Star Trek Races


Homebrew

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Scarab Sages

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Kelpians 4 HP (Lt. Commander Saru's Race, Star Trek Discovery)
Kelpians are medium-sized creatures with the Kelpian subtype. They have a base speed of 35
+2 Dex, +2 Wisdom, -2 Charisma Kelpians are lithe and quite perceptive, but they tend to be a blunt people, with little aptitude for intimidation.
Threat Ganglia Kelpians have a specialized nervous system designed around detecting threats. This heightened system gives them a +2 racial bonus to perception and sense motive checks. This bonus increases to +3 if used to detect an ambush or if an immediate situation will become hostile.
Flight Response Being descended from a largely prey species Kelpians have a propensity for running. Kelpians gain the Jet Dash feat for free.
Living in fear Owing to their prey nature, Kelpians live in a state of near-constant fear, always ready to flee at a moment's notice. However, they are still able to operate despite this fear, because they know how to deal with it. As such, Kelpians receive a +2 bonus to saves vs. fear effects, and the DC to intimidate them is increased by 2. However, they all seek to be as secure as possible and as such receive a -2 penalty to saves vs. effects that suppress or remove fear.


What would be the differences between an elf and a Vulcan in Starfinder terms?

Dark Archive

ThomasBowman wrote:
What would be the differences between an elf and a Vulcan in Starfinder terms?

Vulcan stats are in the first post of this thread. Basically, they're stronger and tougher, but not as dexterous or charismatic. A mind meld and copper blood replace elven talents with magic, etc.

Dark Archive

VampByDay wrote:
Kelpians 4 HP (Lt. Commander Saru's Race, Star Trek Discovery)

Ooh, cool! A new race from the new series.


Graywolf777 wrote:
Captain collateral damage wrote:
Klingons are not Vesk.
Correct. The Gorn are Vesk.

So who's stronger Klingons or Orcs? What would be the difference between orcs and Klingons?

There are certain fantasy races that line up with Star Trek races, lets see:
Vulcans/Elves
Klingons/Orcs
Romulans/Drow
Ferengi/Dwarves

Ferengi and dwarves are both known to be greedy.

Scarab Sages

ThomasBowman wrote:
Graywolf777 wrote:
Captain collateral damage wrote:
Klingons are not Vesk.
Correct. The Gorn are Vesk.

So who's stronger Klingons or Orcs? What would be the difference between orcs and Klingons?

There are certain fantasy races that line up with Star Trek races, lets see:
Vulcans/Elves
Klingons/Orcs
Romulans/Drow
Ferengi/Dwarves

Ferengi and dwarves are both known to be greedy.

I mean, I guess I see what you are going for, but it really doesn’t stack up IMHO. Vulcans are cold and strive for emotionlessness. They venerate schience. Elves are supposed to be very free spirited and embrace emotions and music and art. Plus Vulcan ears swoop forward whereas pathfinder elf ears swoop back.

Klingons are either “communist” (Stalin-style communists in TOS) or extremely honor-bound (TNG forward) making them far more lawful than the typical chaotic-stupid destruction-obsessed pathfinder orcs.

Romulans and Drow are probably the most similar, both are backstabbing and power mad, but again, the Romulans are Lawful Evil, not chaotic evil.

And while the Dwarves are somewhat greedy, that is usually a secondary characteristic to their honor and pride, something the Ferengi generally don’t have (not to mention that Ferengi tend NOT to produce capable warriors, with maybe one exception.)


ThomasBowman wrote:


So who's stronger Klingons or Orcs? What would be the difference between orcs and Klingons?

https://img00.deviantart.net/e6e6/i/2015/033/c/7/light_armored_orc_special_ forces_by_kingstantin-d89ra5y.jpg

Dem Klingon boyz iz weak! Not nearly gud enuff for da boyz! If dey waz az strong az orkz, dey wouldn't 'ave uz fighin' for dem!

