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content:official:rules:species [2017/07/15 21:23] – external edit 127.0.0.1 | content:official:rules:species [2020/09/19 16:43] (current) – [Alien Ability] Add links, fix typos lektu | ||
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====== Species ====== | ====== Species ====== | ||
+ | | << [[Create Characters]] << ^ [[Table of Contents]] | >> [[..: | ||
Everybody has a different set of attributes based | Everybody has a different set of attributes based | ||
on what kind of creature they are. Each species has | on what kind of creature they are. Each species has | ||
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can wear Armor. There are 14 standard species to | can wear Armor. There are 14 standard species to | ||
choose from as well as 4 advanced species and 12 | choose from as well as 4 advanced species and 12 | ||
- | varieties of beastmen. All of these are described on | + | varieties of beastmen. All of these are [[content: |
pages 14 to 27. | pages 14 to 27. | ||
===== Base Hit Points ===== | ===== Base Hit Points ===== | ||
- | + | {{ : | |
Hit points reflect the amount of damage a character | Hit points reflect the amount of damage a character | ||
can take. You go unconscious when your damage | can take. You go unconscious when your damage | ||
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===== Move ===== | ===== Move ===== | ||
- | + | {{ : | |
This is the number of squares you can move each | This is the number of squares you can move each | ||
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===== Hands ===== | ===== Hands ===== | ||
- | + | {{ : | |
This is the number of appendages you have to hold | This is the number of appendages you have to hold | ||
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===== Target Number ===== | ===== Target Number ===== | ||
- | + | {{ : | |
This represents how easy it is to hit you with | This represents how easy it is to hit you with | ||
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+ | ^ \\ SPECIES | ||
+ | ^ ::: ^ Base Hit Points | ||
+ | | [[..: | ||
+ | | [[..: | ||
+ | | [[..: | ||
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- | ^ SPECIES ^ Base Hit Points | + | ^ \\ ADVANCED SPECIES |
- | | Bot (Sentient) | 4 | 8 | 1 | 4 | N | **Mechanical**: | + | ^ ::: ^ Base Hit Points |
- | | Blootian | 0 | 11- \\ 0-4 | + | |
- | | Canosian | 8 | 8 | 8 | 5 | N | **Tumble**: You get a second move action either before or after your action. | | + | |
- | | Diploid | 4 | 8 | 2 | 3 | Y | **Bifurcation**: You get two separate phases each phase as if you were two characters with the same body. All active skill check actions in phases (not upgrades, requisitions) are at a +3 difficulty penalty. | | + | |
- | | Fungaloid | 8 | 9 | 2 | 4 | N | **Regenerate**: | + | |
- | | Human | 5 | + | |
- | | Kerbite | 5 | 9 | 5 | 6 | Y | **Cooperative**: Once per phase, you get a free Assist action on a friendly as you are moving adjacent to them during your move action. | | + | |
- | | Silicoid | 9 | + | |
- | | Tentac | 6 | 9 | 8 | 6 | N | **Resilient**: Roll an extra die each time you are damaged and remove the highest die. | | + | |
- | | Trundlian | 0 | 8 | 7 | 2 | N | **Versatile**: | + | |
- | | Vomeg | 7 | + | |
- | | Whistler | 9 | 7 | 4 | 5 | N | **Puff**: One of your moves in each move action may be a jet move that doesn' | + | |
- | | Xeloxian | 5 | 8 | 6 | 2 | Y | **Fistwalk**: | + | |
- | | Zoallan | 4 | 9 | 3 | 7 | N | **Carapace**: | + | |
- | + | ||
- | ^ ADVANCED SPECIES | + | |
| These Species aren’t necessarily more effective than the others but they are more challenging to play. Beginning players are strongly encouraged to select other species. ||||||| | | These Species aren’t necessarily more effective than the others but they are more challenging to play. Beginning players are strongly encouraged to select other species. ||||||| | ||
- | | Chronosian (Advanced) | 7 | 8 | | + | | [[..: |
- | | Minutian (Advanced) | 2 | 11 | | + | | [[..: |
- | | Pyreltian (Advanced) | 6 | 8 | 2 | 5 | N | **Phasing**: | + | | [[..: |
- | | Whaloid (Advanced) | 13 | 3 | 1 | 0 | N | **Immense**: | + | | [[..: |
- | ^ BEASTMEN ^ Base Hit Points | + | ^ |
