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===Sophonts (Species) o the Solar System=== Nonhuman Sophonts or Species are built using the SPC power system, not the Positive/Negative Racial Qualities tables. A species may include 1 or 2 Negative Racial Qualities that grant them 1 or 2 more Power Points but these are ALL expressely defined below and not for new player-created Species without heavy GM control/veto power. '''Earthlings''': what Humans go by offically off planet. :No ''Species Traits''. Instead they can spend the full amount (20) of Superpower Points as they see fit. They are considered 'Unusuals' unless their powers are very subtle. :Common Languages - Any but English is spoken by most Earthlings found offworld. '''Europan''': enigmatic and eccentric, the Europans possess advanced science and technology, as well as strong psychic abilities. Despite their threats and posturing, they have yet to disintegrate the Earth, just a few ships here and there. In an effort to better understand the 'lesser species', the Europans have sent out Emissaries to learn and understand by participating in the cultures of other species.</br> ''Species Traits'' [costs 6 power points] :'''Mind Shield''' [1]: others suffer a -2 to make attempts against ''mind reading'' and ''mind control''. Further, if you successfully resists an attempt to read or control her mind, the enemy psychic suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well. :'''Super Attribute''' Smarts +2 [4]: start with a base d8 in Smarts with a maximum start of d12+2. :'''Telepathy''' [2]: can communicate with any or all intelligent minds of your choice within 24" :'''Forced Amnesia''' (Minor) [-1]: For unknown reasons, any Europans whom leave their moon and interact with of species have some form of psychic block about their culture, homeworld, plans, etc. They cannot make Common Knowledge or any other related skill check on such matters. :Common Languages - '''Ganymedians''': biologically the strangest of all the sophonts, Ganymedians are a symbiotic organism made up of different species of plant and fungus. Although primitive, they possess a strong sense of honor and a fierce loyalty. Just don’t be around when they flower.</br> ''Species Traits'' [costs 9 power points] :'''Does not Eat''' [1]: they gain all their needs from access to water and ''Photosynthesis''. Extreme (+1), Still requires Water (-1) :'''Hardy''' [2]: a second shaken results does not cause a wound. :'''No Vital Organs''' [1]: called shots deal no extra damage. :'''Regeneration''' [5]: can make a Recovery check every hour. Regrowith (+2), Limited: Requires some kind of plant like matter to attach to their bodies. Generally 4-5lbs of plant matter per wound healed (-2). :Common Languages - Ganymedian, English '''Ioites''': savage and feral, the Ioites are all that's left of their once glorious civilization. Once a humanoid species like Earthlings or Martians but now they've been afflicted with mutations and damage, walking with a hunch and marked with irregularities. Their home world blasted into an apocalyptic wasteland by the Europans, the Ioites struggle to survive. Yet, as disgusting as their eating habits are, they have an intense drive and are incredibly resourceful, making an Ioite a fine addition to any crew. As a species they all bare some number of 'Unusal' powers.</br> ''Species Traits'' [costs 4 power points] :'''Environmental Resistance''': Radiation [1] :'''Hardy''' [2]: a second Shaken does not cause a wound. :'''Heightened Senses''': Low Light Vision [1] :'''Super Attribute''': Vigor [2]: base Vigor of a d6 and maximum starting of a d12+1 :'''Racially Ugly''' (Major) [-2]: the Ioistes are univserial thought of an ugly and rather disguisting in many of their personal habits. :Constant Mutations - do to their homeworld and how their bodies have adapted to it, Ioites all have several mutations that grant them various powres and abilities. They are rarely considered Unusual themselves as powers are so common among the species. :Common Languages - Ioite, English. '''Jovians''': the depths of Jupiter have many secrets, but one has been uncovered. The Jovians, ancient enemies of the Europans, have surfaced from their centuries long exile. These winged aliens, long thought extinct by the Europans, were just hiding and waiting for the time to emerge. Their culture is based around competing philosophies of martial virtues and pragmatism, and they promise to change the balance of power in the Jovian System.