Scarab Sages

In Pathfinder/Starfinder though, Klingons are tougher, smarter, and more charismatic.

What is more threatening? A barb with 20 Str? Or a barb with 18 Str, more technologically advanced gear, and more intimidating prowess?


PaladinDemo wrote:
ThomasBowman wrote:


So who's stronger Klingons or Orcs? What would be the difference between orcs and Klingons?

https://img00.deviantart.net/e6e6/i/2015/033/c/7/light_armored_orc_special_ forces_by_kingstantin-d89ra5y.jpg

Dem Klingon boyz iz weak! Not nearly gud enuff for da boyz! If dey waz az strong az orkz, dey wouldn't 'ave uz fighin' for dem!

One of these days, I'm going to run a campaign that's a free-for-all between the major highly warlike scifi races. Orks, Klingons, Krogans, Vesk, Covenant Elites, and whatever else I can scrounge up.

Scarab Sages

Just going to mention, I really think the Ferengi should have a bonus to Wisdom rather than Intelligence.

*waits for someone to stat up Nagilum, Q, and Ihat/Masaka/Korgano*


I'm Hiding In Your Closet wrote:

Just going to mention, I really think the Ferengi should have a bonus to Wisdom rather than Intelligence.

*waits for someone to stat up Nagilum, Q, and Ihat/Masaka/Korgano*

They got big ears after all, that alone should give them bonuses on Perception, after all, they tend to hear things, especially when "opportunity knocks".


I am really enjoying your interpretations of the various races and their abilities. I dont always agree 100% but I always see where you are coming from.
That being said, the explanation of the Trill's abilities re: their past lives is a little vague to me. Can you elaborate on it a bit for me please?

Thanks in advance!

AtD

Acquisitives

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AM TARDIGRADE 20 HP
AM TARDIGRADE are medium-sized Vermin with the Superbeing Subtype
+2 Dex, +2 Cha, +4 Int, +4 Wis, +6 Str, +10 Con AM TARDIGRADE are surprisingly nimble, inexplicably endearing, unguessably intelligent and sensitive, ungodly strong, and jaw-droppingly, almost risibly, resilient.
AM TARDIGRADE, CAN RIP SPACESHIPS APART AM TARDIGRADE have 8 natural claw attacks dealing (1d6+Str modifier) damage each, and overcoming DR as though magic and adamantine.
AM TARDIGRADE, TEMPERATURE ALWAYS FINE AM TARDIGRADE have Fire and Cold Resistance 20.
AM TARDIGRADE, NOT IMPRESSED BY PRESSURE AM TARDIGRADE are unaffected by environmental pressure.
AM TARDIGRADE, GET TAN BY STICK HEAD IN MICROWAVE AM TARDIGRADE receive +10 to saves vs radiation, and are immune to all radiation effects with a save DC of 40 or lower.
AM TARDIGRADE, NOT SCARED OF NOTHING AM TARDIGRADE are unaffected by vacuum conditions.
AM FREEZE-DRIED TARDIGRADE! At will, AM TARDIGRADE can enter cryptobiosis, a state of suspended animation by expelling 99% of their water content and slowing their metabolism to less than 0.01% of normal. Treat them as having been petrified, as by flesh to stone, save that their appearance is like biological glass rather than stone, their hardness and hit points in this state are double that of normal stone, they continue to make regular saving throws against any ongoing effect from which they are suffering (but without suffering the consequences of failure) and they may end it at will (presumably when they have overcome the affliction or somehow escaped the danger that prompted them to enter cryptobiosis); once this is done, they must consume at least 40 gallons of water within the next 24 hours, or return to suspended animation - if they can do neither, they die immediately. They can remain in a cryptobiotic state for up to 5d6 years (roll when they expel their water; if they re-enter cryptobiosis without rehydrating as described above, the time limit from the first roll stands, and they remain on the same 'clock') before dying.
AM TARDIGRADE, AM OTHER THINGS TOO AM TARDIGRADE can absorb DNA from other creatures, gaining some of their attributes. AM TARDIGRADE have 1 'foreign DNA slot,' plus 1 per 5 HD, into each of which they can place one racial feature from another living, corporeal, organic species, provided it is one (or more) of the following types: skill bonus, saving throw bonus, KAC/EAC bonus, resistance (but not immunity), sensory/communication ability, or a single spell-like ability usable no more than 3/day. They can acquire these abilities from other creatures that have them by either devouring a portion (at least 1 lb.) of their tissue, dealing at least 3 HP damage to them with a claw attack, spending at least 10 minutes in continuous physical contact with them, or spending at least 2 continuous hours within 30 feet of them. Once this is done, they must make a Fortitude save (DC = 15 OR DC 10 + creature's HD or CR without class levels, whichever is higher) in order to assimilate the DNA; if they succeed, then they gain one racial feature of their choice (following the parameters above) that the alien creature possesses after the next time the AM TARDIGRADE rests. If they do this once their foreign DNA slots are all full, they must jettison a previously-acquired racial feature (their choice as to which) to free up a foreign DNA slot for the newly-acquired racial feature; once done, the loss is permanent, but they can always acquire the jettisoned racial feature again by the same array of means as normal, provided they can find another DNA donor of the right sort. They may not have the same ability in multiple foreign DNA slots.
AM TARDIGRADE, ACE NAVIGATOR! AM TARDIGRADE receive a +8 bonus on Piloting checks.
AM TARDIGRADE, AM CHRIST-FIGURE AM TARDIGRADE receive a +8 bonus on Mysticism checks.
AM TARDIGRADE...AM FULL OF STARS.... When in a vacuum, AM TARDIGRADE may use interplanetary teleport or plane shift 1/day as a supernatural ability.