- | | Avianoid | 3 | 9 | 2 | 4 | N | **Wings**: Ignore up to 2 OOC for movement purposes. May move a number of your natural moves as utomatically | + | ^ ::: ^ Base Hit Points |
- | | Cheetahoid | 4 | 8 | 2 | 9 | Y | **Sprint**: Once per phase you may suffer | + | | [[..: |
- | | Crocodillian | 5 | 7 | 2 | 5 | N | **Patient**: | + | | [[..: |
- | | Elephantoid | 8 | 5 | 3 | 5 | N | **Huge**: Adjacent squares are considered slagged for other characters. \\ **Tusks**: Your unarmed attack deals 1d6 damage \\ **Thick Hide**: 1 point natural armor | | + | | [[..:races:Crocodillian|Crocodillian]] |
- | | Felinoids (aka Meeks) | 6 | 8 | 2 | 6 | Y | **Ferocious**: | + | | [[..: |
- | | Gorilloids | 6 | 7 | 4 | 2 | Y | **Fistwalk**: | + | | [[..: |
- | | Lupinoids & Caninoids | 5 | 8 | 2 | 6 | Y | **Flanker**: | + | | [[..: |
- | | Lapinoid | 3 | 9 | 2 | 7 | Y | **Lucky**: You get +3 Luck. \\ **Elusive**: | + | | [[..: |
- | | Rhinoceroid | 7 | 6 | 2 | 6 | N | **Charger**: | + | | [[..: |
- | | Reptilianoid | + | | [[..: |
- | | Testudinoid | + | | [[..: |
- | | Ursinoid | 8 | 7 | 2 | 5 | N | **Death Marcher**: (see Death Marcher, page 56). This is already figured into your base Hit Points. \\ **Thick Hide**: 1 point natural armor. \\ **Claws**: Your unarmed attack deals 1d6 damage | | + | | [[..: |
+ | | [[..:races:Ursinoid|Ursinoid]] | ||
====== Species in Detail ====== | ====== Species in Detail ====== | ||
Line 131: | Line 132: | ||
those books may be useful. | those books may be useful. | ||
- | ===== Blootian ===== | + | | << [[Create Characters]] << ^ [[Table |
- | + | {{tag> | |
- | (BLOO-shun) | + | |
- | + | ||
- | Blootians are commonly referred to as “bubbloids” | + | |
- | because they appear as a collection | + | |
- | limb bubbles are used in defense as well as motion | + | |
- | and as humans would use “hands”. | + | |
- | + | ||
- | They are relatively self-contained and find more | + | |
- | time for contemplation than most species which | + | |
- | spend more time and energy on reproduction and | + | |
- | sustenance. They can be playful without the hard | + | |
- | edge of the Trundlian or the visual puns the Tentacs | + | |
- | are known for. | + | |
- | + | ||
- | **Alien Ability**: Bubbly | + | |
- | + | ||
- | Free Reroll on Life Support Checks and the largest | + | |
- | die in an attack (or a needler hit) pops a limb bubble | + | |
- | instead of dealing damage if possible. Add limb | + | |
- | bubbles to move and hands attribute. Subtract limb | + | |
- | bubbles from Target #. Athletics check of 8 to regrow a | + | |
- | limb bubble or when healing regrow one limb bubble | + | |
- | in place of a die of hit point healing. Begin play with | + | |
- | maximum bubbles (4). | + | |
- | + | ||
- | **Homeworld**: Bloot 5.7 | + | |
- | + | ||
- | ===== Canosian ===== | + | |
- | + | ||
- | (kuh-NO-shun) | + | |
- | + | ||
- | + | ||
- | Canosians are huge ergovoric tumbleweeds with small | + | |
- | flashes of static electricity zapping intermittently | + | |
- | against whatever’s near. They like to find a corner and | + | |
- | entwine themselves with power cords and suck the | + | |
- | juice through the insulation. Corners suit them fine | + | |
- | because they’re relatively shy. | + | |
- | + | ||
- | Canosians saw the Republic as their best defense | + | |
- | against the intruders that strip-mined their ERG rich | + | |
- | worlds but now some see the burdensome taxes of | + | |
- | the Republic as more devastating than any mining | + | |
- | device. Many Canosians secretly support a revolt but | + | |
- | their private nature makes it difficult for them to find | + | |
- | a leading voice. Their political system is basically a | + | |
- | planetary consensus. Whenever an important issue | + | |
- | comes up, they gather at the core of their tunnel- | + | |
- | ridden homeworld to hold a meeting that’s described | + | |
- | by esoteric xenopolitical sociologists as a ‘proxy | + | |
- | convention.’ | + | |
- | + | ||
- | **Alien Ability**: Tumble | + | |
- | + | ||
- | Canosians get one free move action each phase. This | + | |
- | movement can be made before or after any other | + | |
- | action, including a normal move (see Move Actions, | + | |
- | page 31). | + | |
- | + | ||
- | **Homeworld**: | + | |
- | + | ||
- | + | ||
- | + | ||
