Tag Archives: template

Verdendrian Explorer Template

Species: Verdendrian

Occupation: Explorer

Agility 2D+2

Mechanical 3D

Strength 2D+2

Knowledge 3D+1

Perception 2D+1

Technical 3D

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: plasma pistol (damage 5D; range 10/25/40; shots 20); portable scanner (detects bio-signs, energy, gases, and ores range of 250 meters); med-kit (+1D to medicine attempts; 5 uses); cred-key

Disadvantages: Achilles’ Heel (R3 ), requires 4 hours of sunlight or its equivalent per day or + 2 to all difficulties and -2 to damage resistance totals per hour deficient, until get caught up on sunlight; Achilles’ Heel (R4 ), damage from toxic gases, atmospheric pollution, polluted water, alcohol, and the like increased by +3D (minimum of 3D damage when exposed to such substances); Advantage Flaw (R1), Move reduced by 2 meters per limb lost; Advantage Flaw (R2), easily surprised and all surprise bonuses against you are increased by +2; Cultural Unfamiliarity(R1), with meat-based species; Devotion (R1), to Root; Hindrance: Poor Hearing (R3), +4 to difficulties of hearing-based actions; Hindrance: Mute (R2), unable to speak with sounds; Quirk (R2), must make a Difficult willpower or Knowledge roll to overcome curiosity

Advantages: none

Description: You’ve chosen to take a route unusual for your people in their quest for knowledge: live among meat-based lifeforms. You hope to compose a treatise someday that will help your people understand outsiders better.

Taurid Mercenary Template

Species: Taurid

Occupation: Mercenary

Agility 3D

Mechanical 3D+2

Strength 4D

Knowledge 2D+2

Perception 2D+2

Technical 2D

Funds 3D

Credits 525

Fate Points 1

Character Points 5

Strength Damage 2D

Move 10

Body Points 40

Wound Level / Body Points Range

Stunned / 24-32

Wounded / 16-23

Severely Wounded / 8-15

Incapacitated / 4-7

Mortally Wounded / 1-3

Dead / 0

Equipment: laser pistol (damage 4D, range 25/75/150; shots 15) with 2 spare energy cells (15 shots each); Plastovararmor (Armor Value +1D+1); standard comlink; personal hand comp; cred-key

Disadvantages: Devotion (R3), to herd; Employed (R1), as mercenary; Prejudice (R1), +2 to difficulties while interacting with meat-eaters; Quirk (R2), claustrophobia aboard confined starships sets in after six months

Advantages: Contacts (R1), with herd; Size: Large (R1), scale value 1
Special Abilities: Hardiness (R3), +3 co damage resistance totals; Natural Hand-to-Hand Weapon: Horns (R1), +1D damage

Description: You decided to become a mercenary to fulfill your duty to the herd. You hope that on one of your assignments, you’ll hear about a pastoral world where your people can settle down and you can go into farming, as you’ve always wanted to.

Razithar Entrepreneur Template

Species: Razithar

Occupation: Entrepreneur

Agility 2D+2

Mechanical 2D+2

Strength 3D

Knowledge 4D

Perception 3D+2

Technical 2D

Funds 4D

Credits 700

Fate Points 1

Character Points 5

Strength Damage 2D

Move 10

Body Points 35

Wound Level / Body Points Range

Stunned / 21-28

Wounded / 14-20

Severely Wounded / 7-13

Incapacitated / 3-6

Mortally Wounded / 1-2

Dead / 0

Equipment: large display hand comp with business, culture, and product scholarchips (+2 to relevant totals when correct one is used); personal blaster (damage 3D; range 4/8/12; shots 6); tastefully expensive garments; cred-key

Disadvantages: Achilles’ Heel: Environmental Incompatibility (R3), +1 modifier to difficulties per round exposed to temperatures below 15 degrees Celsius; Devotion (R1), to profits; Enemy (R1), resented by several clients, who make your life difficult whenever possible; Hindrance: Arrogance (R2 ), +3 to con and persuasion difficulties; Infamy (R1), your reputation (and the reputation of your species) sometimes precedes you.

Advantages: Contacts (R1). various minor business associates on a number of worlds

Special Abilities: Extra Body Part: Tail (R1); Narural Armor: Skin (R1), +1D to damage resistance total; Natural Hand-to-Hand Weapon: Claws (R1), + 1D damage; Skill Bonus: Business Sense (R2), +2 to bargain, bureaucracy, and business totals

Description: You religiously uphold the profit-gathering ideals of your people. You’ve made some enemies and earned a reputation for doing anything to get a deal. You want to expand your business into new territories, particularly where no one knows you yet.

