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Savaged Star Frontiers

Started by mattormeg, September 17, 2006, 06:03:49 PM

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mattormeg

I'm not too sure that there are many fans of either system here, but I wanted to share something I've been working on, on-and-off for a little while.

Savaged Star Frontiers


Dralasite:

 Dralasites
Dralasites are short, rubbery aliens with no bones or hard body parts. They eat by absorption, and speak by manipulating the flow of air in and out of bellows they create with their bodies. Dralasites are hermaphroditic, and reproduce by budding.

Features:
Dralasites are sturdy and capable of taking a lot of damage. They start with a 1d6 in vigor, rather than 1d4.
Dralasites have a phenomenal sense of smell, and receive +1 to all notice rolls made to detect unusual odors. Unfortunately, dralasites are also color-blind, and fail all rolls related to differentiating between colors.
Dralasites may extend and control a number of pseudopods equal to their Agility divided by two. Each pseudopod may function as either a leg or an arm. It takes five minutes to grow a limb, and it can be no longer than three feet and no less than 1/2 inch thick.
Dralasites begin play with the "two-fisted" edge:
No matter how many pseudopods a dralasite grows, it may only attack with two of them One of these limbs must be declared dominant. The other attack takes the standard penalty for off-hand attacks.


 Vrusk
The vrusk are a man-sized insectoid race with ten limbs, eight of which are leg-equivalents, and two are arm-equivalents. Despite their off-putting appearance to humans, the vrusk are an intelligent, peaceful race.

Features:
the vrusk are nimble, and begin play with 1d6 in agility, rather than 1d4.
The vrusk are ambidextrous, and begin play with this edge.
Their thick chitin carapace grants them +2 points in armor all over their bodies.
The vrusk have a keen grasp of the social dynamics of any race with which they are familiar. They receive a +1 in all interrogation rolls in these cases.
Many sentient races find the Vrusk's insectoid appearance off-putting. Vrusk begin play with the "outsider" hindrance. This does not apply to interrogation attempts as above.


 Yazirian
The Yazirian are a bipedal race similiar in appearance to Earth orangutans. They have a skin membrance connecting their arms to their legs, similar to that possessed by a flying squirrel. This membrane allows yaziarians to glide short distances in Earth-like atmospheres.

Features
Yazirians are clever, curious beings. They begin play with 1d6 Smarts, rather than 1d4.
All yazirians begin play with the hindrance Vow (Minor): "life enemy." Each yazirian is expected to select a life enemy to devote his or her life to defeating. This can be specific as a particularly powerful single enemy or a powerful clan for a warrior, or even a debilitating disease or scientific enigma for a yazirian doctor or scientist.
Yazirians train themselves to go berserk in combat, and yazirian characters begin play with the berserk edge.
Yazirians have extremely sensitive vision, and are highly vulnerable to bright lights. Individuals usually wear special goggles during daylight hours. Without these goggles, yazirians suffer the hindrance "Poor Vision." However, yazirians with in night-time or low-light conditions can see as far as humans can during daylight hours.
Yazirians may use their special membranes to glide short distances in Earth-like atmospheres. They must be a minimum of 30 feet above the ground to glide, and may glide a distance of one foot for every foot he is above the ground when he begins gliding. Every 1/10 of gravity lighter than gravity multiplies this maximum glide distances by 1.5. Yazirians cannot glide in environments of greater than earth gravity.

Strangler Chutes
Strangler chutes appear to be large, airborne jellyfish. They are approximately feet wide, and move by drifting on air streams. Strangler chutes are herbivorous, consuming the leaves of trees by draping their bodies over tree tops and secreting a digestive fluid. This digestive fluid is extremely corrosive, and can cause considerable damage to animals unfortunate to find themselves in within the strangler's folds. Additionally, the strangler chute's tentacles carry a bioelectric charge that is capable of stunning man-sized prey and smaller. Strangler chutes are generally docile, but will use these to dissuade predators.

Type: large herbivore Number: 5-20 Native World: Volturnus
Atttributes
Ability d6, Smarts d4 (a), Spirit d4, strength d4, vigor d12
Skills: fighting d4, notice d4
Pace: 4 parry: 5 toughness: 12
Special abilities:
1.   Digestive acid: 2d6
2.   Paralysis: characters who suffer a Shaken result or greater from the strangler's tentacles must make a vigor roll or be incapable of any action for 2d6 rounds.

Mcrow

Well Star Frontiers is one game I haven't seen/played, but I have played a fair amount of Savage Worlds.

Interesting read.

mattormeg

interesting.
Star Frontiers was an old school science fiction game from TSR.

Mcrow

Quote from: mattormeginteresting.
Star Frontiers was an old school science fiction game from TSR.

I new that it existed, but never read it or played it.

Funny (being the sci-fi fan that I am) I own a copy of Boothill but not Star Frontiers.:)

jrients

I think RPGnetter Grubman has also tackled a Savage Worlds port of Star Frontiers.  I think they'd be a good mix.
Jeff Rients
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mattormeg

Hmm.
If I could just get past the "grubby gnome" thing that he uses to describe himself, I might touch base with him.

Silverlion

Grubman is a good sort. We disagree about some stuff but you might if your interested--though IIRC he thinks SF is fine as it was. (I think it was decent but had a few issues--HTH combat being one)

I like what you've done here--albeit I guess its me but I always wanted to let the Dralasites be a little "less" human limb wise (no limitations to the number--but I'd make each one be the same comparable strength to two normal arms)
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Wandering Monster

I played a dralasite engineer in a savaged Star Frontiers game a short while back.  Additional limbs aren't all that cool in Savage Worlds since you still only get two actions.  Sure, you can hold an extra tool, but you can't do anything with it if you're already doing something with the other two "hands."

In our savaging, we gave dralasites "make your own appendages" for free because the ability didn't really need a game mechanic behind it.  Then we gave them the Stretching ability up to 5' (I think stretching is in the Sci Fi Toolkit).