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D6 Space Aliens 1 PDF
D6 Space Aliens 1 PDF
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118
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Contents
120 Introduction...._....._................................ 3 Example Hurshuk ..................... .47 Elecdrone Swarming ••••••••••••••• 93
How to Use the Species Lonthyn .................................. 4 8 Elnari ...................................... 96
121 Packages ........................................ 3 Technology................................. 51 The Spool ............................. 100
Making Your Own Species Lonthyn Long-Range Sample Manipulations ........... 103
122 Packages ........................................ 4 Scouting Ship ............................. 51 Influence Group ....................... 103
Hyposapient Species ....._..................... 5 Example Inner~World Command Group .... "." .......... , 103
123 Basilisks ........................................ 5 Lonthyn ...................................... 52 Alter Memories .................... ,.. 103
Borkines ....................................... 6 Example Outer-World Thayarr ................................. 104
12<q Chalsamars .............................. ,... 7 Lonthyn ...................................... 52 Random Creature Generation __108
Malcharans ............................. 54
Charybdis Devourers .................. 8 Templates ................_.._._......._...._..... 111
125 Dire Lurkers ................................ 9 Typical Malcharan Artist ........ .55
Barathax Military Trainer •••• 111
Duskdiggers ............................... 10 Typical Malcharan Explorer .... 55
D ealer Merchant ................... 1 12
126 Grassback Maulers .................... l1 Typical Malcharan
Gilvahn P rospector ............ m 1 13
Grotto Gatherers .. ,.................... 12 Mercenary ................................... 56
Gruem or P lanetary
127 Orvoxx ................... ,.................... 13 Typical Malcharan
Surveyor ............................... 114
Plasmakells ................................ 14 Philosopher ................................. 56
H urshuk Ecoscien tist ........... 115
128 Starwhals .................................... 15 Typical Malcharan Raider ....... 56
Lonthyn, Inner~Wo rld,
Sustari ........................................ 16 Typical Malcharan Scientist .... 57
1 Assassin·Spy ......................... 116
Tide Scalkers .............................. 17 Typical MaIcharan Warrior .... .57
Malchar an Cybersculptor ••••• 117
Valdusians .................................. 18 Typical Malcharan Wizard ...... .57
M areen Traveling Ar tist........ 1 18
Example Malcharan
Homosapient Species .............._.......19 Pherro P ilot .......................... 119
Cybernetics ................................ .58
3 Barathax ................................. 19
M areen s .................................. 59
Razithar Entrepreneur .......... 120
Technology.................................. 22 Taurid Mercenary ........ m ••• • •• 121
Technology .................................. 60
.q Slave Dreadnaughts ................... 22
Typical Mareen ........................... 62
Verdendrian Explorer ••••••••••• 122
Submission Collar...................... 23 Converted 06 Fantasy
Pherro ..................................... 64
5 Lumino .................... .................. 23
Technology.................................. 69 Creatures ........_...._...._...._ ..._...._123
Typical Barathax ......................... 24
Typical Pherro ............................ 69 Converted 06 AdVenture
6 The D ealers ............................ 25
Razithar .................................. 70 Creatures _................._ ...._.._..........125
Technology..................................28
7 Example Dealer .......................... 29
Technology.................................. 74 06 Genre Conversion ____.......__..l21
Merchant Cruiser ...................... 74
Gilvah ns .................................. 30
Cargo Stasis Field ...................... 75
8 Technology.................................. 33
Bulk Transport .......................... 33
Tabulator .................................... 75 Species Packages
Typical Razithar ......................... 75
9 Plasma Drill .............................. 33
Taurids ................................... 76
Barathax ................................... 24
Dealer ....................................... 29
Handy Spanner ......................... 34
Technology .................................. 79
10 Gilvahn Battlesuit ..................... 35
Taurid Migration Ship .............. 79
Gilvahn ..................................... 35
Gruemor .................................. 41
Typical Gilvahn ......................... .35
17 Gruemor ................................. 36
Taurid Scout Ship ...................... 80
Typical Taurid ............................ 81
Hurshuk ................................... 47
Lonrhyn, Inner-World ............ 52
Technology................................. .39
12 Gruemor Scout Ship .................. 39
Verden dr ians .......................... 8 2 Lonchyn, Outer·World ........... 53
"Starfish" Cruiser ........................ 86 Mareen ..................................... 62
A strocomp .................................. 40
13 Every-Pot.................................... 41
"Manta-Ray" Explorer ............... 86 Pherro ...................................... 69
Typical Verdendrian Crewer ..... 87 Razithar ................................... 75
Typical Gruemor ...................... ..41
1<q H ursh uka ............................... 4 2
Typical Verda Prowler ............... 88 Taurid ....................................... 81
Technology.................................. 45 HyperSapient Species ..._ ..__........89 Verdendrian ............................. 88
15 Hurshuk Personal Space Vessel 47 C ree-va ................................... 89
75
n Accessing: 06 Space Iliens.1 File 01
18 NOles: Knowledge may be power but .. .
115
Accessing 06 Space Aliens.1 File DB ...
117
Introduction - 17B
119
12 0
A worthy band of scouts has traveled the galaxy to bring information on how to use scale in your combat encounters,
you information on over 30 different types of beings. Some of see page 83 of the D6 Space Rulebook.
121
this knowledge was brought to you at great risk. Others were
just fun to report about. Increased Attribute Special Abilitv 722
The entries herein have been divided into three categories. Some entities have a bonus in parentheses after attributes 123
Hyposapient creatures are of animal intelligence, though and Strength Damage values. This number in parentheses
sometimes they seem more clever than most humanoids. indicates the modifier that the creature receives from hav· 12<1
Homosapient beings exhibit features that would classify them ing the Increased Attribute Special Ability for the related
as "senrient" by all but the most arrogant species. Hypersapi ~ characteristic. 125
ent beings encompass those entities that are greater than the
average sentient species. They're not necessarily smarter, but Disadvantages 125
they are much more powerful. The effects of the Reduce Attribute and the Hindrance:
Each entry offers a typical or example member of the species Movement Disadvantages have been figured into the charac~ 121
in question. Of course, theres great diversity in most life, so you teristics of the creatures, so do not apply them again.
might not necessarily encounter the exact member detailed in 72B
this book. Some creatures might be more or less powerful than BodV Points and Wounds
what's presented here, due to environmental factors, scientific The Body Points for each entry were determined by mul~ 7
or metaphysical experiments, age, diet, and so on. tiplying the number in front of Strength's "D" by 3, adding the
Furthermore, it's possible that you might not meet most pips, and adding 10. 2
of these creatures; some galaxies are more populated than All entries in this book have been given three Wound
others.
723 ous. Created during the early colonial period ofTerran expan~ Here, the matter of population control generally depends on
sion, this beast of many burdens is a genetically engineered an abundance of predators, as where there are wild borkine
72q amalgamation of several Terran species of herd and farm carnivores are sure to flou rish. O n farms, ranches, and patrolled
animal, including cows, horses, camels, pigs, alpacas, sheep, areas, the ratio is about one to 50 or more. Genetically speak;
725 and many others. It's designed to live anywhere people can ing, the borkine does not seem to suffer from the breeding
live, and thrive in a number of environments effectively. The problems of having too few males.
726 original name of this creature was the "O mniBeast;' but over Typically docile, though stubborn, the borkine has been
the centuries the term "borkine" has come to be the common known to be hostile when not tended regularly by people. In
727 moniker through interstellar legend and the proliferation of the wild, the females generally ignore most interlopers chardon'[
"bork" based food products. have designs on eating them, but the males gore and trample
728 The beast is, for its faults, a boon to colonial efforts and intruders readily. If they feel threatened, females create a wall
planets with harsh climates. It can live in temperatures from around the young. or borkalves, and await the outcome. If
7 ~50 to 70 degrees Celsius, survive without water for 20 days, sufficiently panicked or with no males present, approximately
eat nearly any vegetation, and can be used for several different 1D borkows per attacker stay and fight while the remainder
2 tasks. Aside from serving as a simple food source, both meat stampedes into the distance.
and dairy, they can be used for plowing. ground clearance, cargo Combat with a borkine, male or female, is very basic. They
3 hauling, mounts, and, if bandits should appear, as cover. For typically charge their opponents and gore them; those that
all intentions, it's a very hardy and efficient animal, which is are knocked down are then trampled. The beast then runs
q the crux of the problem. anywhere from 20 to 40 meters beyond, or to the side of the
Borkines, despite their many uses, must be managed care ~ target, turns around, and charges again. O nce the aggressor is
5 fully or their propensity for survival will eventually cause their believed to be unable to conti nue fighting, the borkine returns
own extinction. The female borkine, or borkow, can give birth to the herd. Most who encounter a raging borkine generally
to one to three young twice per solar year. With their resis~ play dead or run away, unless sufficiently armed to deal with
tance to disease, poison, and harsh climate, their numbers can a creature of such mass.
7 quickly outgrow the food supply. For this reason the males, or If unfortunate enough to be in the path of a borkine stam~
r
8 ~~~~~~~~~~~~~~~~~~a~~~~p~e~d;e~,~th~e~rle ishigh
littleshelter should
defense, asidebe sought,
from heavyasartillery.
they are Stout
to plow into a strong wall or tree.
unlikely
or
9
70
Tvpical Borkioe
Agility 2D+2, dodge 3D+2, brawling4D,
11 running5D
Mechanical OD
12 Strength 4D+2, lift 7D, stamina 5D+ 1
Knowledge 1D+ 1, willpower 3D
73
Perception 3D: search 3D+2
7q TechnicallD
Strength Damage: 4 D
75 Move: 12
76 Fate Points: 0
Character Points: 0
n Body P oint" 24
18 Wound le,'ds: 3
NaruraJ Abilitie" gore (damage +2D );
79 trample (d2mage +3 D ): resistance to disease,
poison, cold, and heat (stamina + 2D); large
20 si=z sale ,-alue 4)
27
Access' I 16 s.e A1iens.l > HlIPOsapients
22 lIotes: Borl<.ine. It's w hat's for dinner.
120
AcceSsing Hvposapient Species File _
127
Chalsamars The arrival ofa chalsamar might herald the
beginning of sector~altering events as
722
Some say that to look upon the
chalsamar is to view the face of the
entire planets are evacuated to flee
this creature. Bold characters who
123
Creator. These crystalline creatures
have evoked both wonder and
decide to stay and fight may fall
prey to its translocating terror and
12"1
awe among those who gaze upon
the heavens, but they amazingly
find themselves adrift in another
universe. Maniacally warped fools
725
still remain an enigmatic force.
Although there have been few
have been known to use metaphys~
ics or super science to summon
126
recorded sightings in known the crystalline being in an attempt 727
history, scientists, sages, and a to steal its power. The chalsamar
growing number of learned folk has even been an unlikely hero 12B
feel these beings could be as old by accidentally interposing itself
as the universe and may have been between an invading interstellar 1
given life when the early universe to armada and the outgunned world
form heavenly bodies. Many cults the fleet intended to conquer. This 2
on remote space colonies worship has lead some planet's citizens to
the chalsamar as divine harbingers, worship the being as a savior. A few
and they sacrifice "infidels" to stay who have had the rare opportunity
their "righteous" wrath. to study the creature have found a "1
These creatures usually happen way to use its shifting powers and
into combat instead of initiating turn it into a dimensional gate. 5
it, generally because a small star This has lead to other beings from
fleet, league of super~heroes, or strange new worlds coming into this £5
similar power group decides to dimension.
attempt thwarting the threat to a
world that lies in the chalsamar's Tvpical Chalsamar
path of destruction. Unfortunately, Agility 60: firearms: ray 60+ I , B
the conflicts are usuaUy futile, but flying/DoG 80
there have been rare cases where the Strength 80+1: stamina 100+1
9
interstellar dreadnaught was driven
off course far enough to spare a
Mechanical 10: navigation: space 70
50
seemingly doomed world. Such
battles are often waged in deep space Knowledge 20: intimidation 80, 11
because even if creature's trajectory survival: space 60, willpower 40+ 2
is only altered by a fraction of a Perception 3D: search 5D
12
degree, it may be enough to avert
disaster. Although some victors
Technical 00 73
St rength Damage: 40
have told of destroyed a chalsamar,
it's uncertain whether these beings Move: 3 (space units, space only) 1"1
can truly die because the fragments of Fate Points: 0
their essence quickly congeals and fades into nothingness. There
7S
Character Points: 0
are those who speculate that the fragments are transported to
an alternate universe where the creature reforms.
Body Point s: 35 76
Wound Levels: 3
When the chalsamar detects solid objects in its flight path, 17
the creature instinctively slows to sublight speed to bombard Natural Abilities: translocation ray (damage 100 for
obstacles with its translocation beams, which sometimes determining relocating only; use firearms to make attack; use 18
simply relocate the object out of its way and, at other times, damage to determine distance of relocation - the greater the
transport the offending target to a parallel universe. This difference, the further away, with a Dead result indicating thar 79
power is also used to eliminate threats such as star fighters, target is sent to another dimension; actual relocation destina~
heavenly bodies, or cosmic~powered beings. Should this fail, rion is decided on by the gamemaster); crystal form (Armor 20
the crystalline creature makes small course corrections until Value +12D); interstellar Right (equivalent to 0.3 drive rating);
it finds a clear path. can survive in space; large size (scale value 52) 21
Accessing: 06 Space A1iens.1 > Hvposapients
22
Notes: Navigator: Avoid interesting lights. 23
721
122
Accessing Hvposapient Species File _
123 CharybdiS Devourers with charybdis rock eventually become devourers themselves as
the mass grows and absorbs the matter of the ship.
12"'1 Space holds innumerable dangers to overcome in traversing Light ships and fighters must attempt to steer into the
devourer, increasing thrust to maximum, and divert course at
its vast expanse, but none are as insidiously dedicated to destruc-
725 tion as the silent hunter known as the charybdis devourer. the last moment, using the gravity well as a slingshot to allow
Floating through space, these creatures, which appear to be it to escape the well. (This requires a Heroic piloting roll.)
126 mere asteroids, are in truth predators of the void seeking any Capital ships have no chance of attempting this maneuver,
solid matter they can find for sustenance. They hunt through but fast escape pods and shuttles might.
727 the appearance of harmlessness and calculated manipulation Apparently, the charybdis devourer is not only the enemy
of the force of gravity to bring both starships and minor astral of space travelers, but of the inhabitants of the space itself.
72 8 bodies to their doom. Pods of starwhals have been sighted attacking devourers
The charybdis devourer has a unique and brutally effective ferociously. They ram large devourers, breaking pieces off
7 hunting technique: It has the ability to manipulate its own and eating them. In this way, their furnace-like bellies surely
gravitational field, increasing it to such proportions that it destroy the bio-matter.
2 warps space and draws other objects toward it at great speed. The true power of the devourer lies not entirely in its
Once smashed upon the rocky exterior, all matter is slowly manipulation ofgravity butin anonymity. Several
3 absorbed into the organism with no species have little or no knowledge of these
chance of escape. Despite this fact, creatures, thus allowing the devourer to hunt
"'I legends of people living on the in some areas unchallenged. Moreover, only
surface of a devourer still persist. In a few dozen of them have been discovered
5 addition, the creature can apparently in the charted galaxy; thus hunting them
use its abilities with gravity to find is very difficult among the billions of
6 spacelanesorinhabitedsystemsand normal asteroids that are out there. This
travel there at great speeds. How it leads to a false sense of security; after all,
7 does this is yet to be discovered, but an encounter with a charybdis devourer
it's theorized that the devourer can is a once in a lifetime event ... typically the
actually create wormholes and travel last event in a lifetime.
to any location within the galaxy.
9 Most encounters with a devourer Tvpical Charvbdis
10
are typically short and simple: If
a vessel is at the outside of the
Devourer
Agility lD: Bying/O-G 3D
devourer's gravity field and detects
11 the creature with a Heroic sen- Mechanical lD: navigation: space 8D
sors roll, the ship's captain would Strength 6D: stamina 14D
12 do well to ~etreat and live to tell Knowledge2D: asrrography 5D,intimi-
the tale. Otherwise, if the ship is
73 30,000 kilometers away or closer,
dation 7D, survival: space 4D
Perception 3D: search 5D+ 2
the devourer sense the vessel and
7"'1 increases its personal gravity field Technical 00
17
trying to reverse thrust against the
gravity field. Character Points: °
Ships have survived the encoun- Body Points: 28
18 ter one of two ways. The first is to Wound levels: 3
blast the devourer to pieces with
Natural Abilities: armo r (Armor
19 its weapons (not usually an option
Value +10); ram (damage +60);
for small craft). However, without
gravity manipulation (see description);
20 careful piloting through the debris,
energy detection (search may be used like
the strange, amoeba-like bio-matter
sensors); can survive in space; large size
21 can lodge itself in the hulls of ships
(scale value 40)
and become a great problem to systems.
22 Disabledstarshipsthathavebeeninfested
25
Accessing: 06 Space Allens.1 > HI/Posapients
26 NOleS: Keep some chilled for parties.
12.q
Accessing Hvposapient Species File _ 12S
Grassback Maulers by violating their territory, interrupting a feeding, blocking a
food source, or cornering them.
126
This stealthy predator inhabits the vast plains ofTarak III,
where it preys on the great herds of herbivorous kavamadu
Maulers follow the kavamadu herds across the Tarak plains,
resting just out of sight uncil ready for the hunt. Occasionally
727
feeding on the tall grasses. The creature's broad back is covered
with stilf fur similar in coloration and texture to the grassland
they encounter parties ofsport hunters who come to the planet
for game, though the local smuggler communities also hunt
128
foliage in which it lurks. Grassy fur also grows atop the head kavamadu [0 supplement their food stores with fresh meat. 1
and the upper-facing portions ofthe forearms. When hunkered Maulers so metimes follow their prey too close to settlements
down, the predator looks like a clump of grass amid the open or savanna landing fields, where they become nuisances as they 2
savanna. Several short, sharp horns project from the snout of stalk pets, domesticated livestock, or lone, helpless settlers.
the broad, flat head, with enlarged nostrils to the ftont and slit Maulers can survive in any hospitable grassland environ- 3
eyes at rhe sides. The creature has no jaw or mouth, breathing ment where game abounds. The Mesa Lords of Tarak III
completely through its nostrils. Small forea rms end in razor oftcn capture, tame, and crain maulers as guard-beasts to .q
claws, which are used with the horns to subdue prey. M uscular roam their isolated estates and deter or eliminate intruders.
rear legs give a mauler incredible speed and amazing power to Some entrepreneurs export trained maulers off world, selling S
leap on victims from concealed locations. them as sentry beasts to nobles with lush lawn
A lthough savage and tough on the gardens or fiefs of plains territories. During 6
outside, a mauler's underbelly remains several weeks of adjusting to their new
soft and vulnerable. Fist-sized feeding habitat, the transplanted creatures shed 7
nodules cover its underside, each bubble their old grassy coat while a new one
concealingasmallsucker-mouth.After mimicking the local savanna grows in 8
fe lling its prey, the mauler drapes itself its place. Criminals engaged in grow-
over the carcass; t he nodules open so ing fields of narcotics also employ the 9
the suckers can slowly consume the creatures as guards. On worlds where
body beneath the beast. industry has overrun or destroyed 10
Although they exhibit typital the nat ural habitat, trained maulers
male aggression tendencies, grass- serve as luxury pets to the elite, who
back maulers have no male or female keep th em lurking on leashes in their
reproductive organs. Adults repro- audience chambers; such captive beasts 12
duce by depositing a single, ravenous rarely survive lo ng. as their protective
larva in a partially consumed carcass fur shrivels and dies in the absence of 13
at the time of breeding (usually once any natural h abitat.
every two years). The parent mauler
7.q
leaves half the carrion to the offspring. Typical Grassback
which grows as it eats its way out Mauler 1S
of the carcass. Infant m aulers prey
on smaller gam e, usually rodents or
Agility 5D: brawling 6D, running 16
7D
carrion avians, until they reach young
adult size after a year. Even juvenile Mechanical 1 D 17
maulers have a feis ty sense of self-
preservation.
Strength 5D: climb/jump 6D
18
Knowledge ID: intimidation 4D,
These solitary hu nters stalk prey
mat can supply enough m eat fo r a
survival4D 79
Perception 4D: search 5D, sneak 6D
week (one kill satisfies the beast's
Technical OD
20
hunger for that time). Leaping from
its concealed location, a mauler races Strength Damage: 3D 21
at its victim, lunges at it with its claws, Move: 15
and t hrashes its head about, shredding
Body Points: 25 22
flesh with its pointed horns. Most
herbivores or herd animals suffice; Wound levels: 3
23
maulers do not intentionally pursue Natural Abilities: claws (dam age
p rey that turns to fight an active + ID); horns (damage + ID); camouflage 2.q
defense. They do not attack sentient (sneak + lD in grassy environments)
creatures like Terrans unless provoked 2S
Accessing: 06 Space A1iens.1> Hvposapients
26
NOles: Watch for moving grass & no wind. 27
125
726
Accessing Hvposapient Species File _
72 1 Grono Gatherers Grotto gatherers are quite resilient despite
t heir natural viscosity. Many research~
128 Of all the bizarre forms of life ers who have managed to capture a
specimen have found - to their dis-
that struggle to survive the oft-hos-
7 tile subterranean world, the humble may - that their prize slipped free of
grotto gatherer has mystifiedmany its prison and escaped! The oozes can
2 environmental scientists who also use their uncanny control of form
have st udied them. Although to resist damaging blows.
scientists lack many of the facts Some rare minerals react curi-
of their origin, they agree the ously to gatherers' passing, developing
.q highly adaptable creature is an elaborate and beautiful multicolored
apparent visitor to this part of patterns that aren't otherwise found
5 the galaxy. It appears that its in nature and can't be replicated in
"seeds" are highly resistant to a lab. These formations are highly
6 temperature and pressure, so prized by collectors, who call them
it's likely that, first, comets and, "grottographs:' The pieces draw high
1 later, space transp orts carried it prices on the market, with larger intact
through space. Once the seeds hit grorcographs going for exponentially
8 at mosphere, if the combination more money than smaller or broken
of air, moisture, and gravity is ones. The largest complete one yet
9 within a certain tolerance range, found was over 10 square meters,
the seeds being to develop into which earned its discoverer enough to
70 new oozes, which immediately start a large corporation. As a result of
make their way to the nearest the potential rewards, entrepreneurs
77 subterranean ent rances. Most sometimes brave the dangers ofsubter-
immature gatherers never make it. ranean exploration in hopes offinding
However, unlike other star tossed, formations that can be extruded.
circumstantial strangers to known The worse known effect of the
space, the grotto gatherer seems to gatherer's slime is the possibility that
benefit its adopted worlds and has they may wear away the stone founda~
1.q quickly adjusted to life on many tion of a city. Places that know they
alien worlds. are built on subterranean tunnels often
15 The meal of choice for these hire people to keep the grotto gatherers
minions of the netherworld is the in check.
