Wednesday, March 15, 2017

Interplanetary: Stock Aliens


Today has been a representative of a slower idea week here at the Embassy. So, as part of the tradition here at the Embassy, I take a moment to bring out some racial stats for stock alien races that are probably very cliched, but I like anyway.

Zetan (aka the Grey)

Brief: Zetans are a short, hairless race who have lost their planet at some point in the distant past and have taken to living either on massive colony saucers or on colony outposts throughout Known Space. Their flesh ranges in shades of grey or green with red or black eyes. While the enlarged cranium suggests Zetans have some sort of telepathic bond, that is only partly true. Zetans are typically known for their technological and scientific progress.

Traits

Darkvision: This race can see in total darkness up to 60 ft (or Near distance in general terms). They do not suffer penalties due to a lack of light, but in total dark they can see only in a greyscale.

Technophile: Zetans add a +1 bonus to any task that requires computer of technological interaction. This includes hacking, picking an electronic locks, running a bypass, or controlling a robot. Using a gun or turent does not count as technological interaction, but hacking a security droid is.

Jury Rig (1/day): Once per day a Zetan can run a bypass, patch over something, or technobabble their way to get some piece of equipment to work for a scene. This could include getting a broken laser to fire or jump starting a frozen ship. After the scene ends the equipment will short circuit or breakdown in some fashion.


Saurian

Brief: Saurians are a militaristic race from a collection of planets within Known Space known as the Kepler Triangle. The Triangle is a number of swamp and desert planets which dictate the scale and tolerance level of Saurians (this includes black-and-orange 'Gilas' to golden frilled 'Iguanas' or the lighter green, frill-less 'Saurian'.

Traits

Low Light Vision: Saurians can see in low light conditions. They ignore penalties for shadows or dim conditions and take reduced penalties in dark condition as long as their some small speck of light.

Survivalist: This is a collection of talents, but each Saurian has some ability to adapt to their home planet. This could include the following:

-Desert Saurians gain a +1 to Test rolls to survive in heat due to their born gifts at water retention and heat resistance.

-Swamp Saurians are semi-aquatic and gain a boon to swimming and are able to hold their breather for a longer number of rounds.

-Jungle Saurians can roll twice and take the better of results when resisting disease or poison. Their blood chemistry is also toxic to non-Saurians and can manufactured into a poison.

Regeneration, Minor (1/day): Saurian are feared by adventurers and citizens of Known Space for their regenerative properties. Once per day a Saurian can roll 1d6 and apply that to lost hit points. Hit points that go above their maximum total for that level are lost.

Simioid

Brief: Simioid are a hirsute humanoid that looks very much common to Terran apes in a bipedal form. They come from the Gorth region of Known Space where they often use primitive ballistics over energy weapons (-1 to attacks if a character is wearing armor). 

Traits

Low Light Vision: Saurians can see in low light conditions. They ignore penalties for shadows or dim conditions and take reduced penalties in dark condition as long as their some small speck of light.

Might Blow: Simioids are known for their strength and reinforced knuckles. They are never considered unarmed when making a melee attack.

Monkey Business (1/day): Simioids are known to enter a brief state of rage that allows them to make up to three attacks: two with their fists, one with both of their feet. These attacks be directed at one target or other targets if they are within arms reach for the initial target.

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