M_o_O

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MASTERS

of ORION

RUINS of the ANCIENTS

sector map

Ten extra Races from the old video game, Masters of Orion

ALKARI

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MRRSHANS

...

PSILON

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BULRATHI

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MEKLAR

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DARLOK

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KLACKONS

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TERRANS

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SILICOIDS

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SAKKRA

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Homeworld: SAKKRA

Map Sector: RUINS

Racial Traits: They are militaristic and noble, but often come to war with other races based on what some would see as minor infractions +3 Dex, +2 Wis, –3 Con 4 Hit Points

Alkari are humanoids with the Alkari subtype and are Medium. They have a base speed of 30 feet.

Low-Light Vision: Alkari can see in dim light as if it were normal light. For more details, see the low-light vision section in Chapter 8 in the Starfinder Core Rulebook.

Gifted Linguist: Alkari gain a +2 racial bonus on Culture checks, and learn 2 languages each time they gain a rank in Culture rather than 1 language.

Natural Weapons: Alkari are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Alkari gain a unique Weapon Specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 x their character level to damage rolls with their natural weapons (instead of adding their level, as usual).

Agile : They gain a +2 racial bonus on Acrobatics, Pilot, and Stealth checks.

Weapon Familiarity: Alkari are proficient with basic and advanced melee weapons and gain specialization with those weapons at 3rd level.

Flight : fly 40 ft. (Ex, average) They speak Arkanen

Glide (Su): They can make a DC 15 Acrobatics check to fall safely from any height, if their wings are okay, without taking falling damage, as if using the flight spell (spell level 1st). When falling safely, a they may make an additional DC 15 Acrobatics check to glide, moving 5 feet laterally for every 20 feet thy falls. When flying, increase its maneuverability by one step (to a maximum of perfect).

Fearless, Warlike, Proud

as Catfolk: http://sf3pp.wikidot.com/starfarer-catfolk

with +2 on gunnery checks

Four arms, which allows them to wield and hold up to four hands’ worth

of weapons and equipment. While this increases the number of items they can have at the ready, it

doesn’t increase the number of attacks they can make during combat.

Third Eye: have blindsense (thought) out to 40 feet and darkvision to a range of 80 feet.

(they often wear decorative lenses over this eye)

Stats Adjustments: +2 Int, +1 Cha, –1 Str, -1 Con; +1 Wis Hit Points: 3

Educated: +1 on all Int Skills, which are also usable untrained. They speak Arkanen

Easy Psychics: have minor innate mental powers, which they might have developed due to high levels of native

psychic energy in their environments. Traits: +2 to Will saves; limited telepathy

If the Psilon is a Phrenic Adept, his DCs are 2 higher to save against.

BULRATHI Standard Racial Traits

Hatred : Bulrathis receive a +2 racial bonus on attack rolls against aberrations, and against any aliens listed on this page

Special Abiliites used by Bulrathi versus the above have their DCs increased by 2.

Stalwart Bulrathis can wield light and one-handed melee weapons, one handed without penalties, and they are treated as Huge size creatures against Medium or Small opponents who attempt combat maneuvers against them,

    • Low-Light Vision: Bulrathis can see twice as far as humans in conditions of dim light.
    • Solid Form Bulrathis receive a +2 racial bonus to saves vs. polymorph spells or other transform effects, against diseases, and against ingested or inhaled poisons (but not against magical diseases or poisons).
    • Sturdy: Bulrathis gain a +5 racial bonus to Maneuvers vs. bull rush, overrun, and trip attempts made against them whileStanding on the ground.
    • Ability Score Racial Traits: Bulrathis are strong and perceptive, but not very agile. They gain +3 Strength, +1 Wisdom, and –3 Dexterity. 8 Racial Hit Points.
    • Size: Bulrathis are Large creatures and have no bonuses or penalties due to their size.
    • Type: Bulrathi are humanoids with the Bulrathi subtype.
    • Base Speed Bulrathis have a base speed of 30 feet, and are never hampered by difficult terrain in mountainous regions, or by natural formations made of stone or earth (magically altered terrain still affects them).
    • Languages Bulrathis begin play speaking Common, and Arkanen.