16 delectable roots of subterranean
21
Accessing: 06 Space Aliens.1 > Hyposapients
28 Notes: Take shipment to barren planet.
725
Accessing Hvposapient Species File 727
Orvoxx when the hunters find their calculations are a hair off, and the
creature breaks frec, seeking to destroy an inhabited system.
12 8
Centuries ago, scientists in a desolate, secret research facil-
ity on a moon in the Olthalon system felt they were nearing a Tvpical Drvoxx Shard 7
dynamic breakthrough in dark-matter research. Sooo, unlim-
ited power would be theirs as long-guarded secrets began to
Agility 70: dodge 90, flying/O-G 70+ 1 2
Mechanical lD: navigation: space 4D
.,
unravel before their eager, inquisitive eyes. Theo, just as the
Strength 40: stamina 50
truth was nearly within their grasp, disaster chose that precise
moment to strike as ravenous dimensional energies slipped their Knowledge ID: survival: space 6D+ 1
bonds and ran amok while their would-be masters cowered Perception SD: search SD+ 1
in fear. In the blink of an eye, the terrible energy engulfed Technical 00 5
the hapless questers, and soon their lunar home gave birth
Strength Damage: 20
to an interstellar terror when something not of this universe
Move: 10 (flying)
5
passed through the newborn dimensional rift and began to
feed upon its new home. As it consumed the laboratory and Fate Points: 0 7
the moon it rested upon, the creature grew and began to feed Character Points: 0
on the systems planets. However, as it closed in upon the solar
Body Points: 22
B
morsel, cosmic justice screamed out and the creature's audacity
could no longer be ignored. In one final moment of defiance, Wound Levels: 3 9
the beleaguered systems sun went supernova! N atural Abilities! energy tendrils (damage 6D to organic
Olthalon's wrath scattered the unwanted visitor across material); energy aura (Armor Value +SD); space faring (space 10
known space. Shards of the galactic terror now wander Move equals atmosphere Move); can survive in space; large
through the void and engorge themselves all they come across. size (scale value 20) 11
Their preferred method of assimilation is to drift across
worlds they encounter while drawing the life from 12
its inhabitants. Tendrils of energy snake from
their storm-cloud-like bodies as the creatures
111111111111
pursue their prey. Once a chosen world has
been stripped of life, their executioner sinks
1.,
through its crust and burrows into its core.
After a brief gestation period, the creature 75
replicates itself as its stolen womb explodes
with near divine fury and the spawn of its
75
assassin leaps toward the stars.
Thus, is the legacy of those who would
17
bend untamed forces to their will. Their ter-
rible offspring have caused misery throughout
18
known space and many would-be defenders
have fallen before them. Although the murder-
79
ous terrors have been called many things, they
are commonly known as the Orvoxx.
20
The remaining shards of this energy-
decaying creature can wreak havoc upon
27
unsuspecting space colonies and interstellar 22
ships alike. Heroes could betasked with sav-
ingcoundess live by interposing themselves
between theOrvoxxandits next meal. Some
explorers have found themselves tracking 2 .,
the wake of the annihilators in a series of
search-and-destroy missions designed to rid 25
known space of Olthalon's spawn. Of course,
there exist depraved scientists who try to draw 25
an Orvoxx shard to them in hopes of capturing
it for study. Someone has to dean up the mess 27
ACCessing: 06 Space Aliens.1 > HvposapienlS
28
NOles: Reason #217 why science stinks. 29
95
96
Accessing Hvposapient Species File _
1 Plasmakells Plasmakells raise up to two broods each
Earch year. Each brood contains three eggs.
2 With their ivory-white plum-
age, plasmakells, known to many
H atchlings are raised on a strict diet of
singed meat.
3 While originally only a problem
.,
as "plasmakeets" or "firebirds;' are
the bane ofspaceports and frontier predator on their home planet, oppor-
outposts throughout the universe. tunistic military strategists soon found
A highly specialized form of raptor, that the piasmakell readily adapted ro
5 th ey often dive-bomb settlements m OSt planets that had abundant prey.
in search of prey. With such a good instinct for survival,
6 Plasmakells hunt in an entirely those same strategists used the crea-
different way than most birds of tures to "soften" up unruly worlds prior
7 prey. Instead of gouging their prey [0 an actual full-scale military assault.
l'Vpical Sustari
19
20
q Agility 1D: brawling 2D
Strength 2D: stamina 3D, swim 4D
Mechanical ID: navigation: undersea
21 10+2
Knowledge 20: survival: ocean 30
22 Perception 50: hide: self only 4D, search
3D+2, sneak 4D
23 TechnicalOD
2,q Strength Damage: 1D
Move: 6 (swimming)
2S Fate Points: 0 Character Points: 0
Tvpical Valdusian
111111111111 Agility 30: acrobatics 30+1, brawling 40,
79 dodge 4D, flying 4D+ 1
Mechanical 10: navigation: air 3D
20
Strength 1D
21 K nowledge 2D: survival4D
Perception 40: search 5D, sneak 50
22 Technical OD
23 Strength Damage: 1D
Move: 15 (flying)/6 (ground)
2"1 Fate Points: a
2S Character Points: a
Body Points: 13 W ound Levels: 3
26 Natural Abilities: will~draining bite
(damage + 1D; +5 to combat difficulty; if
21 the arrack roll beats the difficulty by 5 or
more points, the target loses 1 pip in Per~
28 ception or Knowledge for every point above
the difficulty; the target goes unconscious
29 when either attribute reaches zero and dies
when both are a zero; pips return at a rate
3D ofl per day); claws (damage +2); radiation
resistant (+ 10 to damage resistance rolls
31 against relevant attacks and situations); flight;
32 small size (scale value 8)
23
2S
26
21
28
29
30
31
32
33
3tq
35
/' /"
36
31 11111111111
38
39 Accessing: 06 Space Aliens.l > Homosapients
tqo Notes: Must rescue crewers.
7D
Accessing Homosapient Species File _
11
The Dealers date and time stamps - marking the initiation of the order,
its scheduled completion, and the scheduled pickup - neither
12
Those who dwell in the science of biologicallifeforms arc the time units nor their scales are known, so it's impossible
deeply vexed by the mere existence of an entirely synthetic to say when they passed. The Dealers generally agree that
13
android race. For its parr, the android race in question is almost all of the dates have occurred, although owing to some 1<q
deeply vexed by me mere existence of biological lifeforms, so theoretical calculations, it is possible that the scheduled order
it considers the relationship equitable. fulfillment and delivery to ]b'at is sometime in the future; if
And equitable relationships are the cornerstone of the so, it is likely to be within the next century or so.
15
android race that calls irself"The Dealers:' Unlike most alien Regardless, this original grau p of256 androids found them~
races, the Dealers' species name is translated by concept to selves seemingly without purpose as the sole self~aware beings
76
the language of other races it deals with; thus if the word for on an entire planet. Although there was some disagreement, the
"dealers" is grenthasha to another race, then the androids will Dealers found themselves defining a purpose quickly. The logic
71
be known as Grenmasha. When pressed for what their "true"
name, they politely attempt to change the subject/ although they
went such : "Since 193 ~35 created us to make a profit" - for,
indeed, many prospectuses and profit statements were found
78
will eventually offer that the closest concept they have co such electronically in the same 196~language format - "then it 19
a thing is "10011100 10000010100110101000101:' Whether stands to reason we exist to make a profit for 193-35. Likewise,
this is the singular or plural name of their race is unknown. we were created for Th'ar, although we do not know for what 20
purpose; presumably, Th'ar will tell us what we are to do when
Historv Work Order 710522 comes to completion. Until then, it falls 27
Like their name implies, the Dealers exist to make and broker to us to amass as much profit for 193 ~ 35 as we can, without
deals. The reasons why they exist for this purpose is shrouded doing anything [0 jeopardize our obligation to the coming of 22
in antiquity. They mark both their creation and self~ aware~ Th'ar:' They reasoned that. since Th'ar conducted business in
ness to an event in their far past they call "the Booting" - the a forthright and legal manner, so too must their dealings be 23
exact date of this is unknown, owing to a data crash centuries rooted in law and legal respect.
ago. While many other races claim their deities both created To that end, the Dealers - as they eventually called 2<q
them and made them sentient at the same time, the Dealers themselves - sought to make as much money as possible by
actually have printed receipts. The androids' most "holy" text being completely and utterly fair and forthright. Using a few
- for, indeed, they seem to approach this aspect of their life surviving sh ips with interstellar drives and knowledge of a
with a dogmatic devotion - is a document entieled "Work few local star systems, the Dealers were able to develop and 26
O rder 710522:' (The tiele and the text is known because it expand a huge trade empire. The Dealers find themselves in an
was originally saved in 196 languages on a separate electronic odd position of waiting for two mysterious beings from their 21
version of the document, of which 17 were decipherable; past to come for them. The return of 193~ 35 - or someone
enough copies were in circulation to survive the purge.) This acting on 193~ 35's verifiable behalf - would give resolution 28
document describes the creation of 256 robotic life forms by (or at least affirmation) to their chosen profiteering purpose,
someone known as "193 ~ 35" for a someone (or ones) known while the emergence of Th'ar would probably enable them to 29
as Th'ar. The Dealers call193~35 "the Great Creator;' while know th eir true reason for being.
Th'ar is "the Great Client:' 3D
Nothing is known about the final fates of either the Great Phvsical Appearance
Creator or the Great C lient. As best as anyone has been able Standingjust under two meters tall, Dealers all look very 31
::n determine, something happened on the homeworld of the similar, with near~featureless metallic humanoid appendages:
::>ealers (and, presumably, Th'ar) sometime after the Deal~ two manipulative arms, two legs providing motility, a head with
32
ers' bodily creation but before their activation. This event sensory information, and the like. Although newly created
- theorized to be a massive war or other calamity - wiped Dealers can have their bodies tailored for specialized purposes,
33
OU t almost all biologicallifeforms more complex th an simple
1S
Societv
S ince Dealers have few of
the needs of usual biological
15 lifeforms - food, land, or repro~
ductive rights - their government
17 is unusually scanty. In general,
78 Dealers are required by law (and,
to a lesser extent, programming)
19 to acquiesce to the commands of
someone with a lower number
20 than them. However, doing so
immediately invokes the Forced
21 Compact - any services ren ~
dered from a higher number in
11111111111
22 such a way incurs an extremely
high payment rate. As such, most
23 lower-numbered Dealers tend
and roday's useful form may prove to be tomorrow's liability. to bargain reasonably with those younger than them, to arrive
2'1 Dealers have no gender, and find other cultures' gender roles to at a mutually agreeable contract. This hierarchy extends all the
be curious. Each Dealer's real name is actually a h exadecimal way up to the Firsts - the 256 Dealers who were part of the
2S number, although they will often adopt an assumed name in first batch created. Most of these have been destroyed over the
the language of the culture they spend most of their time in. centuries, almost always by accidents or attacks. Only seven
Their designations are typically expressed as a series of nearly of the original 256 were known to exist within the past two
invisible small raised bumps, usually on their arms or the top decades, and the whereabouts of only two - 94 and 229 - are
21 of their headi each column represents a digit in hexadecimal, known. Since every other Dealer in creation can be compelled
reading from left to right, with a zero represented by a solid to serve these two, they wield considerable power. Dealer 229
28 raised line as longas 15 bumps. Thus, Dealer 2351 (in decimal) is the more active and approachable one, and it will often serve
would he represented by three columns - one of nine bumps, as an elder diplomat for the Dealers when such functions are
29 one of two, and one of 15. required. Dealer 94 is more of the "hermit on the hill;' gener-
ally hidden and mysterious. There are rumors that Dealer 94
30 Homeworld is gathering pieces of a complex ancient arrifact from across
The Dealer homeworld was once a pe rfectly normal Earth~ the cosmos, although for what purpose is unknown; regard~
31 sized planet - the second ofsix worlds in asystem with a yellow less, the only time Dealer 94 is likely to take any visible activity
star. It had a perfectly normal, diverse biosphere, with arctic in the outside world is to interact with groups to find more of
32 regions at the poles, tropics at the equator, and everything in these pieces, or to talk with those who may h ave (knowingly or
between. However, shortly before the Booting, a major catas~ otherwise) come close to them.
33 [rophe destroyed all complex life and invoked a mini-ice age. Dealers reproduce by a process called the Forking, in which
In the intervening centuries, life has slowly begun recovering.
3'1 and there arc even reports of complex animal life being spotted.
it splits its essential energy and processing core off into two
equal parts. This new part is placed within a body the Dealer
2<q
abhorrent : the Law of Financial Culpability. Put simply, the
Dealers believe thatall transgressions can be repaid monetarily;
Entertainment
from breach of contract to crimes of violence, any fault of a Dealers have no organized entertainment since, lacking
25 Dealer's can be made whole (to the Dealers, at least) by the emotions as others understand them, they are seldom in need
expenditure of money - usually a great deal of money. There of entertaining. They enjoy conversing with others, especially
25 is no "prison" or other punishment to Dealers outside of the alien species, since doing so gives them more data to make better
financial ones, although if it is shown that a Dealer has little and more informed bargaining decisions in the future.
27 probability of repaying such debts, it may be deactivated. The
Technologv
Law of Financial Culpability doesn't come up often, but the
notion that a Dealer could commit cold ~blooded murder if it If there is one force or factor keeping the Dealers from
had 50 million credits to spend makes some people uneasy ... becoming galactic powerhouses - or, worse, conquerors - it
29 especially since it would be logical for a Dealer to do so if it is their inability to innovate technologically. With almost no
meant it could make 51 million as a result. exception, Dealers have to rely on other races for new, differ'
30 ent, or better gear; "inventor Dealer" is an oxymoron in some
circles. As such, Dealer ships and
31 weapons tend to take on whatever
11111111111 form and function the Dealer is
32 able to afford to purchase from
somewhere else.
33 However, the Dealers have
acquired at least two devices
3<q that they use in transactions;
where they got them from is
35 unknown (since no one has
been willing to pay the exorbi,
35 rant price for this "trade secret"),
but no other races make use
37 of them.
38 TheLegalPAD:Thisdevice
takes biometric and cellular
39 data from a willing biological
participant at the time of
<q0 a transaction's dosing; in
addition to a genetic sample,
retinal scan, and fingerprint
acquisition, it also monitors the
circulatory rate, speech pattern,
20 tor, accelerator, and emitter - usually sit on a sturdy, tracked Gilvahn Soldiers _
chassis with a shielded control seat for the driver/ operator. Only the most elite Gilvahn warriors deploy wearing
27 This allows easy portability into min e shafts and runnels or
to remote locations with rich resources. Opcn pit mines often
battlesuits.Starport security, urban police, planetary mili;
tia, and most armed forces rely on conventional weapons
22 employ plasma drills mounted on crane gantries or hydraulic
armatures to more freely move about where needed.
and armor. Units sporting bartlesuits receive dangerous
and near;suicidal assignments.
23 Gilvahn miners rake particular care around plasma drills,
wearing hea[~resistanr clothing. polarized visors, and heavy
"Warren-stampers" fulfill the traditional role of
exploring and clearing out skewer nests. They protect
2.q work gloves. Drill teams maintain strict safety protocols to Gilvahn surface settlements in known skevvel territory.
ensure nobody accidentally becomes caught in the plasma Veterans of these units often leave to join other elite
25 beam or the resulting flow of molten ore. Each carries a min~ battlesuit forces.
ing impell~r, a cylindrical device held at one end and along Marines deploy into the tight corridors of subdued
26 the barrel. When directed at loose rock or dirt, the sonic and starships,engagingenemiesandcommandeeringthevessel
gravitational fields emitted from the far end act as a shovel, from within. Since G ilvahn don't maneuver particularly
21 clearing channels into which melted ore Rows. The second well in lighter or zero gravities, their combat boots have
setting enables the tool to fun ction as a counter;tractor beam mag-lock devices allowing them to walk on metallic decks
2B that allows miners to "push" streams of molten rock toward without zero-g penalties.
established trough s and ingot molds. "Ram;sappers" assault strong points unaffected by the
29 For most intended uses, focusing the drill's plasma beam effo rts of conventional troops and weapons, Since they
at a stationary target (rock wall, ore vein) does not require wade into battle against astounding odds for success, they
30 any particular skill roll (though knowing where and how to have a reputation as suicide squads.
excavate might call for a Knowledge or Perception roll indicat;
37 ing fam iliarity with mining practices). Hitting a moving target
with the drill requires a gunnery roll. When using the drill Handv Spanner
32 against material other than rock, compare its damage against
the substance's Toughness. Most Gilvahn engineers and mechanics never go anywhere
33 Tracked Drill Assembly. Move: 10 (14 kph). Passengers:
withourtheir trusty handy spanner. This multiple-function tool
serves as a complete toolkit (+ l D to relevant repair rolls) in
1. Toughness: 4D. Maneuverability: +2. Plasma drill (damage
the hands of a trained Gilvahn. A mechanic can configure it
10D; range 8/13/35, forward arc). Scale Valu e: 6. Price: Very
to work as a number of other handheld tools, including pliers,
Dillieult (7,550 credits).
35 screw and bolt drivers, soldering iron, spanner wrench, file,
flash light, igniter, and, in desperate
36 situations, a hammer. Non-Gil~
vahn do not gain a bonus unless
31 11111111111 a G ilvahn first shows rhemhow
toconfigureanduserhespanner
3B for various tasks.
The tool is about 25 centime;
39 ters long and five in diameter and
usually fits into a large worksuit
cqO pocket. Most Gilvahn tradesmen
consider their handy spanner the
<q1 single most useful and personal
tool they own. Many receive them
<q2 as gifts when graduating from
technical colleges or apprentice;
cq3 ships.
cqcq Handy Spanner: + 1D
bonus to relevant repair rolls
cq5 in the hands of those trained
by Gilvahn to use the rool.
cq6 Reduces darkness modifiers
by 3D (9) in flashlight mode. Price:
.q1 Moderate (436 eredirs) .
<qB
.q9
Accessing: 06 Space A1lens.1 > Homosapients
50 NOles: Consider getting spanner training.
Gilvahn Banlesuil Knowledge 20+ 1 20
The Gilvahn developed a characteristic battlesuit from their Perception 2D+2: know-how 30+1 27
many generations combating skevvel hordes and belligerent Technical 30+ 2: exoskeleton repair 40, flight systems repair
neighbor species. The fully enclosed armor functions as an 40, vehicle repair 40 22
enviro~suit, providing two days' worth of air, food, and water, Strength Damage: 20
and offering general protection against hostile climates and
Move: 10
23
atmospheres. Armor pieces encase the wearer in breast, and
back~plates, pauldrons, greaves, bracers, gauntlets, tassets, and a Fate Points: 0 2'1
dome-shaped helmet. The batclesuit provides 4D Armor Value Character Points: 2
when resisting attacks and heat or fire damage. Although this Body Points: 22 25
encumbrancewouldnormallyincreaseAgility-baseddifficulties
by +4, the helmet's integrated targeting system and sensors
Wound levels: 3 25
negate the penalty for firearms rolls. Disadvantages: Achilles' Heel: Low Gravity (R3), +1 to
The batdesuit's primary weapon consists of a heavy plasma all Agility difficulties in a gravities of 1 g or less 27
repeater, an oversized weapon the bearer actually rests on a Advantages: none
pintle brace jutting out from the breastplate. The brace provides Special Abilities: Hardiness (R4), +4 to damage resistance 28
stability and flexibility when aiming and firing the weapon. An totals; Skill Bonus: Vehicle Tech (R1), + 1 to exoskeleton repair,
electromagnetic pulse fires a burst ofsuper-heated gas at targets; flight systems repair, and vehicle repair rolls 29
the user may fire a single shot, single fire as multi, or full auto (see
"Fireatm Options" on page 80 of the D6 Space rulebook).
Gilvahn Package 3D
The off-hand gauntlet sports the suit's secondary weapon, Total creation point cost: 2
a close-quarters flamethrower. A regulator cylinder, spray Total defined limit cost: 2 skill dice 37
nozzle, and igniter rise from the gauntlet and bracer's surface, Disadvantages: Achilles' Heel: Low Gravity (R3), + 1 to
flush enough to avoid easily catching on entangling obstacles. all Agility difficulties in a gravities of 1 g or less 32
Hoses run beneath the armor to a reservoir of flammable gel Advantages: none
in the backpack rig. The stream of flaming gel has a limited Special Abilities: Hardiness (R4, cost 4), +4 to damage 33
range, making it best suited for close combat. resistance totals; Skill Bonus: Vehicle Tech (R1, cost 1), + 1 to
When all other technology fails, Gilvahn warriors can rely on exoskeleton repair, flight systems repair, and vehicle repair rolls
two battle knives in sheaths integrated directly into the suit: one
along the armored boot, the ot her near the small of the back.
