Aurrorro-Tang
The Aurrorro-Tang
are a fun loving ape-like race from the planet of Tang Rock
in the distant Blood Drift Sector. They live on high
plateaus looking down on their dangerous jungle world.
they are rarely found in the Core worlds but are renown as
excellent repulsorlift engineers.
Personality
Aurro-Tang love nothing than to
have a good time. Repulsor surf parties are a popular
pass time. They always seem in a good mood.
Language: Aurrorro-Tang
speak Basic. Their own language is only ever spoken by
scholars and historians.
Example names:
Gravin
Age: Child
1-10; young adult 11-14; adult 15-30; middle age 31-46; old
47-60; venerable 61+
Species
Traits
Ability
Modifiers: +2 Dexterity, -1
Constitution, -1 Wisdom
Medium Sized: No
modifier
Speed: Base
Speed 10.
Skill Bonus:
Aurrorro-Tang gain +2 on all Climb checks.
Centauri
The Centauri
live in a Solar System in a galaxy far, far away.
Their people cover several worlds, Alpha Centauri, Beta
Centauri, Omega Centauri and Delta Centauri. The once
peaceful people have now turned to war to fight off the
threat of the Goa'uld, but they have been unsuccessful.
Only the small colony on Omega Centauri resists with Alpha
Centauri and Delta Centauri under the control of the Goa'uld
Tri-Alliance. The Tri-Alliance is made up of the
System Lords Mors, Nemesis and The Master. The world
of Beta Centauri has been all but destroyed by the Goa'uld.
A small
settlement of Centauri exist on the Eastern continent of the
planet Gar. It is believed that they are the
descendants of Centauri who traveled through the Stargate
many centuries ago.
Personality
Alpha-Centauri are bold and
commanding. They are physically superior to other
Centauri and are recognised as the ruling class.
Beta-Centauri are softly spoken and are often scholars or
healers. Omega-Centauri are the warriors. They
are strong and aggressive. The Delta-Centauri are the
most curious and adventuresome of the race. They are
always friendly and inquisitive.
Language: Basic
Example names:
Asteroth, Flail, Thunder
Age: Child
1-10; young adult 11-14; adult 15-30; middle age 31-46; old
47-60; venerable 61+
Species
Traits
Ability
Modifiers: +2 Strength, +2
Constitution, -2 Dexterity, -1 Wisdom, -1 Charisma
Medium Sized: As
large creatures Centauri suffer a -1 penalty to attack and
defense.
Speed: Base
Speed 25.
Feat Bonus:
Power Attack.
Special: Hooves
- Hooves cause 1D6+Str modifier damage,
Critical 20. The player must specify that he is using
Hooves when brawling. A character with Two-Weapon
Fighting may use a rear Hooves attack as his second action
with the usual modifiers.
Restrictions:
Cannot use the Ride skill or take any Riding
based Feats.
Draygon
Draygons have
only existed for a few years, but in that time they have
already become feared across the galaxy. All Draygons
are clones. They were the creation of the insane
creature, and now Draygon Emperor, Drangal. Draygons
stand over eight feet tall. Their body is a mix of
green skin and scales, their heads crowned with a row of
horns. They have huge wings, can breath fire and their
claws and fangs can rip through even a starships hull.
As if their physical prowess was not enough all Draygons are
inbred with a desire to kill. They see all other
species as mere cattle and food, their giant Motherships
containing a frightful site of races that are not kept as
prisoners, but as food. It is rare for a single
Draygon to be encountered at a spaceport. Draygons
tend to remain on their Starship or in their asteroid lairs.
Personality:
Fierce, aggressive and
remorseless.
Language: Basix,
Black Dragon
Example names:
Duke, Crax, Armageddon, Inferno, Maul
Age: As
a newly created clone species the lifespan of a Draygon is
unknown.
Draygon
Species Traits
Ability Modifiers:
+7 Strength, +5 Constitution, -4
Intelligence, -4 Wisdom, -4 Charisma
Large Sized:
Speed: Base
Speed 12. flying speed 20, in space 50.
Flying:
A Draygon can fly at speed of 20 in an atmosphere and at a
speed of 50 in space.
Temperature
Resistance: Draygons make no saving rolls against
adverse effects of temperature. They can survive
extreme hot and cold conditions.
Fire
Resistance: A Draygon is immune to fire damage.
Oxygen:
A Draygon does require oxygen to breath. They do
however have an internal oxygen system allowing them to
breath in variable atmosphere conditions and in space.
In order to breath 'internally' the Draygon must
constantly flap it's wings. When resting in no oxygen
environments a Draygons wings will still beat, even if
sleeping.
