Starcraft&Metroid Campaign Setting: Online

Fall 2005, Author: Kaz.
These rules modifications fall under “fair use” laws, and should not be sold. I give permission for any reader to redistribute these documents without restriction.

Other Rules: Setting Rules, Setting Flavor, Feats Revisions, Skills Revisions, Races Description, Footlocker, Star Garage, Classes, Professions, Advanced Classes.

Races of the Galaxy

The sapient races of the galaxy are much different from the fantasy races, each with its own history and culture in the cosmos.

Terrans: Homo Sapiens from planet Earth. Much of human history has been fraught with war and infighting, and the Terran race only came together as a people with the turn of the 22nd century, upon the discovery of the Protoss, Chozo, Pathomorphs, and Luminoth in the Koprulu and Jroel sectors of space. Terrans are adaptable and self-conscious, fitting themselves into many aspects of macrosociety and possess a keen interest in democratic rule. Often seen as nervy or shortsighted by the elder races, a natural Terran lifespan is between 50 and 100 years.
Game Rule Information: Medium Size, Base Speed 30ft., 1 extra feat at first level, 4 extra skill points at first level, 1 extra skill point at each additional level.

Protoss: Unnatural natives to the planet Aiur of the Koprulu sector. The Xel'Naga, an ancient and mysterious race of biogenic engineers, sages, and conundrums is credited with the synthesis of the Protoss genome from available local material and other unknown stock. Thousands of years after their creation, the Protoss race overthrew the local Xel'Nagan scientific authority and claimed sovereignty over the planet Aiur, having attuned themselves to the environment. Protoss have a strong history of castes and honor codes, thrown somewhat to the winds during the period of exile following the rise of the Overmind. Having reinstated themselves on the planet, the Protoss race has rebuilt their once massive society, and integrated into Terran, Chozo, and Luminoth planets as well.
Protoss are naturally psi+. Protoss have a sensory organ below the skin of the mid face that contains thousands upon thousands of microdomains connected to nerve tissue. These domains will change direction freely with nearby electromagnetic fields, and send impulses to the brain with that information. This gives the protoss a sense of electricity in an area, and the word for the sense translates to "smell," although they cannot smell in any other sense of the word. This confers various circumstance bonuses, and a +2 inherent bonus to checks involving circuitry and electronics, as well as a -2 check on chemistry.
Game Rule Information: Medium Size, Base Speed 30ft., Psionic Aptitude, EM Sense, Con -2, Cha +2.

Chozo (Ko'zo): Longtime galactic travelers and with the Xel'Naga, one of the ancient races of the galaxy. Though their origin planet is lost to history, most Chozo consider the planet Zebes to be their home, while many are drifters, or make residence on one of the many other planets of the Jroel sector, or the moons thereabout. The oft-traveling Chozo have run abreast tragedy as a race twice in their history: once the exile following the rise of supercomputer Mother Brain to megalomaniacal control of Zebes and the Space Pirates, and a second time when a meteor containing Metroid Prime struck the planet Tallon IV. The effect of the Metroid Prime meteor is known as The Second Exile, and left the entire Chozo race adrift between dimensions, part of a shadow realm, unable to affect their surroundings in either plane in any meaningful way, and mentally distraught. The Second Exile concluded largely thanks to Samus Aran following her first defeat of Metroid Prime on Tallon IV. Modernly, the Chozo concern themselves with galactic peace, security, and freedom, and have integrated themselves into other races planets and systems.
Chozo scientists are fundamentally interested in understanding galactic ecology. Their Morphological Insight grants them a +2 inherent bonus on any roll involving the underlying biological systems of a specific quarry.
Game Rule Information: Medium Size, Base Speed 30ft., Morphological Insight, Darkvision 60ft., Str -1, Dex +1, Cha -2, Int +2.

Luminoth: Long-lived inhabitants of the planet Æther discovered long ago how to use the natural energies of the planet to mask themselves from discovery, rather than attempt exploration themselves. When the Ing meteor collided with the planet, a dimensional rift opened to an alternate material plane that drained the energy of those who would venture in. A war broke out between the Ing and the Luminoth, which ended in a stalemate in which the Luminoth cloistered themselves in protective chambers and broadcast an alert message. Meanwhile the Ing slowly stole the planetary energy from the other dimension of Æther. The stalemate ended and the Luminoth arose when Samus Aran defeated Emperor Ing and restored balance to Æther. Modernly, the Luminoth use their planet's resources and their own ingenuity to explore space, the planet itself something of a sector's edge lighthouse. Luminoth have thin frames and large eyes as well as feathery antennae.
Luminoth have always documented galactic events, mostly from the impressively detailed view available to them from on their home planet. This confers a +2 inherent bonus on Stellar Lore and Galactic Knowledge checks.
Game Rule Information: Medium Size, Base Speed 40ft., Average Fly at base speed, Lore Writers, Str -2, Dex +2, Con -2, Int, Wis, Cha +2.

Pathomorphs: Their relatively short lifespan and rash nature have kept Pathomorphs from assembling a coherent history and origin of their people. Believed to originate from the outer rim of the Jroel sector, the Pathomorphs are best known for their long held title: Space Pirates. Modernly, Pathomorphs have cast off ties to clearly monstrous forces, phazon forms, Mother Brain and others, and have integrated into society, keeping the planet Zebes as a central point.
Genetic Temperament: -2 racial penalty on skill checks requiring patience, tolerance, concentration, or re-tries. The re-try penalty is cumulative.
Hoarding
: A Pathomorph may spend twice as much starting equipment as per their tendency to accumulate wealth.
Mutable Morphology: Once in place of a feat, a Pathomorph may take on one of the racial abilities of another race. Subject to DM discretion. This changes the pathomorph's appearance to resemble the other race.
Game Rule Information: Medium Size, Base Speed 30ft., Genetic Temperament, Hoarding, Mutable Morphology, +2 Str, -2 Int, -2 Cha.

Eticoons: Short, curious, gregarious recent additions to galactic society. Though known as animal life of many Jroel sector planets for many years, Eticoons recently revealed their sapience to the other races and integrated themselves into galactic society. Without a language or home planet to call their own, Eticoons usually adapt themselves to other societies, and rarely assemble as a body, political, social, or otherwise. Eticoons still have a strong family tradition, part of which is a ritual of exploration in which children are sent to make their own way in other places.
Game Rule Information: Small Size (+1 AC, +1AB, +2 Cloak checks), Base Speed 20ft., +2 racial bonus on climb, jump, search, and cloak checks, +1 racial bonus on all saving throws, +2 racial bonus on initiative rolls.

Byunei (B-you' nay sing. B-you' nen): Aboriginal inhabitants of a lost planet called Jeno, the Byunei are largely the genetic pattern from which the Protoss are based. Shorter and more stout than a Protoss, they also feed on ambient psionic energy often found in Khaydarin crystals, and since the cataclysm that destroyed their world, the survivors discovered an ability to seal their bodies and survive, unarmored, in space for brief periods. A Byunen is usually stoic, softspoken, determined, and pensive. Others sometimes refer to Byunei as "warp puppies" because of their facial resemblance to Terran canine companions.
Byunei are naturally psi+. A Byunen can survive in vacuum for up to 2+Con mod days before respiration ceases. Once per day, a Byunen can mask his appearance by enfolding himself in a warp field. The effect lasts 1d6+2 rounds, each round requiring a Concentration check, and confers warp resistance +5 in addition to cloaking.
Game Rule Information: Small Size (+1 AC, +1AB, +2 Cloak checks), Base Speed 20ft., Darkvision 60ft., Sealed Environment, Psionic Aptitude, Warp Control.

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