SWADE the Last Parsec Setting

From RPGnet
Revision as of 14:12, 26 April 2022 by KarlGreen646 (talk | contribs)
Jump to: navigation, search

SPECIES OF THE LAST PARSEC

HUMANS
When Human first set out into interstellar space from Earth on slower-then-light generation ships the early science where devoloping the theory of 'Forced Evolution' - the idea that these early human colonists would have to survive on a wide range of different alien environments and that would have few options to change the worlds that they might settle. If they have an DNA edge to adapt to different worlds quickly their chances of survival would increase dramatically. Hence Humans has adapted to many worlds and have some subtle differences (in some cases radical).
Humans first set out for the stars in the last 22nd century in these Slower-Then-Light travel generation/statis pod ships. These early travels used ultra-tech means to accellerate close to the speed of light, also causing time dilation for them. For example moving at 99.5% of the speed of light gives you a time dilation factor of around 10. So while someone back on Earth will still measure your trip duration at about 8.6 years – for you it will only be around 10 months.
In the 27th century (by the old reconning) Humans from Canopan, not Earth, discovery FTL hyperspace travel and this would lead to the great Link Up, or the lon period of re-connecting the Human race together.
Species Traits
Adaptable [2]: gain one Edge so long as you qualify for it.
Varied [2]: Gain one of the following…

o Start with one Attribute trait at a d6 with a maximum starting of a d12+1 in that trait.
o Start with 2 skills at a d4 or the automatic skills of a d6 each. These skills have a maximum starting level of a d12+1 each.
o Environmental Resistance – gain a +4 bonus to resistant traits test and +4 Toughness against the damage of one type of environmental hazard – heat, cold, radiation, thin or dense atmosphere. They also gain +1 to their Toughness Score.
o Infravision: The creature “sees” heat, either through eyes or other sensory organs. This halves Illumination penalties when attacking warm targets (including invisible beings). Also start with a Notice of a d6 (and max starting of a d12+1)
o Low Light Vision – ignores Dim and Dark illuminations penalties. Also start with a Notice of a d6 (and max starting of a d12+1)
o Sleep Reduction – requires only 1 hour regular sleep to be fully rested. Can remain awake for three days without adverse effects in an emergency.
o Study Stuff – gain +1 to Toughness and +2 to any check to resist disease or poisons.

OTHER HUMAN OFFSHOOTS
AQUARIAN
Colonists from Earth whom settle on Aquarian Prime in the star system of CD-44 8505 which is 79.8 light years from Earth in the 25th century. A water world, the colonist's science team used the the hyper-evolution techices that allowed them to trive and survive underwater in the warm shallow seas that formed around an island arpeggio chain of the world.
Species Traits
As with base Humans, the Aqyarians start with Adaptable [2]: gain one Edge so long as you qualify for it.
Aquatic [2]: Aquarians cannot drown in water and move at their full Pace when swimming.
Dependency [-2]: Aquarians must immerse themselves in water one hour out of every 24 or become automatically Fatigued each day until they are Incapacitated. The day after Incapacitation from dehydration, they perish. Each hour spent in water restores one level of Fatigue. After the Link-Up they have develpt a 'Wetsuit' that contains enough liquid and moister that can can go for seven solar days without the suit being refilled/recycled. This can be done easily at any life support station on a standard spaceship, etc.
Low Light Vision [1]: Aquarians are used to the darkness of the depths. They ignore penalties for Dim and DarkIllumination.
Toughness [1]: Life in the depths of their watery worlds has made aquarian flesh tough and resilient. Add +1 to their Toughness.

SERRAN
The so-called “elves” come from a lush, green world they call Serra, originally colonized by a slower-than-light ship launched from Earth. The Sigma Scorpii star system is 568 light years from Sol—in the constellation Scorpius, roughly coreward from Earth—but the colony ship inexplicably achieved speeds almost three times the speed of light. The journey passed in just two centuries, establishing orbit around Serra in the late 24th Century old reckoning.
Many serran are powerful psychics (with the Arcane Background - Psionic) and have a unique form of divination/precognition (see the Last Parsec pg. 10).
Species Traits
Danger Sense [2]: Serrans have either extremely developed intuition or perhaps limited extra-sensory perception, giving them the Danger Sense Edge.
Dodge [2]: Serran ESP grants them a -2 from others hitting them with ranged attacks. Stacks with the Dodge Edge.
Parry +1 [1]: Serran ESP increases their Parry by +1.
Weak [–2]: Serrans are weak compared to most other races. They suffer a –1 penalty to all Strength rolls and strength-based melee damage.