Fire Breath:
A Draygon may use it's fire attack once per combat round as
an attack action. This attack has a range of 10 meters
and causes 1D6 damage (See RCB for catching fire rules
page 287).
Claws &
Fangs: A Dryagons Claw or bite attack causes +2
unarmed damage, critical 20.
GM notes: It
is strongly recommended that Players are not allowed to play
this species.
Example
Draygons
Draygon:
Adult Int Draygon, Thug 1; Init +2 (+2 Dex); Def 18
( +2 Dex, +0 Class, +6 Natural); Spd 10m; VP/WP -/19;
Atk +8 melee (1d3+7, punch), -1 ranged (4d8, crit 19-20,
Blaster [Cannon]); SQ Tainted; SV Fort +6, Ref
+2, Will -1; SZ M; FP: 0; DSPs: 6;
Rep: +0; Str 24, Dex 14, Con 19,
Int 12, Wis 8, Cha 8.
Equipment: Blaster Canon (4D8,
Crit. 19-20)
Skills: Intimidate +3, Read/Write Basic, Speak
Basic, Spot +1, Survival +1, Swim +11
Feats: Armor Proficiency (light), Endurance,
Weapons Group Proficiency (blaster pistols, simple weapons)
Damage
Reduction: DR 6
Draygon (Tough):
Adult Int Draygon, Thug 4; Init +2 (+2 Dex); Def 19
( +2 Dex, +1 Class, +6 Natural); Spd 10m; VP/WP -/19;
Atk +11 melee (1d3+7, punch), +2 ranged (4d8, crit
19-20, Blaster [Cannon]); SQ Dark Side; SV Fort
+8, Ref +3, Will +0; SZ M; FP: 0; DSPs: 24;
Rep: +1; Str 25, Dex 14, Con 19,
Int 12, Wis 8, Cha 8.
Equipment: Blaster Canon (4D8,
Crit. 19-20)
Skills: Intimidate +6, Pilot +5, Read/Write
Basic, Speak Basic, Spot +1, Survival +2, Swim +12
Feats: Armor Proficiency (light), Endurance,
Starship Operation (capital ship), Weapons Group Proficiency
(blaster pistols, simple weapons)
Damage
Reduction: DR 6
Galifreyan
Galifreyans are
an ancient race, and one of the first to master the secrets
of not only space travel, but time travel. Their
modern society was formed when two Galifreyan scientists,
Rassilon and Omega, used a device called the Hand of Omega
to detonate a sun and create a Black Hole. They were
able to capture the energy, and to this day the Black Hole
now known as the Eye of Harmony resides beneath the
Panoptican, the great hall in the Capital City of Galifrey.
The Time Lords are the ruling body of Galifrey society.
Personality:
The general populous of Galifrey
are a quiet shy people, but their lives are dull and boring.
Galifreyans, and especially Time Lords, who leave Galifrey
tend to adventuresome. The Time Lords of Galifrey tend
to be extremely arrogant.
Language: Galifreyans
speak Basic (and may even have been the first race to do
so).
Example names:
Omega, Rassilon, Borusa.
Age: Child
1-12; young adult 12-50; adult 50-450; middle age 450-600;
old 601-900; venerable 900+. It should be noted that a
Time Lord may live up to 1000 years in each regeneration.
Species
Traits
Ability
Modifiers: +4 Intelligence, -1
Dexterity, -1 Strength, -2 Charisma
Medium Sized: No
modifier
Speed: Base
Speed 10.
New Skill: Knowledge
(Temporal Science) Galifreyans
and Time Lords have an understanding on the science behind
Time Travel. this skill cannot be used untrained and
only Time Traveling characters may put ranks into this
skill.
Special
Abilities
Repertory bypass - a
Galifreyan can stop breathing for 1D4 minutes + 1 minute per
level. the individual falls unconscious but will not
breathe in any noxious gasses during this time.
Fast Healing
- A Galifreyan heals an addition 1 point of VP or WP than
normal either naturally or through healing.
Galifrey
and Time Lords are based on Doctor Who, copyright BBC.
Garbarian
(near-Human)
The planet Gar
is a vast world beyond the Outer Rim in the Blood Drift
Sector. Gar is a multi-national world with continents
varying between Feudal and Monastic rule. The major
population of Gar are human, though they have developed to
cope with the war-like nature of their world. Most
Garbarians are stronger than normal for a human.
Though they are not limited in using modern technology they
still tend to favour primitive weapons such as an axe or
broadsword.
Personality:
Garbarian are human, and therefore
have all the variations in personality that humans have.
