Star Trek Races


Homebrew

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Scarab Sages

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I'm a big fan of Star Trek. I have an almost encyclopedic knowledge of it in fact. And so, I figured I'd stat up Star Trek races in Starfinder! Fun!

Vulcans 4 HP
Vulcans are medium-sized humanoids with the Vulcan Subtype
+2 Str, Int, -2 Chr, Vulcan physiology is physically stronger than humans. In addition, Vulcan schools are very rigorous, honing early childhood mental aptitude. However, the repressing of emotions leaves most vulcans extremely distant, and cold.
Copper Blooded Vulcans receive a +2 saves vs. poison and disease. Vulcan blood is copper-based, as opposed to Iron Based. As such, typical diseases and poisons that effect most other humanoids have a reduced effect on Vuclans.
Repressed Emotions Vulcans recieve a +2 saves vs. enchantments, A vulcan's strong mental training in repressing emotions and relying on cold logic makes it difficult to ensorcal them.
Rigorous Schooling Vulcans receive a +2 to Engineering, and either Physical or Life Science. Vulcan children are drilled on logic puzzles from as early as six months old. As a result, they tend to be skilled at logic-based tasks, such as Engineering, and the sciences.
Mind meld Vulcans have a unique form of limited telepathy. By spending a minute placing their hands next to another being, the two can enter a mind-meld. In this state, both subjects are considered flat-footed, but can communicate telepathically through ideas and visuals (thus language is no obstacle, and it can even affect creatures of animal intelligence (but not unintelligent creatures). They may share information freely, and may choose not to share some information (however, they can still attempt diplomacy, intimidate, or bluff checks in the meld to coerce the information out of a subject.) A Vulcan can perform a mind-meld on an unconscious individual, at which point that individual can respond as if he was awake. This does not interrupt his sleep if he is resting.

Cardassians 6 HP
Cardassians are Medium-sized humans with the Cardassian and Reptile subtypes
+2 Con, +2 Int, -2 Wis Cardassia prime is much less hospitable than Golarion was, and as a result Cardassians are more hearty. Additionally, their schooling drills eidetic memorization and results in a highly educated society. However, the brainwashing the state does to keep the keep the population in line leads many Cardassians to be short-sighted and not to see the bigger picture.
Desert Planet Cardassians come from an arid desert planet and receive a +2 to saves vs. heat effects
Master Manipulators Young Cardassian children are taught to study other races cultures' and then tailor their words to fit the situation, so as to get the most out of their social contacts. Cardassians receive a +2 racial bonus to culture, Bluff, diplomacy checks.
Low Light vision Cardassians can see in dim light as if it were normal light. See Vision and Light on page 261.
Vesala Cardassians have large social networks (called Vesala) that they are constantly updating and cultivating. While in a familiar area where a Cardassian has time to forge connections (which takes about a week of downtime), a Cardassian gains a +2 bonus to culture checks to know about local celebraties and customs, and can gather information in 1/2 the normal time.


sweet, I am a trekkie and as such I approve! Thank you, I like that a lot

Scarab Sages

Silverymist wrote:
sweet, I am a trekkie and as such I approve! Thank you, I like that a lot

Thanks, I'm working on Ferengi and Bajorans too. Any others? (I feel Klingons would essentially just be Vesk)

Scarab Sages

Vesk are more Jem'hadar than Kilingon physically. Their culture is pretty close to Klingon though.

Andorians would be a good one to explore.

Scarab Sages

Ferengi 2 HP
Ferengi are medium-sized humans with the Ferengi subtype.
+2 Int, Chr, -2 Strength Ferengi are generally raised to be shrewd businessmen and amiable salesmen, but are generally smaller and weaker than most humans.
Lobes for Buiseness Ferengi are almost obsessed with profit. They apprentice to master businesspeople from a young age, and are all very driven. At character creation, A Ferengi chooses a profession skill. He gains +2 to the skill. This bonus increases to +3 if the profession check is to earn money.
Good ears Ferengi hearing is exceptional. They gain a +2 racial bonus to perception checks, which increases to +3 if the check is hearing-based
Four-lobed brains Ferengi brains have a unique four-lobed structure that is incompatable with most other humanoids. They are immune to most forms of limited telepathy (except Vulcan mind-melds). Additionally, they gain a +3 racial bonus to will saves against effects that would involve reading minds (such as detect thought) or altering cognition (such as charm or dominate person)

RPG Superstar 2009 Top 32

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While you're at it, you should also design a "Star Fleet Officer" theme (kind of combining Mercenary and Spacefarer).


