Space Race(s)

It’s no secret that I’m a fan of the old Spelljammer setting or that I’m a fan of Savage Worlds.  It was only a matter of time before I converted some of the more iconic races from the former into the rules for the latter.

Void Races

This one was the first I worked up, specifically because one of the players in my campaign (who had played in my short lived Spelljammer campaign way back in college) asked about them.  The Hadozee known as Cumberbatch has proven himself an impressive pilot for the Capital Gains.

Hadozee: No one knows exactly where Hadozee, also known as glider apes, came from. Their own legends speak of a home world full of giant trees and lush jungles. None of them know the name of this planet, have visited it or even know where it is. It is assumed that a group of their ancestors, or several groups, were captured and enslaved by some race or another and eventually escaped. Void nomads, the glider apes can be found in most of the major space going metropolises and almost all of them spend at least some portion of their life as part of the crew of a Void Runner. They are a curious, adventuresome and gregarious race. Any who are familiar with the void are familiar with the glider apes but many land bound people are fooled by their bestial appearance and are often surprised when they prove intelligent. They resemble large baboons with leathery flaps stretching from their wrists to ankles. Their fur is generally brown or grey but occasionally strange colors like blue or purple occur.

 

Glide: Glider apes can glide at their pace every round. They drop 1” for every 2” moved horizontally. If they make an agility check each success negates an 1” of drop and they can even rise 1” if they gain enough raises. Glider apes cannot hover and must move at least 2” per turn.

Size: -1. Glider apes are the size of children.

Curious: Glider apes are interested in everything. They find it difficult to avoid investigating anything novel.

Rigging Monkeys: Glider apes are highly agile. They start with a d8 in agility and can get a d12+2 in this stat through normal advancement. They are natural climbers and start with a free d6 in climbing.

Flingers: One of a glider ape’s natural defenses is throwing things. It is instinctual for them to throw things when threatened or angry. They start with a free d6 in climbing.

 

These guys have always been considered kind of a joke.  So, I wanted to see if I could rehabilitate them.  It’s kind of sad because the Giff look like hippopotamuses and hippos are actually some of the most dangerous animals in Africa.  That, combined with their military nature should make the Giff pretty dangerous.  I threw in a couple other Giff species who are also based on dangerous herbivores to make them a bit more threatening.  Only the common Giff are designed to be a playable race.

Giff: The Giff are actually 3 related races who occupy a single caste based society. The lowest, most common group are known simply as Giff and are massive humanoids with heads that resemble those of dour, fierce hippopotami. Renowned for their stupidity and aggressiveness throughout the known worlds, they are also fiercely loyal and brave. They love to fight and love the noise and chaos of black powder weapons, especially.

The next highest caste of the Giff are the Nocerans. These creatures are even larger than the common Giff and have the heads of rhinoceri. They are slightly smarter than the common Giff but just as loyal and courageous and even more aggressive. They are also more disciplined than the common Giff and have keen tactical minds. Most units of common gift have a Noceran leader.

The final class of Giff are the Nibals. The largest of the races, they have the heads of elephants. Unlike either of their smaller cousins, the Nibals are not particularly aggressive and are noticeably smarter and wiser than their kin. Calm contemplators, many of them spend much of their lives in meditation. Others are administrators, researchers and engineers and it is they who keep the Giff culture going.

All Giff are obsessed with black powder and much of their research and strategy revolves around using this material.

Giff society is highly hierarchical and largely militaristic. Almost all common gift and Nocerans are members of the military and there are over 100 ranks in this military, meaning that there is a definitive chain of command. Discipline is high and the punishments for disobeying orders or superiors are severe. Only the Nibals are commonly outside this hierarchy and even they generally serve the military in some form or another. Most of their contemplations go into creating strategies and new weapons.

Another lost race, the Giff homeworld is unknown. They possess a small world where most of the Nibal live and where a slight majority of the other two races also have their homes. Most of the rest of them live in small colonies or, more commonly on ships that wander the Void looking for contracts.

Though the Giff have a vast military, in fact most of their society revolves around it, they do not fight each other nor do they carry on campaigns of conquest. Instead, they are divided up into myriad mercenary units of assorted sizes who sell their services to other races. There are very few void ports without at least one unit of Giff offering their mercenary services.

 

Common Giff

All Thumbs: Common Giff are straightforward creatures without the capacity to truly understand complex technology.

Thick Skinned: Common Giff have 2 points of natural armor due to their thick, sturdy hides.

Slow Witted: Common Giff will never be mistaken for being incredibly bright. It costs 2 points to raise their smarts during character creation and two levellings to raise it afterwards.

Size +1: Common Giff are just over 6’ tall but are quite sturdy, weighing over 400 pounds.

Powerful Muscles: Though Common Giff look fat, they are actually very muscular. They begin play with a d8 strength instead of a d4. They may purchase their strength up to a d12+2. The Professional and Expert edges can increase this to d12+4.

Black Powder Obsession: Despite their almost complete lack of understanding of Black Powder and the weapons that use it, Common Giff are fascinated by them. They will always choose a black powder weapon over any other ranged option. Their All Thumbs hindrance applies to their use of these weapons.

 

Nocerans

Agility: d6, Smarts: d6, Spirit: d8, Strength: d10, Vigor: d8

Skills: Fighting d8, Intimidation d8, Knowledge (Battle) d6, Notice d4, Piloting: d6 Shooting: d6

Pace: 6             Parry: 6            Toughness: 11(3)

All Thumbs: Nocerans are straightforward creatures without the capacity to truly understand complex technology.

