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Thread: A buttload of new races for CODA

  1. #1
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    A buttload of new races for CODA

    The Orion and Andorian ones came from other guys, they were just on the list I've been putting together, so I just pasted the whole lot in.

    ANDORIAN
    SPECIES ADJUSTMENTS: +2 Vitality, -1 Intellect, +1 Perception, -1 Presence. Andorians are hardy and perceptive, but tend to react emotionally making them a bit intimidating.


    SPECIES ABILITIES:
    BONUS EDGE: SKILL FOCUS (KEEN HEARING): Andorians have ôantennaeö that enhance their ability to detect sounds and pinpoint their source. Andorian begin with the Edge Skill Focus (keen Hearing). See pages 137-138.
    BONUS SKILL: ANDORIAN TRADITIONAL WEAPONS: All Andorians learn to use the weapons traditional to their culture. They gain the Armed Combat skill Andorian Traditional Weapons at skill level 1. Andorian characters can treat this skill as a professional skill for purposes of skill acquisition (see page 98) and advancement (see page 153).
    CARTILAGINOUS SKELETON: The Andorian skeleton is compartmentalized, and very resistant to blunt attacks. This grants Andorians the benefits of 3 points of armor against blunt attacks, such as clubs. However, once broken, a bone takes twice the normal time to heal.
    GHELOID CRICULATION: Andorians have a dual circulatory system that transfers oxygen and blood more efficiently than in other life forms. Andorians gain a +4 bonus to all Stamina tests made to resist fatigue or the effects of cold.
    HONOR: Andorians place a high value on their honor, and will seek to avenge any slight upon it, normally through the ushaan, or ritual duel. Andorians with a high personal Honor (measured by Renown) can persude other Andorians more easily and have great respect among the clans. When making Influence, Negotiate, and Persuade tests involving other Andorians, the character adds his Renown modifer automatically to the skill test.
    If an Andorian has a stain upon their honor, they cannot add their Renown modifier automatically, and other Andorians will react poorly to the character, reducing all social interaction stance categories towards the character by one step worse (see Social Tests, page 101).
    TOXIN SUSPECTIBILITY: Due to their dual circulatory system, most toxins work very quickly on Andorians, resulting in reducing the Base Time for poisons by one-half.


    ARIOLO’CREA
    SPECIES ADJUSTMENTS: +2 Strength, -1 Agility. Ariolo are large, centaur-forms with the great strength of but lower stamina than an equine.

    SPECIES ABILITIES:
    QUADRUPED: Ariolo are centaur-like in form, with an equine body and humanoid upper torso. They are capable of carrying heavy loads and moving quickly. They double their speed in movement.
    BONUS TRAIT: SHERPA: Ariolo can carry great mass. See ‘Traits’ in the PG.
    ARTISTIC: The Ariolo are an artistic people who often excel in various artistic endeavors. Cooking is part of their religious tradition; nearly all Ariolo cook extremely well. The gain an art skill and may advance in it as a professional skill. Most have the cooking speciality.


    ARCADIAN
    SPECIES ADJUSTMENTS: +1 Vitality, +1 Strength, -2 Agility

    SPECIES ABILITIES:
    AQUATIC: The Arcadians are mammalian, air-breathers, but live in the oceans of their homeworld, Arcadia. They can remain submerged for 10 mins x their stamina modifier. They must also keep their skin moist; most wear long garments that prove special moisturizing films to the skin.
    BONUS TRAIT, RESISTENCE: Arcadians are highly resistant to cold and pressure, and stamina checks versus cold and higher presure are conducted at a -5TN.
    BONUS TRAIT, SONAR: Arcadians have sensitive nerve endings that allow them to ‘see’ using sound. +2 PER in water, +1 in air.


    ARKENITE
    SPECIES ADJUSTMENTS: -2 Agility, +2 Perception

    SPECIES ABILITIES:
    MAGNETIC SENSE: Arkenites live on a world with a peculiar magnetic field. As a result, they are capable of feeling magnetic fields. They also use the magnetics of their homeworld for balance. Away from their world, they suffer from vertigo and loss of balance unless wearing the anlec’ven. Wihtout it, they suffer a -5 to agility rolls. The can distinguish magnetic fields and flows at a 10TN.
    BONUS TRAIT, SKILL BONUS: KEEN HEARING: As in the PG, under traits.
    POOR SIGHT: Arkenites receive a -2 to their observe.



    BOLIANS
    SPECIES ADJUSTMENTS: +1 Presence, -1 Vitality. Bolians are a race that work well in groups.

