Incursion Aliens: Difference between revisions
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:Mutie characters must choose their level of mutation: | :Mutie characters must choose their level of mutation: | ||
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|Minor: ||Changes in skin tone or hair color. Body shape alterations such as hunchbacks, twisted spines, uneven limb length, are all minimal mutations as long as they do not convey any advantages or abilities. Roll | |Minor: ||Changes in skin tone or hair color. Body shape alterations such as hunchbacks, twisted spines, uneven limb length, are all minimal mutations as long as they do not convey any advantages or abilities. Roll twice on the Good Mutations Table for a minor mutation, and once on the Bad Mutations Table. | ||
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|Major: || Any changes to appearance that alter Charisma, positive or negatively. Mutations that change attributes, as well as mutations that grant the mutant powers beyond normal humanoid abilities, such as psionics. | |Major: || Any changes to appearance that alter Charisma, positive or negatively. Mutations that change attributes, as well as mutations that grant the mutant powers beyond normal humanoid abilities, such as psionics. On the Good Mutations Table, roll three times for Minor mutations, twice for Major mutations. Roll twice on the Bad Mutations Table. | ||
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Revision as of 01:44, 19 March 2007
Known Alien Races of the Galaxy
Humanoids
- Humanoids are the most prevalent race in region of the Milky Way Galxy that the players will be traveling in. Are they offshoots of humanity or are they examples of convergent evolution? The best answer anyone could come up with is "Yes".
- There is sufficient anthropological evidence on every world that the each Humanoid race evolved on that world. Were they "guided" by the Anshani? Maybe. It must be noted that the oldest primate remains are on the Constopnor homeworld, so it's likely that Earth is not origin of the Humanoid species. All Humanoids are intrafertile, and a can sire children in any of the Humanoid races without much trouble.
- The Near Humanoids are all different species, and are more of a form of a convergent evolution. However, within their subgroups, there is just as much variability and evidence of evolutionary manipulation as the Humanoids show.
Terrans
- Removed from the Earth in surprising numbers in the last ten centuries, these humans have blended into Galactic culture, while remembering their lost heritage. You will find Terrans in out of the way places.
Type Humanoid Subgroup Terrans Sexes 2 Lifespan 65-600+ Temperament Any Height 5'8" varies Special Abilities Free Edge Strength D4 Agility D4 Vigor D4 Smarts D4 Spirit D4
Galactics
- The most prevalent racial mix across the Milky Way Galaxy are the Galactics. These smart and adaptive creatures are found in a multitude of close shapes. Politically and emotionally, they are often prone to unstable demonstrations.
Type Humanoid Subgroup Galactics Sexes 2 Lifespan 35-600+ Temperament Any Height 5'8" varies Special Abilities Strength D4 Agility D4 Vigor D4 Smarts D4 Spirit D4
Heavies
- Galactics that grew up on worlds that have a higher gravity than Galactic norm. These short, but very strong people are scattered across the civilized worlds. Generally they have spent most of their life on a heavy world.
Type Humanoid Subgroup Heavy Worlder Sexes 2 Lifespan 35-550 years Temperament Any Height 3'2" varies Special Abilities Pace 4 (stocky, short legs) +1 Toughness –2 Charisma Strength D6 Agility D4 Vigor D4 Smarts D4 Spirit D4
Lighters
- The Lights or Zero Gravers are a spidery variation of the Galactic body plan. They function well in well in light gravity. Lights can only survive in heavy gravity environments with special suits, medical augmentation, or gravity neutralizers.
Type Humanoid Subgroup Lighers or Zero Gravers Sexes 2 Lifespan 35-600 years Temperament Any Height 7'0" varies Special Abilities Strength and Agility cost 2 points to buy D6. Zero G Training -2 Toughness +1 Reach +2 bonus to resist the effects of radiation Strength D4 Agility D4 Vigor D4 Smarts D4 Spirit D4
Muties
- These poor unfortunates are of Galactic stock, but have mutated into a number of close physical forms where physical differences are slight. These range from body shape, skin tone, or hair color, to more radical modifications such as facial structure, limb length and number, as well as other mutations. Most Muties are now genetically stable now.
Type Humanoid Subgroup Mutant Galactics Sexes 2 Lifespan 35-600 Temperament Any Height 5'8" varies Special Abilities Varies with mutation. See below Strength D4 Agility D4 Vigor D4 Smarts D4 Spirit D4
- Mutie characters must choose their level of mutation:
Minor: Changes in skin tone or hair color. Body shape alterations such as hunchbacks, twisted spines, uneven limb length, are all minimal mutations as long as they do not convey any advantages or abilities. Roll twice on the Good Mutations Table for a minor mutation, and once on the Bad Mutations Table. Major: Any changes to appearance that alter Charisma, positive or negatively. Mutations that change attributes, as well as mutations that grant the mutant powers beyond normal humanoid abilities, such as psionics. On the Good Mutations Table, roll three times for Minor mutations, twice for Major mutations. Roll twice on the Bad Mutations Table.
- Some mutations, such as +1 die Smarts, stack, others roll again where appropriate.
- Good Mutations
d20 Result Minor Result Major 1 Tall (d6 inches taller) Large (+1 Size, +1 Toughness) 2 Skin color Quick Edge 3 Hair color +1 die Smarts) 4 Oddly shaped ears Alertness Edge 5 One limb longer than other +1 Reach 6 Bulky looking +1 die Strength 7 Fur covering body +2 Armor 8 Scaly skin Amphibious 9 Eyes are different colors Increase one STR-baed skill by two steps 10 Long fingers +1 die Agility 11 Large, bulbous head Arcane Background (Psionics) Edge: (10 Power Points) Deflection, speak language, and telekinesis 12 Extra, useless toes Fleet Footed Edge: d4 extra legs 13 Oddly shaped pupils Infravision or Low Light Vision—pick one 14 Oddly shaped teeth +1 die Spirit 15 Odd bumps and fleshy protrusions from the skin. Claws or spines at Str+2 damage 16 Extra, useless fingers Two Fisted Edge: d4 arms 17 Snoutlike mouth +1 Parry 18 Stout, robust body +1 die Vigor 19 Large physique Brawny Edge 20 Pebbled skin +2 to Vigor rolls to resist the effects of heat, cold, or radiation—pick one
- Apply bad mutation hindrances that have both a minor or major version appropriately. For example, a Minor mutation character would only have the minor version of Hard of Hearing hindrance. A Major mutation would be deaf. However, a Major mutation character has the choice of taking the minor version of the hindrance and rolling again on the Bad Mutation table for another, hopefully, minor mutation.
- Additionally, an Attribute cannot be reduced below a D4. Also, if a bad mutation contradicts a good mutation, reroll the bad mutation.
- Bad Mutations
d20 Result 1 Lame Hindrance 2 –1 Strength die 3 Bloodthirsty Hindrance 4 Ugly Hindrance 5 One Eye Hindrance 6 –1 Smarts die 7 Hard of Hearing Hindrance 8 –1 Size, –1 Toughness 9 –1 Agility die 10 One Arm Hindrance 11 Bad Eyes Hindrance 12 Anemic Hindrance 13 Pacifist Hindrance 14 –1 Spirit die 15 One Leg Hindrance 16 Yellow Hindrance 17 Blind Hindrance 18 Phobia Hindrance 19 –1 Vigor die 20 –2 to Vigor rolls to resist the effects of heat, cold, or radiation—pick one
Group Name
Race Name
- Description
Type Subgroup Sexes Lifespan Temperament Height Special Abilities Strength D4 Agility D4 Vigor D4 Smarts D4 Spirit D4