Wednesday, August 20, 2008

WARP20 - Space - the final frontier

WARP20 is a series of conversions of star trek related fiction for the Pathfinder Roleplaying game.
Warp20 is settled in the so called "Pre-Classic" era in the years 2150-2250. That's basically the era "Enterprise" is set in. But why this era? Easy. It's always a good idea to start at the beginning. As this era is not overloaded with technical issues, it's more easy to put trek terms into rpg terms. Once the WARP20 conversion guide is finished later eras can easily be developed from this starting point. But it has another reason. You can tell better stories. Having to rely on low tech gadgets, means you have to be more creative. Remember the DS9 episode that showed how Worf retrieved the Sword of Kahless . Well, something like that. A little less science, a little more fantasy - that's what WARP20 will be about.
WARP20 will cover the races of the alpha quadrant, equipment, and classes. Spaceship combat will not be handled.

Disclaimer: This is a series of innofficial fan created material.

Have fun. Let's start with...

Klingon (Qu'noS)
Klingons are humanoids ranging from 1.8-2.2 meters in height. They have dark hair, and their skin tones range from ebony to light brown. Klingons have a series of bony ridges on their forehead and down their spine. Klingons are warlike, glorious, and direct. They live by a warrior's code of honor.

Example names are: Worf, Gowron, Martok, Duras, Mogh

Starting Klingon Racial Traits

+1 Strenght, +1 Constitution: Klingons are strong, impulsive and tough. Klingons use force and intimidation, and not diplomacy.
Medium: Klingons are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Klingon land speed is 10 meters.
Keen Senses: Klingons receive a +2 bonus on sight- and smell based perception checks.
Forcefull Personality: Klingons recieve a +2 bonus on intimidation checks.
Hardened: Klingons learned to rely on their own and recieve a +2 bonus on survival checks.
Brak’lul: Qo’noS is a harsh environment, unforgiving to the weak. Klingons posses duplicates of many of their vital organs to help them survive. Called brak’lul, this redundancy, which includes an eight-chambered heart and two livers, makes it harder to kill a Klingon. Klingons gain a bonus second wind, as well as halving the duration of a weapon’s stun effect (round down to a minimum of one). In addition Klingons get +4 starting hit points, and a +1 racial bonus on fortitude saving throws. However due to their physiology they suffer a -2 penalty on any medical diagnosis or treatment used on a Klingon, by a non Klingon.
Warlike Demeanor: Klingons suffer a -2 penalty on diplomacy checks when dealing with non Klingons.
Weapon Familiarity: Klingons may use their traditional special melee weapons (such as the bat'leth, d’k tahg, and mk’leth) as if they had the Exotic Weapon Proficiency feat
Languages: Klingon, some may also learn English
Favored Class: Combatant (substitude with fighter until we provide other rules)

Addtitional Racial Traits

Each time a Klingon recieves a new feat he may choose one of the following additional racial traits instead. These traits are only available to Klingons.

Klingon Fury: This works exactly like the barbarian rage, with the following exceptions: You cannot use Elemental Rage, Low-Light Vision, Night Sight as rage powers. This racial trait can be taken only once per character.
Klingon Defence: You recieve a +2 natural armor as your bony ridges harden. This racial feat can be taken only thrice.
Klingon Brawler: Klingons love to brawl. When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier. Normally Unarmed attacks deal nonlethal damage equal to 1d3 + Strength modifier. This racial trait can be taken only twice per character. If you take it a second time to competence bonus on attack rolls is increased by 1 and the nonlethal damage increases to 1d8 + Str modifier.
Frightful Klingon: The Klingon can use his Intimidation skill to terrify others. When he uses this ability all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC is equal to the Klingon's intimidation roll). An opponent who fails his save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6. The character can use the ability once per encounter as a free action.
A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This ability does not affect creatures with an Intelligence of 3 or lower.
Cold Tolerance: Some Klingons have a natural cold tolerance granting them a +2 bonus on fortitude saves against cold effects.

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