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===Species of the Star Frontier=== <font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br> [[File:SWN,Human.jpg|200px|right]]<u>'''HUMANS'''</u></br> Humas are one of the more common species within Frontier Space. Their numbers have grown quickly from their first colony of Gateway and they have multiple colony worlds now spread throughout the Stellar Cluster. Humans are from the planet Earth and share most of their characteristics for body types, skin, hair and eye colors, etc. but with a mix of generic modifications and hundreds of years of intermigeling. The average human stands between 5 and ½ to 6ft tall and weighs on average 150-200lbs. Humans males tend to be slightly taller and heavier then human females but only on average as the species has a great deal of variety of body types, looks, etc. </br> '''Biology''': Humanoid Mammalian.</br> '''Social Structure''': Multipolar Competitive or Coorerative.</br> '''Lense''': Veriaty. Humans are an extemely deverse group when compared to most other species. :'''Adaptablity''' [4]: gain a bonus Edge at character creation and start with six Attribute poimts instead of five. <u>'''ALEERIN'''</u></br> [[File:SWN.Aleerin.jpg|300px|right]]An aleerin can be easily mistaken for a human at a distance or in poor lighting, for he bears the general shape and size of a human. Closer inspection, however, reveals veins of circuitry that weave with the aleerin’s flesh and blood to form a totally synthesized body. An aleerin’s hair consists of combined protein strands and filaments of cable and wire. Even the aleerin’s skeleton has been reinforced with super-strong synthetic materials, and bony protective plates cover the bioorganic flesh at the shoulders and across the chest. The aleerins’ appearance has led to humans calling them “mechalus” (singular and plural), and the aleerins don’t seem to mind. They tend towards average human heigh and weight with little variant between male and females. </br> '''Biology''': Humanoid Mammalian(?) (hairless).</br> '''Lense''': Joureying. The Aleerin seem to posses an almost incurable wanderlust. Their homeworld is somewhere outside the Stellar Cluster and they have few permenent settlements or colonies within. Most are found on wander on starships shattered throughout Frontier Space.</br> '''Social Structure''': Democratic (with some Oligarchic tendenaces)</br> :'''Cybernetics Systems''' [3]: Arleerin double their basic Strain limit (twice the ''higher'' of their Spirts or Vigor die) and start with the following cybernetic implants for free - Armor Plating 1 (1), Internal Communication (0), Internal Life Support (2), Reinforced Frame 2 (2), Secret Compartment (1) for a total of 6 Strain (See Cybernetics in Gear) :'''Outsider''' (Minor) [-1] as Hindrance. Often seen as cool and unfriendly. :'''Technical''' [2]: start with a base d6 in ''Repairs'' skill and a maximum starting level of d12+1 <u>'''DRALASITE'''</u></br>[[File:SWN.Dralasite.jpg|300px|right]] A dralasite is a short, rubbery xenomorph that has no bones or hard body parts. Its skin—a flexible, tough, and scratchy membrane— is dull gray and lined with dark veins that meet at the dralasite’s two eyespots. The internal structure of a dralasite is peculiar in many respects. Its central nerve bundle (brain), numerous small hearts, and other internal organs float in a puddinglike mixture of protein and organic fluids. A dralasite breathes by absorbing oxygen directly through its skin, so it has no lungs. Dralasites are omnivorous and eat by surrounding and absorbing their food, so they also have no digestive tract or intestines. The average dralasite stands around 4ft tall and weighs 125lbs on average. All dralasites are hermaphroditic, meaning they go through male, female, and neutral stages during their lives.</br> '''Biology''': Exotic.</br> '''Lense''': Indivualism. The Dralasite tend towards exteme independence. Their communities are small, and many Dralasites prefer to live alone. They care little about wealth, power, or status. They judge themselves and others by the quality of their ideas and their ability to discuss important ideas wisely.</br> '''Social Structure''': Multiplar Cooperative with heavy Indivualism.