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Themes take a while to design.

RPG Superstar 2009 Top 32

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EltonJ wrote:

Themes take a while to design.

Yes, they do.

Scarab Sages

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Lord Fyre wrote:
While you're at it, you should also design a "Star Fleet Officer" theme (kind of combining Mercenary and Spacefarer).

Honestly, that's pretty tough, because each branch of Starfleet has such radically different skillsets. I mean, Starfleet is basically a group of specialists in different fields. Basically doing Theamless would get you what you want, but gun to my head? I'd try something like this: (Warning, this is like, early, alpha-build level thinking)

Starfleet Officer/Pact worlds defense force officer:+1 Int (Starfleet only accepts the best of the best, from "Coming of Age, TNG")
You are a member of a large federation of worlds. You have decided to represent those worlds on a vessel designed to defend against external threats, as well as explore the vast unknown. It takes all kinds, security officers, scientists, command officers, Engineers, and more.

Theme Knowledge (1st)
You have been rigorously drilled on the practices and regulations of your peacekeeping force. So ingrained are these rules that you first think in these terms before thinking of other ways to solve a problem. Reduce the DC for all culture and profession (Space Officer) checks related to the laws and politics of your organization by 5. In addition, choose a specialization from the list below. You gain a class skill associated to your specialization. If that skill is already a class skill for the class you take at first level, you instead gain a +1 bonus to that skill.
Command: Diplomacy
Security: Intimidate
Navigation: Piloting
Science: Computers
Medical: Medicine
Operations: Engineering

In addition, you get +1 to intelligence at character creation.

Comradery (6th)
You work best as part of a group, focusing on your particular specialty and trusting others to do their job and see you through to the end. When taking up starship roles, if you are in one role, you and all allies also in roles gain a +1 morale bonus to all starship-related rolls.

Cross-Training (12th)
From your extensive training with others, you have picked up some of the tricks of their trade (and you hope that some of your tricks have rubbed off on them.) If you have no ranks in any of the following skills, you can attempt them untrained with a +5 bonus.
Diplomacy, Piloting, Computers, Engineering, Medicine, Life Sciences, Physical Sciences.

Peacekeeping and Exploration (18th)
You personify the ideals of your organization. Once per day, after four successful combat encounters, you can recover 1 resolve point. In addition, once per day, if you make a new scientific discover (such as discover a new flora or fauna, or discover a new scientific phenomona), you can take 20 minutes to document it (this does not count as a rest) to recover 1 resolve point. For rules on discovering a new scientific discovery, see the xenoseeker Brilliant Discovery ability.

RPG Superstar 2009 Top 32

VampByDay wrote:
Lord Fyre wrote:
While you're at it, you should also design a "Star Fleet Officer" theme (kind of combining Mercenary and Spacefarer).
Honestly, that's pretty tough, because each branch of Starfleet has such radically different skillsets. I mean, Starfleet is basically a group of specialists in different fields. Basically doing Theamless would get you what you want, but gun to my head? I'd try something like this: (Warning, this is like, early, alpha-build level thinking)

Not bad. :)

Scarab Sages

Here's my stab at Andorians

Andorian 4HP
Andorians are medium-sized humans with the Andorian subtype.
+2 Con, Chr, -2 Wisdom Andorians are a very hearty people, and are also taught to be very assertive and confident. However, this confidence can lead to an overabundunce of pride and bull-headedness.
Antenna Andorians posses a pair of Antennea on their heads. Unlike Lashunta, these Antenae pick up vibrational frequencies around them and help their balance. Andorians receive a +2 racial bonus to perception and acrobatics. If one or both of the antennae are damaged or cut off, they can regrow in a month's time (a successful medicine check can halve the time). Andorians without their antennae loose their racial bonuses and instead suffer a -2 to perception and acrobatics.
Heat tolerance Andorians evolved on an ice planet near the mantle of their planet where it is warm, thus their bodies are accostomed to both extream heat and cold. They gain a +2 to saves against both hot and cold environments.
Ushon-Tor Almost all andorians practice with melee weapons as children, such as the Ushhon-Tor, a bladed ice-pick. All children learn how to use these weapons with at least some proficiency. Andorians treat one handed advanced melee weapons with the analog property as simple weapons.