Pherro Pilot Template

Species: Pherro

Occupation: Pilot

Agility 3D

Mechanical 3D+2

Strength 3D

Knowledge 2D+2

Perception 2D+2

Technical 3D

Funds 3D

Credits 525

Fate Points 1

Character Points 5

Strength Damage 2D

Move 10

Body Points 25

Wound Level / Body Points Range

Stunned / 15-20

Wounded / 10-14

Severely Wounded / 5-9

Incapacitated / 2-4

Mortally Wounded / 1

Dead / 0

Equipment: personal blaster (damage 3D; range 4/8/I2; shots 6); spare energy cell (6 shots); kavaam overcoat (ignore the detrimental effects of environmental heat or cold for 20 hours)

Disadvantages: Devotion (Rl), to family pack; Enemy (Rl), most feline species view Pherro as a threat they must eliminate; Quirk (R3), make a Very Difficult willpower roll to avoid getting into situations before thinking things through; Quirk (R2), make a Difficult willpower roll to stop a project once started

Advantages: Contacts (RI), other members of family pack; Trademark Specialization (RI), gain +2D to all search: tracking rolls

Special Abilities: Enhanced Sense: Sight (Rl), +l to sight-based skill totals; Enhanced Sense: Hearing (Rl), +2 to hearing-based skill totals; Extra Body Part: Tail (Rl)

Description: Not only do you tenaciously stick to a 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 skills.

Mareen Traveling Artist Template

Species: Mareen

Occupation: Traveling Artist

Agility 3D

Mechanical 2D

Strength 1D+1

Knowledge 4D

Perception 4D

Technical 2D+2

Funds 4D

Credits 700

Fate Points 1

Character Points 5

Strength Damage 1D

Move 10

Body Points 26

Wound Level / Body Points Range

Stunned / 15-20

Wounded / 10-14

Severely Wounded / 5-9

Incapacitated / 2-4

Mortally Wounded / 1

Dead / 0

Equipment: exoskeleton (life support; +20 to lifting and running; Armor Value +3D; operator uses own skills; land Move of 10; claw attack with damage +1D; scale value O; requires external food and oxygen supply to operate life support; only operable by Mareens); artist hand comp with storage and recording device.

Disadvantages: Cultural Unfamiliarity (R1), with air-breaching species; Achilles’ Heel (R3), die if out of water for more than 15 minutes; Advantage Flaw (R1), hand-related activities are impossible when not in suit and without access to special plant fibers; Devotion (R2), to acquiring unique and beautiful objects; Hindrance: Atypical Move (R1), can only swim and jumping is limited when not in exoskeleton; Quirk (R3), must make a Very Difficult Knowledge or willpower roll to overcome fascination with beautiful items – failing indicates that the Mareen is at a disadvantage in interactions until leaving the situation.

Advantages:Equipment(R3), exoskeleton (see equipment); Size: Small (R2), scale value 6.

Special Abilities: Environmental Resistance (R2), +6D to Strength or stamina in extreme environments; Natural Ranged Weapon: Electric Shock (Rl), damage 3D, range 5/10/20, with Restricted (R1), may only be used once per round; Water Breathing (R1).

Description: You’re traveling the galaxy seeking beauty in all its forms. You capture it electronically; someday, you’ll render the images in shell.

Malcharan Cybersculptor Template

Species: Malcharan

Occupation: Cybersculptor

Agility 2D+2

Mechanical 2D

Strength 3D

Knowledge 3D+2

Perception 4D

Technical 2D+2

Funds 4D

Credits 700

Fate Points 1

Character Points 5

Strength Damage 2D

Move 10

Body Points 35

Wound Level / Body Points Range

Stunned / 21-28

Wounded / 14-20

Severely Wounded / 7-13

Incapacitated / 3-5

Mortally Wounded / 1-2

Dead / 0

Equipment: cybernetic right forearm Enhanced Sense: Touch (R1), +3 to touch-related skill totals; Extra Sense (R1), +1D to search and investigation rolls when attempting to detect flaws in stonework, crystals, etc.; both have Cybernetics (R1); hammer (damage +2); set of chisels (damage +2 each); cred-key.

Disadvantages: Debt (R1), owes money to a former patron for passage and supplies; Learning Problems (R1), must try a skill and fail at least 3 times during an adventure before being able to improve it; Hindrance: Arrogance (R2), +2 to bargain, con, and persuasion difficulties.

Advantages: none.

Special Abilities: see cybernetics in equipment description.