NON-HUMANS
AURAX
Auran is a massive world of rolling hills and great, golden plains in orbit around the K2 variable star Kappa Lyrae, 238 light years from Sol in its constellation Lyra. It is a primitive world of rolling plains and hostile beasts. To humans, aurax look like a cross between a humanoid and a terrestrial elephant seal or hippo. Their four powerful, hoofed hind legs provide strong locomotion and disperse their massive weight evenly even on soft surfaces. Their upper body and forearms share similar physiology with those of humanoids, the arms ending in thick two-fingered, single-thumbed hands. Their hide like skin is dark grey and their eyes are almost completely black.
Species Traits
Big [-2]: The race is particularly large in a world where most others aren’t. He subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price.
Low Tech [–1]: The aurax home-world is low tech compared to most developed worlds. They have the Low Tech Hindrance (Minor).
Size +3 [3]: The humanoid part of an aurax is thick, stocky, and man-sized, while the rear body is the size of a bull. This adds +3 to Toughness.
Very Strong [4]: The aurax are large, bull-like creatures. They start with a base d8 in Strength and maximum starting of d12+2.

FLORAN
The Known Worlds’ sentient plant-based lifeforms are called florans, though those from particular worlds prefer those monikers instead. Florans encompass a variety of separately evolved species, ranging from sentient succulents to moss-like swamp dwellers.
There are dozens of floran species evolved on different worlds, but the most common variety,
far and away the most numerous among the other spacefaring races, evolved in the Lambda Equulei system, an F8 double star some 332 light years from Sol in the constellation Equuleus.
The second planet orbiting its first star—Lambda Equulei A-2—is an especially lush world awash in wide oceans dotted with tens of thousands of verdant islands. Lambda Equulei A-2’s various plant species evolved in its wide, shallow oceans, creating a thick planet-wide Sargasso of enormous volume and complexity roiling and changing over eons. Free-moving species evolved beneath that thick covering, to exist far away from the light of their world’s twin stars and the enriching oxygen of its thick atmosphere.
Photosynthesizers dominated the surface world, growing out over its many islands. They changed and evolved until they managed to draw surface nutrients selectively, uprooting themselves to move freely from place to place.
Free-moving plants ruled Lambda Equulei A-2, led by an inquisitive and adventuresome species whose name is an odor rather than a spoken word.
Lambda Equuleites—also called “leeks” or florans by the other intelligent races they congregate with in the Known Worlds—are self-aware photosynthesizers. All free-moving plant creatures like florans still rely upon the three primary components of photosynthesis to survive: sunlight, water, and soil nutrients.
Civilized florans enjoy ample fresh water and consume their nutrients in pill or other easily absorbed form. For sunlight, each floran requires regular exposure to the spectrum of its native star, which can vary widely from the infrared to ultraviolet and beyond. While they prefer natural sunlight, suitable lamps are common and effective. Most of these species share the following. If the player wish to be somewhat different they should work with the GM for the changes required.
Species Traits
Armor +2 [1]: Floran's bark like skin provides them some natural protection from hazzards.
Dependency [–2]: This type of plant-based life-form must bask in sunlight (artificial or otherwise) once per day or suffer Fatigue. This can lead to death. Fatigue is recovered at the rate of one level per hour of sunshine.
Environmental Weakness, Heat/Fire [–1]: Florans suffer +4 damage from heat or fire attacks, and a –4 penalty to resist any other effects.
Hardy [2]: A second Shaken result doesn’t cause a wound.
Immunity to Poison [1]: Floran don't generally suffer from poisons of any kind.
No Vital Organs [1]: Floran’s organs are spread out along their strange vascular systems, making them less susceptible to called shots.
Regeneration [2]: As long as they’re not Exhausted from lack of sunlight, florans may natural healing rolls once per day.