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Personally, I'd say that Cardassians should have their -2 in Dex, not Wis. The official Star Trek RPG penalizes their Agility due to their reptilian physiology making them sluggish and most Cardassians are given intense mental training at a young age to resist telepathy so reducing the stat tied to Will saves seems odd.

I do like how Vulcans were given a +2 to Str since it's so easy for people forget that they're not just smart, but strong as well.

For the next race, I'll request Romulan since my favorites (the Cardassians) have already been done and Romulans are my next favorite. I'll also ask for Bajorans since I'm not sure if they'd just be variant Humans or not (the official ST RPG has them as pretty close to Human).

Lastly, what guidelines are you using for this? Is there a Starfinder Race Builder like with Pathfinder or are you just winging it?

Scarab Sages

RPGfan wrote:

Personally, I'd say that Cardassians should have their -2 in Dex, not Wis. The official Star Trek RPG penalizes their Agility due to their reptilian physiology making them sluggish and most Cardassians are given intense mental training at a young age to resist telepathy so reducing the stat tied to Will saves seems odd.

I do like how Vulcans were given a +2 to Str since it's so easy for people forget that they're not just smart, but strong as well.

For the next race, I'll request Romulan since my favorites (the Cardassians) have already been done and Romulans are my next favorite. I'll also ask for Bajorans since I'm not sure if they'd just be variant Humans or not (the official ST RPG has them as pretty close to Human).

Lastly, what guidelines are you using for this? Is there a Starfinder Race Builder like with Pathfinder or are you just winging it?

You have to admit though, Cardassians have (as a race) made a lot of poor decisions in Star Trek. A -1 is nothing that iron Will can't shore up.

As for how I do this, no, there is no race builder. I'm 'winging it' as you say, but I take into account a few things. I look at all the races in Starfinder (and the pathfinder legacy chapter) and try to balance them out. They generally get +2/+2/-2, +2 racial bonus to 2 or three skills, and then a few minor abilities. Like the Vulcans get +2 to saves vs. poisons, diseases, and enchantment spells, and VERY limited telepathy.

Anyway, glad you like them.

I'm not as familiar with Romulans, but I'll give it a shot.

Romulan 4 HP
Romulans are a genetic offshoot of Vulcans. During a world war which preceded the 'Time of Awakening,' a group of Vulcans fled their homeworld (which they presumed was doomed) and set up on a distant world. They did not eschew emotions as Vulcans did, but instead learned to live with them. Romulans diverged from Vulcans genetically, so much so that some of them now posses prominent brow ridges completely absent on all Vulcans.
Romulans are medium-sized humanoids with the Romulan Subtype
+2 Str, +2 Charisma, -2 Dexterity, Romulans share the increased strength of their Vulcan kin, but are much better at taking advantage of social situations. However, they tend towards stiff and ridged movements, leaving them somewhat less agile than humans.
Vulcan Ancestry Romulans are descended from Vulcans, and are physiologically similar to them. While distinct enough to measure as different creatures on scanners, they nonetheless share most of their genetic material with Vulcans. Romulans suffer no penalty when disguising themselves as Vulcans, and count as having the Vulcan subtype (in addition to the Romulan subtype)
Copper Blooded Romulans receive a +2 saves vs. poison and disease. Romulan blood is copper-based, as opposed to Iron Based. As such, typical diseases and poisons that effect most other humanoids have a reduced effect on Romulans.
Psychic Trace While Romulans seem to have genetically lost the psychic ability to mindmeld, they still have some residual psychic skill, which can shore up their mental defenses. Romulans gain a +2 to saves against spells that seek to read or control their thoughts (such as detect thoughts or Dominate Person.)
Devious and Distrustful Romulan society is not one built on trust. The secretive Tal-Shiar secretly sends agents to test the loyalty of suspected dissidents, and everyone learns to watch their neighbor, both to watch them for signs of disloyalty, and for fear of being watched for the same. Romulans gain a +2 racial bonus to Bluff and Sense Motive.
High Pain Tolerance A favored Romulan past time is torture. The death penalty is made intentionally excruciating, Romulan Mental probes are designed to be painful, and there is even talk of some Romulans ritualistically scaring themselves. As such, most Romulans develop a tolerance for pain. They gain a +2 bonus to saves vs. pain effects (such as a Mind-breaker's Share Pain ability)