</br> :'''Ambidexterity''' [2]: as Edge. :'''Clumsy''' [-2]: Suffer a –1 penalty (but not its linked skills) to all Agility trait tests :'''Morph''' [3]: Dralasite have a limited form of shape-shifting ability. They always retain their mass but can somewhat assume the rough shapes of other species (they are still obviously dralasite in these forms). This also grant them one of the following Abilities (it is a free action to change but only once a round) - ignore one Multi-Action penalty with action that uses a 2nd (or 3rd limb), gain +2 on any type of Grab check, increase Pace +2 or Reach +2 :'''Odd Form''' [-1]: while a dralasite could fit into almost any other creatures' armor, environmental or vacuum suit they cannot use their Morph ability when in one. A suit made specifically for them costs twice as much. Charcters can start with purchasing any of these at listed price at character creation but after that the cost is doubled. :'''Short legs''' [-1]: base Pace of 5 and Run die of d3+1 :'''Stout''' [2]: start with a base Vigor of a d6 and maximum starting of a d12+1 :'''Tough''' [1]: +1 Toughness :'''Tracking Scent''' [1]: in base environments can track tracks by smell alone gaining +2 to ''Notice'' and/or ''Survival'' to doing so. This can also be used to detect 'invidibile' targets nearby (within 2-3") and halving invisibility penalties. :'''Vulnerable to Gas Attacks''' [-1]: As the dralasite 'breaths' with its whole body it suffers a -2 to tests to resist gas attacks or suffers -2 to their Toughness against such attacks. <u>'''FRAAL'''</u></br>[[File:SWN.Fraal.jpg|200px|right]] A fraal (singular and plural) is a small, spindly humanoid with pale, almost luminous skin and a slightly oversized cranium. Two large, opaque black eyes dominate a fraal’s slightly elongated face, which also features a small pair of nostrils, tiny ear holes, and a narrow slit for a mouth. To other species, fraal possess a wizened, inscrutable, and somewhat disconcerting look about them. The average fraal stands under 4ft tall and weighs around 65lbs. Most fraal are timid, secretive, curious beings who enjoy scientific pursuits, particularly space exploration and xenobiology.</br> '''Biology''': Humanoid (Small) Mammalian (hairless).</br> '''Lense''': Sagacity. The Fraal love intellectual and psychic pursuits above all others. Logic, wisdom and erudition are all prized as the best and most glorious ex[ression of their natrure and their rules are sages and scholars of remarkable depth and breadth of understanding.</br> '''Social Structure''': Democratic Socialism.</br> :'''Bright''' [2]: start with a base Smarts of a d6 and a maximum starting of a d12+1 :'''Natural Psionics''' [3]: begin with Arcane Background (Psionic) and the ''Psionics'' skill at a d4 and a maximum start level with it of a d12+1 :'''Small''' [-1]: -1 to Toughness :'''Weak''' [-2]: Suffer a –1 penalty (but not its linked skills) to all Strength trait tests and -1 to melee damage. :'''Willfull''' [2]: start with a base Spirits of a d6 and a maximum starting of a d12+1 <u>'''T'SA'''</u></br>[[File:SWN.Tsa.jpg|300px|right]] Even when standing absolutely still—something that’s almost impossible for the creature to do—a t’sa (singular and plural) conveys an impression of speed, sharp reflexes, and constant activity. Standing on average one meter tall and weighing 20kg on average, a t’sa is lightning-quick, with a fast mind to match his fast body. Sleek, with a reptilian form and the legs of a runner, a t’sa has a fine covering of interlocking brown or russet scales that provide a modicum of natural protection. Most other species find t’sa, with their expressive eyes and childlike exuberance, extremely likeable. A t’sa has a natural curiosity and an affinity for all things technological. He’s a consummate tinkerer, disassembling devices to discover how they work and find ways to improve them. The t'sa stand around 5ft tall and weigh on average 110lbs.</br> '''Biology''': Humanoid Reptilain.</br> '''Lense''': Curiosity.</br> '''Social Structure''': Democratic Republic (socialist leanings).</br> :'''Agile''' [2]: start with a base Agility of a d6 and a maximum starting of a d12+1 :'''Fast on their Feet''' [2]: base Pace of 8 and Run die of d6+2 :'''Impulsive''' [-2]: as Hindrance :'''Leaping''' [1]: base leap of 1" (6 feet) high and 2" (12 feet) long. ''Athletics'' check can add +1 or 2" with a success + raise(s). If they leap when making a Wild Attack they increase the damage dealt to +4 (instead of +2). :'''Natural Athletics''' [1]: start with a base Athletics skill of a d6 and maximum starting of a d12+1 <u>'''VRUSK'''</br></u>[[File:SWN.Vrusk.jpg|300px|right]] A vrusk (singular and plural) resembles a large insect. Eight legs grow from her abdomen, four on each side. Her somewhat humanoid torso is mounted upright in front of the abdomen, and she has two arms connected at the shoulders. Vrusk hands are circular pads with five fingers