March 3, 2011 by deadorcs
As I continue with my series on re-skinning the classic sci-fi game Star Frontiers into the 4th Edition D&D rules, I want to finish up what I started HERE, and reveal my take on the rest of the player character races available for Star Frontiers.
The player character races shown below, were originally published in Zebulon’s Guide to the Frontier. In that book, it was revealed that an entirely different group of civilizations had been dealing with the predations of the Sathar. Strange creatures such as the Osakar, the Ifshnits, the Humma, and robotic Mechanons have thrown their hand in at making a greater galactic community and aiding the Frontier races against the Sathar threat. In the following sections, we’ll take a look at each of the main races of the Frontier and what they look like when skinned for 4th Edition.
Average Height: 8’-2”
Average Weight: 198 lb.
Ability Scores: +2 Strength; +2 Constitution or +2 Intelligence
Languages: Pan Galactic, Humma
Skill Bonuses: +2 Endurance, +2 Intimidate
Fierce Loyalty: Your fearless dedication to your cause makes you difficult to control. You gain a +5 racial bonus to Saving Throws against Domination effects.
Poison Resistance: You have Resist 5 Poison. This Resistance increases to Resist 10 Poison at Paragon level, and Resist 15 Poison at Epic Level.
Prehensile Tail: Your muscular tail gives you great stability in combat. Any power or effect that would push, pull, or shift you is reduced by 1 square. In addition, your tail grants you a +1 to all Athletic and Acrobatic Skill checks
Springing Charge: You have the Springing Charge power.
Average Height: 3’-3”
Average Weight: 66 lb.
Ability Scores: +2 Wisdom; +2 Dexterity or +2 Intelligence
Languages: Pan Galactic, Ifshnit
Skill Bonuses: +2 Diplomacy, +2 Streetwise
Hair Shirt: Your thick coat of body hair has a limited ability to ablate energy weapon attacks. You gain a +1 to AC against Beam Weapon attacks.
Protected Vision: Thanks to your secondary protective eyelids, you have Immunity from powers and effects that cause Blindness.
Sathar Enmity: Your race developed under constant predation by the Sathar. You gain a +1 to attack rolls against Sathar and identified Sathar agents. This bonus increased to +2 at Paragon level, and +4 at Epic Level.
Combat Negotiator: You have the Combat Negotiator power.
Average Height: 7’-3”
Average Weight: 220 lb.
Ability Scores: +2 Intelligence; +2 Dexterity or +2 Wisdom (Thinkers) +2 Strength; +2 Dexterity or +2 Intelligence (Warriors)
Vision: Standard; Low-Light
Languages: Pan Galactic, Mechanon
Skill Bonuses: +2 Perception, +2 Science (Thinkers); +2 Perception, +2 Technology (Warriors)
Ambidexterity: You can use a weapon in either hand with equal proficiency.
Built-In Weaponry: Choose a beam pistol or powered melee weapon. You are automatically equipped with that weapon and 50 SEU power supply.
Enhanced Stability: Your computerized gyros and heavy metal tail give you superior balance. Any power or effect that would push, pull, or shift you is reduced by 1 square.
Predictive Logic/Terminator: You have the Predictive Logic power if you belong to the Thinker caste, or the Terminator power if you belong to the Warrior caste.
Average Height: 9’-10”
Average Weight: 220 lb.
Ability Scores: +2 Dexterity; +2 Strength or +2 Wisdom
Languages: Pan Galactic, Osakar (Also See Below)
Skill Bonuses: +2 Culture, +2 Science
Head On A Swivel: Due to your ability to swivel your head 180 degrees, you cannot be flanked.
Frightening Presence: Your gangly, spider-like appearance intimidates others. You gain a +1 bonus to attack rolls against humanoid enemies.
Poly-Glot: Your complex speech patterns have enabled you to master several languages. Choose 2 additional languages beyond those already listed for your race. Choose 2 more languages at Paragon level, and 2 more languages at Epic level.
Confusion Of Limbs: You have the Confusion Of Limbs power.
This completes the information I’ll be converting for races in Star Frontiers. Before I wrap this up, though, I wanted to once again reiterate a note I made on my previous races post, about the stat blocks you see up above. First, there’s no fluff. Star Frontiers is a great game with a rich history. Most (if not all of that material) can be found on the web, so there’s no real need to re-post it here. Want to know what Mechanons think of the universe? Go wiki that stuff.
Second. You Star Frontiers faithfuls will note that there are some liberties taken with the powers of the different races. I chose the powers I did based on abilities listed in the original Star Frontiers rules, and the original racial descriptions in those rules. The format the racial descriptions are in, closely follows the one you’ll find in the D&D Essentials rules. I did my best to keep an eye on balancing things. It’s the 4e way.
Finally, don’t sweat it so much if you don’t like what you see here. While I tried to keep the races interesting, balanced, and playable; true fans of Star Frontiers might find some flaw in my rationale. That’s cool. The whole idea here is to give you a starting point for skinning an entirely different game system into the 4e logic. That said, I think I’ve come up with a great starting point.
In the upcoming weeks, I’ll have posts on changes to Feat, Equipment, Monsters, and Much More. Stay Tuned!
This is My Game – DeadOrcs Out.