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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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- | |||
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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**: | ||
- | |||
- | ^ ADVANCED SPECIES ^ Base Hit Points ^ Target Number ^ Hands ^ Move ^ Armor Option ^ ALIEN ABILITY | | ||
- | | 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 | 8 | 5 | N | **Timehop**: | ||
- | | Minutian (Advanced) | 2 | 11 | 8 | 4 | N | **Tiny**: Divide carry by 2. You don't slag squares you occupy and occupied squares aren't slagged for you (jetpack restrictions still apply). You are not entitled to take free attacks on things entering your square. \\ **Featherweight**: | ||
- | | Pyreltian (Advanced) | 6 | 8 | 2 | 5 | N | **Phasing**: | ||
- | | Whaloid (Advanced) | 13 | 3 | 1 | 0 | N | **Immense**: | ||
- | |||
- | ^ BEASTMEN ^ Base Hit Points ^ Target Number ^ Hands ^ Move ^ Armor Option ^ ALIEN ABILITY | | ||
- | | 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 successful Jet moves equal to your Athletics (see Jet moves, page 33). | | ||
- | | Cheetahoid | 4 | 8 | 2 | 9 | Y | **Sprint**: Once per phase you may suffer 1die of damage to take an additional action during your turn at a penalty equal to the damage roll (including movement). This damage is not mitigated by armor. \\ **Bite**: Your unarmed attack deals 1d6 damage | | ||
- | | 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 | | ||
- | | 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 \\ (Snakoid) | 4 | 8 | 2 | 5 | N | **Bite**: Your unarmed attack deals 1d6 damage \\ **Poisonous bite**: Anyone bit by a snake suffers as if hit by Oucho toxin (see Oucho, page 97). | | ||
- | | Testudinoid \\ (Turtloid) | 3 | 8 | 2 | 4 | N | **Shell**: Reduce all damage by one point per die. \\ **Braced**: (see Braced, page 55). | | ||
- | | 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 | |