What about the Breen? I'd be curious to see those guys statted, although probably less info out there for them.

Scarab Sages

MMCJawa wrote:
What about the Breen? I'd be curious to see those guys statted, although probably less info out there for them.

Yeah, no one know anything about the Breen other than they wear refrigeration suits at all times and their planet is tropical.

Dark Archive

VampByDay wrote:
MMCJawa wrote:
What about the Breen? I'd be curious to see those guys statted, although probably less info out there for them.
Yeah, no one know anything about the Breen other than they wear refrigeration suits at all times and their planet is tropical.

And they are like tigers. If you turn your back on a Breen, it *will* attack!


1 out of every 1,000 Ubese Breen contains a disguised princess.

Scarab Sages

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Unreliable Narrator wrote:
1 out of every 1,000 Ubese Breen contains a disguised princess disguised resistance fighter.

There you go, fixed it for you.

Acquisitives

There must be KLINGONS!


We are the Borg. Your biological and technological distinctiveness will be added to our own. Resistance is futile.

I know that Starfinder has The Swarm that is supposed to be the "mindless horde" force in the setting, but I have always found the Borg to be the scariest version in Science Fiction. There must be BORG!

Scarab Sages

Kalebon wrote:
There must be KLINGONS!

points to the Vesk entry


Edward the Necromancer wrote:

We are the Borg. Your biological and technological distinctiveness will be added to our own. Resistance is futile.

I know that Starfinder has The Swarm that is supposed to be the "mindless horde" force in the setting, but I have always found the Borg to be the scariest version in Science Fiction. There must be BORG!

If VampByDay is just reskinning when he can, I'd say use the Android, but swap Dex for Con

Scarab Sages

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houselyrander wrote:
Edward the Necromancer wrote:

We are the Borg. Your biological and technological distinctiveness will be added to our own. Resistance is futile.

I know that Starfinder has The Swarm that is supposed to be the "mindless horde" force in the setting, but I have always found the Borg to be the scariest version in Science Fiction. There must be BORG!

If VampByDay is just reskinning when he can, I'd say use the Android, but swap Dex for Con

I'm not re-skinning per se, I'm using all the races presented as a guideline for rough power estimates. That being said . . . Android does do a fairly good approximation.

But again, Gun to head? I'd do this:

Freed Borg 6 HP
Representitive of Borg freed from the collective: i.e. Icheb, 7of9, etc.
Freed Borg are medium-sized humans with the Android subtype.
+2 Con, +2 Int, -2 Charisma Borg have a technologically augmented brain, as well as redundant systems that keep them alive, but their time in the collective has left them with few social graces.
Assimilated Freed Borg are made up of several different species forcibly assimilated. For effects targeting creatures by type, freed borg count as both humanoids and constructs (whichever effect is worse). Choose another starfinder race (that is humanoid and a playable PC). You gain a +2 racial bonus to any one skill that the chosen race gets a racial bonus to. If the chosen race does not receive a racial bonus to a skill, instead gain the Skill Focus feat for free.
Nanoprobes While Freed borg can no longer assimilate (even if they wanted to), their body does still produces a small quantity of nanoprobes that repair cells. Freed Borg gain a +2 to saves vs. disease and poison, and count as their level +2 when determining how many hit points they recover from rest or from uses of the medicine skill.
Specific Purpose Borg Drones are created with specific purposes in mind, such as surveillance, repair, security, or scientific analysis. Choose one ability from the following list, you gain that ability.
-Darkvision to a range of 60 feet
-A +2 racial bonus to computer and engineering skill checks.
-A +1 bonus to AC when wearing armor
-A +2 racial bonus to Physical science and life science checks.