That said, most Garbarian tend to come across slightly
intimidating or even bullying. They often have a lot
bluster and are always ready for a fight.
Language: Garbarians
speak basic.
Example names:
Lexon Lexgar, Tetris Bloodaxe, Garcom, Ivan Darkhammer.
Age: Child
1-11; young adult 12-15; adult 16-30; middle age 31-50; old
51-65; venerable 66+
Garbarian
Species Traits
Ability Modifiers:
+2 Strength, -2 Intelligence
Medium Sized: No
modifier
Speed: Base
Speed 10.
Special: As
Humans Garbarians may select a bonus feat at character
creation.
Nok-tek-cha
'the
Others'
The Nok-tek-cha,
most commonly referred to simply as 'The Other' come from a
planet deep with the Unknown Regions. Their are of
space is not vast, but is aggressively protected.
Their homeworld was once a beautiful lust planet, but due to
centuries of heavy industry the planet has become a polluted
wasteland. Water is contaminated and food is scarce.
To resolve their problems the Others have taken to robbing
neighboring systems of their own water supply, enslaving
their peoples and taking them as food.
Personality
The others are a vicious people.
They are very mistrusting, even of their own kind.
They treat other species as cattle, though they can be very
deceptive luring other with false pretentions. Despite their
deep nasty desires they usually come across friendly and
charming.
Language: The
Other speak Nok-tek. Officers will often learn basic,
or the native language of the world they plan to invade.
Example names:
Real names tend to be like
Nok'kkik'zzsar'chek or kul'tar'mirr'kik. Most Others
found off world will usually take another name, ofter from
the natives of the world they have invaded.
Age: Child
1-10; young adult 11-17; adult 18-50; middle age 50-80; old
81-109; venerable 110+
Species
Traits
Ability
Modifiers: +2 Charisma, +1
Strength, -2 Wisdom, -1 Intelligence
Medium Sized: No
modifier
Speed: Base
Speed 10.
Skill Bonus:
In humid conditions the Others gain +1onto
all Dexterity based skill checks.
Poisonous
Venom. The Others may spit a
poisonous acidic venom to someone within 1 meter. They
can only do this once a week and it causes -2 temporary
Constitution damage to themselves lasting 48 hours.
The Poison inflicts 2D8 acid damage and the target must make
a Fortitude save DC 10 + character level of the attacker or
become poisoned. A Poisoned character loses 1D8
vitality or wounds per round unless treated. The
antidote is simple requiring a DC 15 Treat Injury roll with
the aid of a medpac.
Nosferartau
Several
millennia ago the Time Lords created a slave race. A
small clan of Ugnaughts were infected with a vampiric virus.
Many centuries later the Nosferatu freed themselves from the
virus and became the Nosferartau. In the present, the
time of the Empire, the Nosferartau are a high tech race
whose skills are much sought after.
Personality
Nosferartau tend to be extremely
arrogant. Though they believe in freedom for all
races, and are strongly opposed to slavery and the Empire,
they still consider themselves better than other species.
They especially look down on soldiers and ranked military
officers, but appreciate knowledge and technology.
They rank technicians and engineers above all others in
their society.
Language:
Nosferartau language is a very complex series of grunts and
squeals that is never taught to anyone. Nosferartau
can speak basic with ease.
Example
names: Ugavine, Mogwye,
Zak-Zak, Q-Zark. Female Nosferartau add their mates
name to the end of their own eg. Marla Ugavine.
Age: Child
1-40; young adult 41-115; adult 116-160; middle age 161-250;
old 251-285; venerable 286+
Nosferartau
Species Traits
Ability
Modifiers: -2 Dexterity, -2
Constitution, -4 Strength, +4 Intelligence, +2 Wisdom, +2
Charisma
Small Sized:
As small creatures Nosferartau gain a +1
bonus to their Defense, +1 bonus on their Attack rolls and a
+4 bonus on Hide checks. They must use small weapons
and only have three-quarters of the carrying capacity of
medium sized creatures.
Speed: Base
Speed 6.
Skill
Bonus: Nosferartau have a +4
bonus on all repair skill checks.
Bonus Feat:
All
Nosferartau gain the Kit-Bashing feat at 1st level, however
this feat cannot be used until the character meets the
Prerequisites.
Optional Rule:
Careless/Genius
Nosferartau can appear as miracle workers when working with
technology, but they can also be very absent-minded.
When making any Repair skill checks a roll of 1-5 is treated
as an automatic failure. A roll of 1 usually causes a
(non-lethal) explosion. On a roll of 16-20 it is an
automatic success. A roll of 20 will usually mean they
have even improved on the technology.