INSECOID
One of the most varied and widespread racial groups in the Known Worlds is collectively called the insectoids. As a species group, insectoids are so adaptable that virtually any planet within a solar system’s so-called habitable zone—and a good margin on either side of it, both nearer to and further from the star—might spawn them.
The vrigol civilization, for instance, spawned upon the icy, gravity-churned world Delta Corvi-7c, a gas giant’s moon in the Delta Corvi star system 88 light years from Sol in the constellation Corvus. The kroach evolved in the honeycombed, hellishly hot world Tau Scorpii-1, hugged close against bright Tau Scorpii, 430 light years from Sol in the constellation Scorpius. Two entirely different worlds yielded two similar races.
In fact, insectoids are many different races that evolved on different worlds but share two primary defining characteristics: exoskeletons and self-aware intelligence. The evolutionary path to the former begins with a difficult environment that requires either protection from consistent external crushing or impacts, or a density of superstructure that wards off damaging radiation. Where these conditions exist, a thick exoskeleton becomes an adaptive advantage. Intelligence, as with other species, tends to emerge as a response to increasingly complex stimuli, such as a rapidly changing environment, more dangerous predators, or other events that encourage cooperation and manipulation—especially of tools.
As with the Floran a player that wanted to create their unquie form of insectoids should work with the GM but for the most common type found in the Known World represents a sort of ant-mantis- humanoid hybrid.
Species Traits
Armor +4 [2]: Insectoids are covered in exoskeleton or hard carapace. This grants them +4 Armor.
Cannot Speak [–1]: Insectoids communicate with pheromones and weird clicking noises. Most wear portable screens to translate their speech to others.
Natural Weaponry [4]: The creatures have extremely strong pincers or mandibles, causing Str+d6 with AP2.
Outsider Hindrance [–1]: Everything from the insectoids’ eating habits to their hive-like mentality is strange and alien to most other races. They have the Outsider (Minor) Hindrance.

KALIAN
The four-armed humanoid race that terran explorers named kalians evolved independently on Zeta Pyxidis-6, a world on the fringe of Zeta Pyxis’s habitable zone, a warm G5III star 236 light years distant from Sol in the constellation Pyxis. The human explorers named their world Kali, after the four-armed Hindu goddess of destruction, to honor its unusual inhabitants, and also because the warring, balkanized kalians had hundreds of names for their world and no consensus on any one of them.
Kali is a surprisingly pleasant world, slightly larger than earth, with a single large continent and two roughly circular polar seas. The taint in its atmosphere, poisons in its seas and scorched landscape are all wrought by its denizens.
Species Traits
Additional Action [3]: Due to their four arms, kalians get one extra non-movement action per round at no multi-action penalty.
Frail (–1): Kalians are of average height, but have very slim builds. This subtracts 1 from their Toughness.
Quick [2]: The Kalian are not slow to react and gain the Edge by the same name.

PARASTEEN
Parasteen, nicknamed Deaders by most other species, are intelligent parasitic creatures native to the 29 Orionis star system, 174 light years from Sol in the terrestrial constellation Orion. The system’s bright G star warms a half dozen planets either within or on the fringes of its habitable zone, including the parasteen homeworld 29 Orionis-6, a large, somewhat heavy gravity world of towering mountains and deep valleys all continuously reshuffled by massive tectonic activity, orbiting amid a young solar accretion disc still swarming with extinction-level comets and asteroids.
These creatures are slug-like parasites in their natural form. To better interact with other species and make use of common technology, they graft themselves to the brainstems of reasonably intact humanoid corpses and preserve the bodies in special suits. The grafting of the creature to its host is permanent, so the character is generally treated normally and dies when its host “dies.” The parasite created here is only capable of inhabiting humanoid bodies.
Species Traits
Clumsy [–3]: The host corpse is stiff and difficult for the parasites to maneuver. They suffer –2 to Agility rolls (not linked skills).
• Outsider Hindrance (Major) [-2]: Deaders are frequently looked down upon, and others may be hostile if the parasites “wear” someone they knew.
• Strong Willed [2]: Parasteen are strong willed and spirital, starting with a base d6 and maximum starting level of d12+1.
Slow [–1]: Deaders tend to shuffle as they move, reducing their Pace to 5” and their running die to d4.
• Undead [8]: +2 to their Toughness, add +2 to recover from being Shaken, don’t breath or eat, are immune to disease and poison, and don’t suffer additional damage from Called Shots. Undead Wild Cards ignore one point of Wound penalties and don’t Bleed Out. Undead don’t benefit from the Healing skill, natural Healing, or even the healing power. 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.