Where is the part where she is a tall sexy blond?


I wonder if we could use the Starfinder android race for Soong-type androids?


Also these are really good btw.


Delightful wrote:
I wonder if we could use the Starfinder android race for Soong-type androids?

I would imagine so. They are slightly more mechanical but otherwise seem to fit for androids.

Scarab Sages

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Vidmaster7 wrote:
Also these are really good btw.

Thank you, nice to know someone appreciates them.

A couple people have Requested Bajorans, and I had a hard time coming up with something, but I feel that I have. Let me know what you think.

Bajorans
+2 to any single stat Bajorans are a deeply adaptable people, just like humans.
Bajorans are medium-sized humanoids with the Bajoran subtype
The Prophets Watch over Us Bajorans are watched over by a race of beings called 'the Prophets' and all Bajorans are raised in a religion revering them. This religion permeates every aspect of Bajoran culture, and most Bajorans are not only familiar with the religion, but with the great works of art done in the prophets' honor. Bajorans gain a +2 racial bonus to Mysticism and Culture skill checks, and this bonus increases to +3 if the checks revolve around Bajoran religion or culture.
Pagh Bajorans believe in a thing called Pagh, roughly translated as 'soul.' By spending a full round action and grabbing a willing participant's ear, a Bajoran can attempt to read their Pagh. They can try to make a sense-motive check against a DC=10+the creature's CR. If they succeed, they learn the creature's Current and maximum Resolve. They can forgo grabbing a participant's ear by scrutinizing them (an obvious action) but this takes 1 minute, and this increases the DC to 20+the creature's CR.
The Occupation The occupation devastated Bajor and left its people damaged, but also more skilled in combat. It hardened their resolve and taught them resistance fighting techniques. You may choose one of the following abilities, you gain that ability.
-Proficiency with Longarms
-Proficiency with Heavy Weapons
-A +2 racial bonus to Survival and Stealth checks
-The Iron Will Feat
-


Klingons are not Vesk.
Klingon 6 HP
Medium sized humanoids with the Klingon Subtype
+2 Str; +2 Con; -2 Cha: Klingons are strong no and tough, but care little about social grace and diplomacy.
Intimidating: Klingons are very imposing and gain a +2 bonus to Intimidate checks.
Weapon Familiarity: Klingons train long and hard with melee weapons, and are proficient with basic and advanced melee weapons and gain specialization with those weapons at 3rd Level. If they gain proficiency in both weapon types, they instead gain weapon focus with both types.
Honor-bound: Klingons have a personal code of honor that is extremely important to them. Once per day, if acting in a way that the GM deems appropriate to their code of Honor, they gain a +1 morale bonus to attack rolls, AC, skill checks, or saving throws for 1 minute. If ever act in a way that majorly violates their honor, they take a -1 penalty on all such rolls and AC.

Scarab Sages

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Captain collateral damage wrote:

Klingons are not Vesk.

Klingon 6 HP
Medium sized humanoids with the Klingon Subtype
+2 Str; +2 Con; -2 Cha: Klingons are strong no and tough, but care little about social grace and diplomacy.
Intimidating: Klingons are very imposing and gain a +2 bonus to Intimidate checks.
Weapon Familiarity: Klingons train long and hard with melee weapons, and are proficient with basic and advanced melee weapons and gain specialization with those weapons at 3rd Level. If they gain proficiency in both weapon types, they instead gain weapon focus with both types.
Honor-bound: Klingons have a personal code of honor that is extremely important to them. Once per day, if acting in a way that the GM deems appropriate to their code of Honor, they gain a +1 morale bonus to attack rolls, AC, skill checks, or saving throws for 1 minute. If ever act in a way that majorly violates their honor, they take a -1 penalty on all such rolls and AC.

