Inspired by the concept of "mues", genetically alterred humans, from Steve Perry's Matador series (Man Who Never Missed, Matadora, Machiavelli Interface, etc.), I decided to attempt to create racial stats for three "Mue" races for my ATU: Heavyworlders, Spacers and Exotics.
Please let me know what you think,
Flynn
* * * * *
Heavyworlders: These mues have been genetically altered to better cope with higher gravity worlds. Make the following modifications to the standard human racial package:
* Ability Scores: +2 Str, -2 Dex, +2 Con, -2 Int, -2 Wis.
* Heavyworlders receive the Heavy Gravity Adaptation feat for free.
* Heavyworlders do not receive an extra bonus feat at first level. (Effectively, this feat is already chosen for them, see above.)
Spacers: These mues have been genetically altered to better cope with zero and low-gravity environments. Make the following modifications to the standard human racial package:
* Ability Scores: +2 Dex, -2 Con.
* Spacers receive the Zero-G Or Low Gravity Adaptation feat for free.
* Spacers do not receive an extra bonus feat at first level. (Effectively, this feat is already chosen for them, see above.)
Exotics: These mues have been genetically altered to serve as pleasure slaves on the black market. Make the following modifications to the standard human racial package:
* Ability Scores: -2 Con, +2 Cha.
* Pheremones: Exotics exude pheremones that cause humans (and perhaps other races, if the Referee so rules) within the same room (or within 8 meters of the Exotic) that are exposed to the pheremones to feel a strong sense of intense sexual desire and attraction for the Exotic. Filter masks do not suppress the pheremones, but vacc suits and similar atmospheric isolation can prevent exposure. The attraction to the Exotic is overpowering, and requires a Will Save (DC 11 + Exotic's Cha modifier) to resist, but the victim does get a +5 bonus to their saving throw if the Exotic or an Exotic's ally is attacking them at the time of exposure. The pheremones do not enable the character to control the affected person as if the person were an automaton, but the subject perceives the character's words and actions in the most favorable way. The character can try to give the subject orders, but the character must win an opposed Charisma check to convince the subject to do anything he or she wouldn't ordinarily do. (Retries not allowed.) A charmed person never obeys suicidal or obviously harmful orders. Any act by the character or the character's apparent allies that threatens the charmed person breaks the effect of the pheremones for the remainder of the scene. Note also that the character must speak the person's language to communicate the character's commands, or else be good at pantomiming. Exotics have no natural control over this ability; it is always active and can only be "turned off" temporary with Pheremone Suppressor medication. Exotics are immune to the pheremones of other Exotics.
* Albino: Exotics are Albinos, and as such suffer one point of Stamina damage per 10 minutes of direct exposure to the sun, as they burn much easier than normal humans. This Stamina damage cannot be recovered until the Exotic is no longer exposed to the sun.
* Exotics do not receive an extra bonus feat at first level, nor extra skill points at first and subsequent levels.
Development Note: In essence, the Exotic's pheremones are modelled on the D&D Charm Person spell, to keep the power level more appropriate for a science fiction environment.
Please let me know what you think,
Flynn
* * * * *
Heavyworlders: These mues have been genetically altered to better cope with higher gravity worlds. Make the following modifications to the standard human racial package:
* Ability Scores: +2 Str, -2 Dex, +2 Con, -2 Int, -2 Wis.
* Heavyworlders receive the Heavy Gravity Adaptation feat for free.
* Heavyworlders do not receive an extra bonus feat at first level. (Effectively, this feat is already chosen for them, see above.)
Spacers: These mues have been genetically altered to better cope with zero and low-gravity environments. Make the following modifications to the standard human racial package:
* Ability Scores: +2 Dex, -2 Con.
* Spacers receive the Zero-G Or Low Gravity Adaptation feat for free.
* Spacers do not receive an extra bonus feat at first level. (Effectively, this feat is already chosen for them, see above.)
Exotics: These mues have been genetically altered to serve as pleasure slaves on the black market. Make the following modifications to the standard human racial package:
* Ability Scores: -2 Con, +2 Cha.
* Pheremones: Exotics exude pheremones that cause humans (and perhaps other races, if the Referee so rules) within the same room (or within 8 meters of the Exotic) that are exposed to the pheremones to feel a strong sense of intense sexual desire and attraction for the Exotic. Filter masks do not suppress the pheremones, but vacc suits and similar atmospheric isolation can prevent exposure. The attraction to the Exotic is overpowering, and requires a Will Save (DC 11 + Exotic's Cha modifier) to resist, but the victim does get a +5 bonus to their saving throw if the Exotic or an Exotic's ally is attacking them at the time of exposure. The pheremones do not enable the character to control the affected person as if the person were an automaton, but the subject perceives the character's words and actions in the most favorable way. The character can try to give the subject orders, but the character must win an opposed Charisma check to convince the subject to do anything he or she wouldn't ordinarily do. (Retries not allowed.) A charmed person never obeys suicidal or obviously harmful orders. Any act by the character or the character's apparent allies that threatens the charmed person breaks the effect of the pheremones for the remainder of the scene. Note also that the character must speak the person's language to communicate the character's commands, or else be good at pantomiming. Exotics have no natural control over this ability; it is always active and can only be "turned off" temporary with Pheremone Suppressor medication. Exotics are immune to the pheremones of other Exotics.
* Albino: Exotics are Albinos, and as such suffer one point of Stamina damage per 10 minutes of direct exposure to the sun, as they burn much easier than normal humans. This Stamina damage cannot be recovered until the Exotic is no longer exposed to the sun.
* Exotics do not receive an extra bonus feat at first level, nor extra skill points at first and subsequent levels.
Development Note: In essence, the Exotic's pheremones are modelled on the D&D Charm Person spell, to keep the power level more appropriate for a science fiction environment.