Help me finish: The Dralasite Strongbeing Archetype

jedion357's picture
jedion357
October 17, 2020 - 10:46am
The Dralasite Strong Being 
This archetype is more of a character background for a starting character that is about to become an adventuring character simply because the strong man archetype doesn’t lend itself to an exciting RPG adventure. However, a strong tough character than can fight can always find a job as an enforcer in the Frontier. Thus, this archetype is presented not as a career but as a background. 

The Dralasite strongman is short, tough and built like a brick wall. They come form variety/carnival acts, professional fighting athletes and bouncers. They can take a punch and when they punch back, someone’s bell is getting rung. Due to their species ability score modifiers they have a +5 to the STR/STA ability pair which makes them on average some of the strongest characters in the game. A player can further modify the STR ability score by performing the allowed 10 transfer within an ability pair. If a maximum ability score was rolled at character creation it is possible for a dralasite to begin play with a STR of 75-85 points. There are simply going to be a lot of strong dralasites walking around and the dralasite strong man is a real archetype within the setting.  

Character Concepts 

The Variety Act/ Carnival Strong Being  
These dralasites have been in entertainment performing feats of strength or endurance. They have focused less on fighting skills in favor of developing STR, STA and DEX abilities. They have a good sense of timing and showmanship. They may be leaving the carnival gig looking for better pay or perhaps their show/act is simply going out of business. His sense of timing means that once by game session this dralasite can roll an initiative roll twice and choose the better result. 

The Professional Sports Fighter 
These dralasites are athletes. They’ve been in the lowest levels of the fighting entertainment industry with some minimal success. Two thirds or more of their skills must be in martial arts. Note this may mean in that all of their starting skill levels are in martial arts. Thus, an Alpha Dawn starting character will have level 2 in martial arts and no other skills. He will also have developed his STR to maximize his punch score and his DEX to maximize the number of punches he can throw (1 punch to 1 arm and leg pair of limbs with maximum possible being 5) 

They will have fought 1d10 bouts and for a variety of reason will have decided to leave the profession. If a win lose record is desired roll 1d5 wins and 1d5 loses.  

The character may be changing his profession because he was paid to take a dive but did not. There is now a crime figure on a planet in the Frontier that this dralasite cannot visit lest this figure’s goons catch up with him to shake him down or kill him. Choose a planet with medium to high population. By way of compensation he starts with 5000 Cr that he was paid to take the dive with. However, he’s spent about half on getting away from that planet and on a new identity.  

The Bouncer 
These dralasites work the doors at clubs and bars. They were hired for their strength and toughness as well as their innate lie detection ability. Keeping a level head is important to this character but he is not afraid to deal with problems in a physical manner. He has at least one level of melee weapons (brass knuckles or blackjack) or martial arts skill. He can alternate between personable and intimidating and uses his PER ability to defuse situations so that a fight does not break out. At least 5 points must be transferred from LDR to PER at character creation with this character concept. He favors the civilian skein suit. He never wants for work as there is always a need for someone with his skill set. He will automatically start with two free skein suits from previous gigs and if he has melee weapons skill he starts with a free brass knuckles, club or other appropriate weapon. 

Development  

The primary ability score pairs are STR/STA and DEX/RS and these should be developed over the course of the campaign. STR impacts a character’s punch score, STA determines how long a character can last in a combat, DEX impact how many punches a dralastie can throw and how well they are thrown and finally RS impacts who gets initiative. As was noted the PER ability is important to the bouncer concept and he may wish to continue to develop that. Lie detection is important to the bouncer concept and deservers development for that concept.  

Martial arts skill is potentially more important for the nerve combat subskill than melee weapons skill. 

Equipment 

Defenses are a primary importance to this type of fighter. They give him the chance to last in a combat till he can pummel his opponent. A skein suite is the minimum and when money permits a defensive screen. Because of the character’s strength is so high he can carry quite a lot of weight before the encumbrance rule kicks in so he may consider lugging heavy items for the group.

Edges and Flaws

Flaw: Glass Jaw- a solid punch will knock him out or stun him. On a critical hit this character is knocked out for 1-100 combat rounds (stim dose revives) but with a STA save he's only stunned one round. 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

JCab747's picture
JCab747
October 17, 2020 - 12:15pm
Hmm, I'll see what I might have from my "Zebulon Sunset" skill rules. There could be some conversions for Alpha Dawn that may work.
Joe Cabadas

JCab747's picture
JCab747
October 20, 2020 - 8:34am
You could always throw in the "pumping federanium" as a skill.
Joe Cabadas

jedion357's picture
jedion357
October 20, 2020 - 6:23pm
JCab747 wrote:
You could always throw in the "pumping federanium" as a skill.

done, good call, i kind of forget ZEbs skills system

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!