Thick Skinned: Nocerans have 3 points of natural armor due to their thick, sturdy hides.

Size +2: Nocerans stand just over 7’ tall and are quite sturdy, weighing over 600 pounds.

Black Powder Obsession: Despite their almost complete lack of understanding of Black Powder and the weapons that use it, Nocerans are fascinated by them. They will always choose a black powder weapon over any other ranged option. Their All Thumbs hindrance applies to their use of these weapons.

Near-sighted: Nocerans have weak eyes and receive a -2 to all ranged attacks.

Charge: Nocerans can use their horns in combat if they charge at least 2 squares. The damage for this attack is Str+d6.

 

Nibals

Agility: d6, Smarts: d8, Spirit: d10, Strength: d10, Vigor: d10

Skills: Fighting d6, Knowledge (Any 2) d8, Persuasion d6, Piloting: d4, Shooting: d6

Pace: 6             Parry: 6            Toughness: 11(3)

Thick Skinned: Nibals have 3 points of natural armor due to their thick, sturdy hides.

Size +3: Nibals are truly huge creatures who stand just over 9’ tall and are quite sturdy, weighing over 1000 pounds.

Black Powder Obsession: Nibals are fascinated by black powder weapons of all sorts. They will always choose a black powder weapon over any other ranged option.

Tusks: If a Nibal must engage in combat it will use its tusks for Str +d6 damage.

Trunk: Nibal trunks are prehensile and quite adept. They gain a bonus non-move action each round using their trunk.

 

Tusker

Maneuverability: -2

Toughness: 21(4)

Tonnage: 70tons Crew: 30/70 Standard Armament: 6 cannons, 1 Piercing/Grappling Ram Cargo: 35 tons Keel Length: 250’ Beam Length: 30’

 

Tuskers are known as ships that are tough, with a kick, but that handle like a brick. It is perhaps the hubris of the Nibals that it is designed to look like them. It looks like an elephant with a howdah mounted on the back. This howdah is actually the top deck of the vessel and features a cannon at each corner. The remaining two cannons are mounted in a forward room in the “head” of the elephant. The prow of the vessel is a piercing/grappling ram that looks like the elephant’s tusks/trunk. Tuskers are hard to put down but due to their poor maneuverability, most people simply evade rather than engage them.

 

Ok, Plasmoids may be my favorite race from Spelljammer.   They’re a truly alien species.  Also, they were the most powerful Herculoids.  Quite frankly, Gloop and Gleep didn’t need the rest.  It also caused me to create a new type of arcane background.

Plasmoids: No one is quite sure whether plasmoids naturally evolved on some strange world, were created by some unknowable god in its own shapeless image or were created as an experiment by a mad wizard in ages past. In any case, they are some of the most unusual sentient creatures in the Void. At first glance, a plasmoid appears to be nothing more than a puddle of viscous goo with unidentifiable organs floating in it. Plasmoids have impressive control over their shapeless bodies, however and can “stand” upright, form “limbs” or slither through tight spaces. Their amorphous form makes them unusually difficult to injure but also gives them an alien mentality that often leaves more mundane species nonplussed. Plasmoids communicate with each other through a series of vibrations of their skins that are often inaudible to other species but most are able to control these vibrations enough to speak more common languages.

 

Alien Nature – Plasmoids have unusual bodies by almost any definition. This means that other species are often put off by their appearance and method of communication. For that matter, their own mentalities mean that they have a difficult time understanding and interacting socially with members of other species. This leads to a -2 to all charisma checks with those who are not members of their species.

 

Amorphous Shape – The very nature of a plasmoid’s body provides it some advantages and disadvantages. They receive a +2 to avoid being shaken. They have no discernible anatomy so called shots are not an option against them. They also do not suffer any wound penalties. Additionally, their body chemistry is so unusual that they are immune to diseases and toxins. However, because of this strange anatomy, those trying to render aid to them are at a disadvantage. Anyone other than a plasmoid trying to heal a plasmoid through either mundane or magical means suffers a -2 to all checks. Likewise, it is almost impossible to create armor that fits these creatures. Only a master armorer is capable of crafting something suitable and will require a great deal of time.

 

Shapeshifting – All plasmoids are capable of consciously altering their amorphous forms, though sometimes in dramatically different ways. To reflect this, every plasmoid gains the Arcane Background (Shapeshifting) edge with an extra 5 power points and a starting Shapeshifting Skill of d6.

 

Arcane Background (Shapeshifting)

Skill: Shapeshifting (Vigor)

Number of Powers: 3

Power Points: 10

Shapeshifting is the ability to alter one’s own form. This might be due to a creature’s long years of study in controlling their own shape, an inherent ability gained by certain species or some sort of magical alterations made to the caster’s body.

Shapeshifters suffer no disadvantage when they roll a 1 on their skill die, however there are some inherent limitations. Only powers that have a range of touch can be used by someone with the Shapeshifting arcane background. Further, these powers can only be used on the caster, not granted to any other character.

 

Extra Limbs

Rank: Novice

Power Points: 3/1

Duration: 3 rounds

Trappings: Extra arm, tentacle, claw, tendril of hair, pseudopod, etc.

Effect: The caster springs an extra arm, tentacle or other limb capable of manipulation. This provides the character with an additional non-movement action. On a raise, an additional limb is created providing an additional non-movement action. Note that no weapons are generated by this power and extras must be carried if the caster wishes to wield them.

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