The Sideromancer wrote:
One of these days, I'm going to run a campaign that's a free-for-all between the major highly warlike scifi races. Orks, Klingons, Krogans, Vesk, Covenant Elites, and whatever else I can scrounge up.

https://www.youtube.com/watch?v=jt_9fsA_XmA

Dark Archive

AM TARDIGRADE wrote:
AM TARDIGRADE 20 HP

This is awesome! But AM TARDIGRADE needs a movement speed (and a climb speed!).

Acquisitives

Set wrote:
AM TARDIGRADE wrote:
AM TARDIGRADE 20 HP

This is awesome! But AM TARDIGRADE needs a movement speed (and a climb speed!).

BASE SPEED 30 FEET, CLIMB SPEED 20 FEET!

WOULD BE MUCH FASTER, BUT AM TARDIGRADE! NAME LITERALLY MEANS "SLOW WALKER!"


A few I’d like to see.

Vidiian: how would you handle stat wise their needing constant tissue grafts to stay alive?

Hirogen

Voth

Breen

Scarab Sages

*snaps fingers in an 'I've got it' kind of way*

Know what I wanna see?

Deific portfolios and stuff for the various entities of the pantheon Data embodied in "Masks".

Scarab Sages

So, I realize that casting thread necromancy on a thread that has been dead for a year and a half is considered the height of bad taste on the internet, but I was reminded of this thread the other day and while I'm stuck at the airport I thought I might as well stat up some more star trek races that I never got around to statting up the first time.

Vorta 4 HP
Vorta are medium-sized humanoids with the Vorta subtype
+2 Int, +2 Charisma, -2 Strength Vorta were designed to be diplomats by the founders. They are tactically minded, very charismatic, and lithe as to not be too intimidating during peace talks.
Poor eyesight, good hearing While Vorta have less-than-stellar eyesight, they make up for it with their keen hearing. They suffer a -2 to all visual based perception checks at distances greater than 30 feet. However, they gain a +2 bonus to all auditory perception checks, and have blindsense (sound) 20 ft.
No sense of aesthetics: Vorta were designed without an ability to appreciate the arts. A Vorta suffers a -2 to all profession and culture checks involving art or music, but their lack of ability to appreciate patterns grants them a +2 bonus to all saves vs. pattern and illusion spells.
Largely immune to poison: being diplomats, Vorta have been designed to be immune to clandestine poisonings. They are immune to ingested poisons, and gain a +2 bonus to saves vs. any other form of poison.
Designed to be diplomats: All Vorta have been genetically engineered to be diplomats first and foremost. They gain a +2 bonus to Diplomacy, Sense Motive, and Bluff.

