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- | ====== Species ====== | ||
- | Everybody has a different set of attributes based | ||
- | on what kind of creature they are. Each species has | ||
- | attributes that affect game play; Base Hit Points, Move, | ||
- | Hands, Alien Ability, Target number, and whether they | ||
- | can wear Armor. There are 14 standard species to | ||
- | choose from as well as 4 advanced species and 12 | ||
- | varieties of beastmen. All of these are described on | ||
- | pages 14 to 27. | ||
- | |||
- | ===== Base Hit Points ===== | ||
- | |||
- | |||
- | Hit points reflect the amount of damage a character | ||
- | can take. You go unconscious when your damage | ||
- | equals or exceeds your total Hit Points and begin | ||
- | dying when your damage exceeds your total Hit Points | ||
- | by 6 or more. Add your Rank and Athletics to your Base | ||
- | Hit Points to get your Hit Points. | ||
- | |||
- | ===== Armor Option ===== | ||
- | |||
- | |||
- | Some species are able to wear personal equipment | ||
- | armor (Humans, Xeloxians, Diploids, Vomegs, Kerbites | ||
- | and many of the beastmen among others). Others | ||
- | have physiology unsuited for it. It’s a Yes (Y) or No (N) | ||
- | stat. | ||
- | |||
- | ===== Move ===== | ||
- | |||
- | |||
- | This is the number of squares you can move each | ||
- | phase either before or after your Character Action. | ||
- | |||
- | See page 31 for details on character movement. | ||
- | |||
- | ===== Hands ===== | ||
- | |||
- | |||
- | This is the number of appendages you have to hold | ||
- | and operate equipment that must be in a “hand” to | ||
- | be used. You must have an empty hand to operate a | ||
- | Battlestation at no penalty. | ||
- | |||
- | Hands Full: You can do stuff even with your hands full. | ||
- | It just becomes harder. Consider a human driving with | ||
- | a weapon in one hand and an beverage in the other. | ||
- | They can still steer with their wrists and knees but | ||
- | won’t be as capable as a person with a hand holding | ||
- | the wheel (regardless of the beverage). Any action | ||
- | with hands full is at a penalty of +3 to the difficulty. | ||
- | You can drop things as a free action during your turn. | ||
- | Actions using the object in the hand such as a ToolKit | ||
- | to repair or MedKit to heal do not incur the “full | ||
- | hands” penalty. | ||
- | |||
- | ===== Target Number ===== | ||
- | |||
- | |||
- | This represents how easy it is to hit you with | ||
- | a personal weapon attack. It is also a rough | ||
- | approximation of size. Larger characters have lower | ||
- | target numbers because they are bigger targets that | ||
- | are easier to hit. Characters with lower target numbers | ||
- | have an advantage in grappling because of their | ||
- | greater size. Willing or unresisting characters (such as | ||
- | the unconscious or dying) are 3 easier to target. | ||
- | |||
- | ===== Alien Ability ===== | ||
- | |||
- | |||
- | Each Species has a unique alien ability that | ||
- | differentiates it from others. The Rocky Silicoids and | ||
- | Carapaced Zoallans block damage. The Tumbling | ||
- | Canosians have a bonus move action. Humans | ||
- | are more refined in their skill checks within their | ||
- | profession. Aggressive Xeloxians deal more damage | ||
- | in personal combat as well as being able to use free | ||
- | hands as extra feet. Resilient Tentacs get to retard | ||
- | damage that they would sustain by rolling an extra | ||
- | die and removing the highest. | ||
- | |||
- | |||
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- | ^ SPECIES ^ Base Hit Points ^ Target Number ^ Hands ^ Move ^ Armor Option ^ ALIEN ABILITY | | ||
- | | Bot (Sentient) | 4 | 8 | 1 | 4 | N | **Mechanical**: | ||
- | | Blootian | 0 | 11- \\ 0-4 | 1+ \\ 0-4 | 2+ \\ 0-4 | N | **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. Add limb bubbles to move and hands attribute. Subtract limb bubbles from Target #. Athletics check of 8 to regrow limb bubble or when healing regrow one limb bubble in place of a die of hit point healing. Begin play with maximum bubbles (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**: | ||
- | | Fungaloid | 8 | 9 | 2 | 4 | N | **Regenerate**: | ||
- | | Human | 5 | 8 | 2 | 5 | Y | **Willpower**: | ||
- | | Kerbite | 5 | 9 | 5 | 6 | Y | **Cooperative**: | ||
- | | Silicoid | 9 | 7 | 1 | 4 | N | **Rocky**: Each time you would be dealt damage reduce it by 1d6. \\ **Strong**: Add +10 Carry and +1 point of damage dealt with melee attacks. | | ||
- | | Tentac | 6 | 9 | 8 | 6 | N | **Resilient**: | ||
- | | Trundlian | 0 | 8 | 7 | 2 | N | **Versatile**: | ||
- | | Vomeg | 7 | 7 | 3 | 5 | Y | **Reach**: You may act from any adjacent square as if you were in it. Doing so does not provoke free attacks and is at no penalty for being occupied. | | ||
- | | 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**: |