</br> ''Species Traits'' [costs power points] :Common Languages - '''Lizard Monkeys''': from Venus comes the Lizard Monkeys. As far as the Lizard Monkeys are concerned they live in a paradise and do not need to make permanent tools, big buildings, or any of that stuff. What they do need to do is Name and Behold the Solar System, for their religion demands that all things must be Named and Beheld to have a soul.</br> ''Species Traits'' [costs power points] :'''Super Attribute''': Agility +1 [2]: base Agility of a d6 and maximum starting of d12+1. :'''Wall Walker''' [1] :Common Languages - '''Martians''': Martians are different than the others. If the Europans are Elves in attitude, then the Martians are Elves in sub-species. Millennia ago, a near-extinction event on Mars resulted in the creation of the Martian caste system. This involved the creation of actual subspecies of Martian divided by caste, only fertile within their own caste. They all lay claim to the name "Martian" but there's more to them than that. There's more specific nuance to it all because there's quite a bit about Martian politics and bureaucracy but the seven types of Martian are... *'''''Chanari''''': The Chanari live outside of the caste system, roaming the deserts in a nomadic lifestyle. The arrival of the Earthlings hasn't changed their lives much, now they just have new strangers to deal with. :''Species Traits'' [costs 6 power points] ::'''Environmental Protection''': Heat [1] ::'''Heightened Senses''': Low-Light Vision [1] ::'''Super-Attribute''': Vigor +1 [2]: base starting Vigor of a d6 and maximum starting of d12+1 ::'''Super-Edge''': Woodsman [2] ::Common Languages - Chanari, English *'''''Julandri''''': The Julandri have two main sub-castes, the Laborers and the Courtesans. As a whole, Julandri fill niche roles in Martian society. The Laborers lift, carry and work long hours doing repetitive things. The Courtesans fill the same roles as Geisha, being intelligent and beautiful men and women trained to entertain and converse. :Courtesan :''Species Traits'' [costs 6 power points] ::'''Super-Edges''': Attractive and Charismatic [4] ::'''Super Skills''': +1 step to Perform, Persuasion [2] ::Common Languages - High and Low Martian, English. :Laborer :''Species Traits'' [costs 6 power points] ::'''Super Attribute''': Strength +1 and Vigor +1 [4]: base Strength and Vigor of a d6 each and their maximum starting can be d12+1. ::'''Super Edge''': Brawny [2]: as Edge. ::Common Languages - Low Martian, English. *'''''Kastari''''': The Kastari are the priests of Mars, tied to minor sects, important sects or big sects like the Orthodox Fellowship or Order of the Sacred Hamaxe. Kastari generally live well (especially if they're in a good sect) and are the only caste that allows promotion between the sub-castes/sects. :''Species Traits'' [costs power points] ::'''Mind Shield''' [1]: others suffer a -2 to make attempts against ''mind reading'' and ''mind control''. Further, if you successfully resists an attempt to read or control her mind, the enemy psychic suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well. ::'''Super-Attribute''': +1 step to Spirits [2] ::Common Languages - *'''''Maduri''''': The Maduri are the warrior castes, known for being brave and ferocious. They live nicer lives and are counted as an upper caste because the upper castes know if the Maduri were to be mistreated, they would turn on Mars and wreck things for everyone. In practice, they just enjoy the privileges of being upper caste without any of the niceties because they don't want to go soft. :''Species Traits'' [costs 6 power points] ::'''Super Attribute''': +1 step to either Agility or Strength [2]: a Maduri warrior starts with either a Agility or Strength of base d6 and maximum starting value in that attribute of a d12+1. ::'''Super Edge''': any one Combat Edge [2]: a Maduri warrior starts with any one combat edge so long as they meet non-rank requirements. ::'''Super Skills''': +1 step to Fighting and Shooting skills [2] ::Common Languages - *'''''Pilthuri''''': On paper, the Pilthuri are the merchant class. In execution, they're the diplomats, the salesmen, the administrators that travel Mars to get things done. :''Species Traits'' [costs power points] ::Common Languages - *'''''Silthuri''''': The Silthuri are the noble caste with the upper sub-castes acting as princes and rulers and the lower sub-castes being relegated to bureaucracy and making sure Mars keeps running. In theory, they're princes and nobles. In