Category Archives: Space Aliens

Barathax Military Trainer Template

Species: Barathax

Occupation: Military Trainer

Agility 3D+2

Mechanical 2D+2

Strength 2D+2

Knowledge 3D

Perception 3D+2

Technical 2D+1

Funds 3D

Credits 525

Fate Points 1

Character Points 5

Strength Damage 1D

Move 10

Body Points 32

Wound Level / Body Points Range

Stunned / 19-25

Wounded / 12-18

Severely Wounded / 6-11

Incapacitated / 3-5

Mortally Wounded / 1-2

Dead / 0

Equipment: needler pistol (damage 30; range 25/75/150; ammo 50); worn syntheleather mesh long-coat (Armor Value +10); cred-key

Disadvantages: Enemy (R2), wanted dead or alive as a traitor of the Barathax; Hindrance; Arrogance (R2), + 3 to con and persuasion difficulties; Hindrance: Reduced Hardiness (R2), -2 to damage resistance totals; Quirk (Rl), must make a Moderate willpower roll to overcome dislike of cold temperatures or be at +2 to all difficulties until warm again, Quirk (R2), make a Difficult willpower roll to be wet or will do nothing until dry.

Advantages: none

Special Abilities: Enhanced Sense: Sight (Rl), +1 to sight-based skill totals; Enhanced Sense: Hearing (Rl),+l to hearing-based skill totals; Extra Body Part: Tail (Rl); Skill Bonus: Agility (Rl), + 1 to acrobatics, climb /jump, and dodge totals; Natural Hand-to-Hand Weapon: Claws (Rl), + lD damage.

Description: Your parents say that you spent too much time alone as a scout among soft aliens, and that’s why you’ve rejected your own people. You now seek out potential victims of the Barathax in the hopes of training them to defend themselves against possible attacks.

Basilisks

Typical Basilisk

Agility 2D: brawling 3D+ 2, dodge 4D, firearms: paralyzing blast 3D+2, running 6D
Mechanical 0D
Strength 3D+2
Knowledge 1D: survival: desert 3D
Perception 4D: search 4D+1
Technical 0D
Strength Damage: 2D
Fate Points: 0
Move:20
Character Points: 0
Body Points: 21
Wound Levels: 3

Natural Abilities: paralyzing blast (damage 3D and paralyzes victim; victim may attempt to shake off the effects once per round – as an action – by making a Knowledge, Strength, Stamina, or Willpower roll against the attack total; lead and other radiation-thwarting materials reduce or negate this attack); bite (damage +2D; +5 to combat difficulty); claws (damage +2D+2); radiation resistance (+3D to stamina or damage resistance rolls to resist effects of radiation); radiation sense (+5D to search for detecting radioactive materials); large size (scale value 3). Continue reading Basilisks

Borkines

Typical Borkine

Agility 2D+2: dodge 3D+2, brawling 4D, running SD
Mechanical 0D
Strength 4D+2: lift 7D, stamina 5D+ 1
Knowledge lD+l: willpower 30
Perception 3D: search 3D+2
Technical 1D
Strength Damage: 4D
Move: 12
Fate Points: 0
Character Points: 0
Body Points: 24
Wound levels: 3

Natural Abilities: gore (damage +2D); trample (damage +3D); resistance to disease, poison, cold, and heat (stamina +2D); large size (scale value 4)

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Chalsamars

Typical Chalsamar

Agility 6D: firearms: ray 6D+1, flying/0-G 8D
Strength 8D+1: stamina 10D+ 1
Mechanical 1D: navigation: space 5D
Knowledge 2D: intimidation 8D, survival: space 6D, willpower 4D+2
Perception 3D: search 5D Technical 0D
Strength Damage: 4D
Move: 3 (space units, space only)
Fate Points: 0
Character Points: 0
Body Points: 35
Wound Levels: 3

Natural Abilities: translocation ray (damage 10D for determining relocating only; use firearms to make attack; use damage to determine distance of relocation – the greater the difference, the further away, with a Dead result indicating that target is sent to another dimension; actual relocation destination is decided on by the Game Master); crystal form (Armor Value +12D); interstellar flight (equivalent to 0.3 drive rating); can survive in space; large size (scale value 52)

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Charybdis Devourer

Typical Charybdis Devourer

Agility 1D: flying/0-G 3D
Mechanical 1D: navigation: space 8D
Strength 6D: stamina 14D
Knowledge 2D: astrography 5D, intimidation 7D, survival: space 4D
Perception 3D: search 5D+2
Technical 0D
Strength Damage: 3D
Move: 4 (space units; space only)
Fate Points: 0
Character Points: 0
Body Points: 28
Wound levels: 3

Natural Abilities: armor (Armor Value +1D); ram (damage +6D); gravity manipulation (see description); energy detection (search may be used like sensors); can survive in space; large size (scale value 40)

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Dealer Merchant Template

Species: Dealer

Occupation: Merchant

Agility 2D+1

Mechanical 2D+1

Strength 2D+1

Knowledge 3D+2

Perception 4D+1

Technical 2D

Funds 4D

Credits 700

Fate Points 1

Character Points 5

Strength Damage 1D

Move 10

Body Points 30

Wound Level / Body Points Range

Stunned / 18-24

Wounded / 12-17

Severely Wounded / 6-11

Incapacitated / 3-5

Mortally Wounded / 1-2

Dead / 0

Equipment:  Legal PAD (stores contracts and takes biometric and cellular data of contract signees}; personal blaster (damage 3D; range 4/8/12; shots 6); cred-key.

