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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. | 
- 
-^ 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**: May choose on phase 1 to jump back in time from phase 6 to phase 1 as a free action in the future. Future self does not move or act on phase 1. You must spend the automatic action on phase 6 in the spot you jumped back from to jump back or you are annihilated. When you jump back, all damage and states (stun, ionization, etc.) from both selves converge into the remaining self. Each extra or missing piece of equipment causes a die of damage and is annihilated. | 
-| 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**: Suffer ½ damage (round down). Convert the rest into movement you must spend immediately. You may not enter a square you have already been in with this movement. If forced to do so, it becomes damage. Getting moved through occupied squares subjects you to free attacks. | 
-| Pyreltian (Advanced) |  6  |  8  |  2  |  5  |  N  | **Phasing**: In phase 1 you always exist as normal. On other phases roll a die (luckable) when it would be your turn to act. If the die roll is less than the phase number you are “in phase” and get a number of “phases” complete with moves and actions equal to the die roll. If the die roll is equal to or greater than the phase number, you phase out and cannot act or be acted upon until you phase in. You are still subject to restrictions such as abilities that can be used once per phase. | 
-| Whaloid (Advanced) |  13  |  3  |  1  |  0  |  N  | **Immense**: You occupy each square of the module you are in (slagging them for others). You cannot leave the module except at a specially equipped starbase (or with “Psychic Shifter” page 65). You can reach into the first square of each adjacent module and act from there. You cannot grapple or be grappled but you can as an action pick up an unresisting character and deposit them in any square in your module or adjacent to the first square of adjacent modules.You may ignore 2 OOC. You suffer half damage from all sources (round up). | 
- 
-^ 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**: (see Patient, page 57). \\ **Bite**: Your unarmed attack deals 1d6 damage. \\ **Thick Hide**: 1 point natural armor | 
-| 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**: May make a free melee attack with claw once per phase. \\ **Claws**: Your unarmed attack deals 1d6 damage | 
-| Gorilloids |  6  |  7  |  4  |  2  |  Y  | **Fistwalk**: Add free hands to move value. \\ **Tough**: (see Tough, page 68). | 
-| Lupinoids & Caninoids |  5  |  8  |  2  |  6  |  Y  | **Flanker**: Add +1 to melee damage they deak and reduce difficulty to target by 1 for each adjacent hero and/or ally to them as long as you are adjacent to them. (This ability does not otherwise stack). Example, you and your bot are adjacent to an enemy, you each reduce the target number to attack them by 2 and increase your melee damage by 2 if you do hit. If you are alone, you still get -1 difficulty to hit and +1 damage. \\ **Claws**: Your unarmed attack deals 1d6 damage | 
-| Lapinoid |  3  |  9  |  2  |  7  |  Y  | **Lucky**: You get +3 Luck. \\ **Elusive**: You may force opponents to reroll one die in personal attack skill checks against you. | 
-| Rhinoceroid |  7  |  6  |  2  |  6  |  N  | **Charger**: (see Charger, page 55). \\ **Horn**: Your unarmed attack deals 1d6 damage. \\ **Thick Hide**: 1 point natural armor | 
-| 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 | 
- 
-====== Species in Detail ====== 
- 
- 
-Some species are further explained in the books  
-of their original appearance. The stats here are  
-official and current and all you need for play but the  
-background story and examples of species abilities in  
-those books may be useful. 
- 
-===== Blootian ===== 
-  
-(BLOO-shun) 
- 
-Blootians are commonly referred to as “bubbloids”  
-because they appear as a collection of bubbles. Their  
-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**: Canos 1.6 
- 
- 
- 
-===== Diploid ===== 
- (DIP-loyd) 
- 
- 
- 
- 
-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**: Diploid 1.12 
- 
-===== 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**: Fungaloid 2.9 
- 
-===== 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 are measured,  
-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**: Earth 1.78 
- 
-===== 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**: Kerb 1.10 
- 
- 
- 
-===== 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, Strong  
- 
-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**: Silica 6.23 
- 
-===== 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, bearing both reproductive  
-organs.  
- 
-Despite their appearance (described by humans as, “a  
-living pile of spaghetti”), Tentacs are products of the  
-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’, for  
-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**: Tentac 2.6 
- 
- 
- 
- 
-===== 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**: Trundlia 5.5 
- 
-===== 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**: Vomeg 1.9 
- 
- 
- 
-===== 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**: Tweet 5.6 
- 
-===== 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/celebration of the number six. Next to  
-humans, Xeloxians are the most naturally warlike of  
-the known species. 
- 
-**Alien Abilities**: Fistwalk, Aggressive 
- 
-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**: Xelox 6.6 
- 
- 
-===== 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**: Zoalla 3.10 
content/species.1498643073.txt.gz · Last modified: 2017/06/28 02:44 by lektu