be reasonable, liege!" -Commander Isseychrethies, Justice fleet, Tribunal, 2280. The Animus began as an advanced AI to help guide and organize the fleets and forces of the Adversariate. Capable of interfacing not only with their thought, but their technology, the seed of hatred sprouted fast, and grew strong. Eventually, the Animus became unruly, and turned on the Adversariate. The Animus is a virus - capable of usurping control of both man, and machine. They liquify the dead to fuel their ships, and other machines. Their equipment is a blend of technology, and organic material. They are unrelenting. They are life. "Then we'll travel back to the twenty fifties. We'll appeal to UTAC. We'll give them the key to the gates. Humanity will spread throughout the stars. If we're successful, Earth might not be lost. The Hermes project might never have been a reality. This whole mess may be diverted. -Adjutant Lyraeh, Insight fleet, Emergency tribunal, 2416. So when is a techno-organic horror not an alien? In 2070, the United Temporal Alignment Coalition stumble upon a technology that allows them to travel the stars: the jump gate. in 2085, megacorporation ArTec build a ship as part of the Hermes project theoretically capable of interstellar travel without the means of a jump gate. The resulting disaster is strong enough to affect the orbit of Sol's outer planets... The Hermes wasn't destroyed, though. The thousand scientists on board find themselves approximately six hundred light years from Earth, and are appalled to learn that the experiment was a complete success. They swear revenge, and in the 2190s, they begin their assault. Advances in technology, and discovery of an 'alien' ruin in the early 2200s on a far away planet lead the Adversariate to a technology that allows them to essentially become one with their weapons, starships, and vehicles. They call this sentient force 'Animus.' Animus goes awry, and within a hundred years, the Adversariate are forced to appeal to humanity in an attempt to team up and defeat the rogue Animus. When Earth is lost, the Adversariate send a ship back to the 2150s to give humanity the ability to travel the stars via the jump gate. The decision is made not to give them weaponry. The Animus also send a ship back, but miscalculate, arrive almost 75 years too late, and crash on a distant world. Challenged by the jump gate program created by UTAC, megacorporation ArTec build a ship as part of the Hermes project... |
| #6atanakarApr 01, 2008 7:47:52 | See : The Technophage alien race post #20 under my signature. |
| #7lonewolf_the_hunterApr 02, 2008 15:41:00 | I created this as that sort of generic thug species every Sci-Fi has. Mergock Mergock (singular and plural) are your basic alien mercinary. Mergock are combative and hail from an Earth like planet, that they gleefully devistated. (Technicly PL6 but, can find higher tech weapons for sale and many Mergock exist in a Post-Apocalypse tribal state). The state of affairs back home however, does not stop the species from highering out as mercinaries to whoever is willing to pay their price. Unlike most mercinary societies, Mergock from the same tribe, city, graduating class or even family, have no problem shooting at each other if they hire on to opposite sides in a conflict, and if both survive usually hold no malise towards each other for it, business is business. Mergock would not win any beuaty contest (but, sometimes are hired as security for them), the average Mergock stands between 6 and 7feet tall, if not for a perment slouch (a species trait) some would top 8feet, most can way as much as 400lbs (mostly muscle and bone) and their skin color ranges from light grey, to cream, tan or pale yellow depending on race and region of birth (race is based on cosmetic difference between groups, no game play differnces). Mergock have relativly large smooth heads, usually shaped like an upside down pair. with thick browridges, no hair, fairly small eyes, and a short muzzle with one or more protruding tusk. a Mergock's hands end in a thumb and three fingers. Species traits Keen Sighted(EX): Mergock posess Darkvision to a range of 60ft. Scent(EX): as described on pg228 of the d20MRPG Bonus Feat: Archaic Weapons Proficancy. Free Language:Speak, Read and Write Mergock. Mergock Characters: +4Str,-2Dex,+2Con,-2Wis,-2Cha. Level adjustment +1. Standard MergockCR2 Medium Monsterous humanoid.Hitdice:4d8+4.HP:22. Mas:12.Init-1.Spd:30ft.Def13,Touch9,FF13(-1Dex,+1Leather Jacket,+3Natural).BAB+4.Grapl+6. Atk/FullAtk: +6melee(1d6+2 Hand ax) or +3ranged(2d8 Mossburg 12 gauge or 3d10 Plasma rifle, or 2d8 Charge pistol). FS/R 5x5/5. SQ: Keen sight,Scent. AL:none. AP:0. SV: Fort+5,Ref+3,Will-1.Str15,Dex9,Con12,Int10,Wis8,Cha9. Skills:Jump+9,Listen+5,Read/Write(Mergock),Speak(Mergock),Spot+5. Feats:Archaic Weapons Proficancy, Personal Firearms Proficancy, Track. Possions: Charge Pistol with 90 rounds, Fatiques, Hand ax, Leather Jacket(non prof. not that it really matters), Mossburg 12 gauge with 18 shells or Plasma Rifle with 3 powerpacks |
| #8gargoyle2kApr 04, 2008 19:34:04 | What the hey; why not? Here's one of the races in my Starhunter d20 game: Byshinti A diminutive race of nomadic traders, the byshinti are found everywhere there is free trade. They enjoy haggling, perhaps even more than the actual wealth. Decorum, respect and exacting language in business dealings are very important to the byshinti. Description: Byshinti are small, averaging a mere 1 meter in height. They are slim of build, and generally humanoid. They have wrinkled blue-gray skin, which gives them a wizened appearance. Their bristly hair is pale yellow, white or silver gray, and byshinti eyes are black or blue. Byshinti love to openly display their wealth, and wear the finest clothes they can afford, decked out with as much jewelry they can wear. Personality: Byshinti are free spirits who wander the galaxy in search of wealth and adventure. Most byshinti are encountered in clans, traveling in their own vessels. As noted above, byshinti enjoy the art of the deal, and while most are honest traders, there are those who would rather swindle others than deal fairly. Byshinti loathe corporate structures, preferring to deal vis-à-vis. Homeworld: Even the byshinti do not know where their homeworld is, or even its name. They have always (it seems) been spacefarers, and never settle on any planet except under the most dire circumstances. Byshinti do have a legend of a mythical paradise called Shinta, but it isn’t clear if this is an afterlife or an unattainable destination. Language: Byshinti speak their own language, Bysh, but are well-versed in numerous languages. Sample Names: Bel Ganoo, Dor Tranda, Fian Choo, Kir Nim, Lai Mar, Min Keeg, Shan Brell, Sien Joo, Xiri Vanta, Zoda Wir. Age: Child 1-9; Adolescent 10-17; Young Adult 18-24; Adult 25-44; Middle Age 45-64; Old 65-84; Venerable 85+. Racial Traits: +2 CHA, -2 STR; byshinti are charming and confident, but physically weak. Speed: 6 meters. Small size: due to their size, byshinti get a +1 size bonus to all attack rolls and Defense, as well as a +4 size bonus to Hide skill checks. +2 racial bonus to all Bluff, Diplomacy, Gamble, Gather Information, and Sense Motive checks; byshinti are expert negotiators. +2 confidence bonus to all Will saving throws; byshinti are supremely confident. Natural Linguist: Byshinti learn many languages. Read/Write and Speak Language are always class skills for byshinti. Additionally, byshinti gain 2 extra languages at 1st level. Automatic Languages: Bysh. Bonus Languages: any. (also posted in JeckAndon's "Need help making new PC alien races" thread) |