Difference between revisions of "Incursion Aliens"

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(Humanoids)
(Muties)
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|'''Temperament'''||Any ||'''Height'''||5'8" varies
 
|'''Temperament'''||Any ||'''Height'''||5'8" varies
 
|-
 
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|'''Special Abilities'''||Varies with mutation.  
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|'''Special Abilities'''||Varies with mutation. ||See below
 
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|'''Strength'''||D4 ||'''Agility'''||D4 ||'''Vigor'''||D4
 
|'''Strength'''||D4 ||'''Agility'''||D4 ||'''Vigor'''||D4
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|'''Smarts'''||D4 ||'''Spirit'''||D4 || ||
 
|'''Smarts'''||D4 ||'''Spirit'''||D4 || ||
 
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|-
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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 once on the Good Mutation Table, and once on the Bad Mutation Table.
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|-
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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.
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|}
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'''Good Mutations'''
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{|
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|'''d20''' ||'''Result Minor'''||'''Result Major'''
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|-
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|1 ||Tall (d6 inches taller) ||Large (+1 Size, +1 Toughness)
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|-
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|2 ||Skin color ||Quick Edge
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|-
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|3 ||Hair color ||+1 die Smarts)
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|-
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|4 ||Oddly shaped ears ||Alertness Edge
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|-
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|5 ||One limb longer than other ||+1 Reach
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|-
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|6 ||Bulky looking ||+1 die Strength
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|-
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|7 ||Fur covering body ||+2 Armor
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|-
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|8 ||Scaly skin ||Amphibious
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|-
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|9 ||Eyes are different colors ||Increase one STR-baed skill by two steps
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|-
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|10 ||Long fingers ||+1 die Agility
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|-
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|11 ||Large, bulbous head ||Arcane Background (Psionics) Edge: (10 Power Points) Deflection, speak language, and telekinesis
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|-
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|12 ||Extra, useless toes ||Fleet Footed Edge: d4 extra legs
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|-
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|13 ||Oddly shaped pupils ||Infravision or Low Light Vision—pick one
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|-
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|14 ||Oddly shaped teeth ||+1 die Spirit
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|-
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|15 ||Odd bumps and fleshy protrusions from the skin. ||Claws or spines at Str+2 damage
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|-
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|16 ||Extra, useless fingers ||Two Fisted Edge: d4 arms
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|-
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|17 ||Snoutlike mouth ||+1 Parry
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|-
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|18 ||Stout, robust body ||+1 die Vigor
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|-
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|19 ||Large physique ||Brawny Edge
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|-
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|20 ||Pebbled skin ||+2 to Vigor rolls to resist the effects of heat, cold, or radiation—pick one
 
|}
 
|}
  

Revision as of 18:15, 18 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 once on the Good Mutation Table, and once on the Bad Mutation 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.

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

Group Name

Race Name

Description
Type Subgroup
Sexes Lifespan
Temperament Height
Special Abilities
Strength D4 Agility D4 Vigor D4
Smarts D4 Spirit D4