vulcan race template

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Vulcan Race Template

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Vulcans-Vulcans are natives of the planet Vulcan, located some 16 light years from Earth in the 40 Eridani A star system. The Vulcans are renowned for their devotion to logic and were instrumental in the founding of the United Federation Of Planets. In appearance, Vulcans have distinctively up - swept eyebrows and slightly pointed ears.

Special Abilities:Vulcan Physiology:Natives of a high gravity world, a Vulcans Strength score starts at D6 instead of d4. Their Agility starts at D4, however, and it costs double the points to raise it during character creation.Intellect:Vulcans are intelligent and start with a d6 in Smarts instead of a d4.Logic vs. Luck: As strictly logical beings, Vulcans do not believe in Luck. All Vulcans start with d4 in Luck and it costs them double to raise it during character creation and triple to raise it during gameplay. Outsider:Their emotionless and logical nature tend to make non-Vulcans uncomfortable. They start with a -2 Charisma score with non-Vulcans.Mind Meld:The mind meld allows the Vulcan to share thoughts, experiences, memories, and knowledge with another individual. This usually requires physical contact between the two. A Spirit roll is made to initiate the meld. A success allows the reading of surface thoughts while a raise allows access to deeper areas of the mind. This attempt can be modified, for example if the subject is unaware or if the Vulcan is attempting to plant suggestion in the mind of another at a distance. One round is required to initiate the meld, assuming compliance on the part of the subject. The maximum duration of the meld is one minute per character rank. All Vulcans possess this innate ability but some may have taken further training in the use of their mental powers. Purchase of the Arcane Background (Psionics) edge allows access to a fuller range of abilities as detailed in the Edges section. This is usually only available to Vulcan adepts who have spent many years honing their psionic potential.Edges:Temperature Tolerance Coming from a hot, dry planet, Vulcans gain a +4 bonus to resist the effects of heat.Vulcan Ears:Designed for hearing in the thin atmosphere of their home planet, a Vulcans sensitive ears allow them a + 2 to notice rolls when using hearingonly.Hindrances:Pacifist:The Vulcans abhor violence as a rule and will fight only when logic or duty requires it.The Way Of Surak:The Vulcans live to a strict code of behaviour which was first suggested by Surak. This code extols reason and logic as virtues above all else. Vulcans will attempt to restrain their emotions and act in a logical fashion at all times. It is worth noting that although the vast majority of modern Vulcans follow this doctrine, there are exceptions.

Racial Specific Edges Available:VulcanNerve Pinch: The nerve pinch is an ancient Vulcan technique, derived from an early Vulcan martial art. The idea was for a Vulcan to render an opponent helpless in a manner which was effective and yet not harmful to the victim. To attempt a Vulcan nerve pinch, the character must make a successful attack with a called shot to the victims neck (a 4 penalty). If the target is unaware of the attempt, then there is no negative penalty to the attack and a simple Fighting roll is made. With a success, the victim must make a Vigor roll at -2 or be immediately rendered unconscious for 2d6 minutes. On a Raise the target makes the Vigor roll at -4. The GM may determine that only wild cards get to make this roll and as such, extras simply drop to the ground if the attack is successful. Also, the GM may determine that some species are immune or resistant to the Nerve Pinch as its effects are caused by pressure to certain nerve clusters which may be located elsewhere. Knowledge rolls or the Xeno Medicine edge may allow a Vulcan to use the attack successfully on one of these life forms.Prerequisites:Vulcan*, Strength d8+.*Only Vulcans generally have the sufficient strength and knowledge of nerve clusters necessary to make this technique effective. It is not unheard of for members of other races to have learnt the nerve pinch. Both Lt Cmdr Data and Cpt Jean-Luc Picard (while under the influence of a mind-meld with Sarek) have used the technique. This should be allowed only with the GM's permission.

Healing Trance:Vulcans can heal up to twice as fast as normal.Prerequisites:Vulcan, Seasoned, Spirit d8