spaced evenly around the edge. A vrusk’s shoulders are double-jointed, allowing her to rotate her arms in a full circle without straining any muscles. This flexibility also enables a vrusk to reach any point on her abdomen or behind her back easily. A hard, jointed carapace covers the vrusk’s body. The carapace protects the vrusk from bruises, cuts, scratches, and other minor injuries. A young vrusk has a blue carapace with bright orange near the joints. As the vrusk ages, her carapace changes to dull green with yellow joints. Unlike insects, a vrusk has an internal skeleton supporting her body. Her large eyes are protected by hard, transparent enamel, and four large eating mandibles surround the vrusk’s mouth. A vrusk tend to be over 7ft long from head to end of their abdomen, can rise up to being around 5'6"-8" tall and they weigh 260lbs on average.</br> '''Biology''': Insectile.</br> '''Lense''': Collectivy. While not a hive mind the Vrusk believe strongly in working together for the betterment of the group.</br> '''Social Structure''': Oligarchic Socialism.</br> :'''Armored Carapace''' [2]: natural carapace armor grants them +4 Armor Points. This can stack with out armor but only if specially made for them. :'''Bright''' [2]: start with a base Smarts of a d6 and a maximum starting of d12+1 :'''Education''' [1]: gain base d4 in one of the following skills - ''Academic, Electronics, Hacking, Healing, Research'' or ''Science'' skill. This chosen skill also have a maximum starting level of a d12+1 :'''Can't Swim''' [-1]: Vrusk physiology means they can't float and tend to sink in water. They subtract 2 from ''Athletics'' (Swim) rolls and each tabletop inch of movement in water uses 4″ of Pace. :'''Natural Weapon'''s [2]: Bite Str+d4 and Claws Str+d6. Always considered armed. :'''Odd Shape''' [-2]: Vrusk are particularly odd shapened when compared to the other species and their hands have a much different shape. They subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for their race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price. Charcters can start with purchasing any of these at listed price at character creation but after that the cost is doubled. <u>'''WEREN'''</u></br>[[File:SWN.Weren.jpg|300px|right]] Standing roughly 8 and a ½ ft tall and weighing in at a hefty 400lbs, a weren (singular and plural) is hard to miss. Covered in thick fur, he has a powerful form and wicked claws that make him a formidable opponent even when he is not carrying a weapon. A great mane of hair flares from his head. His fur ranges from black to shades of gray, brown, or white—regardless of color, weren fur has a shimmer and an ability to shift slightly in hue, varying with the surrounding lighting. Weren males are slightly larger than the females and have two oversized tusks jutting from their lower jaw; the females do not bear tusks but share the males’ powerful builds. A weren approaches life with amazing intensity. When he embraces a new idea of belief, he becomes a zealot. He professes the tenets of his beliefs with word, deed, and weapon. Though built for battle, a weren also loves to talk and share ideas. Despite their fervor and martial nature, not every discussion leads to a fight, and a weren usually won’t fight a weaker creature unless he is left with no choice.</br> '''Biology''': Humanoid (Large) Mammalian (fur covered).</br> '''Lense''': Honor. Weren are often obsessed with honorable behavior. Members will obey the social mores and expectations of their roles at all costs. Personal sacrifice for the sake of upholding these principles earns a member glory and esteem.</br> '''Social Structure''': Unified Clans and Monarchic.</br> :'''Big''' [-2]: Weren are particularly large in a world where most others aren’t. They subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for their race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price. :'''Bite''' [1]: base Str+d4 :'''Primitive''' (Major) [-2]: suffer a -4 penalty to any skill when related to technology above early industrical (muskets, steam power, etc). Can fire a gun just fine but will have a hard time learning how to fix one. :'''Size''' [2]: and Toughness +2 :'''Tough''' [1]: Toughness +1 :'''Very Strong''' [4]: start with base Strength of a d8 with a maximum starting of a d12+2 <u>'''YAZIRIAN'''</u></br>[[File:SWN.Yazirian.jpg|300px|right]] Yazirians are tall, thin humanoids. They have long arms and legs and slender torsos. Two large flaps of skin called a patagium grow on either side of their bodies, attached along their arms, torso, and legs. When a Yazirian raises its arms, this membrane is stretched tight and forms a sort of wing. Under certain conditions (explained under Gliding, below), Yazirians can glide short distances using these wings. Yazirians have muzzles and high foreheads, giving them an animal-like appearance. Their heads are surrounded by manes and collars of hair, which varies in color from glossy black to pale yellow. Their skin color ranges from gray to light-tan. Because their bodies do not sweat, Yazirians pant to keep cool. They are omnivores. The yazirian stand on average around 5ft tall and weigh only around 90lbs due to light bone structure.