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Post by rexbannon on Jul 2, 2013 11:08:45 GMT -8
QUASIKIN
The Quasikin were genetically engineered by ancient pure-stock humans as an upgraded version of the espionage bio-replicant. Due to an unknown genetic anomaly that aquired during the genome manipulation process they were born with red skin, white hair, and elongated ears. The Quasikin project was abandoned and forgotten. If not for a group of excavating warmorts they would still be asleep in there cryo-chambers. When released they quickly killed the murderous warmorts and began to colonize a large group of islands to the far north west of Abberatia. Quasikin unlike there bio-replicant cousins are able to breed true with pure-stock humans and amongst themselves. The unknown anomally that aquired along with advanced genetic imprinting gave them tremendous abilities. Quasikin have trait bonuses much the same as beastial humans do along with some skills that have been genetically imprinted on them. There appearance is very similar to the storybook description of elves but there culture is much like that of savage human kind. Due to there intelligence, agility, and abilities they make excellent spies and assassins.
TRAITS END +10 STR +5 AG +20 ACC +24 INT +18 WILL +12 PER +20 APP +14
AGE:6+d20 LIFESPAN:220years DV:-8 MOVE:8m WEIGHT:80+d20kg HEIGHT:130+2d20cm
GENETIC SKILLS Climbing rank 1 Dodge rank 1 Tracking rank 1 Riding rank 1 Weapons Expert rank 1 (Pocket pistol)
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Post by rexbannon on Jul 3, 2013 4:06:42 GMT -8
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Post by providence13 on Jul 3, 2013 5:28:33 GMT -8
Nice conversion. Do they have any disadvantages? Can't use implants or something?
Also nice to be reminded about Star Frontiers with the link. Cool.
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Post by rexbannon on Jul 3, 2013 6:43:21 GMT -8
Thats a good point. As far as disadvantages go ........
DISADVANTAGES Quasikin having been genetically created and basically held in statsis for hundreds of years so have no knowledge of relic technology, except for pocket pistols which was genetically imprinted upon their species and even then is basic knowledge. They can learn to use and understand ancient relic tech however.
They have profound language barriers with all other cultures including their own, Quasikin tend to be very quiet and observent, aloof, speaking only when neccesary. Having never spoke before pryer to their release, and genetically given the imprint to speak english, does not make you understand the how part of language. They have the ability to learn to speak well and even learn new languages an speak those languages well but it is difficult for them due to their isolation.
The major disadvantage that Quasikin have is that they are a new race in a world in decline. There are lots of hazards and monsterous creatures out there that the Quasikin have no knowledge of. The dangers of this hostile world are new to them and thusly they can fall prey to them easily due to there lack of human experiances. They do have strong human instincts but these instincts had not been tested before there release into this chaotic world.
They have no mutations and cyborg Implants are 50% harder to install into there anomally altered and genetically altered nervious systems. This makes the cost for cybernetic implants very high.
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Post by providence13 on Jul 3, 2013 7:40:48 GMT -8
I guess that +14 Appearance is subjective. If you like a race who's skin is red with white hair and long ears. The genes that trigger physical traits are becoming better understood today. We can already select for many characteristics- it's just not politically correct/ethical to do so. Shouldn't be much of an issue in the far future. But I'm not knocking your race. I like the lowered instance of cybernetic implantation. They've got good looks and a bonus on every stat, but you can't have everything.
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Post by providence13 on Jul 3, 2013 7:42:45 GMT -8
Hey, I also like the idea of imprinted/implantable skills they get with pistols.
I've considered having viral acquired skills. Once you become infected, you now can perform the skill. Viruses like to change so there are likely to be side effects. If you don't have something else to clean this one out of your system after a while you could lose the skill altogether/get a mental block, etc.
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New Races
Jul 3, 2013 8:37:07 GMT -8
via mobile
Post by rexbannon on Jul 3, 2013 8:37:07 GMT -8
I lkie the virues idea a lot. The viruses could also be fabricated by the mecha as a way to create biologically superior clone armies to act as there forward deployed vanguard. The mecha coud use them to act as troops and carriers of viral weapons. Genetically the clones could receive new skills and trait bonuses but all pure stock humans would succumb to negative traits if the viruses are cotracted . Without the proper genomic mapping in ones DNA the viruses could even be deadly. Kinda like a living plague army.