Jack 01 All Trades _
An armored backpack rig (counterbalanced by the breast-
Their general affinity, technological savvy, and experi-
35
plate and the plasma repeater) provides materials to support the
ence in heavy industry make Gilvahn ideal spacefarers.
enviro-suit functions, flammable gel for the flamethrower, and
Those who don't enter into the industrial or service sectors
37
a generator and plasma reservoir for the plasma repeater.
on Kovahn or their colony worlds spread throughout the
Since the battlesuit's tailored to the Gilvahns' shorter, stouter
galaxy pursuing trades as mechanics aboard starships,
38
frames, few other species can effectively wear them. Those
who fit the suits suffer a +4 penalty to all difficulties unless merchants specializing in manufactured products,
engineers designing factories, overseers on construction
39
properly trained by a Gilvahn battlemaster (a physically gruel-
ing four-week process, assuming one can find a master willing projects, and miners harvesting mineral resources from "10
to teach non-Gilvahn pupils). Others who procure examples planets and asteroids. They take pride in undertaking
of battle suits can try modifying them to their own physique: heavy work wherever they find it.
this requires Very Oifficult armor repair, exoskeleton repair, Occasionally; Gilvahn breakout oftheir mold and delve
and personal equipment repair rolls, with failure irrevocably into areas uncharacteristic of their people. Some warriors
destroying the suit's integrity. enjoy the life too much to leave it, serving as mercenaries,
body guards, or dangerous-pest hunters. Others seek
Gilvahn Battlesuit: Provides 40 Armor Value (increase
lives of adventure as explorers, using their martial and
Agility-based difficulties by +4, except for firearms rolls);
technical skills to survive while surveying new worlds. A
integrates a close-quarters flamethrower (damage 80; range
few engage in criminal pursuits, employing their talents
2/ 4/8; ammo 5), two combat knives (damage +10), and a
to amass huge profit in illicit activities.
plasma repeater (damage 60; range 25 / 150/300; ammo 100);
Although most Gilvahn remain active in their chosen
Price: Heroic (95,633 credits).
career well into their old age, some retire to a slower life
Tvpical Gilvahn of contemplation, scholarship, writing, art, music, and
philosophy. They help preserve and create new histories
Agility 20+1: firearms 30+2, melee combar 30
and mythologies oftheir people, maintaining their heritage
M echanical 30: exoskeleton operation 40 amid a vastly diverse galaxy.
Strength 40: lifr 40+2
'19
51
Accessing: 06 Space Aliens.1 > Homosapients
52 Notes: Picked up a Gruemor hitchhiker ...
scraping a simple existence from the land far 22
from the worries of the greater galaxy. Xenoarchaeologist Briel> Tyrvash _ 23
Society - Filed by Xatta Nanth, University of Qui'look
The arboreal planetofTyrvash presents scholars with an interestingenvi- 2.q
Families form the core of Gruemor society.
ronment: a world once the center of an inRuential space-faring species that has
Most consist of two parents and one or two
cubs. Typically.. one parent leaves the home to
declined over four centuries into a primitive setting for a "lost" civilization. 25
The university sponsors regular expeditions to uncover evidence ofearlier
undertake expedition work and provide the
family with income while the other remains
Gruemor society and reconstruct their history as the species' galaxywide 26
population slowly diminishes. We hope to extrapolate conditions leading to
to raise the cubs. When children leave the
household - after years of schooling and
the civilization's decline to avoid similar decay in modern society. Excavators 27
have located several areas of concern and future study:
apprenticeships in exploration-related profes-
Starport Ruins: The most substantial indication of earlier Gruemor
28
sions - the remaining parent often joins the
civilization stands atop a nearly leveled mountain at the end of a spur range
other spouse on surveys.
that penetrates the planet's largest forest. Upon this platform, the Gruemor
29
Gruemor families integrate themselves
constructed a sprawling starport arranged in a radial fashion. Landing pads
into the communities where they find work,
dotted the outer edge, with inner rings for repair and service facilities, starship
30
usually in diverse settings like starports or
construction, and, at the very center, control and administration. We have dis-
planets inhabited by many different species.
covered evidence of an enormous library near the city center, presumably where
31
Some establish enclaves with other Gruemor
or those with whom, by species or profession, the Gruemor stored information about their many expeditions throughout the
galaxy. Little remains but rubble, most of natural stone with refined metals for
32
they work on expeditions. Those who remain
at home while the provider sets offon expedi- structural reinforcement and power/ datacondwts.A thickcoatofsponge-moss
covers the rocks, seeping into and expanding cracks.
33
tions hnd work in the area, generally in some
capacity supporting survey missions. City Remnants: Other evidence exists within the forests of communities
Most Gruemor harbor an accepting atti- reaching the size of cities. Most tree-dwellings have long ago decomposed
tude regarding greater events in the galaxy, and fallen to the forest floor, but some signs of ground-level structures linger
other species, and all but the mosr tyrannical beneath the heavy underbrush. Unfortunately, gigantic root systems have
governments. If they don't like something or crushed many buildings over the centuries, leaving little more than jumbled 36
someone, they simply move on, find a new wreckage. Given the Gruemor reverence for nature, these dwellings may have
home, or wander away. Other species view been designed to merge back into the natural terrain after their original use,
Gruemor as affable loners who keep to them- making the xenoarchaeologist's job difficult. Our team hopes to nnd some
selves and tend to wander off on their own, evidence of Gruemor religious structures to provide a better sense of how 38
even in regular society. They value them for their respect for nature affected their daily lives and beliefs.
their skills in charting new territory but see Forests: The lush forests covering most of the planet's landmasses shelter
39
them as a gifted minority deserving little say several primitive Gruemor tribes bereft of any sense of their technologically
in administrative or cultural matters. advanced past. Most exist in primitive caves delved beneath immense tree
In the past, most Gruemor deferred to a roots. Modern Gruemor also rerum here to live out their final days in simple
central, representativegovemmenton Tyrvash encampments worthy of ascetic hermits. Any dangerous predators were
consisting of delegates from various exploring long ago hunted to extinction, though herds of harmless herbivores provide
guilds. With their civilization in decline, their sustenance for the omnivorous Gruemor.
homeworld all but abandoned, and a reduced
Blights: Plant diseases have devastated some reaches of the forests, leav-
population spread over countless star systems,
ing them defoliated and rotting. Although this proves ideal for uncovering
the Gruemor have no centralized regime of
previously unknown ruins, we must take care not to inadvertently spread the
their own. They depend on the generosity of
blight to other forested regions on Tyrvash or additional worlds. Until we
patrons or host governments to provide stable
can fully analyze the disease, we spend little time in blights lest the microbes
homes, schooling, and civic services.
prove harmful to other organic creatures.
Gruemor Cooking The university expedition currently maintains a base camp at the star-
Gruemor cuisine isn't exceptional enough port, the principle focus of its excavations. From here we venture to known
to inspire restaurants around the galaxy, but sites in the forests, cautious not to trespass on primitive tribal territories.
it's innovative "throw everything into the We limit our occasional forays into a nearby blight to no longer than nve
pot" approach results from their omnivorous days at a time.
appetites and the need to settle for whatever The presence of both barbaric Gruemor tribes and modern Gruemor .q9
foodstuffs are on hand. complicate xenoanthropological studies. The former have (or at least express)
no knowledge of their past heritage, while the latter prefer silence and con-
The Gruemor digestive system can process
templation to further involvement in galactic affairs.
50
any nonpoisonous, organic substance as food.
Their teeth can gnaw through any such mate- 51
ACCessing: 06 Space A1iens.l > Homosaplenls
52
NOles: They know their food. 53
23 jobs near starports between expedi ~
rion assignments or wh ile other family
2<:f members undertake survey work.
2S bulk (equipment, storage, and weapons lockers; 2 areas, 2 Length: 20 meters (ellipsoid)
tons, 0.2 eu, 50 cr) Total Cost (new): 197,405 credits/Price Difficulty: 40
26 Life·Support Supplies: food storage (3 areas, 1.5 tons, 1.5
eu, 30 cr); standard food supply (1 person / 12 months, Astrocomp
21 1.2 tons, 1,200 cr); atmosphere (3 people-areas/ 6 months, Although most modern scout ships have sophisticated
1,800 cr) navigation computers, Gruemor also rely on an old ~tech gadget
28 In-System Drive (14 areas, 14 tons, 36 eu, 12,500 cr) they developed to douhle,check their location and bearings.
29 Move: 12 (space), 600 (atmosphere, 1,750 kph)
Maneuverability: +20 (12 eu, 3,600 cr)
The astrocomp comes housed in a cylinder the length of a hand
span, yet it folds out into a prickly ball with two handles and an
3D Interstellar Drive: 1 (12 areas, 36 tons, 100 eu, 51,000 cr)
Weapons
ocular.1heoutward~pointingspineshousebearing~pointloca~
tors that automatically hone in on the frequencies and positions
31 1 laser cannon (5 areas, 6 tons, 7 eu, 13,000 cr, forward of stars, providing the central processor sphere with data. By
are, range 3/12/25, 60 damage) sighting a particular location through the ocular, the user can
32 Total Energy Requirements: 168 determine its distance and, extrapolating from star placement,
Power Plant; 250 energy units generated (18 areas, 33 tons, his current location and the target's relative position.
33 34,500 cr) The astrocomp requires at least five minutes to set up,
Hull Toughness: 20 (59 tons, 29,500 cr) take readings fo r, and successfully align to provide helpful
3<q Atmosphere Capability: streamlining (15 tons, 5,900 cr), navigational data. If properly used, it gives a +lD bonus to
landing gear (12 tons, 4,425 cr) navigation in space and on terrestrial surfaces, but only to those
35 Armor: 0 trained by Gruemor in its proper use. Since it relies on stellar
Shields: +20 (2 areas,4 tons, 6 eu, 36,000 credits) positioning. the ambient light near the user should be low; it
36 Total Tonnage: 187 provides the best results when deployed in space or at night.
Scale: 17 COS" Difficulc (4,555 credies).
31 Total Area Units: 61
38
39
11111111111
eq1
eq2
eq3
eqeq
eq5
eq6
eq1
eq8
eq9
50
57
52
53
5eq
55 AccesSing: 06 Space A1iens.1 > HomosapienlS
56 NOles: We still get e-cards from him ...
Everi-POI 26
The every~po[ serves as the central - and in some cases, the
Out of Stereotype _ 21
only - appliance in every Gruemor kitchen. This eight-liter vat As presented here, the Gruemor are a dwindling race
can cook the contents to an acceptably delicious temperature of wandering loners; this doesn't always suit every game 28
and consistency. The every-pot suits the Gruemor omnivorous or player.
appetite. After finishing off any leftovers for [he morning meal, The influence and grandeur of the past Gruemor 29
the cook cleans the pot, then tosses in any organic substances: civilization can be easily resurrected, making them the
meat, vegetables, paper waste, wood, leaves, grass. Once the definitive explorers in their region ofspace. Tyrvash stands 30
cook adds all the ingredients, tops it off with water, and seals as the ceneer of a vast network ofsurvey guilds, with Heets
the pot rap, blades in the pot bottom shred all the contents of individual scout ships and larger expedition cruisers. 31
(with different settings for varying degrees of mincing). An The Gruemor guilds might serve their own government
inner heating element brings the broth to a quick boil, then or answer co a greater authority in the galaxy as the official 32
simmers it over time [0 fully cook. Although it usually runs off exploratory arm of some immense empire.
of h ousehold power supplies, the pot's internal power source Navigational and piloting skills could provide the 33
can cook hot meals for an entire week on its own. The blades basis for a Gruemor military state that directly reaps
also keep food substances from sticking to the inner pot dur~ the benefits of discovering. conquering. and exploiting 3<q
ing prolonged heating. the resources in newly surveyed systems. Such a regime
The every~pot's bulk makes it difficult to carry around, bur would require a corps of explo rer~warriors capable of 35
some Gruemor take them along on their survey expeditions deploying to different worlds and engaging enemies in
to sample newly discovered plants and meats or concoct new space and on the ground. 36
recipes from different combinations of ingredients. Cost: The species could easily fill the role of a merchant spe~
Moderate (212 credits). cies given their ability to navigate the srars anda knack for 31
finding new resources on recently surveyed planets. An
l'Vpical Gruemor exploratory armada could easily double as a mercantile 38
Heet, expanding their rerritorial claims and capitalizing
Agility 20: brawling 3D, firearms 3D
on discoveries by exporting newfound commodiries. 39
Mechanical 30: navigation 30+2, piloting 40, sensors
Although the Gruemor's easygoing and relatively hon~
30+1
est nature does not often lead to illegal activity, they could
<qO
Strength 40: lift 40+1 form criminal groups wherever they gather. Mercantile
Knowledge 30: astrography 30+1, cultures 30+2 or survey activity could conveniently serve as a frone for
Perception 3D: investigation 30 + 1, persuasion 30+2 gunrunning, smuggling, and bounty hunting.
Thespecies' connecrion with narureprovidesa medium
<q2
Technical 30: Right systems repair 40
Strength Damage: 20
for its involvement in philosophical and artistic endeavors.
Either sequestered amid the towering forests ofTyrvash or
<q3
Move: 10 in smaller enclaves nestled in nature preserves throughout <q<q
Fate Points: 0 the galaxy, the Gruemor could bring enlightenment to
Character Points: 2
others through respect for the environment. <q5
As outlined, the declining and roving Gruemor could
Body Points: 22 serve parrons in any of these capacities as isolated indi ~ <q6
Wound levels: 3 viduals or small groups.
Disadvantages: Hindrance (R2), uncoordinated: +2 to <q1
difficulties for acrobatics, melee combat, and sleight of hand;
Quirk (R2), must make Difficult willpower or Knowledge roll Disadvantages: Hindrance (R2), uncoordinated: +2 to <q8
to resist the urge to wander off to explore interesting areas; difficulties for acrobatics, melee combat, and sleight of hand;
Poverty (Rl ) Quirk (R2), must make Difficult willpower or Knowledge roll <q9
Advantages: None to resist the urge to wander off to explore interesting areas;
Special Abilities: Endu rance (Rl ), +30 to Strength Poverty (Rl ) 50
or stamina checks when performing taxing physical tasks; Advantages! none
Omnivorous (R1 ); Sense ofOirection (Rl ) + ID to naviga~ Special Abilities: Endurance (Rl, cost 1), + 3D to Strength 57
tion and search rolls or stamina checks when performing taxing physical tasks;
Omnivorous (Rl, cost 2); Sense of Direction (Rl, cost 2) 52
Gruemor Package +10 to navigation and sea rch rolls
Total creation point cost: 0 53
Total defined limit cost: 0
5<q
55
Accessing: 06 Space Aliens.l > HomosaPients
56
Notes: Postage due. 51
21
28
Homosapient Species _
29 Hurshuka the patterns subsume into the larger whole; at this stage, one
or two colors dominate, and the once~vivid patterns are only
30 An environmencal species who've only recently decided
to join the galactic community in the stars, the Hurshuka
discernible upon close examination.
These colorations are very important to Hurshuka culture,
37 constantly strive to balance their devotion to their homeworld
with their need to protect it from potential opportunists.
and they incorporate them into many aspects of their life.
For example, a cowardly Hurshuk might be said to "still have
32 Phvsical Appearance
his hide~hues;' while an elder who has a spark of passion
or quickness about him might be said to have "donned his
33 The Hurshuka (as they are known collectively - a singular mate-stripes:'
member is a"Hurshuk") are large bipedal humanoids, standing
3"1 at about three meters tall and weighing around 250 kilograms. Homeworld
Being cold-blooded, they have no hair or fur, and the gender The Hurshuka homeworld - called Ala'k (or "Paradise")
3S differences are subtle. Their most noteworthy fearure is the - is a swamp world consisting of 65% water, mostly in the
large spiky protective shell that provides much of their weight form of lakes and rivers. Its three moons are named Crika,
35 and density. Rarrak, and Er-Crik, which correspond to what the Hurshuka
Hurshuka come in a variety of colors, and the coloration of perceive as the three stages of life: youth, maturity, and old
31 an individual Hurshuk differs widely throughout its life cycle. age. Alik is a mildly tropical world. with little variance to its
At birth, a Hurshuk is covered in muted greens, grays, and temperature except at the poles, which are too cold to sup-
38 browns; biologists assume this is to provide a newly hatched port Hurshuka life. The Hurshuka speak passionately about
Hurshuk some camouflage and protection in the wild from the their homeworld, even more so than most other sentients; to
39 few predators of Ala'k. Once a Hurshuk reaches maturity, it them, it's the pinnacle of existence, and the rest of the wonders
undergoes radical alterations in its pigmentation, with bright of the cosmos pale in comparison. (Any comments akin to,
"10 reds, blues, and yellows appearing aU over its body in srunning "But it's just a swamp!" are likely to have an enraged Hurshuk
patterns of stripes, circles, or spots. Males at this stage tend tolumbering toward the speaker.) Hurshuka have preserved a
be more brightly colored, while females have more elaborate remarkable amount of their land and resources, and historians
and intricate patterns. This is how Hurshuka know that they can research large swaths that have been kept virtually the
are capable of having 0 ffspring, and it's still primarily how theysame for millennia.
judge beauty among themselves (despite their protestations Although mostof Ala'kis undeveloped or underdeveloped,
"13 about having evolved beyond such nonsense). Finally, in the there are patches that are too far removed from natural water
final half-century of a Hurshuk's life, those colors fade and [0 be utilized as it is; these areas are called "Ekalatapono'ala'k"
""1 - literally. "the patches of death
and despair that allow us to rec-
"15 ognize the rest as paradise:' These
areas alone are the closest that
"15 Hurshuka hav e to "cities,"
although, incorporating as
"11 much biological material
"1B into the construction as
possible, they wouldn't be
"19 recognizable as such to most
off-worlders. A Hurshuka
50 research building might consist
of a gargantuan tree, aroun d
51 which various other pods have
been attached at different levels
52 to provide offices; the tops might
be cut off and woven mesh placed
53 over the top, allowing narurallight
to come through but not insects
5"1 or birds.
Of course, there are still
55 "111111111
situations when bio-technol-
ogy doesn't accomplish the job,
56 and the Hurshuka's knowledge
51
Accessing: 06 Space Allens.l > HomosaplenlS
58 NOles: Another bad idea ...
of metalworking and electronics have enabled them to build 2B
starports and other necessities of a small space empire. To the AChiliV Mood_ 29
outside world, these facili ties seem antiquated and quaint; to Colchuk pivoted his wrinkled neck around the top of
the Hurshuka, other civilizations' glittering skylines and neon-
encrusted streets are an affront to the beaury of nature.
his shell, emittingseverallighr skeleral cracks and pops; his
outstretched head - almost as large as my torso -looked
3D
Society akin to a control stick rotating an entire circle. 31
We sat in silence; I recognized his contemplative
The Hurshuka mindset places devotion to the land - and
Ala'k especially - above almost any other aspect of life, stop-
mood. He looked out the viewscreen as stars streaked by. 32
"What's the point? Of all this, I mean. How does what we
pingjust short of self-preservation (although there have been
many Hurshuka marryrs who have died for environmental
do change the cycle? Do we all not close our eyes and die 33
someday? Are we all not hatched from the same eggs t I
duties). To a Hurshuk, there is literally nothing better than didn't correct him, and he continued."What's the best we 3<q
Ala'k. can find out there? Another swamp? A better one? I was
This attraction seems to be more than social pressure; born in a swamp; I can't do any better than that:' 35
Hurshuka have a genetic - orperhaps metaphysical - attach- He closed his eyes and quivered slightly. As I left his
ment to their area of hatching. Although they have free will cabin, I noted that his thermostat had been bumped to 36
to leave this "Ala'kale" ("Personal Paradise"), their desire for 15 degrees Celsius; I adjusted it back to 30 and left; I
progeny becomes a longing at about the mid-point of the knew he'd probably be less gloomy soon. 31
middle "Rarrak" stage of life; if ignored, this feeling becomes
a deep ennui, which stays with them until well into their final 3B
"Er-Crik" stage. If this call is heeded, they are most satisfied in, ufriends with whom you would be content to spend the rest
to find a mate within 50 kilometers of their hatching. During of your days wallowing in the mud"). 39
this process, they may need to fight and incapacitate others The Hurshuka followed a somewhat arypical evolutionary
of their own gender; males and females alike struggle for timeline, emerging from the waters ages ago, quickly evolving to
superior mates, especially if they themselves are superficially sentience, and then staying more or less the same. Some believe
less than desirable. Afterwards, the female lays between three this is based in part on their natural metaphysical abilities; why
and 10 eggs several weeks later - in a warm area of mud she develop, say, a telecommunications grid - which will have an
chooses - and most of them hatch within a year (which lasts ecological impact and could disruptAla'k - when you can reach
306.5 days). The female and the male remain in the broad area your mind out to anyone you would want to talk with?
until the eggs have hatched, fending off predators or threats The Hurshuka expanded off-world about two centuries
as necessary, although there isn't a constant watching over the ago, after a disastrous first contact. A landing party from an
nest as in some species. Since the female and male can move expansionistic megacorporation found Ala' k, and they believed
on after their union but before eggs are laid, it is possible for the unclothed, slow-moving lifeforms who didn't show any
offspring to have a different homeland than their parents. In inclination in talking to be unintelligent. So when they started
face, it's even possible for them to have a different homeworld; chopping down random trees and setting encampment fires,
in recent generations, some females have gone off-world to the Hurshuka's rage was as unexpected as it was fierce.
other planets, resulting in Hurshuka who feel the Ala'kale Standing over the invaders' corpses, the Hurshuka decided
attachment for some world other than Ala'k. The existence that they needed to adapt and move outward to the stars. They
of Hurshuka who do not feel as strongly about Ala'k as the did so grudgingly and not without great regret. Their logic
rest is a cause of some concern, and may prove divisive within was that, if they did not become involved in the interplanetary
a generation or two. community now, on their terms, then they may need to deal
This compulsion to pass on the genes strikes some as with others who would come to Ala'k later.
unusual, because Hurshuka have almost no attachment to The Hurshukaelevated themselves technologically - using
family otherwise. They do not have a concept of marriage, the captured vessel as a springboard - from spears to space-
although two Hurshuka who enjoy each others' company might ships over the next five decades. Their metaphysical abilities
opt to remain around each other for decades or even life. They helped, since much of the research had been done previously
51
do not stay with their offspring after birth, and they find the
concept curious when pressed."If Ala'k wanted others to care
on a theoretical level centuries past. Even so, the Hurshuka
are rare in both the speed of their ascension and by the fact
52
for us after hatching, she would not have given our new bodies
an impenetrable shell and surrounded us with an abundance to
that members of their species are still alive from their pre-
industrial era.
