Homebrew Species
Did you know there are more sapient species in WARS than just the Shi, Quay, and Humans? They live on Seyal, used as slaves by the Shi. They are much more rare, and few in number.... But that doesn't mean you can't play as them!
Species by David Koon:
Changelings
+4 DEX, +2 CHA, -2 STR, -2 INT
Receives +10 to Escape Artist and +4 to Persuade checks
Base Land Speed: 8 meters (4 squares)
DR 3 energy/5 impact
Level adjustment: +3
Fast Healing- A Changeling may regenerate hit points lost to impact damage equal to 1 + 1/level. If it forfeits either its standard or move action, it may increase the amount of health gained by x1.5. If it chooses to take no other action that round, it may double the original amount.
Changelings may slide into any space that is greater than a pencil in width. The time it takes to “ooze” into the opening depends upon the size of the opening.
Small (2 ft. x 2 ft.) Full round action
Tiny (1 ft. x 1 ft.) 1 full round action and the move action of the next turn
Fine (.5 ft. x .5 ft.) 2 full round actions
Diminutive (1 inch x 1 inch) 3 full round actions
Disguise Ability
Changelings can control their bodily composition to assume a different form. At early levels, an inexperienced changeling is not particularly skilled at assuming new forms, and is limited in both what it can do, and how effective the disguise is. As a changeling grows older and matures, it can adopt more complex forms to higher degrees of skill. A disguise may be pierced by a successful Perception check (versus a Persuade check by the Changeling). Additionally, if the Changeling either does something unusual for whatever it is pretending to be (like barking as a cat), or something out of character if it is attempting to impersonate a specific individual (like Aequitas embracing a Shi), any individuals who know the alleged individual well enough are entitled to a new Perception check.
Lvl:
1 May adopt the form of any generic medium sized, humanoid shape. While changed it receives -4 to all Charisma based checks. Time: 1 full action to study the target, 1 full round action to change. 1 preferred form.
5 May take the form of any generic medium sized being, creature or object. All other effects remain the same.
10 May adopt the form of any generic medium or small (weight remains the same) being, creature or object. Only a full round action is required to observe and change form. Charisma penalty is reduced to -2. 2 preferred forms.
15 May adopt the form of any generic small, medium or large being, creature or object. May do so in a full round action. Charisma penalty is reduced to 0.
20 May adopt the form of any small, medium or large being, creature or object, taking only a standard action to do so. The guise is so convincing that the Changeling receives a +1 to all Charisma based checks. 3 preferred forms.
Preferred Forms: A Changeling may choose certain forms that it is much more proficient at changing into than others. These may be types of objects (chair, box, pot), non-sentient organisms (rabbit, fichus, tuna) or specific types of sentient life (Earther Soldier, Gongen Pilot, Shi Diplomat). For these forms, there is no Charisma penalty and the change only takes 1 standard action. Additionally, it receives a +2 bonus to all Charisma based checks as a preferred form.
Cyberth
+4 Intelligence, +2 Strength, -2 Wisdom, -4 Charisma
Receive the following feats for free (even if they do not meet the prerequisites): Alertness, AI Psychology, Gearhead, Natural Mathematician.
Base Speed: 12 meters (6 squares)
May substitute Intelligence for all Wisdom based skill checks and for Dexterity when attacking with ranged weapons.
Receive the following skill bonuses and may consider them “trained skills”:
Code-Breaking +4
Computer Use +8
Knowledge (2 kinds) +4
Repair +2
Technical +4
DR 2 energy/2 impact
+5 to resist all hacking attempts
Immunities:
Radiation, Constitution based effects that do not threaten the structural integrity of a unit, mind-altering effects or Wisdom based effects.
A Cyberth’s base intelligence score increase by +1 for every 5 units that it is networked with. In order to be networked with other units, they must be no farther than 100 meters apart. The Intelligence bonus maxes out at +25.
Class Restrictions:
May not play as the following classes: Diplomat, Leader, Scoundrel.
May not be a Kizen.
Hacking:
A Cyberth may be hacked by a suitably skilled individual. In the case of hacking, it takes on something akin to mental manipulation or mind control in regards to the Cyberth. In order to hack a Cyberth, both parties must engage in opposing Computer Use checks, with the higher number winning. Each unsuccessful hacking attempt increases the Cyberth’s natural defense by +2.