- | ===== Diploid ===== | + | |
- | | + | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | Diploids look like giant double-headed | + | |
- | sock puppets. They have heads at each end of | + | |
- | their tubular bodies. This gives them a unique | + | |
- | perspective on life. They always have a friend along | + | |
- | with them and are their own best friend. Diploids | + | |
- | actually get to move and act twice each Phase (see | + | |
- | Bifurcation below). They were not spacefaring before | + | |
- | discovery by the UREF but have adapted nicely. | + | |
- | + | ||
- | Diploids are hermaphroditic and their diet consists | + | |
- | largely of sap extracts from the noccro ficus that is | + | |
- | common on their homeworld. There was a time when | + | |
- | that plant was in danger of overharvesting but Diploid | + | |
- | scientists developed conservation practices that were | + | |
- | effective even in the absence (perhaps because of the | + | |
- | absence?) of what the rest of the galaxy would call | + | |
- | “advanced” technology. | + | |
- | + | ||
- | **Alien Ability**: Bifurcation | + | |
- | + | ||
- | Diploids get two separate turns each phase as if | + | |
- | they were two characters with the same body. All | + | |
- | active skill check actions in phases (not upgrades, | + | |
- | requisitions) are at a +3 penalty. They must complete | + | |
- | their actions separately. They may not maintain | + | |
- | overwatch with one “head” while acting with the | + | |
- | other. | + | |
- | + | ||
- | **Homeworld**: | + | |
- | + | ||
- | ===== Fungaloid ===== | + | |
- | + | ||
- | (FUNG-ul-oyd) | + | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | Fungaloids are peaceful by nature. They grow on their | + | |
- | homeworld in vast numbers. Fungaloids reproduce by | + | |
- | spores landing on organic material to grow. | + | |
- | + | ||
- | **Alien Ability**: Regenerate | + | |
- | + | ||
- | Recover 2 points at the end of each phase as long as | + | |
- | damage isn’t more than your Hit Points. | + | |
- | + | ||
- | **Homeworld**: | + | |
- | + | ||
- | ===== Human ===== | + | |
- | + | ||
- | (HYU-mun) | + | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | Humans founded the Universal Republic and are | + | |
- | the dominant force in the galaxy. Human attributes | + | |
- | are the norm by which other species | + | |
- | despite their odd physical layout (articulated bipedal | + | |
- | endoskeletons with two manipulating limbs). | + | |
- | + | ||
- | The human homeworld of Earth has a senate of its | + | |
- | own after which the Universal Senate is fashioned. | + | |
- | Humans were the first to make contact with an alien | + | |
- | species, and have managed to maintain a Universal | + | |
- | Republic which includes every species “known to | + | |
- | man”. Some species, such as barely sentient alien bugs | + | |
- | that eat humans, don’t know they’re actually in the | + | |
- | Universal Republic, but that doesn’t stop the U.R. from | + | |
- | taxing them in some way. | + | |
- | + | ||
- | **Alien Ability**: Willpower | + | |
- | + | ||
- | During a professional | + | |
- | reroll, humans may reroll | + | |
- | one or both dice. You may | + | |
- | roll these one at a time. | + | |
- | + | ||
- | **Homeworld**: | + | |
- | + | ||
- | ===== Kerbite ===== | + | |
- | + | ||
- | (KER-bit) | + | |
- | + | ||
- | Kerbites have six legs and five prehensile tongues | + | |
- | they use as hands. They are short and furry and | + | |
- | extremely gregarious. They have one orifice in the | + | |
- | top of their heads they use for eating, excreting and | + | |
- | especially mating. | + | |
- | + | ||
- | Kerbites are the friendliest species anybody has come | + | |
- | across in the known universe. Some would say they | + | |
- | take their proclivity to “lend a hand” too far. | + | |
- | + | ||
- | They tend to like working in cloning facilities | + | |
- | because it makes them happy to give comfort to the | + | |
- | disoriented new clones. | + | |
- | + | ||
- | **Alien Ability**: Cooperative | + | |
- | + | ||
- | Once per phase, you get a free Assist action on a | + | |
- | friendly as you are moving adjacent to them during | + | |
- | your move action. | + | |
- | + | ||