    SPECIES ABILITIES:
    BONUS TRAIT: COORDINATOR: As per the PG. Bolians work well in groups and are adept at organization.
    STRENGTH OF WILL: Bolians are taught to ‘stick to their guns’ in an argument, when they know they are right. +3 to Will rolls (+5 with CP)
    SOCIAL AWARENESS: Bolians natural ability to work in groups gives them strengths in the field of Social Science. They gain a +2 to social rolls and a +2 to social science tests.



    DELTAN
    SPECIES ADJUSTMENTS: +2 Perception, +1 Intelligence, -2 Strength. Deltans are sensual, empathic humanoids.

    SPECIES ABILITIES:
    PACIFIST: As per the PG. Deltans abhore violence and will try to avoid physical confrontation. Few Deltans would even consider killing.
    PSIONIC: Deltans are empathic.
    BONUS SKILL: Most Deltans are empathic and gain the skill Empathy at a 1. They may increase the skill as a professional skill.
    VOW OF CELIBACY: The power of the Deltan empathic link during coitus makes them highly addictive to untrained or ‘sexual immature’ races. Though there is no law against Deltans mating with other races, it is generally frowned upon. In Starfleet, they are required to take an ‘oath of celibacy’, preventing them from taking advantage of sexually immature races. The receive a +2 WIL to resist seduction from non-Deltan races.
    BONUS TRAIT: SEDUCTIVE: Deltans are renown for their sensuality and sexual prowess. As a result, they gain a +2 to seduction and charm rolls.



    DENOBULANS
    SPECIES ABILITIES: +1 Intellect. Denobulans are renowned as scientists and thinkers.

    SPECIES ABILITIES:
    AMIABLE: Denobulans are open and friendly people, with the exception f not liking physical intimacy with people outside of their family. They gain a +2 to social skills.
    GLIB: Denobulans have a ‘gift of gab’ that makes them comfortable in social settings. They gain a +2 to pursuade and influence rolls.
    WILLFUL: Once a Denobulan sets their mind to something, they rarely can be turned from their decision. They gain a +3 WIL roll (+5 with a CP.)

    EFROSIANS
    SPECIES ADJUSTMENTS: None. Efrosians are human-like in most aspects.

    SPECIES ABILITIES:
    PHOTOSENSITIVE: Efrosians come from a planet with low light conditions. They see well in darkness and ignore night modifiers, but they receive a -2 to perception and observe tests in bright conditions.
    COLD RESISTANCE: Efros is a cold world, due to nuclear winter conditions. Efrosians resist cold effects at +2 stamina.
    RADIATION RESISTANCE: Efrosians also have adapted to heightened radioactivity in their environment and receive a +2 stamina to tests against radiation.
    SPIRITED: The Efrosians are a people that do not give up easily. They receive an extra courage point on creation.



    HERMAT
    SPECIES ADJUSTMENTS: +1 Perception, +1 Agility, -2 Presence. Hermats are fully-functioning hermaphrodytes. Their sexual duality makes them unsettling to single-sexed races.

    SPECIES ABILITIES:
    BONUS TRAIT – SKILL FOCUS: SENSE OF SMELL: Hermats have a heightened sense f smell and receive +2 to perception or tracking tests.
    HERMAPHRODITE: Hermats can reproduce as males or females. They exhibit sexual characteristics from both males and females (they are usually mistaken for female). They have heightened emotional responses, and their dual-sex nature makes them unsettling to many single-sexed races. They receive a -2 to social tests.
    NATURAL WEAPONS: Hermats have short claws at the ends of their fingers that can be used to do damage. (1d6+4+STR)


    KASHEETA
    SPECIES ADJUSTMENTS: +1 Strength, +1 Vitality, -1 Presence, -1 Agility. Kasheetas are a reptilian race.

    SPECIES ABILITIES:
    PERIPHERAL VISION: Kasheeta eyes are positioned to give a wider field f vision than stereoscopic vision. The gain a +4 to observe, but a -2 to skills requiring a high level of depth perception (like ranged combat.)
    NATURAL ARMOR: Kasheeta have a thick hide that acts as a +3 to blunt attacks, and a +2 to edged attacks.