Hirogen 4 HP
Hirogen are medium-sized humanoids with the Hirogen subtype
+2 Strength, +2 Wisdom, -2 Charisma Hirogen are larger and stronger than humans, with very refined senses, but tend to be very blunt and lack social graces.
The Hunt: Hirogen society is obsessed with hunting. They are drilled to hunt from a young age. Hirogen gain a +2 to survival and perception, and also gain a +2 bonus to computers when using starship sensors.
Armor Training: Unlike most races, Hirogen wear their armor almost constantly, even while on their starships. Hirogen start play with heavy armor proficiency.
: being diplomats, Vorta have been designed to be immune to clandestine poisonings. They are immune to ingested poisons, and gain a +2 bonus to saves vs. any other form of poison.
Designed to be diplomats: All Vorta have been genetically engineered to be diplomats first and foremost. They gain a +2 bonus to Diplomacy, Sense Motive, and Bluff.
You are prey: Once per day, a Hirogen can designate a single enemy as 'prey' as a swift action. Until that character takes a ten minute rest to regain stamina, they gain a +2 morale bonus to attack the subject of their prey.

Wayfinders

What would the stats be for TOS red shirts?


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Corsair17 wrote:
What would the stats be for TOS red shirts?

1 hp and they HAVE to use the Quentin Tarantino rules for what happens when an NPC hits 0 hp

Scarab Sages

People forget that Scotty was technically a Red Shirt, and he was just fine.

Think I might make the Xindi next, or maybe Betazoids or Bolians? Or Kazon?


Vulcans would be problematic. +2 str +2 con +2 int minuses to charisma and.. thats about it?

Wayfinders

1 person marked this as a favorite.
VampByDay wrote:

People forget that Scotty was technically a Red Shirt, and he was just fine.

Think I might make the Xindi next, or maybe Betazoids or Bolians? Or Kazon?

Just proves Scottie was the toughest redshirt ever!

Scarab Sages

BigNorseWolf wrote:

Vulcans would be problematic. +2 str +2 con +2 int minuses to charisma and.. thats about it?

They were the first race I built. Check the first post. I had to downgrade some of their abilities to make them in line with starfinder’s power level, but I think I did alright.


Bear in mind that the typical Vulcan you encounter in the show is probably not a level 1 character. . . particularly in light of most variations on Vulcan culture. Even no-name Vulcans have, at the very least, passed the Kahs-wan, meaning that they survived for an extended period in the Vulcan wilderness with little more than the clothes on their back.


Metaphysician wrote:
Bear in mind that the typical Vulcan you encounter in the show is probably not a level 1 character. . . particularly in light of most variations on Vulcan culture. Even no-name Vulcans have, at the very least, passed the Kahs-wan, meaning that they survived for an extended period in the Vulcan wilderness with little more than the clothes on their back.

Even the science geek vulcans could toss Sisko around like a rag doll (and he was a wrestler that punched out Q).