Arcane Background (Psionics)- Vulcan Telepathy: Vulcans have an innate talent for joining minds through physical contact.Vulcan Neuralpressure Technique: The character has learned the Vulcan mental and physical technique for relaxing the mind and muscles of another character. Neuropressure is very personal, requiring a great deal of physical contact. It includes techniques such as the surahtahn and the khavorta postures, the last of which is difficult because of the necessity for a certain breathing method and a relaxed jaw. This talent can be used to aid anothers Meditation skill check for such purposes as helping promote restful sleep.Prerequisite: Four ranks of the Meditation skill. This talent can be taught to a non-Vulcan.Vulcan Nerve Pinch: An application of the Vulcan Neuralpressure Technique, the nerve Pinch requires contact with a nerve cluster between the neck and shoulder of the subject. When using this talent, the character must make an unarmed attack roll. If thesubject fails a Fort save with a DC equal to the value of the attack roll, the subject is rendered unconscious for 2d6 rounds, or until revived by medical attention.Prerequisite: Four ranks of the Meditation skill, Vulcan Neuralpressure Technique. This talent can be taught to a non-Vulcan.Vulcan Mind-Meld [Psionic]: By coming in physical contact with a willing subject, the character is able to merge minds with the subject, essentially creating a single consciousness in two bodies. This allows for deep two-way telepathic communication, and any telepathic skills can be used through a Mind-Meld. Both parties must make a Will save at DC 10, or suffer 1d3 points of temporary Wisdom damage when the Mind-Meld is initiated. At the conclusion of the meld, each mind retains some knowledge of the other. This talent can be taught to a telepathic non-Vulcan.Distant Mind-Meld [Psionic]: The character can extend his mental field to Mind-Meld with targets at a range of up to 5 meters. The character does not require physical contact or line of sight, but must be aware of the creature to be affected. Most materials do not block line of effect for this ability unless they also provide psionic shielding. The initiating characters Will save is increased to DC 15, and if the save fails, the meld fails in addition to the character taking temporary Wisdom damage. If the meld fails, the subject character need not make a Will save; otherwise treat as a normal Vulcan Mind-Meld.Prerequisite: Vulcan, Vulcan Mind-Meld talent.Forced Mind-Meld [Psionic]: The character can Mind-Meld with an unwilling target. The subject is allowed a Will save at DC 10 plus the initiating characters Wisdom and Charisma modifiers to resist. If this save fails, both characters must make a Will save at DC 15 or suffer 1d6 points of temporary Wisdom damage when the Mind-Meld is initiated.Prerequisite: Vulcan, Vulcan Mind-Meld talent.Enhanced Mind-Meld [Psionic]: The character can use a Vulcan Mind-Meld to attempt to influence the other party for 1d3 rounds. After establishing the Mind-Meld, the character implants a suggested course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable; a creature will not do something obviously harmful. The effect lasts the entire duration, or until completed, whichever comes first. The character can specify conditions that will trigger a special activity during the duration. The subject gains a Will save at DC 10 plus the initiating characters Wisdom and Charisma modifiers to resist. A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).Prerequisite: Vulcan, Vulcan Mind-Meld talent.Recover Memories [Psionic]: The character can use the Psychic Surgery skill to retrieve and expand lost or faded memory engrams of an individual. Recovering an average memory is a DC 10 task, although the DC may vary based upon the length of time it has been buried, and the reasons for the burial. If the memory was buried using Psychic Surgery, the character must beat the result of the original Psychic Surgery skill check. The memory was then available to both the Vulcan and the subject. If the subject is unwilling, they gain a Will save at DC 10 plus the initiating characters Wisdom and Charisma modifiers to resist.Prerequisite: Vulcan, four or more ranks of the Psychic Surgery skill, Vulcan Mind-Meld talent.Relieve Personal Pain [Psionic]: The character may use the Vulcan Mind-Meld to explore a subject characters deepest personal pain, and then cause that pain to go away. Using this power removes all psychological traumas and psychological diseases. Unless the affected character makes a Will save at DC 10 plus the initiating characters Wisdom and Charisma bonus, the initiating character gains a +4 bonus to all Charisma-based skill checks made against the affected character. Further, the affected character forever afterwards has a -4 penalty to resist suggestions made by this character using the Enhanced Mind-Meld talent.Prerequisite: Vulcan, Vulcan Mind-Meld talent, Enhanced Mind-Meld talent, Recover Memories talent, eight or more ranks of Psychic Surgery.Transfer Katra [Psionic]: Characters with this talent can use the Vulcan Mind-Meld to transfer the katra - a stored imprint of a complete personality - from one mind to another. A katra can also be transferred to a specially created container called a kirshara. Transferring a katra requires a successful Mind-Meld and a Psychic Surgery skill check at DC 20. If this check fails by 5 or more, the character currently holding the katra takes 1d3 points of permanent Wisdom damage. If it fails by 10 points or more, the character also takes 1d3 points of permanent Constitution damage. Even if the skill check succeeds, the katra itself can resist by making a Will save against a DC equal to the result of the Psychic Surgery skill check. The katra has the same saving throw bonus that the original had prior to being stored as an imprint. This technique is commonly used to store the minds of important Vulcans in special containers kept at various holy sites, where others can Mind-Meld with them. It can also be used to allow a Vulcan to carry two minds. This technique was used by Spock to implant his mind into Dr. Leonard McCoy prior to his death in 2283, allowing his mind to be transferred into the new body created for him by the Genesis Planet.Prerequisite: Vulcan, Vulcan Mind-Meld talent, Enhanced Mind-Meld talent, Recover Memories talent, eight or more ranks of Psychic Surgery.