    ORION
    Species Adjustments: +1 perception, +1 presence

    Adaptable: Orions have spread throughout the galaxy since the fall of their great empires forcing them to adapt to changing circumstances. +2 Savvy, Quickness, or Willpower reactions.
    Seductive: A combination of specialized pheromones and training from youth to allure men either for their masters or to ensure a good marriage for her, Orion women gain +4 species bonus to Influence (Seduce) tests; males gain a +2 bonus.
    Devious: Orion society forces men to scheme for power over their foes within and without. As such Orions get a +2 species bonus to influence tests.
    Infamy: Orions as a whole are looked upon with mistrust by the galaxy. As a result all Orions begin with the infamy flaw in either criminal aspect for males or imorality for women.

    REGULAN/CAITIAN (Regulan was what S John Ross was gonna call them in one of the dead suppliments.)
    SPECIES ADJUSTMENTS: +1 Agility, +1 Perception, -2 Vitality. Regulans are a felinoid race.

    SPECIES ABILITIES:
    CATLIKE RELEXES: + to Quickness
    BONUS TRAIT – SKILL FOCUS: KEEN HEARING/SMELL: Regulans receive a +2 to Perception-based tests using hearing or smell.
    BONUS TRAIT: NIGHT VISION: Regulans ignore night modifiers.
    "War is an ugly thing but not the ugliest of things; the decayed and degraded state of moral and patriotic feelings which thinks that nothing is worth war is much worse. A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."

    John Stuart Mill

  2. #2
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    Now Thats what I am talking about... thanks..
    May your worlds be at peace. Never assume, that the pointy eared first officer is Vulcan.

  3. #3
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    I like the Hermat. My campaign is going to be set in the New Frontier setting. Canon or not, I am fond of that area of space.
    Our knowledge can only be finite, while our ignorance must necessarily be infinite
    -Karl Popper

  4. #4
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    Nice work.

    IMHO I would dial back the damage on those claws thought, say 1d6 -2 or something like that. They are listed as being "short" so I wouldn't make them so tough. But that's just me.

    Great stuff. Keep it coming

  5. #5
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    Sounds good, Aslan.

    I will be posting a few of our own races once I gt home from work (been a slooooooow day.) they will include the mehook -- a race copped from the old Gallacci Fusion comic series. They're feather dinosaurs built similarly to velociraptors. Fun race.

    Also there will be the Do'Atani: a procyonid race (read: big raccoons). They are big, friendly, smart, silly, and great comic relief. Our social science officer on Athena is one.
    Last edited by qerlin; 05-08-2002 at 03:47 PM.
    "War is an ugly thing but not the ugliest of things; the decayed and degraded state of moral and patriotic feelings which thinks that nothing is worth war is much worse. A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."

    John Stuart Mill

  6. #6
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    DO’ATANI
    PERSONALITY: Do’Atani are very lively, energetic creatures that are intelligent and sociable. Curiosity is one of their major faults.

    PHYSICAL DESCRIPTION: These procyonids resemble large Earth raccoons with opposable thumbs. The average height is about 1.5 meters.

    HOMEWORLD: Atani

    CULTURE: Do’Atani culture is described as ‘non-coercive communism’; they have a culture of sharing resources, are naturally law-abiding. They were hunted by the Taranites, an off-world race, until they were able to reverse engineer Taranite technology in the late 2350s.

    LANGUAGE: Do’Hala, Federation Standard

    FAVORED PROFESSION: Scientist or Starfleet Officer. There is a glut of Do’Atani applications for Starfleet after their acceptance into Starfleet in 2374. Almost 50% of the species (2 billion) have applied. Most Do’Atani encountered off-world are ‘professional tourists’ tasked by their government to study other cultures.

    SPECIES ADJUSTMENTS: +1 Agility, +1 Vitality, +1 Perception, -2 Intelligence. Do’Atani are a procyonid race from the planet Atani. They have many of the characteristics of their racoon cousins on Earth.

    SPECIES ABILITIES:
    ▸ BONUS TRAIT: CURIOUS: Do’Atani can insatiably curious, often to the point of foolhardiness.

    ▸ BONUS FLAW: IMPULSIVE: Do’Atani have a habit of biting off more than they can chew. In a situation of danger, where curiosity is driving them, Do’Atani must spend a courage point, or investigate despite the danger to themselves.

    ▸ BONUS TRAIT: NIGHT VISION: Do’Atani ignore night modifiers.

    ▸ AMIABLE: Do’Atani have a communal society with low incidences of violence. They are more than happy to work together or with other species, save the Taranites. They gain a + on social skills with all races but Taranites, which they have a -3 to social tests.
    "War is an ugly thing but not the ugliest of things; the decayed and degraded state of moral and patriotic feelings which thinks that nothing is worth war is much worse. A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."