Disadvantages: Cultural Unfamiliarity (Rl); Debt (R3), owes significant resources to creator; Devotion (R3), to fair trade and interactions; Enemy (R2), an enemy of one of your clients is after you; Hindrance: Limited Regenerative Properties (R8), -8 to damage resistance totals; Hindrance: Uncreative (RS), +6 to all Technical-related difficulties involving improving or inventing technology; Quirk (R3}, always insist on background checks of potential clients, which has caused you to lose contracts.

Advantages: Fame (R3), member of fair and honest merchant race.

Special Abilities: Atmospheric Tolerance (Rl), airless environments, with Additional Effect (R3), need not breathe; Attack Resistance: Mental (R2), +2D to resistance totals against mental harm; Immortality (Rl), will cease to function if back up is erased or cannot be put into new body, with Additional Effect (R3), does not need to rest unless injured, eat, or breathe; and Price (Rl), requires Legendary Funds (posthumously) to activate; Immunity (RS), +5D to Strength or stamina checks against illness or poison; Iron Will (R3), +3D to all willpower rolls and +6 to standard interaction difficulties.

Description: A relatively new Dealer (only a few hundred years old), you inadvertently gained an enemy when you helped broker a deal for food and medical supplies. Now, you studiously check all potential clients to make sure that this doesn’t happen again. You haven’t made friends this way, but you just might live to pay your Life Debt.

Dire Lurkers

Typical Dire Lurker

Agility 4D: acrobatics 5D, dodge 5D, running 4D+2
Strength 5D: climb/jump 7D, stamina 5D+1
Mechanical 1D
Knowledge 2D: intimidation 4D, survival 5D, willpower 3D
Perception 4D: hide 6D, search 4D+2, sneak SD
Technical 0D
Strength Damage: 3D
Move: 14
Fate Points: 0
Character Points: 0
Body Points: 25
Wound Levels: 3

Natural Abilities: claws (damage +2D); darkness field (can project a field of darkness that raises the difficulty of sight based skills used while in it by +5; lasts for a maximum of 2 minutes; extends 5 meters around creature); sinuous (+3 to acrobatics and dodge totals); fast reactions (+1D to initiative rolls; may take an additional action for one round 3 times during an adventure); fear (+1 to intimidation rolls and +1 combat defense against those who fail to resist an intimidation attack); infravision (negates up to 6 points of modifiers for dim or dark conditions); small size (scale value 4)

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Duskdiggers

Typical Duskdigger

Agility 3D: acrobatics 5D+1, brawling: bite 3D+2, dodge 4D
Strength 2D+2: stamina 4D
Mechanical 0D
Knowledge 1D: survival: desert 2D
Perception 4D: hide: self-only 5D,search 4D+1, sneak4D+1
Technical 0D
Strength Damage: 1D
Move: 4
Fate Points: 0
Body Points: 16
Character Points: 0
Wound Levels: 3

Natural Abilities: bite (damage + 1D; +5 to combat difficulty; venom injected when brawling success beats difficulty by 5 or more); venom (causes 3 points of damage every 10 minutes until the victim dies or is treated; Very Difficult stamina roll co resist); flexibility (+1D to acrobatics and dodge rolls); small size (scale value 5)

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Gilvahn Prospector Template

Species: Gilvahn

Occupation: Prospector

Agility 2D

Mechanical 3D

Strength 3D+2

Knowledge 2D+2

Perception 3D

Technical 3D+2

Funds 3D

Credits 525

Fate Points 1

Character Points 5

Strength Damage 2D

Move 10

Body Points 37

Wound Level / Body Points Range

Stunned / 22-29

Wounded / 14-21

Severely Wounded / 7-13

Incapacitated / 3-6

Mortally Wounded / 1-2

Dead / 0

Equipment: handy spanner ( + 1D bonus o relevant repair rolls; reduces darkness modifiers by 30 (9) in flashlight mode); mining laser (damage 4D; range 5/10/- ; shots 30); spare energy cell (50 shots); enviro-suit.

Disadvantages: Achilles’ Heel: Low Gravity(R3), + 1 to all Agility difficulties in a gravities of 1 g or less; Quirk (R2), must make a Difficult willpower roll to avoid becoming mesmerized by shiny raw minerals or metals.

Advantages: none.

Special Abilities: Hardiness (R4), +4 to damage resistance totals; Skill Bonus: Vehicle Tech (R1 ), + 1 to exoskeleton repair, flight systems repair, and vehicle repair rolls.

Description: You live for the thrill of discovering new metal and mineral deposits. You’ve amassed quite a collection of specimens. You probably would’ve located m:my more by this time, but you sometimes find yourself simply staring at shiny crystals and metals for hours.