Skeletal Technician

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Delightful wrote:
This isn't really about adapting the Mass Effect races to Starfinder but would Solarians, Mystics, and Technomancers work in the Mass Effect universe? I suppose calling them biotics would be a simple way of doing it.

Personally, I like to think of Technomancers being a bit like biotics. So I think that could work. Same with Mystics as well. You might need to re-flavour, replace or remove some spells though, as some of them just don't fit. Solarians probably have the most biotic-like abilities out of the three classes, so you'd likely be able to leave that class the way it is and just change the fluff behind it.


houselyrander wrote:
Golurkcanfly wrote:
Why not -2 Wis? After all, their lack of wisdom led directly to them screwing themselves over.
Yeah, +2 Con and Int, -2 Wis might be a good route. Story-wise it would paint them as enduring and technically minded but with a tendency towards impulsiveness and recklessness (which they most certainly are if Mass Effect 2 and 3 are anything to go by). Gameplay-wise it would make them a good option for combat focused Mechanics but poor Mystics (which would also fit them since they tend to be Engineer class but can't take any biotics classes)

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:
DocShock wrote:
This is true in the Pathfinder rules, but that was in a system with scaling values in the point-buy system. A +4 bonus on a character could let you start with a 22 in a stat. Here in Starfinder, there's a cap on starting scores at 18 anyway, so Krogans couldn't start with more than that, and it still takes 40% of your point buy to get you there.

You aren't wrong, but as it is, a Krogan can EASILY start with 18 Str, 16 Dex, 12 Con, 8 Int, 10 Wis, 8 Cha.

It's a very very min-maxy build, when the new ability score theme seems designed to minimize the effects of min maxing (such as not giving you points for negative Ability scores.)

My recommendation is just +2 Str, +2 Con, -2 Int, +1 Kinetic armor, +2 against environmental saves.

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:

I was waiting for this ever since I saw the other thread, haha. I think the racial abilities are a little powerful but I think they're very appropriate!

For Turians, what would you suggest as a replacement for their Military Service trait if the character didn't attend boot camp (a la Vetra Nyx)?

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?


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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
Ability Adjustments: +4 Str, +2 Con, -2 Int, -2 Cha
Hit Points: 6
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Size and Type: Krogan are Medium humanoids with the krogan subtype.
Extraordinary Recuperation: Krogan regain hit points naturally at twice the normal rate (2 hit points per character level with 8 hours rest or 4 hit points per character level with 24 hours rest).
Tough Skin: Krogan gain a +1 racial bonus to AC. They also receive a +2 racial bonus to saving throws against natural hazards (radiation, poison, extreme cold or heat, etc).
Charger: Krogan gain a +2 racial bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the krogan and its opponent are standing on the ground.
Natural Weapon: Krogan are always considered armed. They can 1d3 lethal damage with unarmed strikes and the attack doesn't count as archaic. Krogan gain a unique weapon specialization with their natural weapon at 3rd level, allowing them to add 1-1/2 x their character level to their damage rolls for their natural weapon (instead of just adding their character level, as usual).

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Turian

RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Con, -2 Cha
Hit Points: 4
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Size and Type: Turians are Medium humanoids with the turian subtype.
Military Service: Turians receive a +2 racial bonus to Piloting checks. In addition, turians start with 1 skill rank in Profession (Soldier).
Marksmen: Turians receive Longarm Proficiency as one of their class weapon proficiencies. If their class already grants this proficiency, they instead receive Weapon Focus (Longarms) at 3rd level.
Disciplined: Turians receive a +1 racial bonus to Will saving throws.
Radiation Resistant: Turians receive a +2 racial bonus to saving throws against radiation and radiation sickness.

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Salarian

RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Int, -2 Str
Hit Points: 4
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Size and Type: Salarians are Medium humanoids with the salarian subtype.
Hyperactive Metabolism: Due to their metabolism, salarians only need 1 hour of rest per day. This does not give them the healing benefits of 8 hours of rest in only one hour, only mitigates the need for 8 hours of sleep. Natural healing still works as normal.
Amphibian: As amphibious creatures, salarians have a swim speed of 20 feet and cannot drown in water.
Intellectual: Salarians receive a +2 racial bonus to Culture, Life Science and Physical Science checks.
Photographic Memory: Once per day, a salarian can roll a single skill check to recall knowledge twice and take the higher result.

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Quarian

RACIAL TRAITS
Ability Adjustments: +2 Int, +2 Cha, -2 Con
Hit Points: 4
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Size and Type: Quarians are Medium humanoids with the quarian subtype.
Master Technicians: Quarians receive a +2 racial bonus to Engineering and Computers checks.
Robotics: Quarians have an intimate understanding of technology and synthetic constructs, and as such, gain a + 1 racial bonus to attack rolls and a +4 racial bonus to AC against creatures with the technological subtype.
Pilgrimage: Quarians are rarely seen outside the Flotilla, and those who are, are normally seen during a right-of-passage called their Pilgrimage, in which they search for a way to aid the Flotilla. As such, adult quarians receive a +2 racial bonus to Diplomacy checks made to gather information.
Weak Immune System: All quarians have incredibly weak immune systems and as a result, must wear environmentally sealed suits when not in strictly sterile environments. These suits count as any form of light or heavy armour with environmental protections. In order to avoid the risk of infection, quarians must have their environmental protections active at all times.

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.

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Asari

RACIAL TRAITS
Ability Adjustments: +2 Cha, +2 Wis, -2 Con
Hit Points: 4
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Size and Type: Asari are Medium humanoids with the asari subtype.
Psychic Affinity: Asari receive a +2 racial bonus to caster level checks to overcome spell resistance. In addition, asari receive a +2 racial bonus to Mysticism skill checks.
Sexual Appeal: Asari receive a +2 racial bonus to Diplomacy skill checks.
Mixed Heritage: Asari often use their unique method of reproduction to absorb traits of other species into their offspring. Asari may choose to possess any single special quality of any other species to reflect this, with the exception of ability bonuses. Pure asari - that is, asari born from a union of two asari - gain the Skill Focus feat instead, applied to a skill of their choice.
Mind Meld: Asari have a natural ability to attune their nervous systems to those of other beings, which they evolved for reproductive purposes. In order to perform a mind-meld, the asari must be touching the target. Establishing the mind-meld is a full-round action that provokes attacks of opportunity, and the asari must concentrate in order to maintain it. If the target is unwilling, they can make a Will saving throw against a DC equal to 10 + the asari's level + Wisdom modifier. Once the mind meld has been established, the asari may draw on knowledge present in the target's mind, or implant memories into their mind. A mind meld may only be attempted once per day.