53
eat. What can we as individuals do for a new life that Paradise For the most parr, the Hurshuka are fairly peaceful and
cannott'This abandonment (as other races call it) results in a content to leave others alone. However, they have a curious
species with a very strong self-sufficient streak. biological trait - one that wasn't discovered until they trav- 55
Although Hurshuka do not have families, they still know the eled to other worlds. The Hurshuka are cold-blooded and
value and importoffriendship; in fact, given their cenwries-long remarkably sensitive to changes in [emperatu reo In cold climes 56
lifespan, they can have thousands of people that they consider - those below 20 degrees Celsius - Hurshuka become
"friends;' with a hundred or so that they call "mud-friends" (as remarkably morose, sluggish, and almost suicidally depres- 51
5B
Accessing: 06 Space Aliens.1 > Homosapients
NOles: Hiring a Hurshuk errand runner. S9
29 sive. In environments above 32 degrees, they become manic and grand villages make up continents (of which th ere are four
and much more prone to anger and violence; they also move anAlak). The leader of a village is basically whoever wants the
3D around much more rapidly (at least, for a Hurshuka), because hassle; if more than one candidate wants the position, then a
they are trying to "fan" away excess heat. Outside their tem- winner is sorted out using ritualized combat akin to the clashes
31 perature ranges, their metaphysical abilities also become much during the urge [0 mate but with less hormones. If there is no
Entertainment 55
Hurshuka enjoy a wide variety of 57
activities, although few of them are ter-
ribly active. Basking outside in the sun 58
or mud, eating foliage in different combi-
nations (the closest the Hurshuka have to S9
Accessing; 06 Space Aliens.1 > Homosapients
60
NOleS; The Hurshuka know it. 51
31 reserved when there is no other way. Even pre-
existing technology that's entirely ala might
32 be converted by an uncomfortable Hurshuka
into alm'ola, such as adding a leather cover to
33 a metal-and-plastic hand computer.
3"? Most devices in D6 Space are "ola" by
default. Devices that are fully alm (or devised
35 as fully aIm) are somewhat more fragile (and
thus more likely to break on a Critical Failure)
36 and usually more expensive ( +5 to price difficulty
- or double the credits - anywhere except
37 Ala'k) bur are much more difficult to detect
mechanically (+10 to any sensors rolls to find
38 the device). Devices that are alm'ola are slightly
more expensive than ola ( +3 to price difficulty
39 -75% more credits - anywhere except Ala'k)
but are easier to detect than aIm equipment ( +5
to any sensors rolls to find the device).
N oruk'alm : This is a Hurshuk net, composed
of a type of vine that reacts with body heat. When
thrown on a warm~blooded opponent, the vines
constrict, binding the victim tighter and possibly
causing damage. A noruk'alm has a damage
rating of 4D but does not actually deal any
damage normally (see the "Entangling" rules
from page 82 of rhe D6 Spare Rulebook for
more information). This is a weapon that
"?5 favors the skilled, such that any excess in
a Hurshuka's throwing roll is added to this
I J~t~!!!!!!!!!!!!!!!~~~!~?~~ prob~
ably means
damage the Hurshuka
(a Critical Failureentangled herself).
on a failure
If a noruk'alm has a damage total greater than
"?8 16, then any amount greater than 16 is applied as
act ual damage if the victim has been struggling or is
'19 spaceships with the express purpose of mingling among the
stars. As such, they could pick and choose their developments,
exceptionally warm. This damage is dealt with the same as
any other weapon. When the victim calms down or lowers
eschewing many advances (such as most entertainment inven~
50 tions) in favor of those that advanced their ultimate goal.
its temperature, the vines relax, allowing it to be unentangled
and reused. Noruk'alm are notoriously difficult to weave and
57 The technology ofthe Hurshukahas three broad classifica~
tions: alm, alm'ola, and ola. These translate to "the great;"'the
as such are fairly rare. Cost: Difficult (2,873 credits).
Peratolk'ahn'ola: A peratolk'alm'ola is a Hurshuk hand
52 fair (or middle of the pack);' and "the least:' The classification scanner, made from organic and inorganic parts. It requires
refers to the means used to make the device. AIm devices are the user to have metaphysical abilities, off which it draws its
53 those that are entirely natural, biological, or organic in nature. power and provides feedback; it doesn't have a viewscreen,
Alm'ola equipment comprises of a mixture of organic and but rather pulses its findings back through the metaphysical
5 '1 inorganic material, and ola technology is entirely inorganic channel. It adds + ID to sensors and + ID to sense rolls (the
or unnatural. latter only to gain information, not to change or influence).
55 For example, the Hurshuka word for "spear" is "hurft:' A Cosr: Difficulr (2,542 credirs).
hurft'alm is a spear that is little more than sharpened wood,
K ale'sh uk'alm'o la: Those Hurshuka that must spend any
55 perhaps fire~forged, with hard shells, bark, or a small sharpened
amount of time on chilly or steamy worlds prefer to wear a
stone serving as the tip. A hurft'alm'ola might have the same
specially designed dimate~control suit, called akale'shuk'alm'ola
57 wooden shaft, but with a forged metal tip; conversely, it might
("personal hybrid shell"). This suit filters the air outside the
have a sharp stone tip that's attached on a metal pole.A hurft'ola
S8 is entirely unnatural, perhaps consisting of a reinforced nylon
suit, purifying it slightly and warming or cooling it to a more
breathable temperature. The garment also keeps the occupant
pole and a ceramic tip.
59 As the names imply, the Hurshuka vastly prefer to work
at a more comfortable temperature. Although it allows the
Hurshuk to easily overcome its cold~blood nature, it restricts
with aIm or alm'ola as much as they can, with oia technology
50 finger dexterity (increasing the difficulties of tasks requiring
51
Accessing: 06 Space Aliens.1 > Homosapients
52 NOles: Languages wit h compound words
fingers by + 3) and limits hearing (increasing difficultie's of Agility 2D 32
hearing-related actions by +3). Cost: Easy (1 10 credits). Mechanical 20: sensors 30 33
Hurshuk Personal Space Vessel Strength 2D
Specially climate controlled, this one-person vessel- called Knowledge 30+2: aliens 40+2, bureaucracy 40, cultures 3"1
a twee'crik'alm'ola ("baby hybrid flyer") - can transport its 4D,languages 4D, scholar 4D+2
passenger to many nearby systems at a leisurely pace. Its bridge Perception 40+1: bargain 50, command 40+2
3S
and sleeping area are combined with hydroponics gardens to
give the passenger the comforts of home. In addition to the
Technical 20 36
Metaphysics 20: sense 30
hydroponics, it offers enough food to feed one Hurshuk for
five months (or a smaller humanoid for 10). All instruments Strength Damage: ID
37
on are the Hurshuk scale, so they can be difficult for smaller
beings to operate.
Move: 2 (walking)/4 (swimming) 38
Fate Points: 1 Character Points: 3
Crew: 1 Hurshuk Body Points: 16 Wound levels: 3 39
Passengers: 0
Disadvantages! Achilles'Heel: Metabolic Difference (R3),
Life-Supporting Modules
must eat twice as much vegetation as normal and gets ill when
'10
standard bridge (4 areas, 2 tons, 0.4 eu, 100 cr) with +2
eating meat - the more meat, the more ill; Employed (R2),
comm, medicine, navigation, piloting, and sensors upgrades (5
to the Hurshuka; Enemy (R2), enemies of those he has made
"1 1
eu, 3,000 cr) and pilot autofunction program (15 eu, 8,000 cr,
treaties with; Hindrance: Atypical Move (R3), swimming "1 2
3D each in piloting and sensors), combined with lone-person
Move of 4, walking and climbing Move of2, and no jumping;
room (10 areas, 5 tons, 1 eu, 500 cr) and hydroponics (8 areas,
Quirk (R1), homesick, -1 to social rolls when reminded of
4 tons, 0.8 eu, 800 cr)
home; Quirk (R3), cold-blooded, so changes in temperature
Cargo Modules; none
affect mood and health
Life-Support Supplies: food storage (2 areas, 1 ton, 1 eu, 20
Advantages: Authority (R2), able to make binding contracts
cr); standard food (1 Hutshuk/ 5 months, 1 tons,1.000 Ct);
and treaties for Hurshuka: Contacts (R2), friends on various
atmosphere (supplied by hydroponics)
worlds; Size: Large (R1), scale value 3
Weapons
Special Abilities: Longevity (Rl); Natural Armor: Shell
1 laser cannons (3 areas, 4 tons, 11 eu, 9,800 cr, forwardl
(R2), + 20 to damage resistance total
rear/port/starboard/up arcs, range 3/12125, damage 4D)
Equipment: peratolk'alm'olahand scanner ( + 1D to sensors
In-System Drive (7 areas, 7 tons, 15 eu, 5,500 cr)
and +10 to sense rolls to gain information only); cred-key
Move: 5 (space), 250 (atmosphere, 750 kph)
Maneuverability: ° on chain «1 8
Int erstellar D rive: 0.5 (7 areas, 21 tons, 50 eu, 26,000 cr);
backup: none
Hurshuk Package '1 9
Total creation point cost: 2
Total Energy Requirements: 85
Power Plant: 100 energy units generated (8 areas, 13 tons,
Total defined limit cost: 2 skill dice 50
Minimums and Maximums: Minimum oflD in Metaphys-
l4,500 cr)
H ull Toughness: ID+l (18 tons, 7.500 cr)
ics, Maximum of 50 in all attributes (including Metaphysics, 57
at character creation only)
Atmosphere Capability: streamlining (9 tons, 3,500 cr)j
landing gear (7 rons, 2,625 cr)
Disadvantages: Achilles' Heel: Metabolic Difference (R3), 52
must eat twice as much vegetation as normal and gets ill when
Armor: +3D (23 tons, 22,500 cr)
Shields: 0
eating meat - the more meat, the more ill; Hindrance: Atypical S3
Move (R2), swimming Move of 6, walking and climbing Move
Total Tonnage: 130 Scale: 16
of 3, and no jumping; Quirk (R3), cold-blooded, so changes S«1
Total Area Units: 41 Length: 7 meters (spheroid)
in temperature affect mood and health
Total Cost (new): 107,345 credits/Price Difficulty: 31
Advantages: Size: Large (R1), scale value 3 S5
Example Hurshuk Special Abilities: Longevity (R1, cost 3); Natural Armor:
Shell (R2, cost 6), +2D to damage resistance total 55
Rarrak'lk'lk ("Second Hatched of the Second Moon") is a
Notes: Hurshuka armor continues growing throughout
200-year-old Hurshuk who was compelled by his grand vil-
their lives. As such, it's possible to purchase additional ranks
57
lage leader to become an off-world scholar and diplomat. He
of Natural Armor: it's not uncommon for elders to have six
hates his job, but he does it for the greater glory and honor of
ranks in rigid plating. Likewise the Atypical Movement varies
58
AIm-Hure. Rarrak'lk'lk is in the middle of the mating phase
across individual Hurshuka; although two ranks is average,
of his life, so he often feels the urge to return to Ala'k and pass
it can be as restrictive as four ranks (swimming Move of 2
S9
on his genetic information to another generation: this makes
and walking and climbing Move of 1) or even nonexistent
him fairly edgy and irritable. Nevertheless, he's good at his
altogether (normal move) ... although such a speed demon
60
job and travels from world to world maintaining cordial but
distant relations with many other species.
would be an anomaly. 67
Accessing: 06 Space Aliens.1> Homosapients
52
NOles: are toughformout ht onguespeech. 63
33
3"1
Accessing Homosapient Species File _
35 loothvo their skinny frames do not require the metal framework that
their inner-world brethren possess.
36 The Lonthyn are an unusual race, in that they are actually
two distinct races. Although sharing a common ancestry - one Homeworld
37 that diverged very recently, given normal evolutionary time
scales - they are separate yet interconnected. Outsiders label
The Lonthyn homeworlds orbit a yellow star they call
Lontellae - literally, "the Conqueror of All:' The inner-most
38 Lonthyn as "inner world" or "outer world" members of their homeworld was first called Ela ("Here"), and it's from this orb
species, referring to whether the Lonthyns ancestry hails from that life originated within this system. Ela was, in many ways,
39 the homeworld closer or farther from the sun. However, true an idyllic water world, with islands and small land masses
Lonthyn never make such distinctions. Regardless, as a whole dotting the 10% of the aquatic surface. Ela is close enough to
they have a ruthless outlook on life, and they steep themselves Lontellae that the climate was mostly temperate or warm for
as a race in the pursuit of military conquest. eons. However, about a millennium ago, the Lonthyn learned
to conquer the land. With this industrialization came heavy
Phvsical Appearance pollution and mass extinctions. After a lengthy war among
The Lonthyn homeworlds are very low in gravity, so that themselves - mostly utilizing horrific weapons - the Lon-
over the millennia, their bodies have adapted and changed to thyn realized the error of their ways and set about radical
be best suited for this condition. All Lonthyn have humanoid reconstruction efforrs under a unified government to heal
bodies, but their features are elongated and slender; their long, their world (to the best of their abilities, at any rate). Shortly
sleek fingers quiver when they gesture with quarterstaff-like after this effort began, the Lonthyn discovered interplanetary
arms. At about 90 kilograms, a Lonthyn's mass is similar to travel and colonized their nearest neighbor. This world, Aela
most humanoids, but at three meters tall, they tower above ("There"), was quickly settled, serving as a backup plan if efforts
many species. Females tend to be slightly taller, while males to restore Ela met with failure.
weigh a bit more on average. Their skin takes on a wide range Although possessing a similar gravity to Ela, Aela is a much
of tones, although light cobalt, ash, and brown are the most harsher environment; coldand bleak, with roughly equal quan-
common. Most shave off their delicate, thin hair. tities of dry land and water (which spends most of the year as
Probably the most telling aspect of which homeworld a ice). The colonists quickly adapted, however, and within a few
Lonthyn hearkens from is whether or not she wears leg and generations, they had tamed their new planet almost as well
arm braces. Any world with higher gravity than the Lonthyn as they had changed themselves.
.qg homeworlds requires great effort to set foot upon, let alone The two subspecies tend to keep to their respective home-
maneuver, for inner-world Lonthyn; the braces provide their worlds, out of comfort rather than any legal pressures. Besides
50 delicate bodies with support and protection necessary for their two homeworlds, Lonthyn have an extensive galactic
them to act. Outer-world Lonrhyn, however, have been bred empire, with many worlds across various systems; on these
57 and engineered to survive normal gravitational conditions, so worlds, the two subspecies mingle and work together as one
- while subjugating any race
52 already there. The Lonthyn
11111111111 enjoy being in space, either
53 aboard ships or aboard stations,
s .q because they can adjust the
gravity to be more akin to their
own world. Their cities tend to be
SS towering megalopolises, glittering
56 with the promise of construction
and conquest. Their residential
57 areas are much more personal,
with large sections dedicated to
58 art, personal enlightenment, and
recreation.
59 Society
50 The Lonthyn who
colonized Aela originally
51 remained within shelters, pro-
tected from the elements, wicked
52 winds, and fierce predators. But
i
die
Disadvantages: Nutri ~ 56
tional Requirement (R3),
chemical and nanotechnical
S1
"cocktrul" with failure to take
dailyresultingin ~5 to damage
5B
resistance totals plus 10 dam;
59
age total cumulative daily; r"':~~l
Quirk (R2), paranoid
- ;2 to all social interac ~
60
tion totals in situations
involving not distrusting
67
another
Advantages: none
62
Special Abilities:
Fast Reactions (Rl. cost
63
3). + 10 to initiative rolls 6~
and one extra action per
round thrice per adven ~ 65
ture; Hypermovem ent ( R2,
cost 2), +4to base Move; N atural 66
Hand~to~HandWeapon:NanQ[ech~
61
Accessing: 06 Space Aliens.l > Homosapients
5B
NOles: Making them satisfying to hunt 69
39
'10
Accessing Homosapient Species File _
Malcharans Unfortunately, all is not wine and roses for those who
receive the gifts of science. While cutting~edge cybernetics
A fascination with the mechanical has transformed the often function worry free for those that can afford them,
Malcharans into race that sees the basic humanoid form merely others are not so fortunate. Many recipients of implants face
as template meant to be improved by any means necessary. deployment in high-risk arenas where life expectancy is low.
The lucky survivors of these conflicts often run into problems
Homeworld when returning to civilian life because corners were cut during
The planet Malchar's nightmarish atmosphere is awash installation. These poor souls spend a good deal of their time
with a red~orange haze as the light from cracks in the mantle petitioning their home governments for replacement surgery
filter through toxin' rich skies. Caustic billows of smoke greet to correct flaws in defective, low -quality implants designed for
descending visitors as deadly vapors congeal into a smoglike a short lifespan. Sadly, many turn to crime in an attempt to pay
soup ofthick, sulfurous clouds. Peering past the haze reveals the for reconstructive surgery or as an outlet for frustration.
never ending collage of a metal'encrusted surface. This world, Back alley chop shops can also supply cyberware, but they
of all places, would seem to be devoid of organic life. produce cyborgs doomed to a life of misery. The lucky ones
'18 The universe however, continually confounds those who merely have their implants fail and deal with their infirmity.
accept it at first glance. Against all odds, life has firm grip upon Others endure the ongoing misery of cybernetics rejected by
'19 Malchar. The planet's history shows the environment's current the host body, illnesses caused by leaky systems, and malfunc~
state was engineered by those who embraced the machine in tion,induced injuries.
50 an attempt to augment their all,to,frail humanoid form, with
each passing generation drifting further from its ancestors. Entertainment
57 Malcharans toast the future of cybernetic enhancement and The cybersociety is home to many universities and has
drink deeply from the chalice of science. numerous graduates of great renown. Artists and musicians
5:Z The inhabitants ofthis mecha ~fetish world view cybernetics enjoy a unique perspective because they can enhance their
as a natural right for all sentient beings to possess, and they see work by tapping into the world's electronic resource network.
53 unaltered beings as unfinished canvases. Thus, the Malcharans Sporting events are extremely popular as even the most sophis,
have taken up the quest to spread their gift through known ticated beings need to let off frustrations. While this sates the
space. Their task is daunting because there are some who fear appetites of the masses, some crave more than mere games.
the would~be Prometheans. Those who refuse augmentation Criminals feed this desire by hosting secret bloodthirsty events.
55 are pitied and thought to be mentally flawed. Such battles are gory, death~strewn spectacles.
.q5
Technical 4D: computer interface/repair 4D, exoskeleton
repair 4D, personal equipment repair 4D, security 4D
Example Malcharan Cybernetics
cyber~ear: Enhanced Sense: H earing (R1), + 2 to related
Metaphysics 3D: channel 40, sense 6D, transform 5D
.q5 Strength Damage: 10
skill rorals, with Cybernetics (R1 ), installation difficulty 20,
cost 20 (20,000 credits)
.q1 Move: 10 cyberhand: Enhanced Sense: Touch (R1), +3 to touch-
Fate Points: 0 related skill totals; Extra Sense (Rl), + 10 to search and
.q8 Character Points: 2
investigation rolls when attempting to detect flaws in stonework,
crystals, etc.; both have Cybernetics (R1); installation difficulty
.q9 Body Points: 16 14, cosr 14 (14,000 credits)
Wound Levels: 3 cyberheart: Endurance (R1), +3D to Strength or stamina
50 Disadvantages: C ultural Unfamiliarity (R2), never setdes when performing taxing physical tasks, with Cybernetics (R1 ),
long enough to become familiar with aculrure; Prejudice (Rl), installation difficulty 21, cost 21 (21,000 credits)
51 viewed with loathing by non · M craphysical Malcharans eyberleg: ra:orleg (per leg): Hypermovement( R1 ), Natu-
Advantages: none ral Hand-to-Hand Weapon: Razor-Edged Foot (R1 ), damage
52 Special Abilities: see cybernetics in equipment descrip- + 10; all Special Abilities have Cybernetics (Rl); installation
tion difficulty 18, cost 18 (18,000 credits)
53 Equipment: torso dermal plate (Natural Armor (R1), + 10 cyberleg: spikeleg (per leg): H ypermovement (R1),
to damage resistance rolls, with Cybernetics (Rl»; pouch of Natural H and-to-Hand Weapon: Foot Spike (R1 ), damage
5.q +10, all Special Abilities have Cybernetics (R1 ); installation
difficulty 18, cost 18 (18,000 credits)
55
55 ~ ~G~~e!!!~!!!!!!!!~~~~!~~,,-~CYberiUngs: Natural
(R1), damage 3D,Ranged
range Weapon:
5110 / 20,Breath
with
Restricted (R1 ), damage used as Strength to
determine knockdown only.. and Cybernet~
51 ies (R1), installation difficulty 22, cost 22
(22,000 credits)
<:ybernose: Enhanced Sense: Smell
eRl), + 3 to s<:e n t~ relatedskill totals, with
59 Cybernetics (R1), installation difficulty 20,
cost 20 (20,000 credits)
60 cyberscream (throat): Natural Ranged
Weapon: Sonic Scream (R1 ), damage 3D,
51 range 5/ 10/20, with Cybernetics (R1), instal-
lation difliculty 18, cost 18 (18,000 credits)
52 cybertail: Nat ural Hand~to~Hand
Weapon: Tail (R1), damage +10, with
53 Cybernetics (R1), installation difliculty 12,
5.q cost 12 (12,000 credirs)
cultures scholarchip: cultures 5D ; cost
55 90 credits
meditations scholarchip: Iron Will (Rl),
55 + 1D to willpower rolls and +2 to interaction
difficulties against user, with Restricted eRl ),
51 may only be used with scholarchip reader;
cost 100
58 philosophies scholarchip: cultures: phj~
losophies 50; cost 90 credits
59 torso dermal plate: Natural Armor
(Rl ), +10 to damage resistance rolls, with
10 Cybernetics (R1), installation difliculty
13, cost 13 (13,000 credits)
11
12
13 AccesSing; 06 Space A1lens.l > Homosapients
1<q Notes; Flee jealous Malcharans.