Scarab Sages

Xindi 4 HP
Xindi are medium-sized humanoids with the Xindi subtype
Special, see Pentamorphic, below
Planetless Survivors: Most Xindi survived the destruction of their home planet due to natural disaster. As such, Xindi have learned to be tenacious colonizers, survivors, and people dedicated to their craft to save their species. They receive a +2 bonus to Survival checks, and to one profession check of their choice (chosen at character creation)
The five races:Xindi are not of one race, but are of many races that, while they frequently argue, also work together for the commonality of their species. All Xindi start play knowing all three Xindi Languages (Xindi, Insectoid, and Aquatic). For every point they put in culture, they learn two languages instead of one.
Diverse Starships At character creation, all Xindi choose one starship roll. They gain a +1 bonus to all starship checks when in such roles.
Pentamorphic There are five distinct races of Xindi. Each Xindi race has different abilities.
-Arborials Gain a +2 to Dexterity and Intelligence, but a -2 to charisma, and have a climb speed of 20 feet.
-Aquatics gain the Aquatic subtype (meaning they breathe water and not air), have a land speed of 5 and a swim speed of 30. They gain +2 to Constitution and Wsdom, but a -2 to charisma.
-Primates gain a +2 to any one ability score, and a free feat at level 1
-Insectoids gain +2 to Constitution and Intelligence, but suffer a -2 to Wisdom. They gain a +2 bonus to perception checks and have blindsense (vibration) 30 ft.
-Reptillians have a +2 to strength and Charisma, but suffer a -2 to Wisdom. They gain a +2 racial bonus to intimidate, and gain a +1 bonus to both EAC and KAC when wearing any kind of armor.

Scarab Sages

Kazon 4 HP
Kazon are medium-sized humanoids with the Kazon Subtype
Kazon are raised in a warrior society that values strength and imtimidation tactics. Kazon gain a +2 bonus to Strength and charisma, but a -2 penalty to wisdom
Low-Light vision
Nomadic: Kazon live in gargantuan carrier ships and have largely abandoned their home-world after they were enslaved by the Trabe. Kazon gain a +2 to survival checks, and can use survival instead of diplomacy to learn facts about worlds they find themselves on.
Fanatical Devotion:Most Kazon are fanatically devoted to their leaders (there are eighteen separate sects of Kazon.) Once a week, a Kazon may designate a group, political affiliation, or other organization. They gain a +2 bonus to saves that would require them to move against this organization (such as charm or dominate effects.) Once a Kazon chooses a new group, this choice superceeds and replaces their older choices.
Space Bullies: Kazon are known through their section of space as galactic bullies. They gain a +2 Racial bonus to Intimidate and Bluff checks.


Have you considered the orions?

Scarab Sages

FormerFiend wrote:
Have you considered the orions?

I did consider them, but the female ‘turn all men into slaves’ power seems broken AF, and other than that, they basically seem human except for the green skin.

Scarab Sages

Tellarite 4 HP
Tellarites are medium-sized humanoids with the Tellarite subtype.
Tellarite Society is known for great feats of engineering, and for seeing arguements as a form of sport. Tellarites gain a +2 to Intelligence and Charisma, but suffer a -2 to Wisdom due to their renowned 'stubborn pride.'
Low-Light vision
Thrive on Debate: Tellarites are raised on the notion that debate is a sport. They gain a +2 to Bluff, Intimidate, and any profession check that involves debate (such as Lawyer.) Because of their combative nature, they suffer a -2 penalty to diplomacy when dealing with non-tellarites.
Engineering Society: Tellarites come from a society of Engineers. They gain a +2 bonus to Engineering and Physical Science checks, and can attempt such checks untrained.
Obstinate: Tellarites are known for being obstinate. If their wisdom is below 10, it is treated as 10 for the purposes of determining their will save. Additionally, they gain a +2 racial bonus to saving throws against charm or compulsion effects.

Wayfinders

Tellarites also have a habit of giving and expecting a "Morning insult" If one is not given it is bad luck for the day.

RPG Superstar 2009 Top 32

VampByDay wrote:

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!

You are, of course, aware of the existing d20 version of Star Trek. :)

Scarab Sages

Lord Fyre wrote:
VampByDay wrote:

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!

You are, of course, aware of the existing d20 version of Star Trek. :)

Hey, wow, I did not know about that! Thank you!

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