</br> '''Biology''': Humanoid Mammalian (fur covered).</br> '''Lense''': Pride. The Yazirian have a reputation as proud and fierce fighters. They also practice an idea of Life-Enemies... a clan or group or maybe just an individual whom they will dedicate their lives to destorying. A scientist might dedicate their life to finding a cure for a disease. They gain honor by striving to defeat this Life-Enemy. A Yazirian who joins the Regulators might dedicate their lives to destroying the Galactic Cartle, etc.</br> '''Social Structure''': Tribalism (Clans) with loose Democratic (while clans and tribes are still inportant the Yazirian have a very democratic form of overall government)</br> :'''Aggressive''' [1]: start with a ''Fighting'' skill of a d4 and a maximum starting level of d12+1 :'''Agile''' [2]: start with a base Agility of d6 with a maximum starting of a d12+1 :'''Infravision''' [1]: Yazirian “sees” heat. This halves Illumination penalties when attacking warm targets (including invisible beings). :'''Gliding''' [1]: base flight of 12" a round but for each round in the air loss 6" of altitude. Can take an Action to make an ''Athletics'' check each round to ignore this if wind conditions are good enough (GMs call). This also means that must have some altitude to begin with in order to 'fly'. Cannot run unless moving with strong winds. :'''Light Blindness''' [-1]: suffer a -4 to any Agility trait test and/or skills that reilse on vision in normal light situations. Can purchase speciall light damping goggles for 100 credits ($) that reduce this penalty to -1 to Shooting attack or Notice to seeing something more then 10" (60ft) away. :'''Night Vision''' [1]: along with their IR vision yazirian ignore Dim and Dark illumination penalties. :'''Odd Shape''' [-1]: Due to their gliding membrans, the yazirian cannot wear the armor or clothing or suits of other species. They must use one that have been specificially designed for them and then only so long as they are not encumbrance can they use their glide ability. They can't really glide in areas without and atmosphere (GM call for ceratin low-G situations, etc.). Armor, evironmental and vacuum suits and clothing cost double the listed price. Charcters can start with purchasing any of these at listed price at character creation but after that the cost is doubled. <u>'''ROBOT/ANDROID'''</u></br>[[File:SWN.Robot.jpg|300px|right]] Robots and Andriods are artifical contructs - Robots that are fairly obviously a machine and Androids whom often look very Human like - while rare on the Frontier are fairly common in Human and Aleerin space. The UFS treats most as property unless proven to be sentient (through various legalize means) in which case they are granted special citizenship statues. The Regulators has accepted a few of these special cases into their ranks and treat them as full law enforcers. Most worlds are nervous about sentient VI 'machines' and treat them as non-citizens with few rights (as the property of other PCs). A few worlds are out right hostile to them while other treat them as full citizens of the UFS.</br> '''Biology''': Artifical Construction</br> '''Lense''': Servitude or Independence. Robots and Androids are programmed to be basically property (slaves?) of their owner. Those that develop sentients tend towards to be very independent. Some are still very cooropartive towards a group.</br> '''Social Structure''': Property of others unless granted citizenship.