Accessing Homosapient Species File _
Mareens Homeworld .q5
Mareh is a planet shrouded with a thick layer of carbon
Few individuals have ever hada chance to meet aMareen face
monoxide and ammonia, making it an intolerable climate for
to face. Instead, they know Mareens as a robotic or cybernetic
most creatures. However, below that deadly layer lies an almost
race that has done its best to meld into humanoid society.
planet~wide ocean that's teaming with life.
For most, a Marcen is simply a walking hunk oflorica. Near
the top of its crablike head are two glowing eyes that change
The ocean and the noxious gaseous atmosphere are
separated by a Hoating seaweed jungle that covers most of
.q g
colors as the being tries to express thoughts and emotion. Its
the water's surface. The seaweed expels oxygen into the water,
voice is a stilted mechanical recording. These two inhuman
which allows Mareens and the multitude of other creatures
50
aspects of the Marcen often make it difficult for it to under-
of Mareh to thrive.
stand and be understood by other races.
Though most of Mareh is covered with water, there are
51
Inside the shell suit's the real Marcen - a fishlike alien of
hundreds of island chains across the planet. These islands
amazing intelligence and technical prowess. The "shell suit" is
serve the Mareens as bases for interstellar travel, commerce,
52
in fact a protective exoskeleton built by Mareens for Mareens.
and temporary off~worlder accommodations. All islands are
The most typical Mareen exoskeleton has a humanoid shape,
considered the sole property of the citizens of Mareh.
53
but other varieties with different functions are designed in the
appropriate form. The humanoid shape is so popular because
The polar ice caps ofMareh, with their permanent ice sheets, 5 .q
have been deemed free~enterprise zones, where off~worlders
most members of interstellar society are humanoids and such
a shape makes interpersonal interaction easier. The earliest
can settle, conduct business, and maintain permanent domed
residences. These areas, though monitored by Mareen authori~
S5
exoskeleton models looked more like Terran fiddler crabs.
ties, are ruled by the off~worlders as they see fit. These free~ 56
Phvsical Appearance enterprise zones have created thriving settlements on both ice
Retail pricing E (5,000 cr) VD (7,000 cr) This device helps calculate the worth of an
12
monitor Add unique design object. +1D bargain attempts.
and additional + 1D to
13
bargain bonus.
1.!1
Furniture E (500 cr) VD (1,000 cr)
Add unique design. 15
Trinket VE (35 cr) E (200 cr) 15
Add unique design.
17
Accessing: 06 Space A1iens.l > Homosaplenls
18
NOles: Must not think of drawn butter. 19
"19
50
Accessing Homosapient Species File _
51 Pberro their tongue. Pherro often have their mouths open and their
tongues hanging out, giving them a somewhat lovably dopey
52 Pejoratively known as dog~ or wolf~men, Pherro possess look. In times of crisis, though, they often clench their jaws and
a canine appearance, a strong devotion to their concept of a grit their teeth in total concentration, giving them a tendency
53 "family pack;' and a tenacity that makes them valuable allies. to overheat. Pherro also love swimming in open water, which
cools their bodies.
5 ,,;; Phvsical Appearance
Pherro have humanoid bodies dominated by canine char~ Homeworld
55 acteristics. These primarily appear in the head, which sports Pherro hail from Shaphast, a world with varied terrain where
a snout tipped with soft, black nostrils; furry skin; pointed the species evolved into the dominant lifeform. Communities of
S5 ears; mouth filled with teeth well-suited to a carnivore; and Pherro settled among the plains, forests, and hills where they
dark, gende eyes. Their paws have evolved into five-fingered developed a society that raised herds of kava am, domesticated
51 hands, though their feet are still soft-padded paws. A Pherro's creaturescultivatedfortheirwoolandmeat.Shepherdsledherds
ears and tail often exhibit the individual's mood: upright ears to pasture, keeping them together and guarding them against
58 and wagging tail indicate affability; while flattened ears and a other predators. Settlements formed at thenexus between many
lowered tail signify hostility toward a perceived threat. They're rich grazing areas, with paddocks for community herds, large
59 particularly well known for their keen senses. dwellings for family packs, and subsidiary support structures
Individuals vary gready in appearance. Fur differs in length for weaving, storage, and light industry.
60 and coloration, from short to shaggy or long coats and fur Pherro technological advancements focused on rheir herd-
of a solid earth-tone color to coats of blotchy colors (white, ing economy. Primitive Pherro relied on their natural weapons,
61 brown, black, reddish-brown). Like other species, Pherro rarely teeth and claws, to fend off predators. As they advanced, Pherro
neglect their personal hygiene and take particular care to groom developed artificial weapons for defense. Theypioneered build-
62 their coats. The fur is frequently indicative of an individual's ing techniques and fabricated new substances to construct
wellbeing: Healthy Pherro have shiny, well-groomed coats, homes and herd sheds to withstand different environmental
Ed while those afflicted with physical or even mental disease have conditions, allowing them to house herds in new territory.
matted fur or patches of mange. Pherro herbalists and physicians researched ways to improve
Pherro cannot effectively cool their bodies by sweating their own health and that of the kavaam. Engineers created
through their furry coat. Instead, they perspire through their sophisticated looms to weave kavaam shag into fabrics of
65 foot-paws and hands, and cool their body temperature with varying textures.
By the time off-worlders made
56 first contact, the Pherro maintained
quite an advanced society. Although
61 they hadn't developed their own
form of space travel, they
68 had communications grids,
70 Entertainment
Spontaneous play and
71 entertainment help foster the
calm attitude characteristic
72 of Pherro. As an easy-going
people. they particularly enjoy
73 social games. Family pack
7'1 pups play in massive groups,
engaging in games that pre~
75 'r;;~~~pare them for adult life. They
, pretend they're herders
76 seeking lost kavaam, or
starship travelers visit~
17 ing distant ports and
strange, faraway plan~
78 ets. Adults play a num~
ber of board games
79 whose components fold
or roll up for easy storage
80 or transport. They also
maintain a rich storytell-
81 ing heritage and play music on a
variety of instruments collected on
82
83 Accessing: 06 Space Aliens.1 > Homosapients
BC1 Notes: I don't know how I'll replace her
their travels around the galaxy. Pherro do not engage in any 5<1
leisure activity without including as many other members of Other Pherro Roles _ 55
thei r family pack as possible. Not all Pherco conform to the pastoral herder or wan~
59 Economv Dome, the principle ruling body for Razithar concerns. Here
The entire Razithar economy depends on conducting trade they set standard trade policies, sanction those who work
with other markets t hroughout the galaxy. They do not pro~ against their profitable activities, and prepare strategies to
60 duce any bulk commodity of such value to sustain profitable better solidify their hold on the overall galactic economy. Most
67 sales, but they excel at buying, selling, trading, marketing, and
transporting other people's goods to viable markets.
decisions rely on data compiled by the Exchange, which moni-
tors all trade activity among the corporations. The assembly
52 The principle shipping corporations maintain their own elects a triumvirate of chief delegates to act as representatives
to both Razithar and off-world concerns in all political and
warehouses, docking facilities, merchant fleets, security forces,
Ed and administrative offices. Most specialize in dealing with economic dealings.
particular commodities or conducting trade in specific regions
6 '1 of space. Central offices on Murrg control overall operations, Merchant Fleets
A profitable economy depends on an armada of armed
65 merchant cruisers transporringand disseminaringgoods among
More than Merchants_ different markets. Each Razithar corporation maintains its
65 Changes in galactic politics and variations amongindi~ own fleet, which they deploy singularly, in pairs, or as convoys
viduals or factions can create Razithar wit h an emphasis depending on their territory and cargo.
67 other than mercantile. Merchant cruisers form the backbone of any company's
Razithar go to great lengths to protect their economic fleet. These massive vessels carry enough cargo space, armor,
68 interests. Merchant cruiser crews and shipboard marines shields, and ordnance to transport and defend valuable freight.
serve both as traders and soldiers. In times of war, they A cruiser's staffhelps it stand on its own, especially in unknown
69 form the first rank of defense. A galactic conflict could or hostile territory. The crew includes spacers necessary to
easily spur an increase in cruiser production and Mer~ operate all the craft's systems, negotiators and analysts, load;
10 chant Academy graduates eager to join the fight. Razithar ers and cargo handlers, marines and infantry, and at least one
security personnel receive training to deal with many adjudicator from the Razithar Equitable Court.
77 situations, from guarding facilities and escorting cargoes Support vessels such as tenders, maintenance hulks, snub
to aggressively sabotaging and even openly combating
figh ters, and shuttles all ensure the protection and smooth
trade rivals. operation of the cargo cruisers. Some operate out of enclaves
used as merchant cruiser bases. Others. particularly fighter
73 Merchant fleets typically ply established space lanes
and call at ports where they can buy and sell valuable craft and some shut tles, occupy docking bays in the vessels
commodities. Occasionally they set out on expeditions themselves.
into uncharted territory to explore new routes and find Most cruisers operate from enclaves established throughout
the galaxy by Razithar corporations, They follow routes that
75 new consumers. They undertake such surveys with the
same fervor that they pursue any potentially profitable allow them to maximize their profit by purchasing commodities
at low costs and selling them on other worlds where increased
76 endeavors. Such explorers do not care much for unin ~
habited worlds or those with rich natural resources; they demand brings higher prices. Some companies specialize in
seek ready markets for goods, and sources of finished trade routes across several sectors to diversify their salable
commodities to trade elsewhere. merchandise. Cruisers plying more remote regions deal in
78 Although the existing Razithar economic structure many different commodities, bringing a wide range of goods
to planets that have little regular contact with freighters from
borders on the criminal, some shipping corporations,
79 trading enclaves, or merchant vessels may actually operate any galactic power.
A few merchant cruisers operate as privateers, preying on
as truly illegal enterprises. Renegade companies with no
80 representation in the Corporate Dome might go into busi~ freighters of unfriendly t rade competitors, Disabling and loot;
ing other cargo haulers provides the bulk of their merchandise
ness for themselves, without the backing and protection of
81 a species~wide government. Other legitimate businesses for sale, though such traders prefer dealing on backwater worlds
could front subsidiaries dealing in criminal activities to or with crime syndicates that have vested interests profiting
82 boost their profits in lawless regions of the galaxy. from pirate activity.
83
The Razithar do not encourage sedentary contem;
plation of the arts, philosophy, and knowledge, for such
laws and Customs
activities yield fewprofits. Only those few sages who focus The Razithar legal system and social customs reflect the
B'1 on economic theory and the politics of greed receive any species' emphasis on acquiring wealth and actually encourage a
degree of respect; even then, their continued existence redistribution of assets to maintain a healthy financial state.
85 relies on how well their philosophies and theories increase A labyrinthine code oflaws punishes thieves of all degrees,
their patrons' wealth. places a value on all manner of possessions (even one's time),
85 prosecutes those who harm other's assets, and discreetly
B7
Accessing: 06 Space Aliens.1> HomosaPients
BB Noles: The c ase just f ell apart!
rewards ambition. As a general SB
guide, anyone who accidentally
or unjustly takes, damages, or
59
destroys another's property
must pay a fine. Individuals
60
often resolve their own petty
disputes; someone who acci~
57
dentally damages another's
personal vehicle offers to
52
pay for repairs, downtime,
and overall inconvenience. Local
63
magistrates and ultimately the 6 '1
Equitable Court and its agents
enforce laws against greater 55
offenses (above and including
minor infractions). The court 65
assigns liaisons to each Razithar
shipping corporation and magis~ 61
trates to every civilian settlement
district. 58
All violations - even trea ~
son and murder - incur fines, 11111111111 69
though the local magistrates
and even the Equitable Court 10
impose doubled penalties against offending foreigners (Thus, the only godof a populous, primitive pantheon to survive their
bringing more money into their economy). Those who can, ambitious mercantile evolution. The god takes the form of a 17
not pay the requisite fine risk agents of the Equitable Court short, obese Razithar wearing elaborately gaudy clothes, his
seizing their assets to pay. Serving prison time or executing arms outstretched, his claws clenching fat bags of money, and 12
egregious offenders does not generate income and often costs his face sporting a leering smile of victory.
the government money, so those committing capital crimes The god's sneering face likewise decorates the surface of
or who are unable to pay the fines are stripped of all posses- the Razithar internal currency, also called the Ziton, leading
sions, assets, and rank, and dumped on an obscure (if not many off-worlders to speculate that the Razithar have elevated
dangerous) planet. the goals of profit and wealth to holy status.
Even social customs emphasize acquisition of properry. Worship practices also merge deiry with currency. Most
Guests bring gifts for even the most trivial of occasions: ambitious Razithar keep small shrines to Zitonin their homes,
corporate meetings, friendly visits, family dinners, sporting often concealing vaults encasing their personal savings, prized 76
events, starport arrivals and departures. Offering a present, possessions, and important documents. Zitons statue presides
even an inexpensive token, shows one's respect for another and over most Razithar financial institutions, and his face guards
11
willingness to conduct cordial interaction. Most Razithar pride the imposing edifices of immense vaults. Although no official
themselves on having a stock of small gifts that represent their liturgy exists, worshipers keep sacred all laws and customs
18
personal interests, business associations, political leanings, or pertaining to accumulating, protecting, and increasing their
rank. Commonly offered souvenirs include ornamentaljewelry, wealth. Most public shrines provide places for supplicants to
19
candies, personal care items, holovid or music data chips,
perfumes, and small, personal electronic devices. As a point
offer prayers of request or thanks, and all contain offering wells
into which the faithful can cast small coins as gifts, reflecting
80
of honor, Razithar never conceal detrimental items (computer
viruses, tracking devices, poisons) within such gifts.
the Razithar custom of bringing gifts to those they visit.
Perhaps the most pervasive evidence of Ziton's influence
81
To refuse a Razithargift remains among the most direinsults
in the sociery (even greater than plainly derogatory comments).
- and Razithar's respect for him - comes in the traditional
parting phrase to wish others well: "May Ziton smile on your
82
Razithar often forgive common foreigners who remain ignorant
of this custom, and they have increased respect for those who
fortune:' B3
practice it. Officials dealing with high-ranking Razithar go to Entertainment 8'1
great lengths to find appropriately lavish gifts to encourage Accumulation remains a key theme in many Razithar
better corporate, political, and social relations. games and sports. Children prefer scavenger hunts and other 8S
collecting and trading activities. They create mock businesses
Religion and pretend to broker deals with orner groups of children. 86
The Razithar religion combines a degree of pious respect Their friendships even fall into a hierarchy much like a cor-
and their overall lust for profit. Officially they worship Ziton, porate structure. 81
Accessing:06 Space Aliens.1> Homosapients
BB
Notes: Located merchant - no refund?! 89
59 Adults find amusement in many t raditional ways: concerts, from negotiators to broker sales to loaders to handle cargo. A
holovids, grand parties and receptions, inspirational orators, and cruiser captain can also deploy a complement of soldiers ifhe
60 sporting events. Although the actual entertainment takes prece~ deems any of the ship's interests are in danger.
dence, most Razithar find such gatherings ideal opportunities The Razithar contract other species more notable for
61 to pursue their own profitable agendas and associations. their starship engineering and construction skills to build a
52 Razi thar particularly enjoy elaborate simulations, usually of
economic situations, but sometimes dealing with hypothetical
cruiser's basic hull. Other specialized suppliers install weapons
systems, computers, life~support modules, and other interior
components. Frequent rotation of assignments among con-
Ed political or military challenges. These occur through board
games or computer interfaces, against single opponents or coop- tractors ensures no one foreign company or government ever
erative groups. Many corporations sponsor such simulations, contributes exclusively to a particular system.
giving players parameters similar to problems management Although the Razithar have no massive srarship construc-
currently faces (as a means of cheaply acquiring new ideas). tion yards of their own, they perform final customization of all
merchant cruisers in their repair facilities. The characteristics
55 Technologv herein reflect the standard trade cruiser. Most corporations,
Although Razithar developed their own technology early and even individual captains, modify their vessels with add.i~
61 in their civilization, they've come to depend on equipment tional weapons, system upgrades, larger fighter complements,
from other societies readily acquired through their vast web and (in some cases) airlocks, tractor beams, magnetic grapple
68 of intergalactic trade. tethers, and loading bays specifically designed for plundering
cargo from disabled freighters.
69 Merchant Cruiser Crew: 10,000 (pilot, navigation, gunners, sensors, communica ~
These massive vessels form the backbone of the Razithar tion, repair, administration, loaders, and support staff)
10 economy. Traveling alone or in pairs and convoys, they trans~ Passengers: 1,000 (troops)
port valuable commodities among diverse markets. Cavernous Cargo: 200,000 cubic meters, including cargo bays, equipment,
11 bays hold freight, docking bays house defensive fighters and storage, supplies, and a squadron of snub fighters
cargo shuttles, and. shields, armor, and. ordnance protect the Life-Support Supplies: 3 years
12 entire craft. In-System Drive
Crews consist not only of pilots, gunners, systems opera- Mov" 6 (space)
13 tors, and engineers, but an entire corps of merchant personnel. Maneuverability: + ID
75 11111111111
16
17
18
19
80
81
82
83
8 <1
as
86
81
8B
gg
Accessing: 06 Space Aliens.1 > Homosapients
90 Notes: Negotiated refund with blaster.
Interstellar Drive Rating: 2 the shell of a hand comp that easily slips under the arm. The 50
Backup Drive Rating: 05 device has ports for interfacing with larger computers, exchangi
Weapons: ing messages with communications equipment, and reading
61
40 blaster cannons (10 forward are, 10 port, 10 starboard, information from scholarchips.
10 aft, gunnery bonus +2D, range 8/ 25 / 38, damage 6D) The device intentionally avoids any holographic display
62
10 tractor beams (1 forward are, 4 port, 4 starboard, 1 aft, capabilities to ensure privacy. Removable sound and video
gunnery bonus +2D, range 5/ 15/ 30, damage 6D) sensors enable users to easily record messages, while a collaps-
Ed
Hull Toughness: 5D ible screen shades information and messages displayed on the 6<q
Atmosphere Capability: None readout from unauthorized eyes.
Armor: +lD
Shields: + 2D
Tabulators have redundant security measures to prevent
unauthorized users from accessing sensitive data. To activate
65
Scale: 37
Length (approximate): 2,000 meters
one, the user must enter a customized clearance code, depress 56
a digit against a fingerprint-scanner, and draw a personal sigH
Tora! Cost (new): Not for sale on the touch~sensitive screen. Circumventing these precautions 67
requires a Heroic security roll. The tabulator automatically
Cargo Stasis Field records data (including time, location, and method) for every 68
Razithar scientists developed a form of stasis field to pre ~ unsuccessful attempt to access its contents. Price: Difficult
serve perishable commodities during transport. The device (3,354 credits). 69
generates an energy field that stabilizes matter and prevents
aging or cellular degradation. Merchants most often use these l'Vpical Razilhar 70
fields to store fruits, vegetables, Rowers, food, and processed Agility 3D+2: brawling 4D, dodge 4D, firearms 4D
meats during long freighter journeys. With uninterrupted Mechanical2D+1: gunnery 3D, piloting 2D+2 71
energy Row (usually &om a starship's in~system drives), a stasis
Strength 3D
field can preserve material for up to six months before natural 72
degradation begins, albeit at a slower rate. Knowledge 30+1: bureaucracy 30+2, business 4D
The field generator consists of 50 emitter disks each about Perception 3D+2: bargain 40+1, investigation 4D 73
one meter in diameter, arranged with half above and half Technical 2D: computer interface/repa ir 2D+2, security
below the space intended to store fresh merchandise. A control 2D+ 1
7<q
module outside the field's range allows the operator to initiate
Strength Damage: 2D Move: 10
or deactivate the device and monitor the condition of materi al
wirhin. The field generares a bluish light along its perimeter Fate Points: 0 Char acter Points: 2
that repels both energy and physical matter attempting to Body Points: 19 Wound levels: 3 75
penetrate it. It acts as an deflector shield when withstanding Disadvantages: Achilles' Heel: Cold (R3), take 1D in
damage; if any damage total exceeds 5D, the generator shores damage per round in temperatures below 15 degrees Celsius;
77
out and the stasis field d rops. Hindrance: Arrogance (R2), +3 to con and persuasion dif-
Merchants rarely use stasis fields to transport live commodi- ficulties
7B
ties (livestock bays are far more efficient). The scientific prin-
ciples behind the technology are not conducive to consistently
Advantages: none
Special Abilities: Extra Body Part: Tail (R1); Natural
79
reviving living creatures; beings coming our ofstasis must make
Heroic stamina rolls or sustain 10D damage from the shock
Armor: Scales (Rl), +lD to damage resistance total against
physical damage; Natural Handiro-H and Weapon: Claws
80
of their physiological systems attempting to revive.