That's a decent idea, but I think the Honor-bound is something that doesn't fit with the race, I believe. Plus, despite the fact that Dwarves are proficient in all advanced melee weapons, I don't like handing that ability out. Not without some restrictions. It's not a bad take, but personal preferance, I'd do something like this:

Klingons
+2 Str, +2 Con, -2 Wis Klingons a a strong and hearty people, but they are often arrogant and headstrong. Often eschewing military strategy for a good or honorable fight.
Klingons are medium-sized humanoids with the Klingon subtype
Weapon Familiarity Klingon children begin learning how to fight with Klingon weapons at a young age, including the two-handed Bat'leth, the one handed Mak'leth, as well as various swords and daggers. Klingons are considered proficient with all advanced melee weapon with the analog property.
Brak'lul Klingongs have a notoriously tenacious ability to cling to life, and their biology consists of numerous redundancies to help them do so, such as an eight-chambered heart and a series of backup nerves in the spinal column. At character creation, Klingons receive two extra special resolve points. These points can ONLY be spent while he or she is unconscious, and only to prevent death (such as stabilizing, or loosing a resolve at the end of a round to avoid death.)
Apex predator Klingons, are known for not straying far from their predatory nature, and often revel in the skills of the hunt, or of subduing weaker species. Klingons receive a +2 racial bonus to Survival and Intimidate checks.


Fun fact: Brak'lul is the name for the Klingon biological redundancy.

Scarab Sages

Arakhor wrote:
Fun fact: Brak'lul' is the name for the Klingon biological redundancy.

Thanks, I've fixed it. I forgot it had a specific name.


I love this thread :D Thank you Vamp!

Liberty's Edge

VampByDay wrote:
Weapon Familiarity Klingon children begin learning how to fight with Klingon weapons at a young age, including the two-handed Bat'leth, the one handed Mak'leth, as well as various swords and daggers. Klingons are considered proficient with all advanced melee weapon with the analog property.

I wouldn't advise this. Literally nothing in Starfinder gives Proficiency with only certain weapons in a category, and adding such things is a bad idea. I mean, can they even buy Advanced Melee Weapon Specialization with this? Because it's useless if they can't and weird if they can.

I'd just copy the Dwarven Weapon Familiarity. It's simpler and cleaner.


I'm liking what I'm seeing here. I'm a big fan of Star Trek and I feel like your conversions really capture the various trek races.


VampByDay wrote:
...

Just throwing this out there. Star Trek Online uses the term, Liberated Borg, for those safely disconnected from the Collective.


These are really cool, and with The Pact World pretty much being The Federation would not be THAT hard to throw these in if/when required!

Scarab Sages

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Thanks all for supporting me. As a show of thanks, I thought I'd do a Romulan Bird-of-Prey (from Balance of Terror) It's my first real attempt at a ship, so I don't know how well it turned out. Obviously, since there are no cloaking devices in Starfinder, I had to nix that.
A prototype ship designed for exactly one thing. Infiltrating enemy territory, destroying enemy instillation, and slipping out. The ship has minimal shielding and amenities, but one very large weapon it can use to destroy whole space stations.

Prototype Stealth Warship CR 9
Huge Cruiser
Speed 8: Manuverability: Average (+0, turn 2) Drift 1
AC 19, TL 25
HP 230, DT:5, CT:46
Medium Shields 100 (25 to all Sections)
Attacks: 1 Forward (Nuclear mega-Missle Launcher, 5d8x10), 1 port (Empty), 1 Starbord (Empty), 1 Turret(Medium Nuclear Missle Launcher 10d8)
Power Core: Nova Ultra (300 PCU), Drift Enghine: Signal Basic,
Systems: Mk 2 Trinode computer (+2/+2/+2)Budget Mid-range Sensors (+0), Common crew quarters, Mk. 4 armor, Mk 10 Defenses
Expansion Bays: Tech Workshop, Escape Pods, Medical Bay (3 cargo sections)
Modifiers
Min. Crew:20, Max Crew 100
Crew:

Captain Bluff +18 (9 ranks), Computers +20 (9 ranks), Intimidate +18 (9 ranks), Engineering +18 (9 ranks), gunnery +18,
Engineer (1 officer, 20 crew) Engineering +18 (9 ranks)
Gunners (2 officers, 10 crew each) gunnery +23
Pilot (1 officer, 3 crew) Piloting +18 (9 ranks)
Science Officer Computers +20 (9 ranks)