execution, they're generally tyrants. :''Species Traits'' [costs 7 power points] ::'''Mind Shield''' [1]: others suffer a -2 to make attempts against ''mind reading'' and ''mind control''. Further, if you successfully resists an attempt to read or control her mind, the enemy psychic suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well. ::'''Super-Edges''': Aristocrat, Bolster, Command [6] ::Common Languages - High Martian, English. *'''''Talandri''''': The Talandri are craftsmen and the nature of Mars' focus on tradition means they've been confined to making the same things for centuries. The arrival of Earthlings might be the best thing to ever happen to them. :''Species Traits'' [costs 6 power points] ::'''Super Edge''': Mr. Fix It and Scholar [4] ::'''Super Skill''': +2 steps with Repair [2] ::Common Languages - '''Metisians''': perhaps in response to the return of the Jovians, but more likely for reasons that outsiders cannot comprehend, the Europans have made a new alliance with the Metisians. These six limbed underground dwelling cephalopods serve as the newest arm of the Europan Navy, the Metisian Guard. Warlike and encased in advanced fighting suits that both armor them and support their gelatinous bodies, the Metisians are the Europans newest strike force, the entire species having sworn oaths of loyalty to their strange masters.</br> ''Species Traits'' [cost 9 power points] :'''Armor''' [3]: add +4 Armor Points. Sealed (+2) Device (-1) Enviromental Suits. :'''Extra Limbs''' 2 [4]: gain a +2 Gang Up bonus in melee combat. :'''Heighten Senses''': Infravision, Low-Light Vision [2]. :Common Languages - Metisian, English, Europan. '''Robomen''': more and more Ancient Robomen of Mars have been dug out of the sands, rebooted, and taken to other worlds. These artificial lifeforms do not have much memory of their lives amongst the Ancients, but they do have an urge to follow millennia old programming. As machines, they face different obstacles, and have different abilities, then flesh and blood beings. However, they still leak fluid if pricked and have something that passes for emotions.</br> ''Species Traits'' [cost 6 power points] :'''Construction''' [8]: +2 recover from Shaken, ignore one point of Wound penalties, don’t breathe or eat and are immune to biological diseases and poisons, don’t 'Bleed Out', and Wounds are removed with Repair instead of Healing. Each Repair roll takes one hour of work per current Wound level, but isn’t limited to the usual “Golden Hour” for healing in ''Savage Worlds.'' :'''Outsider''' (Major) [-2]: Robomen are treated as property and not sentient beings. :Variable Contruction. You should spend your remainder of your 14 power points on your original purpose and programmed role (such as Combat, Labor, Rescue, Maintenance, Research or Service) :Common Languages - Ancient Martian, English '''Venusians''': the top species on Venus and the only mammal native to that jungle world, the Venusians are a species of hunters and gathers. Their tradition of the Harvititor, or wandering period, has spread the species nearly as far and wide as Earthlings. Although seen by many to be primitive, the Venusians have a long tradition of philosophy, oratory, and logic.</br> ''Species Traits'' [costs 7 power points] :'''Growth''' 2 levels [4]: +2 steps to Strength, +1 Toughness. Permanrnt (-2): can't wear normal gear, clothing and armor costs twice as much, etc. :'''Melee Attack''': Claws [2] :'''Mind Shield''' [1]: others suffer a -2 to make attempts against ''mind reading'' and ''mind control''. Further, if you successfully resists an attempt to read or control her mind, the enemy psychic suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well. :Common Languages - Western Venusian, English. ====Languages==== There are tens of thousands of languages, dialects, creoles, and jargons in the Solar System, far too many for anyone to learn. Earth alone is home to thousands of languages. When you factor in dead languages, such as Latin and Ancient Martian, the number increases greatly. Ancient Erisian: The language of the long dead natives of the planet Eris. So far any but a few pioneering scientists have decoded this language. Ancient Greek: Used primarily by either theologians or scholars. Then again this is Rocket Age, and finding an Ancient Greek inscription on Mars might be the kick off to an entire new adventure. Ancient Martian: The language of Mars before the Death of Eris wrecked it. Also, the liturgical language for nearly all Martian