The Razithar do not employ stasis fields on a small scale;
(R1), + lD damage; Skill Bonus: Business Sense (RZ), +2 to 87
bargain, bureaucracy, and business totals
since the science requires so much energy and space to safely
deploy, it becomes too costly. They do not readily share this Razithar Package 82
technology with others, though some examples of these
devices have leaked to other species through unconventional
Total creation point cost: 2 83
Total defined limit cost: 2 skill dice
channels. Disadvantages: Achilles' Heel: Environmental Incompat~ B<q
Engineers can install stasis field generators aboard stari ibility (R3), +1 modifier to difficulties per round exposed to
ships (25 area units/75 cubic meters, 25 tons, 25 energy units temperatures below 15 degrees Celsius; Hindrance: Arrogance B5
requi red, 9,000 credits) or in warehouse facilities, both with (R2), + 3 to con and persuasion difficulties
access to steady and strong power sources. Price: Very Difficult Advantages: none B6
(14,000) for freestanding unir with dedicated power supply. Special Abilities: Extra Body Part: Tail (Rl, cost 0);
TabulalOr Natural Armor: Skin (R1, cost 3), +1D to damage resistance B7
total; Natural Hand-to-Hand Weapon: Claws (R1, cost 2),
No Razithar merchant of any rank travels with out this + lD damage; Skill Bonus: Business Sense (RZ, cost 2), +2 BB
versatile personal data device. The tabulator combines the to bargain, bureaucracy, and business totals
functions of a comlink and media reader/ recorder within B9
91
Accessing: 06 Space Aliens.1> HomosaPients
92 Notes: New Taurid c rewer means ...
improved life on Arigadeen. But bad deals with exploitative 52
corporations brought ruin to their homeworld, and the Taurids Encountering Taurids _ 53
left in a mass exodus to seek new planets where their herds Most space~fari ng adventurers encounter Taurid mer~
could flourish.
Taurids currently lead three different lifestyles among the
cenary units fighting for a variety of patrons and causes. 5<q
Thesewarriors battle fiercely despite their mercenary busi~
stars. On wo rlds where they've found prairie territory, herds
live much as they did on Arigadeen, wandering to find food or
ness practices. In a Taurid warrior's mind, he's essentially 6S
fighting for funds to ensure a herd's survival.
settling near resource~rich areas where they can engage in light
industry. These communities face constant discrimination from
Those visiting more remote systems, especially ones 66
that h aven't been thoroughly explored, sometimes encoun-
the planet's other inhabitants, who don't like leaving massive
tracts of property undeveloped. Even herds colonizing unin~
ter lone Taurid scouts seeking new grassland worlds for 67
h erd colonization. Sometimes they precede migration
habited worlds cannot sustain a prolonged defense againstlater vessels that serve as base ships. 5B
settlers. Rather than face drawn~out confrontations - even Herd transports and any escorts maintain a good
with the aid of well~armed Taurid mercenary units - herds
pack up and take to the stars in migration ships.
rustancefrom non~Taurid ships. They broadcast warnings 69
that they regard any alien vessel approaching as hostile
At any time, about a third of the Taurid population inhabits and will open fire to defend themselves against anyone 70
immense migration vessels that transport entire herds from violating their transit space. Although they often look
one planet to another in their search for grassland sanctuaries like junk ships refitted with a hodge~podge ofparts, these 71
where they can live undisturbed. Converted from decommis~ transports sport gunnery emplacements and shields to
sioned military and merchant vessels, these craft- provide at protect the herd from space-faring predators. 72
besr cramped and temporary living quarters, with holds packed C haracters may also encounte r herds overrunning a
with harvested grasses and water to last the journey. H aving planecside landing facility while they repair their transport, 73
evolved in th e wide, open plans, the Taurids do not endure the gather food supplies, and bask in the open sky. These
confines of space travel well. Most can only last six months provisional settlements cover any clear spaces near land-
aboard ship - even vessels with vast spaces or simulated ing fields, with Taurids temporarily claiming the space as
prairie arcologies - after which they begin exhibiting various their enclave. No matter who really owns the land, the
destructive behavioral disorders. The Taurid claustrophobia Taurids forbid outsiders from entering the area 01' coming
and the eventual consumption of their supplies require these near their spacecraft unless they have official business in 76
transports to make port every six months to allow the herd helping to repair or resupply the transports. Bold Taurids
out into the open. They swarm through planetside landing often leave the sprawling encampment and venture into
facilities seeking open spaces where they can set up their the starport's other districts, where their gruff demeanor
shelters and grasslands where they can harvest food for the and intimidating presence inevitably spa rks conflicts with
7B
next leg of their journey. locals and transient spacers alike.
The final third of the overall Taurid people works as 79
mercenaries for perry warlords, crime syndicates, corporate
BO
dirty~works divisions, or anyone else who can afford heavy
muscle. These Taurids leave their herds, settled or migratory,
SocietY
to join units that fight for pay sent back to communities in
Tauridsociety revolves around the herd's survival. Whether B1
need. Th ese funds sustain the constant migrations necessary a Taurid serves as a mercenary, food~ gatherer, transport pilot,
to survive in a galaxy that consumes opens spaces where the or low~ranking family member, everyone contributes to the B2
Taurids settle. constant quest for new grassland worlds to setrIe.
Each h erd h as at least one mercenary unit working for it; Individual herds consist of extended family groups (though B3
larger h erds h ave several, each specializing in a different form some members may have left to join mercenary units), each
of combat. Females serve alongside males and receive respect appointing a lead member to a herd council that makes deci~ B"?
sioos for the community by debate and consensus. Each fam~
as seasoned warriors. Most Taurid soldiers~for~hire train on a
variety of equipment: infantry firearms, emplaced guns, heavy ily concentrates on a productive activity to ensure the herd's BS
prosperity, from gathering and storing food to maintaining
weapons, combat vehicles, to name a few. They eschew aU
melee weapons, preferring to maul with their horns in close the herd's vehicles. As a people th ey don't manufacture much 86
worth exporting.just the goods they need to remain relatively
combat. The more infamous Taurid units include Kavaam's
self~sufficient; however, their administration for harvesting,
B7
Borderers, the Taurid Heavy Infantry Regiment, and the
processing, and storing grains and grasses lo ng~ter m is impres~
Horned Death.
sive. They operate under a communal property system, where BB
Taurid mercenary units travel to many different worlds
anything owned by one Taurid belongs in theory to the entire
during their service. They note which ones have suitable prair ie
herd. Thecouncil oversees commodities and money exchanged
B9
lands for future settlement and relay this information back to
with outsiders for necessary goods. Taurids depend heavily on
related transit herds seeking new homes. In this capacity, they
technology purchased from others, particularly the second ~
90
view themselves as the legendary Taurid scouts who initially
h and, refitted transport ships. They h ave no difficulty learning
sought a fres h homeworld for their people. 91
BO Uumagre's Axe _
2) Keep predators at bay.
Herd survival edicts reward service to the community and
B1 A popular legend centers around the mythic Taurid
explorer Uumagre, who supposedly landed on Ancient
discourage individual selfishness. Among their own herds,
Taurids exhibit great caring and understanding typical of the
B2 Earth during one of his fabled scouting expeditions. familial and communal life shared by any cohesive society.
During his adventures, which included conquering an They show respect to their elders and mercenaries, nurture
B3 island empire, dominating other tribes, and ruling from younglings, value contributions of community members, and
a vast, labyrinthine palace, he acquired a great, double- work together to ensure survival. Herd laws reinforce these
B<I:( headed axe rumored to have magical qualities. This axe and attitudes. Minor breaches - stealing. hoarding goods, avoiding
his fearsome bull head became symbols of his empire on duties - are considered trivial violations, earning perpetrators
B5 earth. He left the planet in the face of an uprising among short spans of isolation from the rest of the herd, increases in
the peoples he conquered, taking the axe with him as a workload, or forfeitures of privileges. Intentionally inflicting
86 memento of his experiences on Earth. physical harm on another Taurid is considered a capital-level
Uumagre's axe figures prominently in subsequent offense; yet their respect for members of the herd, even crimi-
81 tales. When they gather at night to relax, Taurid herds nals, commutes the penalty for this transgression from a death
frequendy retell these stories to entertain their young sentence to permanent exile from all herds and banishment
BB and offer hope that they might someday find a suitable, into the territories held by savage, meat~ eati ngaliens. To deter
safe homeworld. After many exploits, Uumagre and his violence, herds forbid personal weapons in their midst; even
B9 legendary axe were lost while exploring an unnamed, visiting members of mercenary companies store their weapons
uncharted nebula. Few Taurids have any hope of find- in a locked arsenal before integrating back into a herd.
90 ing relics of this hero's existence; discovery of Uumagre's Although the admonition against foes might appear as a
remains, and certainly his famed axe, might give the entire derivative element ofthe first dictate, it plays a dominant role in
91 species a symbol around which to rally in ensuring their Taurid attitudes. They view most other aliens - including Ter-
overall survival in a hostile universe. rans - with a healthy dose ofsuspicion. Their prejudice against
92
93 ACCeSsing: 06 Space Allens.l > Homosapients
9<1:( NOles: Just granted Taurid shore leave.
L
meat~eaters assumes any creature that 6'1
consumes flesh in any form is a
narural predator that exists to 11111111111 65
destroy peaceful vegetarians
like Taurids. This inrolerance
66
colors every interaction with
outsiders. Until proven other~
67
wise, Taurids assume everyone
is a foe. This behavior manifests
58
itself in a range of reactions,
from quiet caution to open
59
aggression in the name of self
defense. Taurids act haughtily
70
in the presence of foreigners, 77
flaunting their large build and
sharp horns to deter potential 72
predators.
Taurid herds insul ate 73
themselves from foreigners
for survival. Outsiders must 7'1
settle for dealing with the
herd council, mercenary lead- 75
ers, or other designated liaisons
in any matters of commerce, diplo~ 76
macy, or oth er interaction. Most formal starutes relating to This does not mean Taurids live a primitive life among the
predators limit outsider access to herd personnel and resources. other more advanced societies in the galaxy. They have acquired 77
As long as these infringements do not physically harm other handy items ftom other civilizations encountered during their
Taurids, those who allow outsiders near the herd or its hold~ constant migrations. Aside from the vast herd transports, they 7B
ings face censure by the council and social exclusion for short prefer small devices they can easily carry with their oth er goods.
periods. Should a Taurid allow a foreigner to physically harm These often include entertainment gadgets to offer diversions
any herd member, they receive treatment as if they themselves duringlongjourneys, machines for preserving food or purifying
had inflicted the injury. water. portable power generators, and household appliances 80
Taurids have no restrictions against violence toward to make daily herd life easier. With their prohibition against
outsiders, and they chafe at any alien authority imposing personal weapons within the herd, they avoid dealing in s ide ~ 81
penalties on them for such acts. They believe if aggression is arms and military equipment, though many herds maintain a
necessary against foreigners, it was self-defense provoked by small, locked armory for defense. B2
a viable threat. Most herd members aboard migration transports do not
generally worry about ship-related technology. The council B3
Religion authorizes the Taurid crew operating the vessel (often veteran
The Taurids do not have a religion as others perceive it, mercenaries with some shipboard experience) to acquire
8'1
but revere cultural heroes: prominent scouts, warriors, and whatever equipment they need to maintain, repair, and defend
leaders who protected the Taurids and guided them to safety. their craft.
B5
They respect those who rise as champions in the constant By their very nature, Taurid mercenary companies use
struggle for the herd's survival. They have faith they will find whatever technology their patrons provide. The better their
86
a secure homeworld covered in grasslands, one from which
no predatory group might force them, and one where all the
benefactor, the more powerful and up-to-date their weapons,
equipment, and vehicles. Although these technically remain the
Bl
disparate herds can gather in peace and prosperity. After
centuries of persecution and forced migration, they depend
property of the patron or the company, some Taurids receive
their equipment as a bonus when mustering out of the unit,
B8
only on their own hardiness and determination to help them and bring it back to their herd arsenal for general defense. B9
through troubling rimes.
Taurid Migration Ship
Technologv Massive, refitted starships form the backbone of space~
90
Taurids have developed very litde useful technology of borne migratory herds. To convert these vessels, the Taurids 91
their own superior to contemporary devices. Much of their strip out most amenities and replace them with bulk cargo
equipment focuses on the unique cottage industries necessary space. Taurids upgrade shields and weaponry if necessary to 92
for migratory herd life. ensure their safety against space~faring foes. Airlocks allow
93
Accessing: 06 Space Aliens.1 > Homosapients
9'1
Notes: Received call from authorities. 95
5S Crew: 50 (pilot, navigation, gunners, sensors, communica-
65
Breaking Stereotvpe _ tion, repair)
Given a stable, well-defended homeworld, the Taurids Passengers: 1,500
Cargo: 2,200 cubic meters, induding equipment, storage,
57 could easily fulfill other roles in the galaxy than nomadic
supplies, launch bay, and four scout ship hangars
mercenaries.
68 Safe and setded herd communities could easily foster Life-Support Supplies: 6 months
In-System Drive
a learned culture fed by information brought from other
69 worlds by explorers, merchants, or mercenaries. The oral Move: 4 (space), 200 (armosphere, 560 kph)
Maneuverability: 0
nature oftheir intellectual history would encourage entire
70 academic herds centered around prominent scholars Interstellar Drive Rating: 0.2
Weapons:
with the cerebral capacity to remember vast amounts of
77 information. 3 medium laser cannons (each: damage 7D, range 3/12/25,
A Taurid society built on agriculture and commerce on side-mounted turrets with four arcs)
72 would prominently feature starfaring merchants with a Hull Toughness: 40
penchant for buying, transporting, and finding markets Atmosphere Capability: streamlining, landing gear
73 for foodstuffs. A grassland Taurid world could produce Armor: 0
vast amounts of food with entire herds cultivating the Shields: + 20
7'1 land. Herds migrating from one planet to the next could Scale: 27
use space aboard their transports to haul bulk foodstuffs Length (approximate): 2,050 meters
7S for sale in markets farther along their route. Total Cost: Not for sale
Explorers would focus on discovering new worlds
75 Taurid Scom Ship
with suitable prairie environments to settle expanding or
uprooted herds. Endangered Taurid worlds mightsponsor Each herd transport carries several scout ships in landing
77 expeditions, or uprooted herds aboard transports might bays. These vessels fly patrols, explore nearby systems for
send scouts ahead to determine if any planets along their potential habitable worlds, and help fend offaggressors. Taurids
78 course might serve as suitable homeworlds. who gained piloting experience through prior mercenary service
With a strong connection to the herd and a general act as scouts, maintain their ships, and consult with the herd
79 suspicion of meat~eaters, Taurid crime syndicates would council when they make significant discoveries.
be extremely insular, with herd associates as centralized Between migration ship jumps, several scout ships travel
leaders, mercenaries as strong~armed enforcers, and ahead of t he fleet to reconnoiter several potential destination
occasional outsiders on the very fringe ofthe organization systems. Aside from seeking possible settlement worlds with
81 as informers, minor couriers, and scapegoats. Although open plains and lush grasslands, the scouts also patrol for the
their activities could range nearly anywhere, such criminal presence of hostile ships, astrographical hazards, and authori~
82 organizations would have their headquarters in alien ties who might rum the herd away.
quarters of urban centers where their brawny appearance When the herd fleet isn't jumping to the next system, at
and gruff demeanor generally would go unnoticed, being least one scout ship for every transport patrols the nearby space
seen as typically alien behavior. to intercept any threats. The lightly armed craft are capable
snub fighters armed with shields and a medium laser cannon
to engage enemies and defend any transport under attack.
docking with other ships to take on supplies or transfer pas~ Crew: 1
85 sengers in emergencies. Ex~mercenaries with service aboard
military vessels assume the duties of transport crew. Despite
Passengers: °
Life~Supporting Modules
87 their origins as mothballed or antiquated refits, migration
ships have atmospheric flight capabilities, with landing gear
standard bridge (4 areas, 2 tons, 0.4 eu, 100 cr) with sensors
and gunnery +10 upgrades (2 eu, 1,800 er)
BB to allow planetside docking.
Existing personnel quarters serve the crew, council, and
Cargo Modules: None
Life~Support S upplies: food storage (1 area, 05 tons, 05 eu,
89 high-ranking herd members. Most of the habitable space con-
sists of pressurized bulk cargo modules in which the general
10 cr); standard food (1 person/5 months, 0.5 tons, 500
cr); atmosphere (1 person/6-months, 600 cr)
90 herd populace encamps as if they inhabited an open prairie.
Taurids stock their own water in large holding tanks, and fill
W eapons
1 medium laser cannon (7 areas, 8 tons, 13 eu, 15,000 cr,
97 entire cargo bays with bales of preserved grasses to consume damage 70, range 3/12/25, forward arc)
during long journeys. In~System Drive (10 areas, 10 tons, 24 eu, 8,500 cr)
92 A typical herd requires two transports, while larger com~ Moo" 8 (space), 400 (atmosphere, 1,150 kph)
munities often field fleets of eight to 10 ships. During massive Maneuverability: +20 (1 2 eu, 3,600 cr)
93 migrations, a herd fleet often saves enough funds to purchase Energy Units: 85
an antiquated yet armed frigate or corvette to provide addi~ Interstellar D rive: 0.2 (3 areas, 12 tons, 20 eu,11,000 cr)
9" tional defense. Total Energy Requirements: 76
82
11111111111
B3
B"i
85
86
B7
BB
a9
90
91
92
93
g .q
9S
Accessing: 06 Space Aliens.1 > Homosapients
95
NOles: Potatoes all peeled. 97
67
68
Accessing Homosapient Species File _
69 Verdendrians of"fresh" vegetation. Off-worlders also are expected to adhere
to these restrictions.
70 The Verdendrian people are a prime example of just how
diverse intelligent life can be. Evolved from plants, they are
They live approximately 125 to 150 standard solar years
and are a single-sex race. To reproduce, any two adults can
71 simple in motive yet mysteriously complex in reasoning. A copulate and produce seedlings that look like small pods. Each
star-faring race, they seem to have only a passing interest in coupling results in two to four seedlings, though typically 25%
72 colonization, however they are avid explorers. Carousing with a of all seedlings fail to achieve maturity and escape the soil.
Verdendrian is almost completely devoid ofvalue, but they can The seedlings are planted in highly fertili zed soil until they
73 be found in starport taverns across the galaxy. Some species find grow tentacles and a bud. They then dig themselves out of the
them terribly fascinating; others, completely frustrating. ground after about six months.
7.q
Phvsical Appearance Homeworld and Colonies
7S The Verdendrian is a wholly efficient and logically structured A visit to the lush world ofVerda has its own special delights
being, biologically speaking. Their bodies consist of a central and perils. The planet is quite beautiful, littered with rainforests
76 body, or pod, which is vaguely ovular and approximately one containing flora of every color and intriguing fauna. However,
meter tall. The pod is coveted in a thick layer ofleafy structures several of the plants are extremely poisonous to many human~
11 that are tightly packed together and make a sturdy skin. Inside oids; before approaching them, a botanist should be consulted.
the pod is somewhat like a fruit, containing a complex set of More importantly, as the carnivores of Verda do not care to
18 pathways in which simple sugars and proteins flow. Here is eat the Verdendrians themselves, the animals are generally
where the brain resides, at the center of the pod. free to roam whe rever they wish. Visitors have known to be
79 Sprouting from the pod are eight vinelike tentacles, each mauled by a Verda Prowler in starpo rts, museums, and even
about 0.8 meters in length, four of which are used as legs and in medical facilities, though, in all fairness, the occurrence of
80 four used for arms. Each tentacle has a set of cilia at the end, such incidents is somewhat rare. Predators are fat more likely
which can be used for fine manipulation, grasping, or support. to ambush those in a park or zoo (which to the Verdendrians
87 The tendrils also form the initial digestive tract, absorbing are much the same thing).
nutrients like roots. In addition, there is a single, small head, The cities of Verda are rather unique in comparison to the
or bud, in the middle of the pod; this bud houses a duster of architecture of other civilized species. From a high altitude,
sensory nodules. The bud is directly connected to the brain they look like auburn fields of crops. Their buildings are
83 via a short stem. If lost, the tentacles and the bud can fully based on plant structures: tall, lean, having branches that
regenerate in a few months without medical attention, assum; interconnect with the branches of many of the surrounding
8.q ing that at least one tentacle is left to eat with. buildings. While they may vary in height and complexity, they
The tentacles provide the Verdendrian with exceptional bal~ are always uniformly laid out in rows based on the elevation
85 ance. They can walk on as little as two tentacles and can stand and terrain. Navigating a city on Verda is not very difficult,
on one. If knocked over, the tentacles typically used as arms
86 can function as legs. In fact, a Verdendrian can re-orientate
though some get confused by the similarities in buildings. In
fact, no two structures are the same, but the differences are
not often considerable.
81 himself quickly if turned on end, and they perform equally
well upside down. Tentacles that are not engaging in activity The Verdendrian colonies are all very much like Verda itself:
B.q
B5
BS
B7
BB
B9
90
97
92
93
9.q
95
11111111111
95
97
9B
99
700
10 7
102
10 3
10 <1
105
706
701
10B
709
11111111111 170
711
Accessing: 06 Space Aliens.1 > Hl/persapienls
172
NOles: Take blood samples personally. 17 3
83
B'Cf
BS
B5
Bl
BB
89
90
97
92
93
g'Cf
9S
96
97 11111111111
99 the invaders appear to be susceptible to sonic attacks. There An Elnari Aberrant might also seek them out to enlist
100 arc other weaknesses, but they vary depending upon which their aid to repel their brethren in a desperate bid for freedom.
type of creature one is facing. Arcanix have difficulty resisting The characters could also become embroiled in an interstellar
107 metaphysical bIases, Ravagers give pause when acidic weaponry conflict when aliens who have encountered Elnari hosts have
is used against them, and the Hive Wardens seem to fear cold~ come to their world to exterminate all life.