- | **Homeworld**: | + | |
- | + | ||
- | + | ||
- | + | ||
- | ===== Silicoid ===== | + | |
- | (SIL-uh-coyd) | + | |
- | + | ||
- | + | ||
- | Silicoids are asexual mounds of fleshy clay covered | + | |
- | in tectonic slabs of rock, and they sound like mixing | + | |
- | concrete when they speak. They derive sustenance | + | |
- | from the light given off by the two stars around which | + | |
- | their home world makes a complex analemmatic orbit. | + | |
- | + | ||
- | Approximately every 9 years when the planet is at | + | |
- | the exact center between the two stars, up to a third | + | |
- | of the Silicoids participate in a ceremony called the | + | |
- | fold which ends when the participants are collectively | + | |
- | crushed under their own weight to be reborn as | + | |
- | the next generation. They inhabit ORE-rich worlds | + | |
- | throughout the galaxy. | + | |
- | + | ||
- | Silicoid quarters in a Life Support module consist | + | |
- | mainly of a large cement mixer that tumbles them | + | |
- | under a super-heated lamp. | + | |
- | + | ||
- | **Alien Abilities**: | + | |
- | + | ||
- | Rocky: Silicoids may reduce any damage inflicted | + | |
- | upon them by 1d6. Note: this does not affect non- | + | |
- | point-based damaging effects such as disintegrators | + | |
- | or stun effects. | + | |
- | + | ||
- | Strong: Silicoids have +10 Carry limit and deal +1 | + | |
- | damage on all melée attacks. | + | |
- | + | ||
- | **Homeworld**: | + | |
- | + | ||
- | ===== Tentac ===== | + | |
- | + | ||
- | (TEN-tak) | + | |
- | + | ||
- | + | ||
- | + | ||
- | Tentacs are | + | |
- | composed | + | |
- | entirely of | + | |
- | intertwined | + | |
- | tentacles | + | |
- | connected by | + | |
- | thin strands of | + | |
- | hair deep within | + | |
- | their tangled | + | |
- | mass. They have | + | |
- | no real ‘center’, | + | |
- | but even so, | + | |
- | they are closest | + | |
- | in chemical | + | |
- | make-up to the | + | |
- | humans. Tentacs | + | |
- | eat, breathe and | + | |
- | breed in much the same fashion as humans, except | + | |
- | they’re hermaphroditic, | + | |
- | organs. | + | |
- | + | ||
- | Despite their appearance (described by humans as, “a | + | |
- | living pile of spaghetti”), | + | |
- | most advanced culture and educational system in the | + | |
- | galaxy. They are known for their extremely wry wit and | + | |
- | a particular fondness for philosophical dichotomies | + | |
- | (the flagship of their fleet is named ‘the Peacegun’, | + | |
- | example). They communicate with other Tentacs in an | + | |
- | elaborate sign language, weaving complete messages | + | |
- | with dozens of tentacles at a time. | + | |
- | + | ||
- | The Tentac homeworld is covered in a thick layer of | + | |
- | clouds, and until the humans dropped through the | + | |
- | Tentac atmosphere, Tentacs didn’t believe in ‘outer | + | |
- | space’. Tentac science developed along bizarre lines | + | |
- | without cosmology. | + | |
- | + | ||
- | Tentacs are among the most socially mature beings in | + | |
- | the Universal Republic. | + | |
- | + | ||
- | **Alien Ability**: Resilient | + | |
- | + | ||
- | Each time a Tentac is damaged for at least one die of | + | |
- | damage, roll an extra die and remove the highest. | + | |
- | + | ||
- | **Homeworld**: | + | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | ===== Trundlian ===== | + | |
- | + | ||
- | (TRUND-lee-en) | + | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | Trundlians hail from a world that is constantly in flux. | + | |
- | They must be able to adapt at a moments notice to | + | |
- | outrun things they can outrun and pull limbs back into | + | |
- | their bodies to survive the natural disasters they can’t | + | |
- | outrun. | + | |
- | + | ||
- | Trundlians are as a culture defiantly opposed to any | + | |
- | chain of command. They are rugged individualists. | + | |
- | + | ||
- | **Alien Ability**: Versatile | + | |
- | + | ||
- | You may reroll “1”’s in your initial skill checks. This | + | |
- | reroll takes place before professional rerolls. | + | |
- | + | ||
- | Add your empty hands to your Hit Points or move in | + | |
- | any combination at any time. | + | |
- | + | ||
- | **Homeworld**: | + | |
- | + | ||
