Difference between revisions of "Incursion Aliens"

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:For each of the Near Humanoid species listed below, each species has several subspecies, light worlders, heavy worlders, mutants, just as the Humanoid species does. Only the primary representative of each species is listed below.
 
:For each of the Near Humanoid species listed below, each species has several subspecies, light worlders, heavy worlders, mutants, just as the Humanoid species does. Only the primary representative of each species is listed below.
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===Degden===
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:Through galactic history, the Degden have worked with many races to promote peace and harmony while maintaining a strong militaristic tradition.
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|'''Temperament'''|| ||'''Height'''||
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|'''Strength'''||D4 ||'''Agility'''||D4 ||'''Vigor'''||D4
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|'''Smarts'''||D4 ||'''Spirit'''||D4 || ||
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===Race Name===
 
===Race Name===
 
:Description
 
:Description

Revision as of 19:03, 19 June 2007

Known Alien Races of the Galaxy

In the Milky Way Galaxy there are hundreds of thousands of species, many of which may have been created by the Anshani. So far no currently existing species were present when the Ashani were still present in the Galaxy. It is believed that the Anshani seeded worlds with custom viral DNA strains that lead to the number of nearly identical species across the Three Galaxies. Considering that humanity shares much of the same DNA strains as the oldest bacteria, this seeding had to have occurred at least two to three billion years in the past. Considering that the Anshani only vanished just 50,000 years ago, one wonders at their longevity and how stable their civilization is, and how high their technology had risen.
Legends abound about Anshani returning to meddle in the affairs of mortal beings, but so far, no evidence of their return has been found. Anshani homeworlds are always a choice find, but most them have already been discovered. So far, the legendary Anshani homeworld has yet to be discovered. Perhaps they took it with them, people get attached to things like the world that birthed them.

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 discovered 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. Technically, Terrans are just another variant of the Galactic species of Humanoids.
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 Free Edge
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 up to D6. -2 Toughness Zero G Training +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

Near Humanoids

Near Humanoids are example of convergent evolution. The vast majority of the species in the Milky Way Galaxy are built on the bipedal body plan: A torso, with two legs, two arms, and on top of the torso, a head with primary sense organs, sight, hearing, smell, taste, arranged in what a human would call a "face".
For each of the Near Humanoid species listed below, each species has several subspecies, light worlders, heavy worlders, mutants, just as the Humanoid species does. Only the primary representative of each species is listed below.

Degden

Through galactic history, the Degden have worked with many races to promote peace and harmony while maintaining a strong militaristic tradition.
Type Subgroup
Sexes Lifespan
Temperament Height
Special Abilities
Strength D4 Agility D4 Vigor D4
Smarts D4 Spirit D4

Race Name

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

Group Name

Race Name

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