102 based attacks. A parasite can be ousted from the Scout form Experienced players may choose to play Elnari Aberranrs
with sufficiently deadly sonic attacks. if this would not be something that would unbalance the
103 Only at the Scout or Aberrant stage is there any hope for group, Such heroes would spend a good deal of their time
survival of the host. Due to their small size, doctors must use attempting to move under the radar of Scouts, who relent-
10'Cf cellular imaging or telepathic probingto ensure the eradication lessly search for them.
process has been successful. Unfortunately, not every locale
70S is equipped to facilitate such testing, and many host victims Tvpical Elnari Unhosted Scout
that could be saved by the gifts of science are needlessly put Agility 50: brawling 50+2. dodge 50+ 1
106 to death, Strength 10: stamina 20, swim 30
170 ftee them. This prophesied offspring became known to them Finally, the Spool can also modify and erase the memories
as the Hundredth Generational. of their victims. They usually only do this in conjunction with
117 Over the course of the next millennium, the S'ali continued
this process in silence and secrecy. They knew that discovery With Friends like These _
772 would mean death for all involved, at the very least. Finally,
The blaster felt warm in my clammy hands. Whywas I
the one~hundredth generation of such children were born;
so apprehensive? My new friend put it in perspective: I've
71 3 the first one, a little girl, was named Sp'ael- S'ali for "Hope:'
always wanted to kill the Admiral. Now is the time.
On her thirteenth birthday, she put her plan into motion - a
17"1
11S
AcceSSing: 06 Space Aliens.1 > Hl/persapients
715 Notes: Oh boy! Another alien that ...
makes perfect sense to get the station B5
plans foryou new friend; you want
to do nice things for your friends,
B7
right?"
Once the Spool has a safe
BB
haven and at least one minion,
it tries to "recruit" other members
8 9
of its area, controlling them in the
same subtle ways as the initial victim.
90
After the Spool has enough victims 91
under its control (usually about 10%
or so of the total population of the 92
area), it begins putting its plans in
motion.
What these plans are depends
93
on the individual SpooL The biggest 9 '1
goal most Spool have is to repro-
duce. The Spool do this by infusing 9S
a victim with a draft of their blood,
either orally or injected. These victims 96
- whom the Spool consider fortu-
nate - aren't chosen haphazardly. 97
Rather, only those with the greatest
command of metaphysical powers are 98
so "honored"; the Spool can use their
abilities to sense such individuals. In gg
situations where a suitable victim
is not available, someone with 700
high intelligence is chosen instead.
This blood congeals in a cavity of
the host body - usually in the
abdomen - andevenruallyforms 102
into a full-lledged (albeit smaller)
member of the Spool. The entire 70 3
process takes about a month, and
the resultant eruption is almost 70<:f
always fatal to the host. The parent Spool
can determine who would make the most 70S
suitable host in an area using its own sensory
other puppeteering actions, but they might do so to pursue powers, and it often erases or alters the memories of the host
706
other long~term goals. to make it unwitting in its role until its too late. A Spool can
The Spool have other. lesser abilities, mostly because of the make approximately one offspring every year or two.
707
metaphysical energy source they tap. It is also possible fo r a This emphasis on reproduction stems from the Spool's
Spool to improve these minor abilities; the prospect of aSpool idea of their collective destiny. The Spool are committed
708
with significantly different powers than typical gives pause to to the coming of the Two Hundredth Generational - the
many interstellar law enforcement officials. one-hundredth generation of offspring after their liberation.
10 9
When acting against a new target, a Spool's first priority is Although the exact time since the last Generational is unknown,
to find an agent it can turn to its will quickly, who will help take scholars are deeply concerned; their calculations assume 20
170
the Spool to a place of safety; a Spool without any other agents
is relatively weak and can easily succumb to normal damage.
years between generations and over a 1,000 years since the
first Generational, meaning that the cosmos could be within
771
From this safe domain, the Spool will try to learn as much as a decade of an evolutionary threat that is as great a leap as the 172
it can about its chosen target environment, all the while main~ rise of the Spool was long ago.
taining contact with that initial thrall. The Spool might even Curiously, the power ofthe Spool reproduction doesnt seem 7EI
ask the person to bring it information - blueprints. handheld to be intrinsic to themselves; rather, it seems somehow tied to
computers, and other material that might prove useful. their blood. There have been at least three cases of unsuspecting 17'1
During this time, the thrall is controlled using more lab workers having come into contact with Spool hemoglobin
subtle methods, lest the duplicity be discovered. "Of course it and becoming infected. In one of the cases, the blood even 71S
Accessing: 06 Space Aliens.1> Hvpersapients 17 5
Notes: Can t ake over people's minds! 117
81 seemed able to remove the memory of the infection from the organized the people of a slave camp to be able to overthrow
victim, resulting in a "sleeper" agent with little knowledge of their oppressors. Still, such high ~ minded members of the
B8 the monster that lurked within her. species would be rare, to say the least, and the parts of the
Beyond their quest for the Two Hundredth Generational, galaxy who know of the existence of the Spool generally have
89 Spool appear to have few other quests or desires. They aren't a "shoot first, ask questions later, and pray they don't come
91 Their needs and desires are otherwise akin to other humanoids, The Enem, Within
regarding food, shelter, entertainment, andso on. Since they are The biggest problem with 6ghting the Spool is that there
92 accustomed to getting what they want, most of their pursuits
are with an eye toward hedonism; they especially enjoy taxing
is no enemy to 6ght; indeed, it is quite possible that a victim
doesn't even know she has been taken over by the Spool. How-
93 their own abilities in new and interesting ways, such as having ever, there is one "ace" that sentient minds have in combating
a group of victims fight each other to the death, or compelling this threat: Each individu al Spool has some kind of weakness
9.q a victim from a great distance to do something outrageous in that allows a person (or people) to break free from their hold
front of a dumbfounded crowd. for at least a few minutes at a time.
95 They don't seem intent on galactic conquest so much as The difficulty in using thi s information is that the Spool's
isolated pockets. Of course, they might be biding their time for limitation varies from individual to individual; thus what
96 such pursuits, waiting for the Two Hundredth Generational. works in fending off a Spool attack in one situation may not
And there is at least one record of a more altruistic Spool, who necessarily work in another. Some examples of
91 their limitations include:
> A eype or dass of person who is
98 not vulnerable to attades at all (such as
women, members ofone alien species,
99 or the elderly)
> An emotional state that allows
700 someone to break free or remain
unaffected (such as extreme emo-
707 tions, devotion to a true love, or
unexpected pain)
> A physical stimulus that
disrupts the Spool's control (such
703 as exposure to bright sunlighr,
70.q being submerged in water, or an
oxygen-rich environment)
70S > Medical conditions, either
lacking something others have or
706 vice versa, that makes the victim
immune or provides them with
701 a chance to break free (such as
diabetes, an abundance ofhista-
708 mines in the blood, pregnancy,
or undergoing treatment for
709 chemotherapy)
Even with these limitations,
770 however, a single Spool is still a
formidable opponent, especially
177 since it can be so difficult to
determine what the weakness is.
772 Scholars hesitate to guess at the
number of victims the Spool have
713 across the galaxy. pardy because
it's entirely possible that some
11.q worlds have been so subjugated
that the rest of the interstellar
115 community doesn't even know
they exist. Regardless, they are
176
717 Accessing: 06 Space Aliens.1 > Hvpersapients
178 Notes: Consider lobotomizing crew.
considered to be one of the greatest threats ever known, and With this manipulation, the Spool can impart a general aa
all hints at Spool infestations are treated very seriously among
civilizations that know of them.
desire to comply with its wishes ro others, using a persuasion
skill of7D to do so. At irs basic level, this ability requires the
a9
The Spool have orner weaknesses that can be turned against same compulsion to be imparted to aUmembers of the group.
them. They are generally arrogant, and often believe their work such as, "You want to protect the beautifullarge ~brained bald
90
to be unstoppable (unless they know their weakness has been being over there:' However, a successful supplemental use of
exploited). In particular, once a Spool has taken over a mind, the command skill can allow the Spool to influence different
91
it almost never scans to make sure that its handiwork hasn't
been overcome or thwarted. Furthermore, their physical forms
members of the group in different ways, such as telling one half
of a group, "You think it's hot in here and want to remove your
92
are almost always weak; if control can be broken, it's usually
relatively straightforward to reduce them to an unconscious
clothing" and telling the other half, ''Naked people make you
homicidallyfurious:'This subtle but powerful abi lity is limited
93
state, where they are no longer able to rely on their abilities. only by the creativity and cruelty of the Spool. Throughout g~
However, with the seemingly inevitable coming of the Two the use of this manipulation, the Spool's eyes glow; the hue
Hundredth Generational, all these limitations may evaporate depends on the broad emotion being sent (red for anger, blue 95
into nothing ... along with the galaxy's chances for knowing for sadness, yellow for cowardice, and so on).
their minds are truly free.
Command Group 96
l'Vpical Spool Skill Used: Sense 97
Agilicy 2D: dodge 5D+2, running 4D+ 1 Difficulcy: 32
Mechanical 2D Effect: command 10D (20) 9a
Strength 1D Target Size: Group (+5)
170 herself'Notion:' This naming convention based around ideas Birds, Bees, and Beings
has sometimes confounded those who encounter them, either of Pure Energy
771 by having a name t hat is a concept the race hasn't encountered
or experienced yet, or by having a nam e with a potential for
Thayarr reproduce by a process they call the Fission, in
which 10% of all Thayarr must agree to the creation of a new
112 misunderstanding. (It took one srubborn~minded captain
"child;' with one Thayarr - usually the being who proposed
almost 20 minutes before he finally comprehended that t he
t he Fission - serving as the "parent"; this collective channels
173 being he was addressing was named "Yes:')
its metaphysical energy into one massive manipulation, which
11~
Known History divides off half of the parent's essence into a new being. The
offspring is entirely "grown" and able to participate as a full
The origins of the Thayarr are shrouded in mystery. An old
Thayarr immediately, even though it will take m any years o r
115 race, they claim to be one of the first in the cosmos. Regardless o f
even decades for it - and the parent - to regenerate to its
their origins, the Thayarr were not always the godlike beings of
form. Although p ossessed of knowledge and understanding of
116 legend. They speak obliquely,ifatall,ofthe Chrysalis - the point
its powers, the new Thayarr is essentially a "blank slate;' free
in their past when they stepped outside rhe shell of humanoid
to fotm its own personality and m annerisms. The desire to
117 limitations and began anew as children ofthe stars. This p rocess
reproduce does not drive Thayarr as it does othet races, so all
involved the dedication of the entire species and may have taken
Thayarr thus produced are always the product of considerable
778 decades or even generations to bring to fruition. Their rebirth
706
11111111111 707
70B
709
710
177
772
713
71S
175
177
17 B
719
flirtations. She believes if she can discover this Constant, then equal to or less than the die code of the skill; Quirk (R2), 108
it should be possible to work out an inverse, with which she proud - Difficult willpower check to admit being wrong (do
will be able to rid the Thayarr of the Curse forever. As such, not include bonuses when making this check) 109
she is continually trying to boil down all interactions into Advantages: none
one "truth" - preferably numerical. She tests her theories on Special Abilities: Atmospheric Tolerance (Rl), with 110
various systems and species, leading one exasperated captain Additional Effect (RIO), suffers no penalties in any atmosphere
to call her "a Constant source of irritation:' including void of space; Flight (R50), flying Move 1000, with 111
Additional Effect (RIO) can reach interstellar speeds outside
Agility 2D (+10): flying/O,G 4D
of atmospheric conditions with a"drive rating" of 5; Increased 712
Mechanical2D (+ 10)
Attribute: Agility, Mechanical, Strength (R10 each), + 10
Strength 2D (+10): stamina 8D to related totals; Increased Attribute: Agility, Mechanical,
71::J
Knowledge 4D+1 (+35): intimidation 5D, tactics 5D, will, Strength (R20 each), + 20 to related totals, each with Singularity
power7D (R3), may only use one of this group of Increased Attribute
n«i
each round; Increased Attribute: Knowledge, Perception,
Perception 3D (+ 35): investigation 6D, search 6D
Technical (R35 each), + 35 to related totals; Immortality (R1),
715
Technical2D (+35)
can be killed by massive rare gravitational phenomena, with
Metaphysics 2D+2 (+100): channel5D, sense 5D, trans' Additional Effect (R2) does not need to eat or drink; Increased
115
form 5D Attribute: Metaphysics (R100), +100 to related totals 111
Strength Damage: 1D (+ 10) To represent a Thayarr that has been stripped of its access
Move: 10 to the Thayarr Field (either voluntarily or through the actions 118
Fate Points: 10 Character Points: 20 of others), remove all Special Abilities and all Disadvantages
4 Volcanic
3 Herbivore
4-5 ()mnivore
5 Mountainous
6 Forest
6 Scavenger
7
8
Plains
Jungle
Anributes
You can either assign values for each attribute, or you can
9 Wetlands decide them randomly. For each attribute, perform the action
10 ()cean indicated to get the number of dice in that characteristic. If
11 Glacier you'd like to include pips, roH1D and divide by 3, rounding
12 Exotic* down, to figure out how many to include. The results will be
0, +1, or +2.
* Roll 2D on this table again, ignoring and rerolling the 12
For sentient beings, instead of using this chart, roll1D and
result. The environment indicated is the basic style of the home
subtract 1 for results of 2 or more to determine the number
terrain, but there's somethingunusual about it: between the stats,
of dice in the attribute.
a forest of metal "trees;' or an airless "desert" moon.
above zero) 97
Natural Abilities 98
All creatures have at least one
ability that sets them apart from an 99
unmoving lump of goo. First, roll one
regular die or one Wild Die (if you 100
want the possibility of a creature with
lots of natural abilities). This result is
101
the number of times that you use on
the "Natural Abilities" tables.
102
Some of these abilities help the
creature, and some do not. To make
10 3
this creature generation system more 7O.q
compatible with designing species
packages, all natural abilities are
based on character option mechanics.
105
Gamemasters may feel free to adjust the 105
values as desired.
Ifyou generate a result that's incompatible 10 7
with the species' home environment, either reroll or say the
Agility: lD
Mechanical: 10/3, round down (a value of 00 is possible).
natural ability is currently dormant. 10B
RolllD and compare the result to the first table to determine
Strength: 10
which of the secondary tables to roll on. On the second table,
Knowledge: 10/ 2, round up
roll the number of dice indicated in the first table.
Perception: lD!2, round up
Tech nical: OD (most nonsentient creatures do not have this Result Go to ... 110
attribute) 1- 3 Beneficial Natural Ability: roll 20
4- 6 Hindering N atural Ability: roHID 177
To figure out the Strength Damage, divide the number in
R esult Beneficial Natural Ability
front of the "D" in Strength and round up. This is the die code 712
in Strength Damage. 2 Environmental resistance: +6D to Strength
or stamina in extreme environments and can 173
Skills breath in water or thin atmosphere (as appro~
Instead of randomly generating skills, go through the list priate for home environment) n.q
and select ones that are most appropriate for the creature and 3 Alternate movement: instead of moving on
at the level that seems best. If you'd like to randomly add dice, land limbs, the creature flies, swims, or crawls! 77 5
roUlD. Add [his number to the base attribute value to get burrows
the skill die code. 4 Fearsome: + 3 to intimidation totals 115
Move 5 Ranged weapon (spit, radiation blast, energy
projection, gas spray, etc.): roUID and add 2
771
How quickly the creature travels on or through its favorite
to determine die code of damage; multiply this
medium is dictated by its Move value. Roll two dice, but don't
number by 2, 5, and 10 to get Short, Medium,
11 8
add together their results. Instead, multiply one value by the
and Long range values
other to get the final Move (in meters per round, if a planetary 71 9
6 Naturalcamouflage: hasan uncanny aptitude for
creature, or space units per round, if a star~faring creature).
stealth in its natural environment; + 2 to dodge, 72 0
hide, and sneak totals and + 6 to difficulties to
Scale find it when in its natural environment only 121
To determine the size ofyour alien, first roUID and compare
7 Armor (plates, tough skin, layers of fat, special
the result on the table. If the scale indicated is Small or Large,
roll one Wild Die, treating the I result simply as a 1, to get the
feathers, scales, etc.): roll lD to determine 722
Armor Value die code
number. This allows the scale value to be open ended. 723
72 <:f
Accessing: 06 Space Aliens.1 > Random
Notes: I'm getting sent to random worlds! 125
95 8 Hand-to-hand weapon (bite, claw, poison touch,
tail, spikes, etc.); toUID to determine die code
Disposition
95 of damage modifier
This chart provides a general idea of how most members
of the species will react when they come into contact with
97 9 Infravision: can see heat signatures, negating
someone new. Of course, not every member will act this way
up to 4 points of modifiers for dim or dark
- sickness, physical or mental defects, and other factors can
9B conditions
affect the way specific members react. RolllD on this table.
10 Enhanced vision: + 3 to sight-based totals
Result Disposition
99 11 Climbing claws: +9 to climb/jump totals when
1 Friendly and happily approaches anyone or
using to climb
100 12 Powerful limbs: +9 [0 climb/jump totals when
anything new in the area
2 Aggressive or angry; attacks immediately
jumping or +3 to swim totals or +3 to running
701 totals 3 Curious but cautious; willonlyattackifharmed
or startled
702 Result Hindering Natural Ability
4 Defensive, either running away. hiding, or curling
1 Delicate build: -2 to damage resistance totals
into its protective covering (if it has one)
703 2 Light gravity: + 1 to all Agility difficulties in
5 Protective. remaining wary until whatever it's
gravities of 1 g or more
10"1 3 Heavy gravity: + 1 to all Agility difficulties in
protecting is threatened
6 Listless, sluggish, or drowsy
gravities of 1 g or less
105 4 Vulnerability: damage from one common
substance (water, nre, metal, etc.) increased
Description
705 by +30
Once you've finished with this system, you'll have an unusual
collection of game characteristics. The description section of
10 7 5 Poor vision: +1 to all sight-based difficulties
the form offers you space for bringing all of these seemingly
6 Poor hearing: +2 to all to all hearing-based disparate elements together into something that, at least on
10 B difficulties the surface, makes sense.
109
D6 Space Aliens. 1> Creature Design log _
Attribute Die Code/Value
Natural Abilities:
111 Agility
112 Mechanical
Strength
77::1 Knowledge
71"? Perception
Technical
715 Strength Damage
116 Skills
Disposition:
117
Description+
178
11 9
12 0
727
122
12 3 Move (meters per rou nd)
Scale (large or small and value)
72"1
72 5 NOles: Permission is hereby granted to photocopy or
print this page for personal use. Copyright 2005
126 Purgatory Publishing Inc., www.westendgames.com.
06 Space Aliens.l File 5 > Templates > Page 111
Character Name: _ _ _ _ _ _ _ _ _ _ __ __ __ __ __ _
Player Name: _ _ _ __ _ _ _ __ _ _ __ __ _ _ __
O ccupation: Military T rainer _ _ _ _ _ _ _ __ _ _ _ _ __ _ _
Species: Barathax _ __ _ _ _ _ _ __ Gender: _ _ _ _ __ _
Age: H eight: Weight: _ _ _ __ _
Physical D escription: _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ __ _ _
Character Name:
Player Name:
Occupation: Merchant
Species: Dealer Gender:
Age: Height: Weight:
Physical Description:
t
i
.f
Credits
Fate Points
700
1
robot interface/ repair
security (posthumously) to activate; Immunity (R5), +S D to
Strength Ot stamina checks against illness or poison;
Iron Will (R3), +30 to all willpower rolls and +6 to
J Character Points 5
Description: A relatively new Dealer
standard interaction difficulties
~ Move 10 inadvertently gained an enemy when Wound Level Body Points Range
1
...,,
shots 6); cred-key just might live to pay your Life Debt. DOead 0
I
.f•
,I
<
06 Space Aliens.1File 5 > Templates > Page 113
Character Name: _ __ _ _ _ _ _ _ __ _ _ _ _ __ _ __ _
Player Name: _ _ _ _ _ _ _ _ _ _ __ __ _ _ __ _ __
Occupation: Prospector _ __ _ __ __ _ _ _ __ __ __ _ _
Spedes: Gilvahn _ _ _ __ _ _ _ _ _ Gender: _ _ __ _ _ _
Age: Height: Weight: _ _ _ _ _ _
Physical Description: _ _ __ _ _ _ _ _ __ _ __ _ _ _ _ __
Character Name: _ _ _ __ _ _ _ __ _ _ __ _ _ _ _ _ __
Player Name: _ _ _ _ _ __ _ _ _ _ __ _ _ __ __ __
Occupation: Planetary Surveyor _ _ _ _ _ __ _ _ __ _ _ __ _
Species: Gruemor _ _ _ __ _ _ _ __ Genden, _ _ _ _ _ __
Age: Height: Weight: _ __ _ __
Physical Description: _ ___________________
Character Name: _ _ _ _ _ _ _ _ _ _ _ _ __ __ _ __ __
Player Name: _ _ _ _ _ __ _ _ _ __ _ _ _ __ _ __ _
Occupation: Ecoscientist _ _ _ _ _ _ __ -=-_~ ________
Species: Hurshuk _ __ __ _ _ _ _ _ Gender! _ _ _ _ _ __
Age: Height: Weight: _ _ __ _ _
Physical Description: _ _ _ _ _ _ __ _ __ _ __ __ __
persuasioll _ _ __ __ __ _
search _ _ _ __ _ __ _ __
Character Name: _ _ _ _ _ __ __ _ _ _ _ _ _ _ __ _ __
Player Name: _ _ _ _ __ _ __ _ _ _ __ _ __ _ _ __
Occupation: Assassin~Spy _ _ _ _ __ _ __ _ _ __ _ _ _ __
Species: Lonrhyn (Outer·World) _ _ _ _ Gender: _ _ _ _ _ __
Age: Height: Weight: _ _ _ _ __
Physical Description: _ __ __ _ _ _ __ _ __ _ __ _ _ __
II
1
lift
J~ Funds _ __ _ __ _ _ 3D
firearms repair _ _ _ _ _ _ __
medicine _ _ _ _ _ __ _ __
Body Points _ __ __ _ __ _ _ __ 30
Wound Level Body Points Range
Credits _ _ _ __ _ 525
j Fate Points _ __ _ __ _ _ 1
personal equip. repair _ _ _ __
robot interface/ repair _ _ _ __
D Stunned
DWounded
18- 24
12- 17
i
security _ _ _ __ _ __ _ _
I
.I
Character Points _ ___ 5
vehicle repair _ __ _ __ __
D Severely Wounded
D Incapacitated
6-11
3- 5
~ Srrength Oamage _ _ __ 10 D Mortally Wounded
~
Move _ _ _ _ __ _ _ __ DOead
I,
1
f
"
j
1
..
