Homebrew Vrusk Species Details

Vrusk are hard-working and practical. Their society is organized around independent corporations. To a Vrusk, the company he works for is his family and his nation. The company determines everything about Vrusk’s life; who he lives with, what his job is, where he travels, etc. Vrusk gives their company name before their personal name.

Vrusk has two types of corporations: conglomerates and trade houses. Conglomerates have business interests in many areas. A single conglomerate might have divisions that build computers, operate farms, train lawyers and set up colonies. A Vrusk that works for a conglomerate usually works for only one division, and might not even know what other divisions the company owns. Trade houses, which are more common in the Frontier, specialize in one type of business. Because all Vrusk working for a trade house do the same work, trade houses usually work together. For example, a trade house that builds farming equipment would hire accountants from an accounting house to keep their financial records. Business between companies is regulated by laws that are so complex no one besides Vrusk has ever fully understood them. Vrusk also loves beauty, harmony, and order. The goal of most Vrusk is to become wealthy, collect art, and live in peace. Their love for beauty makes them unwilling to get into fights that do not involve their company. However, Vrusk that are defending their company will do anything to remove the threat permanently. Vrusk adventurers, however, do not belong to a company. Some are independent businessmen, some are company employees who were fired and some are just too rebellious to put up with company rules. A few start their own companies and eventually become leaders in their communities.

Created by Michael Long in his Star Frontiers/D&D 5e Conversion

Vrusk Traits

Your Vrusk character has the following racial traits.

Ambidexterity

All Vrusk are ambidextrous and gain the ability to use melee weapons in both hands.  Any melee weapon that does not have the two-handed property, can be used by you in either hand and should be treated as light.

Ability Score Increase

Your Dexterity score increases by 2, and your Charisma score increases by 2.

Age

Vrusk mature similarly to humans, and have a life expectancy of 175 years

Alignment

Vrusk tend toward lawful due to their societal structure and tend to be neutral good or evil, by making moral choices subordinate to the betterment of their society.

Size

 Vrusk are 5 feet tall, and 5 feet long, and average between 185 to 200 pounds. Your size is Medium.

Speed

Vrusk are very quick, and your base walking speed is 40 feet.

Natural Armor

A Vrusk’s hard carapace provides natural protection. You have an Armor Class of 13 plus dexterity modifier when not wearing armor. A shield can be carried if you are proficient and increases armor class further. If there are multiple features available to determine your AC, you choose which one to use.

Alert

Vrusk are naturally quick to react. You can react very quickly, and gain a +5 bonus to initiative.

Comprehension

Because Vrusk have such a complicated society, they are able to understand all sorts of social dealings. You gain advantage on Wisdom (Insight) and Charisma (Deception) checks.

Educated

The Vrusk education system is second to none, you gain an additional skill proficiency of your choice.

Poor Swimmers

A Vrusk is a poor swimmer, and you will have disadvantage on Strength (Athletic) checks for swimming.

Languages

You can read and write Common and Auran, but you can speak only by using your Mimicry trait.

Comments

Posts Quoted:
Reply
Clear All Quotes