Description: You travel the galaxy, seeking inspiration and new materials to carve in .In addition to selling your art, you make a little extra money by valuing jewels for megacorporations and gem sellers. You think highly of yourself and have a hard time learning from anything but your own mistakes.

Lonthyn Assassin-Spy Template

Species: Lonthyn (Outer-World)

Occupation: Assassin-Spy

Agility 4D+1

Mechanical 2D

Strength 2D

Knowledge 3D

Perception 3D

Technical 2D+2

Funds 3D

Credits 525

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:  dagger (damage+ 1 D) in hidden sheath; light protective armor (Armor Value + 2); extra doses of Lewa’aln; cred-key

Disadvantages: Nutritional Requirement (R3), chemical and nanotechnical “cocktail” with failure to take daily resulting in -5 to damage resistance totals plus 1D damage total cumulative daily; Quirk (R2), paranoid – (-2) to all social interaction totals in situations involving not distrusting another.

Advantages: none

Special Abilities: Fast Reactions (R1), + 1D to initiative rolls and one extra action per round thrice per adventure; Hypermovement (R2), +4 to base Move; Natural Hand-to-Hand Weapon: Nanotech Enhanced Skeleton (R2), +2D to Strength Damage when using fists, with Additional Effect (R1) can also use with any weapons able to support great strength, and Flaw (R1), all brawling and melee combat difficulties are increased by +2 when using this Special Ability.

Description: It’s difficult to keep your repugnance toward aliens in check, but you need to: You’re gathering data on these vials creatures, which your superiors will use to determine how best to exterminate them.

Hurshuk Ecoscientist Template

Species: Hurshuk

Occupation: Ecoscientist

Agility 2D+1

Mechanical 3D

Strength 3D+1

Knowledge 3D+2

Perception 3D+2

Technical 2D

Metaphysics 1D

Funds 3D

Credits 525

Fate Points 1

Character Points 5

Strength Damage 2D

Move 3 walking, 6 swimming

Body Points 36

Wound Level / Body Points Range

Stunned / 22-29

Wounded / 15-21

Severely Wounded / 8-14

Incapacitated / 4-7

Mortally Wounded / 1-2

Dead / 0

Equipment: peratolk’alm’ola hand scanner ( + lD to sensors and +ID to sense rolls to gain information only); hand comp with burlap cover and spare scholarchips; knife with wooden handle (damage+ 2); cred-key on chain.

Disadvantages: Achilles’ Heel: Metabolic Difference (R3 ), must eat twice as much vegetation as normal and gets ill when eating meat – the more meat, the more ill; Hindrance: Low Self-Esteem (R4), +4 to command, persuasion, and intimidation difficulties; Hindrance: Atypical Move (R2), swimming Move of 6, walking and climbing Move of 3, and no jumping; Quirk (R3 ), cold-blooded, so changes in temperature affect mood and health.

Advantages: Equipment (R2), peratolk’alm’ola hand scanner; Size: Large (Rl), scale value 3.

Special Abilities: Longevity (Rl); Natural Armor: Shell (R2), +2D to damage resistance total.

Description: With your dull coloration and patterns at such a young age, you’re certain you’ll never have a mate. So you decided to rake your passion for ecology off world, helping others survey new planets and determine how best to use them without destroying them.

Gruemor Planetary Surveyor Template

Species: Gruemor

Occupation: Planetary Surveyor

Agility 2D

Mechanical 4D

Strength 2D+1

Knowledge 3D+1

Perception 3D+1

Technical 3D

Funds 1D

Credits 175

Fate Points 1

Character Points 5

Strength Damage 2D

Move 10

Body Points 40

Wound Level / Body Points Range

Stunned / 24-32

Wounded / 16-23

Severely Wounded / 8-15

Incapacitated / 4-7

Mortally Wounded / 1-2

Dead / 0

Equipment: hand comp with integrated camera; personal blaster (damage 30; range 4/ 8/ 12; shots 6).

Disadvantages: Hindrance (R2), uncoordinated: +2 to difficulties for acrobatics, melee combat, and sleight of hand; Quirk (R2), must make Difficult willpower or Knowledge roll to resist the urge to wander off to explore interesting areas; Poverty (Rl).

Advantages: none.

Special Abilities: Endurance (Rl ), + 30 to Strength or stamina checks when performing taxing physical casks; Omnivorous (Rl); Sense of Direction (Rl) +l D to navigation and search rolls.

Description: Your wanderlust kicked in before you found a mate. Now you’ve traveled so far from the home of your childhood, you’re not sure you’ll ever meet another Gruemor. No matter: You’ve been able to find enough people who want a talented planetary surveyor on their exploration trips. There’s plenty of work to keep you occupied. For now.

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.