    John Stuart Mill

  7. #7
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    MEHOOK
    PERSONALITY: Mehook are Vulcan-like in their seeming lack of emotions. They are highly intellectual and dutiful.

    PHYSICAL DESCRIPTION: Mehook are large feathered dinosaur-like creatures, descended from a creature similar to the Earth velociraptor. They are about 4-5 meters in length, standing 2 meters tall. They have large teeth and claws and are generally frightening.

    HOMEWORLD: Ouranos III

    CULTURE: Mehook society is a meritocracy that revolves around cooperation and obedience. They gain personal possessions and position, as they age and produce for society. They are lead by councils of elders who gain their position through age and merit. Their society was frequently raided by Taranite hunter groups until the early part of the 24th Century.

    LANGUAGE: Mehook, Federation Standard

    FAVORED PROFESSION: Scientist or mercenary. Mehook

    SPECIES ADJUSTMENTS: +3 Strength, -2 Presence, -1 Intelligence. Mehook are massive feathered dinosaurs decneded from a species similar to the Earth velociraptor.

    SPECIES ABILITIES:
    ▸ DUTIFUL: Mehook society is arranged around strict rules of conduct. Mehook elders are in charge of all aspects f society, and society follows them with almost robotic precision. Individuality is limited in their society. Mehook have a -2 will when faced with a person in authority over them. Owever, they receive a +4 willpower to resist being swayed from their duty. They also receive a +2 when working in concert with others on a task.

    ▸ BONUS TRAIT – SKILL FOCUS: KEEN HEARING: As per the PG.

    ▸ BONUS TRAIT: SHERPA: At 4-5 meters long, and 2-3 meters high, Mehook are massive and powerful creatures. They can carry massive loads.

    ▸ NATURAL WEAPONRY: Mehook teeth and claws are exceedingly dangerous weapons.

    ▸ FAST METABOLISM: Mehook metabolism is incredibly efficient. They metabolize most sugars well, including alcohol (don’t try to outdrink one.) Poisons act on them in half the time, but also have half the effectiveness. Another problem of their metabolism; if a mehook does not eat a sufficient amount every 6 hours (about evivalent to twice the caloric requirements for a human), they go into cytolitic shock – becoming catatonic. If wakened during this state, they mut spend a CP or react as a character in BLOODLUST, attacking anything – friend or foe – that is edible.
    "War is an ugly thing but not the ugliest of things; the decayed and degraded state of moral and patriotic feelings which thinks that nothing is worth war is much worse. A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."

    John Stuart Mill

  8. #8
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    Boy, this thing keeps getting bumped off the new list every couple of hours.
    "War is an ugly thing but not the ugliest of things; the decayed and degraded state of moral and patriotic feelings which thinks that nothing is worth war is much worse. A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."

    John Stuart Mill

  9. #9
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    Say Querlin, This is great.

    How about the Kzin & the Brikar

    Karg

  10. #10
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    Kzin..aren't they a Niven race?

    Don't know the other. I've been looking to do some of the DS9 races, like the one...Morn, I think it is? was from. I like the visual. Naussicaans on route too.
    "War is an ugly thing but not the ugliest of things; the decayed and degraded state of moral and patriotic feelings which thinks that nothing is worth war is much worse. A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."

    John Stuart Mill

  11. #11
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    I believe the Brikar is the race Security Chief Kebron is from in the Excalibur series.

  12. #12
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    Aah...well time for me to blush a bit here. I haven't read the excalibur books. I transferred the Hermats to CODA 'cause we've been using them in ICON. I saw 'em on the trekrpg site, liked the idea, and ran with them.

    No Brikar anytime soon, as a result.
    "War is an ugly thing but not the ugliest of things; the decayed and degraded state of moral and patriotic feelings which thinks that nothing is worth war is much worse. A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."

    John Stuart Mill

  13. #13
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    Species ID

    The Kzin are a Larry Niven "Known Space" Species who appeared in an episode of the Star Trek Animated Series.

    The Brikar is Chief Security Officer Zak Kebron's species from the New Frontier novels by Peter David.

    Morn is a Lurian.

    AndorMan
    Director of the Andorian Institute of Xenosophontology...
    or something

  14. #14
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    I could be wrong , but I think the Brikar are listed under the species site in the computer core.

  15. #15
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    Originally posted by Phantom
    I could be wrong , but I think the Brikar are listed under the species site in the computer core.
    Yea they are, was woundering if anybody converted them yet

    Karg

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