RAKASHANS
In the Known Worlds, the most prominent rakashan civilization is the Tazanian Empire, spawned from a relatively small world orbiting Mu Hydri-5, a warm G-class star that is 292 light years from Sol in the constellation Mu Hydrus. By chance, Mu Hydri-5 (or Tazan in their language), the fifth-most-distant world, was not the only planet in the star system to evolve life, a characteristic shared with the further gas giant’s eighth moon, Mu Hydri-7h. Tazanian scientists discovered the more primitive life forms telescopically and using probes before they traveled to that world. In a matter of a single decade, they nearly extinguished their rivals and took the world for their own, beginning a long pattern of aggressive expansion. Most live up to their heritage, being fierce and cruel opponents in battle. In their prime, they are strong, agile, and cunning. Their militaries are usually ruled by the strongest of the pride and are relentless and terrible in warfare. Their armies consist of fearsome, independent, self-reliant, and highly motivated warriors.
Tazanian evolution followed the typical rakashan pattern: Evolve to be one of several successful predator species upon their world, a planetary cataclysm (in their case, a comet impact) wipes out most prey, forcing the predators to evolve cooperative hunting and communication, which leads to communication and tool use—or their demise.
The Tazanian Empire is a large, powerful, and extremely efficient dominion with thousands of conquered planets. Subject populations toil beneath the lash of local governors and warlords, surrendering vast wealth and materials that keep the Empire vital and its spacefleets strong. Rebellions are common but most often brutally suppressed.
Species Traits
Aggressive [1]: Rakashans seem to have an affinity to melee and unarmed combat. They have a base Fighting of a d4.
Agile [2]: Rakashans have the feline grace of their ancestors. They start with a d6 Agility.
Bloodthirsty [2]: Rakashans can be cruel to their foes, often toying with them for simple amusement. They rarely take prisoners and feel little compunction about punishing captured foes. They have the Hindress by the same name (Major).
Racial Enemy [–1]: The Tazanian Empire clashed early with the Kalians and as such they suffer a –2 penalty to Persuasion rolls when dealing with them and may become hostile with little provocation.
Natural Weaponry [3]: Rakashans have retractable claws that do Str+d6 damage.
Low Light Vision [1]: Rakashan eyes amplify light. They can see in the dark and ignore attack penalties for Dim and Dark lighting.

SAURIANS
Reptilian-looking creatures are referred to as saurians. Many unique saurian species have evolved on different planets within the Known Worlds, the most populous and diverse being the s’susth race of Venus-like Epsilon Trianguli Australis-6, 216 light years from Sol in the constellation Triangulum Austale.
Second to these are the quite-different wandering saurians of the now-destroyed world Poth’tox, originally known as Pi Boötis A-3, 317 light years from Sol in the constellation Boötes. Exploration and scientific inquiry have established that saurians can evolve on widely disparate worlds and grow toward intelligence from a variety of stimuli. Second to these are the quite-different wandering saurians of the now-destroyed world Poth’tox, originally known as Pi Boötis A-3, 317 light years from Sol in the constellation Boötes.
Exploration and scientific inquiry have established that saurians can evolve on widely disparate worlds and grow toward intelligence from a variety of stimuli. Most seem to have skin colors that help hide them in whatever terrain they’re from, but others have incredibly bright bands of color, spots, or stripes.
base Common Traits
Natural Weaponry [1]: The teeth of saurians allow them to bite in combat for Str+d4 damage.
Keen Senses Edge [2]: Saurians’ lizard tongues can “taste” the air, giving them +2 to Notice rolls. Stacks with the Alertness Edge.
Environmental Weakness, Cold [–1]: Though not truly cold-blooded, saurians are not comfortable in cold environments. They suffer a –4 penalty to resist cold environmental effects, and suffer +4 damage from cold or ice-based attacks.
Sub-Species Traits
S’SUSTHSmart [2]: start with a base Smarts of a d6 and a maximum starting of a d12+1.
YAHLO
Size +1 [1]: the Yahlo stand around seven feet tall and weigh in around 300lbs on average. Add +1 to Toughness.
Strong [2]: Yahlo are stronng beings and start with a base Strength of a d6 and a maximum starting of a d12+1.
Stubborn [-1]: as Minor Hindrance of the same name.
POTH’TOX
Camouflage skin [2]: With their chameleon skin the poth'tox gains +4 on Stealth rolls to hide when she does not move but still a +1 when they do so.

