houselyrander wrote:
Hmm, I like it. Yeah, I think I'll change their attribute modifiers to this. Thanks all for the feedback!
houselyrander wrote: I like these so far. The turians look especially good, but I'm wary of the quarians having low Con. They have pretty useless immune systems, but they're extremely physically hardy. Wrex notes that of they're relatively close to krogan durability compared to other species and the Widow Anti-Material rifle, which is infamous for shattering arms with recoil, is built for quarian usage. Just my 2 cents Yeah, I think I read that too. The thing is, I'm not really sure what else to put for their -2....
Edward the Necromancer wrote: While I agree that the Quarian does need a racial ability to reflect their weakened immune system, I think they need another ability to balance it out. Maybe give them a +1 to EAC while in armor to reflect that fact that they have gotten very good with making and maintaining the armor that they always have to wear. It took me while figuring out exactly how the quarian's weak immune system trait would work, especially after I found out that every suit of armour has a environmental protection system built into it... I was thinking of making it so that every quarian character begins with the Filtered Rebreather armour upgrade built into their armour free of charge. This upgrade gives one week of environmental protections per item level (instead of the normal 1 day per item level). In addition, it also gives acid resistance 5 and a +2 bonus to saving throws against poisons and diseases.
Lucas VerBeek wrote: Hmm I like the builds but for the Quarians doesn't a negative constitution modifier also lower their base health or did I read that wrong in the Rulebook? Con effects your Stamina Points not your Hit Points. Hit Points are determined by your Class and Race and Stamina Points are determined by your Class and Constitution.
evilnerf wrote:
Instead of bringing the Strength down to a +2, what about having an additional -2 to Dex? You think that would balance it out?
User Error wrote:
If you could be a bit more specific on what traits you think are too powerful. I am still unsure about the racial traits for the krogan and asari, but apart from those I don't see anything that is too different from the core races in the book. About replacing the Military Service trait for the Turians, I'm not really sure. The fact that they are so militaristic is the most iconic aspect of their race. I'd suggest you keep the +2 to Piloting and perhaps change the Profession skill rank to a +4 bonus to skill checks made to identify and recall knowledge regarding tactics, in general.
evilnerf wrote: Your Krogan is WAY too good. Scale back those ability points and ditch the recuperation. I didn't think the ability score modifiers were a problem. Ability score modifiers for all races in the book, when added up equal +2. So I did the same for the Krogan (despite them having a +4). That, and I also felt like having 3 ability scores at -2 was a bit debilitating. On the other hand, I too was thinking about removing the recuperation trait. That, or the +1 to AC. I couldn't decide which of the two was more iconic to the Krogan. What do you think?
Saw some people posting homebrew races from various sci-fi settings so decided I'd share some of my own. Only krogan, turians, salarians, quarians and asari finished at the moment. Batarians, Volus and Drell are on the way... Krogan RACIAL TRAITS
_ Turian RACIAL TRAITS
_ Salarian RACIAL TRAITS
_ Quarian RACIAL TRAITS
Quarians without suits (or environmental protections active) suffer a -2 penalty to all Fortitude saving throws against poisons and diseases, and are vulnerable to infections. For every hour a quarian is exposed to unsterilized air, they must succeed at a Fortitude saving throw (DC 17) or move down the Physical Disease Track, starting at Weakened. Treating the infection requires a successful DC 15 Medicine check or casting of remove affliction. _ Asari RACIAL TRAITS
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