</br> :'''Constructs''' [8]: Androids and Robots add +2 to recover from being Shaken, don’t breathe, ignore one level of Wound modifiers, and are immune to poison and disease. Constructs cannot heal naturally. Healing one requires the Repair skill, which takes one hour per current Wound level per attempt and not limited to the “Golden Hour”. Cannot take the Arcane Background or any Power Edges. Also cannot benefit from any Power enhancer or healing, cannot be control by or sensed as a living creature with a Power, but still suffers damage from hostile damaging Powers, etc. :'''Dependency''' [-1]: Energy (batteries). Robots and androids must have contact with a energy source for an hour out of every 24. For every day that the miss this energy source they suffer a level of Fatigue. After 3 days the shutdown and no longer function. Each hour spent recovering connected to a energy source they restores a level of Fatigue. They cannot die by these means. :'''Function Programs''' [4]: start with one of the following Edges - Attractive, Brawny, Linguistic, Jack of All Trades, Mr. Fix-It, Soldier. Also gain 2 additional Skill point (17 points starting). :'''Maintenance''' [-1]: Robots require monthly maintenance and check up by a skilled Tech (''Repair'' skill d6+) at a cost of 1d6 x 100 credits ($). If the maintenance cost isn’t paid, the player must roll on the Glitch Table (SFC p. 37). :'''Outsider''' or '''Secret''' (Major) [-2]: Robots tend to be treated as property by others and they suffer the -2 to most Persuasion checks. Androids that are designed to look Human tend to keep this a secret least they suffer a similar fate. :'''Pacificed''' or '''Drive''' (Major) [-2]: Most robots and almost all androids are programmed with "Do no harm to living beings or through my actions due harm". Those without tend to be programmed with other directives that cause them to focus on certain tasks. This only applies to sentient robots and androids though. Others simily follow orders and their programming. :'''Vow''' (Major) [-2]: Constructs are designed with a particular purpose. Player character constructs have broad directives such as serving a particular corporation or political faction. This acts as a Major Vow to that particular directive. Robots and Androids can have Cybernetic Implants (just robotic systems) and use the ''better'' of their Spirts or Vigor die as their Max. Strain. Robots and Androids automatically have a built in Com-unit at no extra cost. </br> '''ROBOT ONLY EDGES'''</br> '''AQUATIC''': Full Pace and Run underwater. Normally don't need to make an ''Athletics'' (Swim) except in the most extreme hazards and then have +2 to their check.</br> '''ARMOR''': adds +2 Armor Points and a +1 to Toughness. It does not stack with armor worn. Can be taken twice.</br> '''DATA-CABLE''': A standard jack to interface with other electronics. This grants +4 to any Knowledge (''Academic, Battle, Common Sense, Electronics, Science'') rolls made to use or access the device.</br> '''JET BOOTS/PACK''': The robot has internal jet boosters that grant it a Flight Pace of 6. Each additional time this edge is taken add 6 to Flying Pace speed. Max 4 times.</br> '''MAGNETIC PADS''': Soles and palms are fitted with powerful magnets so the robot can cling to metal surfaces at full Pace (in zero-g or not). Also on a metal surface gain +4 to resisted being push, knocked over, etc.</br> '''MEMORY BACKUP''': the robot can download its memory on a computer or memory chip, etc. If destroyed can be downloaded into a new robot body and retain all skills, edges, hindrances and advances it has made up to that point.</br> '''MOTION TRACKER''': functions as a Motion Tracker sensor built into the robot (see Sensors in Gear).</br> '''MULE''': Requires Reinforced Chassis level 1. Doubles the robots Carrying Capacity for its Strength and reduces any Strength Min for weapons and armor by 1 step. </br> '''PACE''': Walking Pace +2 and one step increase running die. Add +2 Pace and +1 step run dice (over d12 add +2 to Run) each additional time this enhancement is taken. Max 4 times.</br> '''POWER PACK''': the robot double the time it needs before recharging (48 hours, 96 hours, etc.). It still recharges in one hour. Max 4 times.</br> '''REINFORCED FRAME''': this edge adds +2 to the robot's Toughness. Can be taken one additional time. </br> '''SENSOR SUITE''': this functions as a basic Sensor Suite built into the robot's body (see Sensor Gear below).</br> '''STEATH SYSTEM''': Chameleon skin, heat baffles, radar scramblers, and other devices make the robot difficult to detect by vision or sensors. Those trying to detect or attack the robot subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the robot fires a weapon or emits some other non-cloakable signal such as radio signal or active sensor search.</br> '''TARGETING SYSTEM''': Negates up to 4 points of ''Shooting'' penalties.</br> '''WEAPON MOUNT''': The robot mounts a 100 pound or lighter weapon or tool on a 360° telescopic gimble. It may use this additional weapon at no multi-action penalty.</br>
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