YETI
The perpetually frozen homeworld of the so-called yeti race orbits on the outer fringe of its dim K-star’s habitable zone. The planet 5 Ursae Minoris-7 lies 345 light years from Sol in the constellation Ursa Minor, where it receives just enough light and warmth from its sun to keep the planetary average temperature barely above the freezing point of water.
Only its equatorial regions have open oceans and shores upon frigid continents, and these only for a portion of their long year. The remainder of the planet has been largely uninhabitable and lifeless throughout its evolutionary history, but the introduction of modern Yetis are enormous, fur-covered humanoids who evolved amid their world’s perpetually recurring ice ages. The yetis themselves have only a vague idea what the Earth term “yeti” actually means, and they bristle at that moniker, preferring their own racial name k’ho (which many humans think sounds more like a cough than a word). Their intelligence, oddly enough, emerged from a cooperative relationship with a common yet immensely helpful dark fungus that grew in miles-wide patches upon the ice. Primitive k’ho migrated to follow these ever-changing dark fungus patches to benefit from the regional warmth generated by their lower albedo. Mindless migrations gave way to gradual understanding, then to dominance and agricultural master of the dark fungus, stimulating associated learning and native intelligence among the primitive k’ho populations.
Species Traits
Environmental Resistance, Cold [1]: Yetis add +4 to resist the effects of cold, and have +4 Armor versus cold and icebased attacks.
Environmental Weakness, Heat [–1]: Their thick coats are a liability in extreme heat and humidity. Yetis subtract 4 from Fatigue checks made to resist the effects of heat, and take 4 additional points of damage from heat and fire-based attacks.
Healthy [2]: Yetis are considered very healthy and in good condition. They start with a base d6 in Vigor and a maximum starting of d12+1. Infravision [1]: Yetis “sees” heat, either through eyes. This halves Illumination penalties when attacking warm targets (including invisible beings).
Low Tech [–2]: Yetis often come from less developed worlds. Many are fascinated by technology, but aren’t as adept with it as most others, and their digits aren’t well-suited to keyboards or touch screens (which they break with alarming frequency). Counts as Low Tech Hindrance (Major)
Size +1 [1]: The beings are typically about 7’ tall, very broad, and very dense. Add +1 to Toughness.
Strong [2]: Yetis are ferociously strong. They start with a base d6 in Strength and a maximum starting of a d12+1.

NONLIVING CONSTRUCTION

ROBOT/ANDROID
Robots and Andriods are artifical contructs - Robots are fairly obviously a machine while Androids look very Human(oid) like. Most species treat them as property and somehow proven sentient in which they might be granted special citizenship status. Species Traits • 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) to focus on their role or funtion. 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. ROBOT/ANDROID ONLY EDGES • 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. • ARMOR: adds +2 Armor Points and a +1 to Toughness. It does not stack with armor worn. Can be taken twice. • 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. • 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. 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. • 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. • MOTION TRACKER: functions as a Motion Tracker sensor built into the robot (see Sensors in Gear). • 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. • 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. • 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. • REINFORCED FRAME: this edge adds +2 to the robot's Toughness. Can be taken one additional time. • SENSOR SUITE: this functions as a basic Sensor Suite built into the robot's body (see Sensor Gear below). • 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. • TARGETING SYSTEM: Negates up to 4 points of Shooting penalties. • 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.