religions. Arabic: Spoken by a large percentage of Earthlings but currently mostly restricted to Earth due to political and economic pressures. Arabic is also the liturgical language of Islam. Chanari: The language of nomadic inhabitants of the wastes of Mars. There are many dialects across the hundreds of Chanari tribes. English: The lingua franca of the Rocket Age. Due to the influence of the first pioneers of the radium rocket drive, English is the standard language of rocket design and piloting. Europan: An enigmatic language based on both verbal and psychic communication. Non-psychics can still speak and understand Europan, but there is little depth to their conversations. French: Due to their success during the Kalond Canal Valley wars as well as diplomatic efforts on Mars, French is the second most common Earthling language spoken on the Red Planet. Ganymedian: The Ganymedians speak a language that sounds a lot like singing and the rustling of leaves in the wind. There is no written version of Ganymedian, but the language does contain a strong silent component of gestures and body positions. German: Spoken by the expansionistic Nazi government and by a large number of Americans, as well as people of German heritage outside of Germany. The Nazi conquest of Mars has made it the third most common Earthling language on that planet. Greek: Greece has suffered much in this century, but their colony on Venus is a bright hope for the future and the only major extraterrestrial center of the Greek language. Hebrew: A language of great cultural value to Jewish populations across Earth as well as theologians, Hebrew has not made a great leap into the Solar System yet, but there is a growing Jewish migration away from Central Europe and to colonies on Mars and Venus, for safety if nothing else. High Martian: There are dozens of dialects of this language based on region. Spoken by the Kastari, Maduri, and Silthuri castes, High Martian is an intricate language full of shaded meanings. Many Pilthuri and Talandri learn High Martian as well in order to better communicate with their masters. Ioite: Few other than the Ioites bother to learn this language and it is hardly spoken outside of the blasted moon Io. There is no written form of the language, though Ancient Ioite undoubtedly had a written form, the Europans have gone to great lengths to destroy any trace of it. Italian: Outside of Italy and Switzerland this language is spoken in Italian Occupied Mars and by many Americans. Japanese: Japanese is the language of government in Imperial Japan and its holdings both on Earth and Venus. Jovian: Due to their odd vocal apparatus and tubular mouths Jovian is difficult for non-Jovians to speak. It has a distinct hissing quality and a slight echo, traits that can be found in Jovian speech patterns when they communicate in other species’ languages. Latin: A language of scholarly and theological import. Lizard Monkey: Spoken only by the Lizard Monkeys of Venus, and likely only capable of being spoken by them due to a high pitch, broad range of sounds, and unusual vocalizations. As most of the Solar System consider the native sophonts of Venus to be little more than smart animals, it is questionable if few others than the Lizard Monkeys knows this is a language, much less how to understand it. Low Martian: Spoken by the Talandri, Pilthuri, and Julandri castes. While the Talandri are literate, few Julandri Laborers learn the written form of their language. Among the Courtesans Low Martian is only spoken in private and certainly never in front of the higher castes. Metisian: As fluid as their bodies, the Metisian language is produced not by a normal set of vocal chords and larynx, but by whistling through various orifices on the underside of the body. If you can’t whistle, you can’t speak Metisian. Portuguese: Spoken by millions on Earth, Portuguese is the dominant language of one of the largest Earthling colonies on Venus. Spanish: Spoken by a large number of Earthlings across the Americas as well as in Europe. Spanish is slowly making its way into the Solar System. Turkish: Once the dominant language of much of the Near East on Earth, Turkish is now common in only two places, Turkey on Earth and the Turkish colony on Venus. Western Venusian: The common language of the Ishtar Highlands, Western Venusian is often confused as being the only Venusian language. Although there is a written form, only the Speakers bother to learn it.
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