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Post by providence13 on Jul 3, 2013 9:23:46 GMT -8
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Post by providence13 on Jul 3, 2013 9:25:14 GMT -8
I've had similar thoughts about TME. It's probably from playing Gamma World, over 20 years ago. One reason we (could) have PSH (pure strain humans) is because of a genetic viral vaccine that inhibits gross mutations. Without any mutations, we probably can't live long, but having a claw hand is different. If enough factions used viral and gene-tech warfare, eventually you'd want a "vaccine" for the enemies bio weapons. At first only available to the rich, a virus was created that infected the host with it's own baseline DNA. Some variables and mutations can occur, but this greatly inhibits genetic flaws in the host organism. Initially it was thought to be a cure for the common cold, cancer, organ failure and a host of other sicknesses and pestilence affecting mankind. Soon, the bio-techs realized what they had as other factions without the PSH vaccine were suffering from numerous cancers, malignant growths and even the ability to obtain genetic information from otherwise non-viable donors. One day little Jimmy was born with a claw hand and 2 years later his younger sister was born with 2 heads, killing their mother. It took years to discover the source. The genie couldn't be bottled for long and eventually other factions had their own versions of the virus. Some used it for defense against the coming storm, others decided it would make a better weapon. One weaponized strain was able to infect the host organism with a menagerie of genetic information. At first it only infected animals doing no damage to the hosts but was programmed to lie dormant until it could infect its true vector, people. It seemed to pick up random DNA from animals and magically spread these around to developing fetus. Some versions only work on plants. The PSH Virus is weaker now, hundreds of years later and all manor of engineered suffering has been struggling to infect the otherwise untouchable host. Many untainted humans have walled themselves into protective enclaves destroying any aberrations they encounter.
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New Races
Jul 3, 2013 10:21:14 GMT -8
via mobile
Post by rexbannon on Jul 3, 2013 10:21:14 GMT -8
This is great stuff. Im going to use this in my homebrew campaign if you dont mind. This perfectly explains a lot about TME.
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New Races
Jul 4, 2013 12:48:23 GMT -8
via mobile
Post by rexbannon on Jul 4, 2013 12:48:23 GMT -8
FORSAKEN
The forsaken are a race of mutant humans that have breed true the classic appearance of demons and devils. There are to species of forsaken. The Daemonic`s and the Diabolic's. The Daemonic's have the classic devil aappearance, red hairless muscular bodies with two bull like horns protruding from their heads along with hoofed feet under backwards jointed legs. Diabolic's have the classic appearance of human devils with minture pointy horns protruding from their heads with blood red eyes and a snake like tongue. Other then these features diabolic's look identical to pure stock humans. The forsaken have been around since the time of the ancient pure stock corporate wars. They were created to lead mutant armies of beastials as commaders and to strike fear into adversaries.
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New Races
Jul 4, 2013 13:00:22 GMT -8
via mobile
Post by rexbannon on Jul 4, 2013 13:00:22 GMT -8
FORSAKEN CONTINUED DAEMONIC END +25 STR +25 AG -10 ACC +15 WILL +12 PER +5 APP -20 MUTATIONS LIST 1. Extra long horns d20+6 2. Retractable bone claw swords d12+4 3. Self immolation field 2d4+3 dam to opponents attacking daemonic 4. Thick plated hide -30 DV Daemonic punch attack d8 Daemonic gore attack d10
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Post by providence13 on Jul 4, 2013 15:36:17 GMT -8
That's tough. It'd be easy for them to rise to power, dominating others. Mutation #4 is serious! Would they have more of a Agility penalty because of the extra DV? Not too many critters in the book are protected so well.
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Post by rexbannon on Jul 4, 2013 18:15:19 GMT -8
Forsaken cont.
There is only a 10% of mutation in Daemonic forsaken. Daemonic forsaken are rarely encountered outside of forsaken communities. Daemonic do not breed true like the bulk of their race known as the diabolic`s. One child born in 100-150 is born a daemonic. The Daemonic forsaken tend to become the leaders and generals of there community. They are not evil despite what there names would imply. Daemonics make excellent bounty hunters due their frightening appearance and astonishing strenght but very rarely take up the profession.
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Post by rexbannon on Jul 4, 2013 18:53:31 GMT -8
Diabolic`s
END +8 STR +8 AG +12 ACC +10 WILL +0 PER +15 APP +15
MUTATIONS LIST 1. Angelic features +15 Appearance 2. Night vision 3. Fanged (regular) +4SV d10DAM -d2+1 APP 4. Heal touch 5. Flame Breath +10SV d6DAM per round, 2d6 rounds 6. Advanced mind 7. Heat pulse 8. Immunity disease 9. Strenght burst 10.Heightened attributes roll d12 to determine pg68 TME HUB book
Diabolics have a 30% chance of mutations and are the only forsaken that can become PCs. They are a ever present race in the northwest corner of the Las angeles area. They have dealings with the reclusive race known as the Quasikin and sometimes employ them to assassinate enemy leaders or to gather information. Diabolics live their lives very much the same as human pure stocks only they believe that neither humans or mutants should rule supreme. Their philosophy and culture is much like that of shaolin, or tibetan monks, seclusion and meditation on the meaning of things seeking enlightenment. Their is a 45% chance that any diabolic has been taught d4 skill in martial arts as a child growing up in a diabolic community.
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