- | ===== Vomeg ===== | + | |
- | + | ||
- | (VOH-meg) | + | |
- | + | ||
- | + | ||
- | + | ||
- | Vomegs are lumbering sluglike beings with three | + | |
- | antennae. They use a single orifice for all interaction | + | |
- | with the outside world. Most species (including | + | |
- | Vomegs) are truly nauseated by them. They are | + | |
- | hermaphroditic. They reproduce by wrestling. The | + | |
- | winner dumps genetic material into the mouth-hole | + | |
- | of the loser(s). | + | |
- | + | ||
- | **Alien Ability**: Reach | + | |
- | + | ||
- | You may act from any adjacent square as if you were | + | |
- | in it. You do not take a penalty or provoke a free attack | + | |
- | when you reach into an occupied square to act. | + | |
- | + | ||
- | **Homeworld**: | + | |
- | + | ||
- | + | ||
- | + | ||
- | ===== Whistler ===== | + | |
- | + | ||
- | (WIST-ler) | + | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | The five worlds orbiting FwoO are home to the | + | |
- | Whistlers. They puff about using their feathery | + | |
- | appendages in a winglike fashion. Their entry into the | + | |
- | Universal Republic was a catalyst to the Galactic Civil | + | |
- | War. | + | |
- | + | ||
- | Travel between the five worlds is most convenient in | + | |
- | shuttles. Arming those shuttles is also convenient if | + | |
- | you want to shoot things. Whistlers pioneered fighter | + | |
- | technology. | + | |
- | + | ||
- | The song-like speech of the Whistler is how they got | + | |
- | their name. They can mimic the speech of most other | + | |
- | species but few if any can match the range of the | + | |
- | Whistler’s language. | + | |
- | ** | + | |
- | Alien Ability**: Puff | + | |
- | + | ||
- | One of your moves in each move action may be a | + | |
- | jet move in a straight line up to 10 squares. This jet | + | |
- | doesn’t require a skill check. | + | |
- | + | ||
- | **Homeworld**: | + | |
- | + | ||
- | ===== Xeloxian ===== | + | |
- | + | ||
- | (zuh-LOCKS-ee-un) | + | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | Xeloxians resemble giant jacks, floating with jointed | + | |
- | limbs that have eyes in the palms of their six hands. | + | |
- | When they want to move quickly, they can drop | + | |
- | whatever they’re holding and pull themselves along | + | |
- | with these limbs. | + | |
- | + | ||
- | Practically neutrally buoyant, Xeloxians are capable | + | |
- | of flight in an atmosphere and they exchange | + | |
- | genetic materials by flying in great clouds together | + | |
- | on their home planet of Xelox. Their main religion | + | |
- | is a worship/ | + | |
- | humans, Xeloxians are the most naturally warlike of | + | |
- | the known species. | + | |
- | + | ||
- | **Alien Abilities**: | + | |
- | + | ||
- | Fistwalk: Add +1 to your Move value for each free | + | |
- | hand. Thus, a Xeloxian with objects in three of its six | + | |
- | hands has a Move of 5. | + | |
- | + | ||
- | Aggressive: Add +1 to the total damage dealt when | + | |
- | you deal direct damage with personal attacks. This | + | |
- | applies only to point-based direct personal attacks (i.e. | + | |
- | not to stun, EMP, ship’s weapons, grenades, etc.). | + | |
- | + | ||
- | **Homeworld**: | + | |
- | + | ||
- | + | ||
- | ===== Zoallan ===== | + | |
- | + | ||
- | (zo-ALL-un) | + | |
- | + | ||
- | + | ||
- | These are 4 foot tall furry crablike beings. | + | |
- | They have a high code of honor and now that | + | |
- | they have signed onto the Constitution of the | + | |
- | Universal Republic, they will not violate it. Their | + | |
- | hive system only allows those who follow the path | + | |
- | of honor to mate with the queen, but any Zoallan can | + | |
- | rise to that honor, hence all Zoallans except the queen | + | |
- | (and a few princesses) are male. The few sociopaths | + | |
- | who won’t adhere to their belief system are exiled but | + | |
- | they believe in their hearts (all three are located near | + | |
- | their knees) that their actions will vindicate them and | + | |
- | assure them a place at the head of the royal queue. | + | |
- | + | ||
- | **Alien Ability**: Carapace | + | |
- | + | ||
- | All damage inflicted on a Zoallan is reduced by 2 | + | |
- | points. | + | |
- | + | ||
- | **Homeworld**: | + |