Alternate rules: Invisibility Screen (imperfect cloaking device)
-As an alternate rule, you can have the ship have an invisibility screen. While active, it renders the ship invisible, and makes it difficult to detect with sensors. Its TL raises to 30 (it is counted as having mk 15 defenses). It cannot be targeted by non-tracking weapons unless the science officer makes a DC 30 computers check every round (and even then, non-tracking weapons have a 50% miss chance.)

The ship cannot fire any weapons, raise shields, or enter the drift while its invisibility screen is up. It is also reduced to half speed. As an action that takes an entire starship round (all phases) the invisibility screen can be raised or lowered. The ship can do nothing during the round where the ship is raising or lowering its invisibility screen. While the screen is lowered, it is considered to have a TL of 20 (it is considered to have mk 5 defenses.)


Any love for Joined Trill and/or Ocampa?

Liberty's Edge

That's...not how those skills should be. Everything should be either +18 or +23 given how NPC skills work and the CR of 9. And Gunnery should likely be notably lower, since it's not actually a skill (though, at the moment, existing examples do use the skill scale).

Scarab Sages

Deadmanwalking wrote:
That's...not how those skills should be. Everything should be either +18 or +23 given how NPC skills work and the CR of 9. And Gunnery should likely be notably lower, since it's not actually a skill (though, at the moment, existing examples do use the skill scale).

I just copy-pasted the skills listed from the CR 10 cruiser in the book, and subtracted 1 for having 1 less skill point. Yes, the gunnery is very high, I noticed that too. However, take it up with Paizo, not me. I just used the crew skills given for an equivalent ship with a similar CR.

Liberty's Edge

VampByDay wrote:
I just copy-pasted the skills listed from the CR 10 cruiser in the book, and subtracted 1 for having 1 less skill point. Yes, the gunnery is very high, I noticed that too. However, take it up with Paizo, not me. I just used the crew skills given for an equivalent ship with a similar CR.

Yeah, but the Computers numbers on that ship include bonuses from good Sensors. Which your ship lacks, so those should be lower.

The Gunnery thing has indeed been brought up to Paizo, as much as we can anyway, and I hope they change it.


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What about:

Jem'Hadar

Changeling

Kzinti

Species 8472

Tholian

Scarab Sages

Hystarr wrote:

What about:

Jem'Hadar

Changeling

Kzinti

Species 8472

Tholian

-Jem-Hadar I could do, though the racial enslavement to the changelings could be problematic.

-Changelings seem WAY to overpowered for a PC Race
-Same with 8472
-We don't see much of the Tholians.
-And, I mean, I suppose I could do the Kzinti, though being an animated-only race makes it difficult to gauge their abilities.

I was planning on doing Joined Trill next.

Dark Archive

Tholians seem unlikely since they can't really live in an earth normal environment. They freeze to death in an environment that can support humans, and explode in the 'low' pressure most other races need to survive.

Changelings and 8472, agreed, too big for the room. Same with other more exotic potentials like the Horta (there's a Horta crewman in some of the classic novels, who is pretty awesome!).

More 'PC' level races could be the Tellarites or Bolians or Betazoids or Deltans.

Suliban have interesting potential since many of them have biotech 'mods' making them a lot more versatile than most races.


-Jem-Hadar I could do, though the racial enslavement to the changelings could be problematic.

-Changelings seem WAY to overpowered for a PC Race
-Same with 8472
-We don't see much of the Tholians.
-And, I mean, I suppose I could do the Kzinti, though being an animated-only race makes it difficult to gauge their abilities.

I was planning on doing Joined Trill next.

-Changlelings

While you obviously could not make a race that has at will polymorph(I am not even sure that spell still exists in Starfinder) you COULD give them some sort of Disguise/Alter Self ability (which other core races HAVE had before in Pathfinder). After all, MOST of the shape shifting done by the Changelings is simply making themselves look like someone else.