GM notes: Recommended
classes are Fringer or Tech Specialist
moving onto Chief Engineer.
Quacka
The
Quacka in appear like anthomorphic ducks. The
evolved on the planet Pondula III
in The Big Drink, a remote sector in the Outer Rim,
near Bakura.
Personality:
As a whole the Quacka are a
friendly people. They usually have an upbeat and
optimistic attitude. They take pride in their work and
work hard, though they always seem relaxed. The Quacka,
especially young males, tend to very adventuresome.
They love daring careers, such as starfighter pilots or as
Sector Rangers. Quacka can often be found frequenting
space ranger bars taking up careers as smugglers or pirates,
though not the cut-throat kind. If you are ever robbed
by a Quacka you'll probably find him the most polite
criminal you ever meet.
Language: The
Quacka and equally well speak their own language and basic.
Example names:
Quackajack, Big Bill, Darktail, Skywing,
Paddlefoot, Duckula!
Age: Child
1-11; young adult 12-15; adult 16-30; middle age 31-50; old
51-65; venerable 66+
Quacka
Species Traits
Ability Modifiers:
-2 Strength, -1 Constitution, +2 Charisma
Medium Sized: No
modifier
Speed: Base
Speed 10 on land, 15 in water.
Aquatic: Webbed
feet give a +4 modifier when swimming on the surface of
water, and +2 modifier when swimming underwater.
Skill Bonus:
Quacka gain +4 skill ranks for any class
skills if they start in Scoundrel Class.
New Feat
Swan
Dive
(may be taken by
any class but is restricted to Quacka)
Allows the
subject to safely dive from high ledges into shallow water
or make a quick dodge into water.
Prerequisites: Dexterity
14; Dodge, Tumble 4 ranks, Race: Quacka Only.
Benefits: May
safely dive from a high ledge into Shallow water on Tumble
(10), or may dodge into water with a +2 defense bonus
against all attacks. This bonus is cumulative with
other dodge and defense bonus's. If dodging from a
great height the bonus is reduced to +1 and the Tumble
difficulty increased to 14.
Gutree
Physical Description:
The Gutree are native to Isis and form a symbiotic
relationship to the planet. Their bodies are crystal
based, and are very hard. To punch a Gutree is like
punching a rock (only rocks don't punch back).
Generally Gutree are not an aggressive race, but their will
defend themselves. Their primitive way of life has
been disrupted slightly by the presence of off-worlders.
Rather than shut themselves off they have embraced the
opportunity to gather the 'life' of these strange aliens.
Cultures: Gutree
are a primitive tribal race. Each Tribe is ruled by a
Shaman, who will often show minor force abilities. To
a Gutree their 'life' means everything. By 'life' they
actually mean their memories. By defeating ones
enemies a Gutree can take their memories, or give them if
they lose, as is their code of honour. Such contests
are usually single contests of the Bastaska. Upon
first contact with a new tribe or group a single champion
from each side will take part in the Bastaska duel.
Regardless of the fight outcome, the fact that the contest
was fought is enough for both sides to consider the other
worthy of friendship.
Personality Friendly,
yet fierce. Combat plays a big part of Gutree society,
though fights to the death are extremely rare with Gutree
rarely holding grudges.
Language:
Basic
Example names:
Prism
Age:
Child 1-8; young adult 9-12; adult 13-30; middle age 31-42;
old 42-55; venerable 56+
Species
Traits
Ability
Modifiers: +1
Constitution, +1 Wisdom, -1 Intelligence, -1 Charisma
Medium Sized:
No modifier
Speed:
Base Speed 10.
Special
Abilities
Create
Crystal Spear
Once per day a
Gutree can produce a Crystal spear from it's own body.
The character must make a Craft 'Weapons' DC15 to produce a
combat worthy weapon. The Spear does 1D6 damage,
critical 20.
Shoot Crystal
Shards
A Gutree can
shoot shards of crystal from it's body as weapons. A
Gutree can shoot a number of shards a day equal to his
constitution score. The distance he can shoot the
shards in meters is equal to 20 + Strength score.
Damage 1D4, critical 20.
New Feat
Create
Crystal Wave
The Gutree are
one with their world, Gutree Shamans even more so.
Shamans learn to commune with Isis and can create waves in
the surface of the planet which they can 'ride' to travel.
Prerequisites:
Force Adept 3rd Level, Gutree Only.
Benefits:
When on Isis a Shaman can summon a wave as a mode of
transport. The wave can carry a number of people equal
to the Shamans level + Wisdom modifier, as well as himself.
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