06 Space Aliens.Hile 5 > Templates > Page 111
Character Name: _ _ _ _ _ _ _ __ _ __ _ _ __ __ __ _
Player Name: _ _ _ __ _ _ _ _ _ _ _ _ _ _ _ __ _ __
Occupation: Cybersculptor _ _ _ _ _ __ _ __ __ _ _ __ __
Species: Malcharan _ __ _ _ _ _ _ _ _ Gender:' _ _ _ __ __
Age: Height: Weight: _ __ _ __
Physical Description: _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ __ __
1
~
f
____-w_______________________________',,~
06 Space Allens.1File 5 > Templates > Page 118
Character Name: _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ __ _ __
Player"rune: _ _ _ _ _ __ _ _ _ _ _ _ _ _ __ __ __
Occupation: Traveling Artist _ _ _ __ __ _ _ _ _ _ _ __ __
Species: Marcen _ _ _ __ _ _ __ _ _ Gender: _ _ _ _ _ __
Age: Height: Weight: _ __ __ _
Physical Description: _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _
Agility _ __ _ _ __ 3D Knowledge 4D
acrobatics _ _ _ __ _ _ __ asrtography
brawling _ _ __ _ _ __ _ business
dodge _ _ _ __ _ _ __ intimidation
nrearms. _ _ _ _ _ _ _ __ _ languages
melee combat'_ _ _ _ _ __ _ scholar
running _ __ _ _ _ _ _ __ willpower
Character Name:
Player Name:
O ccupation: Pilot
Species: Pherro Gender:
Age: H eight: Weight:
Physical D escription:
Agility 30 Knowledge 20 +2
brawling aliens
dodge astrography
firearms cultures
flying/O-G intimidation
melee combat languages
running scholar
throwing streetwise
survival
willpower
Disadvantages: Devotion (Rl), to family pack; Enemy
(Rl), most feline species view Pherro as a threat they
Mechanical 30 +2 must eliminate; Quirk (R3), make a Very Difficult
comm willpower roll to avoid getting into situations before
gunnery thinking things through; Quirk (R2), make a Oillicult
navigation willpower roll to stop a project once started
piloting Perception 20+2 Advantages: Contacts (Rl), other members offamily
sensors con pack; Trademark Specialization (Rl), gain +2D to
shields investigation all search: tracking rolls
vehicle operation know-how
Special Abilities: Enhanced Sense: Sight (Rl ), +1
persuasion
to sight~based skill totals; Enhanced Sense: Hearing
search
(R1), +2 to hearing-based skill torals; Extra Body
Part: Tail (R1)
Strength 30
Equipment: personal blaster (damage 3D; range
lift
4/8/12; shors 6); spare energy cell (6 shors); kavaam
stamina
overcoat (ignore the detrimental effects of environmen ~
SWIm
tal heat or cold for 20 hours)
T echnical 30
D escription: Not only do you tenaciously stick to a
armor repair
M etaphysics 00 compo interface/ repair
flight sys. repair
project, you sometimes find yourself doing the wrong
ones. But most people overlook this because of your
good nature and your better-than-average piloting
1
-'
gunnery repair skills. i
medicine ~
Funds 30
personal equip. repair
vehicle repair
Body Points _ _ _ __ _ _ _ _ __ _ 25
Wound Level Body Points Range
iIi
Credits
Fate Points
525
1
DSrunned
DWounded
15-20
10-14 1
~
D Severely Wounded 5-9 1
Character Points 5
D Incapacitated
Strength Damage 20 Note: This character starts with six D Mortally Wounded
2-4
1 -"
~
o
Move 10 skill dice instead of seven. DOead
1,
,
~
i,
j
'--------------------------------------------'
06 Space Aliens.1 file 5 > Templales > Page 120
Agility _ _ _ _ _ _ 2D +2 Knowledge _ _ __ _ _ 4D
brawling _ _ _ _ _ _ _ __ aliens _ _ __ _ _ _ _ __ _
dodge _ _ _ _ _ _ _ __ ascrography _ _ _ _ __ __
firearms' _ _ _ _ _ _ _ _ __ bureaucracy _ _ _ _ _ __ __
running _ _ _ _ _ __ _ __ business _ _ _ _ _ _ _ _ __
sleight ofhand _ _ _ _ __ _ cultures _ _ _ _ _ _ __ __
throwing _ _ _ _ _ _ _ _ __ intimidation _ _ _ _ __ __
languages _ _ _ _ _ _ __ _
scholar _ _ __ _ __ _ __
securiry regulations _ __ __ _
Disadvantages: Achilles' Heel: Environmental In-
Mechanical _ _ _ _ _ _ 2D+2 streetwise _ _ __ _ _ _ __
compatibility (R3). +1 modifier to difficulties per
comm _ _ _ _ _ _ _ _ __ _
survival _ _ _ _ _ _ _ __ _
round exposed to temperatures below 15 degrees
navigation _ _ _ _ _ _ _ __ willpower _ _ _ _ _ _ _ __
Celsius; Devorion (R1). to profits; Enemy (R1).
piloting __________ resented by several clients, who make your life dif
sensors _ _ _ _ _ _ __ __ ficultwhenever possible; Hindrance: Arrogance (R2),
vehicle operation _ _ _ __ __ Perception _ __ _ _ _ 3D+2 +3 to con and persuasion difficulties; Infamy (R1),
artist your reputation (and the reputation of your species)
bargain sometimes precedes you
command Advantages: Contacts (R1 ),various minor business
con ________________________
Strength _ _ _ _ _ __ 3D associates on a number of worlds
lift _ _ _ _ _ __ _ __ forgery _ _ __ _ _ _ __ _
Special Abilities: Extra Body Part: Tail (R1); Natural
stamina _ _ _ __ _ _ _ __ gambling _ __ _ _ _ __ _
Armor: Skin (Rl), +lD to damage resistance total;
hide _ _ __ __ __ __
Natural Hand-to- Hand Weapon: Claws (R1). + 1D
investigation _ _ _ _ _ __ _
damage; Skill Bonus: Business Sense (R2), +2 to
persuasion' ___ _ __ __ _
Metaphysics _ _ _ _ _ __ OD search _ _ _ __ _ _ __ __ bargain, bureaucracy, and business totals
sneak _ _ _ _ _ _ _ _ _ __ Description; You religiously uphold the profit-gather-
ing ideals of your people. You've made some enemies
Funds _ _ _ __ _ __ and earned a reputation for doing any thing to geta deal.
4D
You want to expand your business into new territories,
Credits _ __ _ _ _ 700 Technical _ __ _ _ __ 2D
particularly where no one knows you yet.
compo interface! repair _ _ _ __
Fate Points _ _ _ _ _ __ _ 1 Strength Damage
medicine _ _ _ __ _ _ __ _ 2D
Character Points 5 personal equip. repair ___ __ Body Points 35
Equipment: large display haod comp robot interface! repair _ _ _ __ Wound Level Body Points Range
with business, culture, and product securiry _ _ __ _ _ _ _ __ DStunned 21-28
scholarchips (+2 to relevant totals DWounded 14-20
when correct one is used); personal D Severely Wounded 7- 13
blasrer (damage 3D; range 4/8/12; D Incapacitated 3-6
shots 6); tastefully expensive gar~ D Mortally Wounded 1-2
ments; cred~key Move _ _ _ _ _ __ _ __ 10
DDead 0
06 Space A1iens.1 File 5 > Templates > Page 121
Character Name: _ _ _ _ _ __ _ _ _ __ __ _ _ __ _ __
Player Name: _ _ _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ _ __
Occupation: Mercenary _ _ __ __ __ _ _ _ _ _ _ _ _ _ __
Species: Taurid _ _ _ _ _ __ _ _ _ _ Gender: _ _ _ _ _ __
Age: Height: Weight: _ _ _ _ __
Physical D escription: _ _ _ __ _ _ _ __ _ __ _ _ __ __ _
Agiliry _ __ _ _ __ 3D Knowledge 2D +2
brawling _ _ _ _ _ _ __ _ aliens
dodge _ _ _ _ _ _ _ __ cultures
firearms,_ _ _ _ _ _ _ __ _ intimidation
flying/O-G _ _ _ __ _ _ languages
melee combat_ _ _ __ _ __ security regulations
running, _ _ _ __ _ _ __ _ streetwise
throwing _ __ _ _ __ _ __ survival
tactics
willpower
Disadvantages: Devotion (R3), to herd; Employed
(Rl), as mercenary; Prejudice (Rl), +2 to difficul-
ties while interacting with meat~eaters; Quirk (R2),
Mechanical _ __ _ __ claustrophobia aboard confined starships sets in after
comm _ _ _ _ __ _ _ __ _ six months
gunnery _ _ _ _ _ __ __
Advantages: Contacts (Rl), with herd; Size; Large
navigation _ _ _ __ _ _ __
(Rl), scale value 1
piloring _ __ _ _ _ __ _
sensors _ __ __ _ __ __
Special Abilities: Hardiness (R3), +3 to damage
resistance totals; Natural Hand~to~Hand Weapon:
shields _ _ _ __ _ _ __ _
Horns (Rl), +ID damage
vehicle operation _ _ _ __ __
Equipment: laser pistol (damage 4D, range
25/75/150; shots 15) with 2 spare energy cells (15
shots each); Plastovar armor (Armor Value + ID+ 1);
standard comlink; personal hand ccmp; cred~key
Character Name: _ __ __ _ __ __ _ _ __ __ _ __ __
Player Name: ----,_ __ _ __ __ _ __ __ _ __ __ _
Occupation: Explorer _ _ _ _ _ __ __ _ __ __ _ __ _ __
Species: Verdendriau _ _ __ _ __ __ Gender: _ _ __ __ _
Age: Height: Weight: _ __ _ _ _
Physical Description: _ _ _ __ __ __ _ _ __ _ _ __ _ __
06 Fantasl Creatures
This section converts game characteristics for select crea~
tures from D6 Fantasy Creatures (WEG 51015). You can find
Tvpical Diinn
descriptions and pictures for them and over 70 others in that Agility 3D: flying/O-G 60, sleight of hand 30+ 1
supplement. You can convert other critters and monsters with Mechanical 20
the guidelines included at the end of this book. Strength 20
Tvpical Alligator or Crocodile Knowledge 4D: business 6D, languages 5D, scholar 5D,
intimidation 4D+ 1, willpower 5D
Agility 10+ 2: brawling 60, dodge 30+1, running 40+2
Perception 3D: con 5D: disguise +2D, gambling 4D, inves-
Mech anical lD tigation 3D+2, persuasion 5D: charm +2, search 3D+2,
Strength 40+2: lift 60, swim 70 sneak4D
Knowledge ID: intimidation 5D, willpower 5D Technical 40
Perception ID: hide: self only 5D+ 1, survival 4D, search Metaphysics ID: channel 3D, sense 2D, transform 3D
40, sneak 40+2 Strength Damage: 10
Technical 00 Move: 10
Strength Damage: 3D Fate Points: 0 Character Points: 3
Move: 9 (land)/16 (water) Body Points: 16 W oun d levels: 3
Fate P oints: 0 Character Points: 0 Disadvantages: Advantage Flaw: True Natute (R3 ), all
Body Points: 24 Wound levels: 3 spells that change the Djinn's appearance cannot hide some
Natnral Abilities: cold-blooded (lethargic in cold; +7 airy or fiery aspect - hiding the aspect requires a Very Dif~
to difficulties of all actions until warmed up); jaws (damage ficult con: disguise check; Devotion (R3), honoring its con~
+ 10); rending (damage +20; may only be attempted while tract; Devotion (R3), good or evil, depending on the Djinn;
clamping on victim in water); scaly hide (Armor Value +2); Employed (Rl), anyone who possesses the Djinni's vessel can
tail slap (damage + 2); l>ege size (scale value 3) command it completely
Advantages: none
Tvpical Bunvip Special Abilities: Accelerated Healing CRl), + ID to natural
Agility 3D: brawling 40, running 80+ 1 healing tate; Flight (R5), flying/O-G move 100; Immottality
(Rl), can be banished by destroying its container; Invisibility
Mechanical 3D
(R3); Iron Will (R1); Silence (R2), +40 to sneak and +20
Strength 80 to attacks from behind
Knowledge 3D: intimidation 7D, willpower 5D
Perception 3D: hide 4D, search 4D, sneak 6D Tvpical Giant Eel
Agility 5D: acrobatics: contortion 5D+ 2, brawling 6D, dodge
Technical 00
50+2
Strength D amage: 40
Mechanical 00
Move: 12
Strength 3D: lift 40+1, swim 40
Fate Point s: 0 Character Points: 2
Knowledge 2D: intimidation 3D, willpower 2D+2
Body Points: 34 Wound levels: 3
Perception 2D: search 3D, sneak 5D+ 1
Natnral Abilities: claws (damage +20); ceeth (damage
Technical 00
+3D); cannot travel more than two kilometers from its lair;
can eat anything; breathe in water; large size (scale value 6) Strength Damage: 3D
Notes: Some bunyips have one or more of the following: Move: 10 (swim)
tough hide (Armor Value +30), enhanced sight (+6 to sight- Fate Points: 0 Character Points: 0
based totals); night sight (no penalties in dim conditions);
Body Points: 19 Wound levels: 3
flight (flying Move 36 with fiyinglO-G skill of 40); combat
instincts (cannot be surprised)
112
Typical Hawk Body Points: 22 Wound levels: 3
Agility 4D: brawling 5D+2, dodge 5D, flying/ O-G 6D Advantages: Size (R1 -R2), small scale value 3, large
773 MechanicallD scale value 3, or large scale value 6 (some skelerons do not
Strength 2D: stamina 40 have this)
17"1 Knowledge ID: intimidation 2D, willpower 2D
Disadvantages: N one
Special Abilities: Skill Bonus: Mindless (R1), +3 to
77S Perception 3D: search 5D+2 willpower totals; Skill Bonus: Painless Wounds (R1), +3 to
Technical 00 stamina total
776 Strength Damage: 1D Equipment: short sword (damage +ID+ l ); small shield
(Armor Value +2), valuable jewelry or belt (if formerly a
117 Move: 32 {flying) / 15 (gliding)
commander)
Fate Points: 0 Character Points: 0
17B Body Points: 16 Wound levels: 3 Tvpical Tunnel Spider
Natntal Abilities: beak (damage +lD +1), diving attack Agility40 +1:brawling5D,dodge4D+2,dimb/jump4D+2,
779 (+45 toflying/O~ G total and +2D to initiarive roll for 1 round running 40
when charging 1 target &om sufficient altitude); talons (dam~ Mechanical 2D: firearms: webbing 4D
120 age +ID; may attack the same target twice per round with no Strength 3D+1: climb/jump 4D+2, lift 3D+2
penalty); wings; small size (scale value 7)
127 Knowledge 10+2: intimidation 40, willpower 20+2
122 Tvpical Small Scorpion Perception 3D: con 5D, hide: self only4D + 1, survival 3D+2,
Agility 20 : brawling 4D, dodge 4D, running 30 search 40, sneak 5D
its arms each round. If a victim is caught in one tentacle, they Tvpical Vortex Ghost
may still use other tentacles to attack; they may capture a Agility 2D+2: brawling 3D, dodge 3D+1. sleight of hand
721 maximum of eight victims. 3D
728
Tvpical Red Piranha Mechanical 2D
Agility 6D: brawling 6D+1, dodge 6D+ 1 Strength 1D+2: lift 2D, running 3D
7 Mechanical 10 Knowledge 2D: intimidation 4D, scholar: old lore 5D, will~
power 50
Strength 2D: swim 5D+2
2 Knowledge 20: intimidation 20+2
Perception 3D: persuasion 3D+l
Technical 30+ 2
:3 Perception 10: hide: self~only 20+ 1, search 3D, survival
2D+ 1 Strength Damage: 1D
"1 TechnicallD Move: 5 (because of Intangibility)
Strength Damage: 1D Move: 11 (swim) Fate Points: 0 Character Points: 2
S Fate Points: 0 Character Points: 0 Body Points: 15 Woun d levels: 3
6 Body Points: 18 Wound levels: 2 Disadvantages: Achilles' Heel: Symbiosis (R5), loss oflD
from both physical and mental attributes for each 100 meters
Natural Abilities: bite (damage +10; +5 to combat
1 difficulty); swarm attack (roll a single brawling total for the
removed from the object of attachment; Hindrance: Mute
(R2), unable to speak with sounds
entire school; treat school as small scale value of 2; +7 to
8 damage total of successful swarm attack); size and coloring
Advantages: none
Special Abilities: Intangibility (R3), +9 D to damage resis-
(+ 1 bonus to dodge, sneak, and hide); breathes in water; small
9 size (scale value 9)
tance score against physical and energy attacks with Additional
Effect (R3), intangible state is rhe default, and can thus become
10 Tvpical Zombie tangible for one minute per rank, and Restricted (R2), requires
Very Difficult willpower roll to become tangible; Longevity (Rl)
Agility 2D: brawling 2D
11 M echanical 10
with Additional Effect (R2), does not need to eat or drink;
Hypermovement (RIO), +20 to Move with Restriction (R2)
12 Strength 5D: climb/jump 5D+ 1, lift 6D, stamina 6D requires Difficult willpower check to activate
120 brawling (Agility) brawling (Reflexes) figh<ing (Agili')'l piloting (Mechanical) piloting (Coordination) charioteering
(Coordination)
bureaucracy scholar (Knowledge) scholar or cultures
127 (Knowledge) (Intellect) riding (Agility) riding (Reflexes). animal
bandling (Presence)
riding (Agility).
animal handling
business (Knowledge) business (Knowledge) tradi ng (Intellect)
(Cb arisma)
722 climb/jump (Strength) climbing. jumping climbing. jumping
running (Agility) running (Physique) running (Physique)
(Reflexes) (Agility)
123 comm (Mechanical) tech (Knowledge) devices (Intellect)
scholar (Knowledge) scholar (Knowledge) scholar (Intellect)
search (Perception) search. tracking search, ctacking
command (Perception) command (Presence) command
(Perception) (Acumen)
(Charisma)
security (Technical) security (Knowledge) traps (Intellect )
con (Perception) con, disguise (Presence) bluff, disguise
725 (Charisma) security regulations
(Knowledge)
security (Knowledge) scholar, cultures
(Intellect)
cultures (Knowledge) scholar (Knowledge) cultures (Intellect)
12 6 demolitions (Technical) demolitions traps (Intellect)
sensors (Mechanical) tech (Knowledge) devices (Intellect)
121 dodge (Agility) dodge (Reflexes) dodge (Agility) sleight of hand (Agility) sleight of h and, sleight of hand,
lockpicking lockpicking
exoskeleton operation piloting (Coordinarion) charioteering
(Coordination) (Coordination)
(Mechanical) (Coordination)
sneak (Perception) sneak (Re1lexes) stealth (Agility)
firea rms (Agiliry) marksmanshi p marksmanship
7 (Coordination) (Coord inatio n) stamina (Strength) stamina (Physique) stamina (Physique)
flying!O-G (Agiliry) flying (Reflexes) flying (Agility) streetwise (Knowledge) streenvise (Perception) streetwise
2 forgery (Perception) forgery (Knowledge) reading/writing
(Acumen)
17
12
1<q
1S
AcceSsing: 06 Space Alions.1 > Conversions
76 Notes: Back to the stars ... my first love.
11"1
77S
115
771
178
119
720
IIOLUME1
127
CONTRIBUTORS COVER ART 722
Steven Marsh (25, 42, 48, 93 , James Dunn and Sky Owens
100, 104), Greg Nagler (6, 8, 15, 82), 123
INTERIOR ILLUSTRATIONS
Peter Schweighofer (11 , 19, 30, 36,
64, 70, 76, 89), John Simcoe (5, 14,
Eric Briner (7 , 9, 17, 83,84,86,87,122), 72'1
Peter A. Deluca (26,27,28,55,57,76,
17,59), Phil Thompson (7, 9, 10, 12,
13,16,18,54,96)
79, 81, 89, 92, 112, 121), James Dunn 125
(8,42,45,46,93, 95,97,98,105,107,
ADDITIONAL MATERIAL 115, image frames) , Talon Dunning (4 , 10, 725
Steven Marsh , Nikola Vrtis 12,13,16, 30 , 33 , 34 , 48,50,53, 113,1 16),
EDITOR
Travis Ingram (5 , 11, 14, 15, 21, 23, 24, 64, 121
67, 68, 111, 119), John Paul lona (58, 109,
Nikola Vrtis 728
117), Aaron Nakahara (6, 18, 36, 38 , 40, 59,
INTERIOR GRAPHIC DESIGN 61 , 62,70, 73,74, 114,118, 120),
Nikola Vrtis Kent McDaniel (101, 102)
PUBLISHER COVER GRAPHIC DESIGN 2
Eric Gibson Eric Gibson
SPECIAL THANKS TO PDF CONVERSION ::I
Rachel Gibson Whill
.q
5
5
1
8
9
70
About This Book_ 71
This book contains over 30 different sentient and nonsentient beings suitable for nearly any space-faring adventure. The
information in this book is generic, with game mechanics for theD6 System, a cinematic roleplaying game that's been enjoyed 12
by hundreds of thousands of people around the world. As one of its house systems, West End Games supports this line with
free sample games, character templates, worksheets, errata, discussion forums, and more. Download free material and find
73
out what's new at www.westendgames.com.
1"1
WEG 51022 > Version 1.0> ISBN 1-932867-11 -2> First Prir,tirrn I 2005 > Printed in Canada 7S
© 2005 Purgatory Publishing Inc. All Rights Reserved.
75
West End Games, WEG, and D6 System are trademarks and
properties of Purgatory Publishing Inc. 17
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