So an at will Disguise self (not THAT crazy)
racial bonus to Disguise and/or Bluff checks
racial bonus to stealth(ability to stealth anywhere)
racial bonus to CHA

This might be a good starting point. Obviously they have to be nerfed somewhat, but this would give you the basics while hopefully not being too over powered.

Scarab Sages

This is the best I could do with the Joined Trill. It turned into a mess, and it's really confusing. I don't like it. If anyone thinks they could clean this up and make it better, be my guest.

Joined Trill 4 HP
Joined Trill are Medium-sized humans with the Trill Subtype
+2 Int, Wis, -2 Con Trill go through a rigorous mental training regimen to become joined, involving very difficult schooling. The joining of a trill grants them a degree of perspective, having lived multiple lifetimes, but also comes at a cost. The symbiont is somewhat draining on the host, leaving them less resistant to disease and poison (particularly insect stings.)
Symbiont A symbiont shares its memories of previous hosts with its current host. A symbiont starts play with 2d4 previous hosts. PCs are encouraged to give each previous host a personality, name, and associated skill.
Past Host ExperiencesWhile the current host hasn't gone through the actual life experiences of the past host, this nevertheless helps the current host with skills he or she might not otherwise be exposed to. Joined Trill gain the Skill Synergy feat for free. However the skills applied to skill synergy must be from two of the associated skills from previous hosts (see symbiont, above).
Intense Schooling In order to join with a symbiont, a Trill must go through intense schooling and training, as there are few symbionts and only the best are chosen to carry on a line. Any and all types of schooling are accepted (the sciences, the arts, diplomacy, etc), so long as the prospective host excels in their selected area(s). As a result, Trill gain a +2 racial bonus to any two skills (chosen at character creation.)
Zhian'taraJoined Trill are mildly telepathic. Through a ritual that take 10 minutes and a resolve point from the Joined Trill, they can displace a former host personality a symbiont has experienced into another willing host (of any humanoid species). If the personality so desires, it can try to take over the host (with a will save= 10+1/2 the Joined trill's level +the joined trill's Charisma modifier). Each personality has a number of ranks in their associated skill (see symbiont, above) equal to the Trill's level, but uses the host's mental attributes. All hosts are assumed treat their associated skill as a class skill. For combat, they use the same abilities as their host, but are considered to only have skill points in their associated skill.
Dual Minds Symbionts and Trill's brains become one after the joining. However, their dual nature does make it difficult to control them. Joined trill gain a +2 racial bonus to saves against mind-effecting effects.


It strikes me that making the Mild Meld a race feature that any Vulcan can do is quite powerful. It's a formidable ability even with its significant downsides. I wonder if it would be feasible to make it an ability you need to devote serious effort to learning how to do.

Mind you, I'm not quite sure how you would accomplish this. Still,. it shouldn't be an assumption that every Vulcan you meet knows how to Mind Meld. In fact, IIRC they find the intimacy distasteful (a reflection of their cold demeanor), especially when done without consent of the second party (Spock, from a reasonable Vulcan perspective, does this far too often.). Why it isn't presented as an assault, like any other form of unwanted intimacy, is something I'm wondering about,.

Scarab Sages

Amaltopek wrote:

It strikes me that making the Mild Meld a race feature that any Vulcan can do is quite powerful. It's a formidable ability even with its significant downsides. I wonder if it would be feasible to make it an ability you need to devote serious effort to learning how to do.

Mind you, I'm not quite sure how you would accomplish this. Still,. it shouldn't be an assumption that every Vulcan you meet knows how to Mind Meld. In fact, IIRC they find the intimacy distasteful (a reflection of their cold demeanor), especially when done without consent of the second party (Spock, from a reasonable Vulcan perspective, does this far too often.). Why it isn't presented as an assault, like any other form of unwanted intimacy, is something I'm wondering about,.

The vulcans of the Enterprise era disliked it. TOS and further on didn't mind too much (though some probably didn't dislike it). As written I don't think it's more powerful than Lashunta telepathy. Maybe some race specific feats to increase its potency?


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Captain collateral damage wrote:
Klingons are not Vesk.

Correct. The Gorn are Vesk.

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