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content:species [2017/06/26 18:08] – created curufeacontent:species [Unknown date] (current) – removed - external edit (Unknown date) 127.0.0.1
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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. 
- 
- 
- 
-^ SPECIES ^ Base Hit Points ^ Target Number ^ Hands ^ Move ^ Armor Option ^ ALIEN ABILITY | 
-| Bot (Sentient) | 4 | 8 | 1 | 4 | N | **Mechanical**: -1 point per die of damage. 1 free upgrade per Rank (no other upgrades allowed). No cyberware. No drugs or toxins. | 
-| 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**: 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**: Recover 2 points at the end of each phase as long as damage isn't more than your Hit Points. | 
-| Human | 5 | 8 | 2 | 5 | Y | **Willpower**: You may reroll one or both dice when making a skill check within your profession. You need not decide whether to reroll both before rerolling either. | 
-| 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 | 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**: Roll an extra die each time you are damaged and remove the highest die. | 
-| Trundlian | 0 | 8 | 7 | 2 | N | **Versatile**: You may reroll “1”'s in your initial skill checks. Add your empty hands to your Hit Points or move in any combination at any time. | 
-| 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't require a skill check. | 
-| Xeloxian | 5 | 8 | 6 | 2 | Y | **Fistwalk**: Add free hands to move value. \\ **Aggressive**: Add +1 point to direct personal attack damage. | 
-| Zoallan | 4 | 9 | 3 | 7 | N | **Carapace**: -2 points of damage from all sources. | 
content/species.1498525680.txt.gz · Last modified: 2017/06/26 18:08 by curufea