Use the S-R-O from Pact Worlds: Starfinder

With an additional +1 Int, and -1 Charisma. Racial HP = Best 2 of 3D4. Yes its Random.

Racial Bonuses: +2 on Craft, Repair, Engineering, and Physical science

-4 on Acrobatics and -3 on all Charisma Skills. They speak Arkanen

Rules: Darloks (+2 Dex, +2 Cha, -2 Con, 4 HP) Size and Type: Darloks are Medium Aberrations with the shapechanger subtype.

Darkvision: Darloks can see up to 60 feet in the dark.

+1 On All Dex Skills, +1 On All Cha Skills.

1x Day Per Level They May Reroll A Failed Cha Skill Check.

1x Day, And With A Resolve Point Spent, They May Take 20 On Any 1 Cha Skill Check..

Change Form: Standard action, an Darlok can physically alter their form to look like any Medium creature, as long as they have seen a similar creature before. They can attempt to either mimic a specific creature or look like a general creature of the chosen type. The Darlok gains a +10 bonus to Disguise checks to appear as a creature of the type and subtype of the new form. The DC of the Darlok’s Disguise check is not modified as a result of altering major features or if they disguise themself as an aberration or a humanoid (though the DC is still modified if the Darlok attempts to disguise themself as a different creature type). The Darlok can remain in an alternate form indefinitely (or until they take another form).

Many Forms: For effects targeting creatures by type, Darloks count as both aberrations and humanoids.

Rapid Revival: 1x day: if 1 takes a 10-minute rest to regain Stamina, they can additionally recover HP as though they had taken a full night’s rest.....

Description: Shapeshifting Darloks Have Lived As Humans, Lashuntas, Alkari, And Sakkra And Many Other Races For The Past Few Centuries, But Their Origins Seem To Be Stealthy, Treacherous, Scavenging

Use the Shirren people from SF-CRB.

Tireless, Uncreative, Hive-minded

Life Sciences: +4

Klackons out adventuring have either:

-- psychology considered abnormal for their kind

--- or have a squad (6+) of fellow klackons that live and travel with them.

Terrans are an old line colony of humans long isolated from other branches of the race.

They are +1 on all Charisma skills, and only get +1 to any 2 mental stats. (I,W,C) 4 racial hit points.

They get one feat at first level, but it must be of a social or skill type, not combat related.

They speak Arkanen

Race Rules Silicoids (+1 Con, +1 Int, -2 Cha, 7 HP)

Size and Type Silicoids are Medium Aberrations,They have a space of 5 feet and a reach of 5 feet.

Does not breathe. Does not eat in the typical daily sense.

Blunt: Silicoids are matter-of-fact creatures who value frankness and getting to the heart of a matter far more than protecting the feelings of others. Silicoids take a -2 penalty to all Cha skills except intimidation.

Energy Resistance: Silicoids have electricity, fire, and acid resistance 5, which stacks with no other source of electricity resistance.

Energy Complication: Silicoids take an extra dice of damage from sonic or cold based damage. unless they are completely in a sealed environment suit, or equivalent shielding, such as a force field.

Pollution resistant: They gain +2 on saves versus, and may re-roll failed saves versus poisons, radiations, pollutants, and diseases.

Exceptions are rare, and usually involve items genetically engineered to specifically affect silicon based life.

Low-Light Vision: Silicoids can see in dim light as if it were normal light.

Plodding Silicoids have a base speed of 25 feet.

Skilled Silicoids gain an additional skill rank at 1st level and each level thereafter, only in Engineering, Phsycial Science,

Computers, Medicine, and Professions that are hands-on skills.

Just like Vesk, the differences are all societal, and do not add up to any game penalties or bonuses.

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