Species by David Koon:
Changelings
+4 DEX, +2 CHA, -2 STR, -2 INT
Receives +10 to Escape Artist and +4 to Persuade checks
Base Land Speed: 8 meters (4 squares)
DR 3 energy/5 impact
Level adjustment: +3
Fast Healing- A Changeling may regenerate hit points lost to impact damage equal to 1 + 1/level. If it forfeits either its standard or move action, it may increase the amount of health gained by x1.5. If it chooses to take no other action that round, it may double the original amount.
Changelings may slide into any space that is greater than a pencil in width. The time it takes to “ooze” into the opening depends upon the size of the opening.
Small (2 ft. x 2 ft.) Full round action
Tiny (1 ft. x 1 ft.) 1 full round action and the move action of the next turn
Fine (.5 ft. x .5 ft.) 2 full round actions
Diminutive (1 inch x 1 inch) 3 full round actions
Disguise Ability
Changelings can control their bodily composition to assume a different form. At early levels, an inexperienced changeling is not particularly skilled at assuming new forms, and is limited in both what it can do, and how effective the disguise is. As a changeling grows older and matures, it can adopt more complex forms to higher degrees of skill. A disguise may be pierced by a successful Perception check (versus a Persuade check by the Changeling). Additionally, if the Changeling either does something unusual for whatever it is pretending to be (like barking as a cat), or something out of character if it is attempting to impersonate a specific individual (like Aequitas embracing a Shi), any individuals who know the alleged individual well enough are entitled to a new Perception check.
Lvl:
1 May adopt the form of any generic medium sized, humanoid shape. While changed it receives -4 to all Charisma based checks. Time: 1 full action to study the target, 1 full round action to change. 1 preferred form.
5 May take the form of any generic medium sized being, creature or object. All other effects remain the same.
10 May adopt the form of any generic medium or small (weight remains the same) being, creature or object. Only a full round action is required to observe and change form. Charisma penalty is reduced to -2. 2 preferred forms.
15 May adopt the form of any generic small, medium or large being, creature or object. May do so in a full round action. Charisma penalty is reduced to 0.
20 May adopt the form of any small, medium or large being, creature or object, taking only a standard action to do so. The guise is so convincing that the Changeling receives a +1 to all Charisma based checks. 3 preferred forms.
Preferred Forms: A Changeling may choose certain forms that it is much more proficient at changing into than others. These may be types of objects (chair, box, pot), non-sentient organisms (rabbit, fichus, tuna) or specific types of sentient life (Earther Soldier, Gongen Pilot, Shi Diplomat). For these forms, there is no Charisma penalty and the change only takes 1 standard action. Additionally, it receives a +2 bonus to all Charisma based checks as a preferred form.
Cyberth
+4 Intelligence, +2 Strength, -2 Wisdom, -4 Charisma
Receive the following feats for free (even if they do not meet the prerequisites): Alertness, AI Psychology, Gearhead, Natural Mathematician.
Base Speed: 12 meters (6 squares)
May substitute Intelligence for all Wisdom based skill checks and for Dexterity when attacking with ranged weapons.
Receive the following skill bonuses and may consider them “trained skills”:
Code-Breaking +4
Computer Use +8
Knowledge (2 kinds) +4
Repair +2
Technical +4
DR 2 energy/2 impact
+5 to resist all hacking attempts
Immunities:
Radiation, Constitution based effects that do not threaten the structural integrity of a unit, mind-altering effects or Wisdom based effects.
A Cyberth’s base intelligence score increase by +1 for every 5 units that it is networked with. In order to be networked with other units, they must be no farther than 100 meters apart. The Intelligence bonus maxes out at +25.
Class Restrictions:
May not play as the following classes: Diplomat, Leader, Scoundrel.
May not be a Kizen.
Hacking:
A Cyberth may be hacked by a suitably skilled individual. In the case of hacking, it takes on something akin to mental manipulation or mind control in regards to the Cyberth. In order to hack a Cyberth, both parties must engage in opposing Computer Use checks, with the higher number winning. Each unsuccessful hacking attempt increases the Cyberth’s natural defense by +2.