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First: buy a Range for each of the 5 Sub-Stats,

You start with 10 Race Creation Points (RCP)

You can choose to make your species excel in a Sub-Stat by spending a Race Creation Point (RCP) or choose an average ranking for free. You can also gain two additional RCP by disadvantaging your race choosing a Bottom Rung Sub-Stat.

Bottom Rung

Average Rung

Top Rung

+2 RCP

FREE

-1 RCP

How will this affect my Race?

Hit Points

6, 8, 10,12, 14

8, 10, 12, 14, 16

10, 12, 14, 16, 18

-Physical Damage limit

Karma

1, 2, 3, 4, 5

2, 4, 6, 8, 10

3, 6, 9, 12, 15

-Bonus dice Per-Day

Willpower

2, 3, 4, 5, 6

4, 5, 6, 7, 8

6, 7, 8, 9, 10

-Focus & Resisting Psychics

Action Points

2, 3, 4, 5, 6

3, 4, 5, 6, 7

4, 5, 6, 7, 8

-Actions Per-Turn

Initiative

3, 4, 5, 6, 7

(Rank Level 2-5)

4, 5, 6, 7, 8

(Rank Level 2-5)

5, 6, 7, 8, 9

(Rank Level 2-5)

-Placement in turn-order

Second, is your Race Psychic?

Spend RCP and open your race to Psychic Powers (Psychic Skills) or Choose to NEVER have Psychic Powers and continue to Species Abilities

Never Psychic

Potential

Enlightened

Dedicated

FREE

-5 RCP

-8 RCP

-10 RCP

Psychic Levels at Character-Creation

0

0

3

5

Stat-Levels for Character-Creation

Buy your species Offensive and Defensive abilities listed below. After you're finished, spend any remaining RCP on a Maturity Rate, the number of Terran years until species reaches maturity.

80+Years

50 Years

20 (or less) Years

FREE

-1 RCP

-2 RCP

Stat-Levels at Character-Creation

6

8

10

Defensive Species Abilities 

Amphibious

+2 RCP

Aided Living

  • Breathes something other than oxygen, requiring the use of equipment for survival in most situations.

-2 RCP

Gills

  • Survive in a fluid or oxygen

-4 RCP

Gills & Fins

  • Survive in fluid(s) or oxygen
  • When Swimming:

+3 to:

Action-Points, Athletics, Initiative

-8 RCP

Doesn’t Breathe

  • Species does not breathe at all
  • Species can survive in a vacuum

Natural-Armor

+2* RCP

Very Weak

  • -2 HP for every RCP spent, Species is very fragile and weak

        -2* to:

Hit Points

-1* RCP

Tough-Armored

  • 1 HP for every RCP spent

        +1* to:

Hit Points


Camouflage

+2 RCP

Bright Pigment

  • Species has a very bright skin color or skin is actually luminescent

-2 RCP

Morphing Pigment

  • Over time skin matches surroundings

        Time to use: 6 AP

        +3 to:

Pick-Pocket, Stealth  

-4 RCP

Morphing Pigment

  • Blend objects you're holding with you
  • Over time skin matches surroundings

        Time to use: 3 AP

        +4 to:

Pick-Pocket, Stealth

-6 RCP

Bend Light

  • Species bends light around itself to become invisible.

        Time to use: 6 AP

        +3 to:

Pick-Pocket, Stealth

-8 RCP

Bend Light

  • Species bends light around itself to become invisible.
  • hide objects you're touching with you

        Time to use: 3 AP

        +4 to:

Pick-Pocket, Stealth


Climb

-4 RCP

Natural Climber

  • Scale surfaces with hand-holds
  • When Climbing:

+3 to:

Dexterity, Reaction, Action-Points, Athletics, Initiative, Athletics

-6 RCP

Sticky

  • Scale any surfaces, even in microgravity
  • When Climbing:

+6 to:

Dexterity, Reaction, Action-Points, Athletics, Initiative, Athletics

-8 RCP

Sticky

  • Scale any surfaces or ceiling, even in microgravity
  • When Climbing:

+9 to:

Dexterity, Reaction, Action-Points, Athletics, Initiative, Athletics


Enhanced

-2 RCP

Hearing

  • Species has outstanding hearing

        +4 to:

Dexterity, Reaction

        +2 to:

Action-Points, Initiative

-2 RCP

Sense of Smell

  • Species has a sensitive sense of smell

        +4 to:

Dexterity, Reaction

        +2 to:

Action-Points, Initiative

-4 RCP

Speed

  • Species is exceptionally fast

        +2 to:

Dexterity, Reaction, Athletics, Brawl & Martial Arts, Melee, Pickpocket, Stealth

        +2 to:

Action-Points, Initiative

-4 RCP

Memory

  • Species has a precise inflatable memory

        +6 to:

Intelligence, Academics, Game & Gamble, Linguistics, Street-Smarts


Flight

-1* RCP

Leap

  • Leap 1 meter for every RCP* spent 

        +2 to:

Dexterity, Initiative, Athletics, Brawl & Martial Arts

-2 RCP

Gliding

  • No Damage from falling
  • When Falling:

        +5 to:

Dexterity, Reaction, Athletics

-4 RCP

Wings

  • No Damage from falling
  • When Flying:

        +5 to:

Dexterity, Reaction, Athletics, Brawl & Martial Arts, Melee

        +2 to:

Action-Points, Initiative

-4 RCP

Vacuum

  • Species has a precise inflatable memory

        +6 to:

Intelligence, Academics, Game & Gamble, Linguistics, Street-Smarts


Flight

-2 RCP

Leap

  • Species has outstanding hearing

        +4 to:

Dexterity, Reaction

        +2 to:

Action-Points, Initiative

-2 RCP

Gliding

  • Species has a sensitive sense of smell

        +4 to:

Dexterity, Reaction

        +2 to:

Action-Points, Initiative

-4 RCP

Wings

  • Species is exceptionally fast

        +2 to:

Dexterity, Reaction, Athletics, Brawl & Martial Arts, Melee, Pickpocket, Stealth

        +2 to:

Action-Points, Initiative

-4 RCP

Vacume

  • Species has a precise inflatable memory

        +6 to:

Intelligence, Academics, Game & Gamble, Linguistics, Street-Smarts


Resistance        

System: Roll Resistance, reduce damage by successes, Game-Master chooses difficulty.

-2 RCP

5 Resistance to extreme high, or low temperatures

-2 RCP

5 Resistance to extreme pressures

-8 RCP

5 Resistance to extreme to all acidic and toxic poisonous gases and fluids

Regeneration        

System: Roll Resistance, heal 1 damage for each success, Game-Master chooses difficulty.

        -Snake-Eyes cause 1 damage

-You can heal to full health but still be missing limbs. They take game time to regrow

-5 RCP

5 Regeneration, Regrow digits within weeks, limbs in months.

-6 RCP

5 Regeneration, Regrow digits within days, limbs within weeks.

-8 RCP

5 Regeneration, Regrow digits within hours, limbs within days.

-10 RCP

10 Regeneration, Regrow digits within minutes, limbs within hours.

Offensive Species Abilities

Acidic        

        System: Weapon

-2 RCP

4 Acidic, Acidic body fluids, secreted as defence OR released when injured

Damage: 6 / 2

Range: Close

Type: Heat

Action Points

Ready

4

Aim/Fire

6

Reload

-

Weapon Features

  • Piercing

-6 RCP

6 Acidic, Acidic body fluids, spit acid OR spit acid when injured

Damage: 6 / 2

Range: Short

Type: Heat

Action Points

Ready

4

Aim/Fire

4

Reload

4

Weapon Features

  • Piercing

Claws &/or Teeth        

        System: Weapon

-2 RCP

4 Claws/Teeth, Sharp claws & or teeth

Damage: 4

Range: Close

Type: Edged

Action Points

Ready

-

Aim/Fire

3

Reload

-

Weapon Features

-4 RCP

6 Claws/Teeth,  Sharp claws & or teeth

Damage: 8

Range: Close

Type: Edged

Action Points

Ready

-

Aim/Fire

3

Reload

-

Weapon Features

Multiple Limbs        

System: Adds to skills effected by having multiple limbs, also eliminates off-hand penalty

-3 RCP

+4 Athletics, Four Legged

-6 RCP

+3 Pickpocket Brawl & Martial Arts, Four - Six Arms

Parasite        

System: Weapon

-4 RCP

4 Parasite, Your race reproduces by implanting an embryo in a host. Gestation takes 1 month

Damage: 1

Range: Close

Type: Bash

Action Points

Ready

4

Aim/Fire

3

Reload

8

Weapon Features

-6 RCP

4 Parasite, Your race reproduces by implanting an embryo in a host. Gestation takes 1 month

Damage: 5

Range: Close

Type: Edged

Action Points

Ready

4

Aim/Fire

3

Reload

8

Weapon Features

-8 RCP

5 Parasite, Your race reproduces by implanting an embryo in a host. Gestation takes 1 month

Damage: 18

Range: Close

Type: Edged

Action Points

Ready

5

Aim/Fire

4

Reload

8

Weapon Features

Poisonous        

System: Weapon

-4 RCP

4 Poisonous, Inject venom by bite OR sting

Damage: 4

Range: Close

Type: Edged

Action Points

Ready

-

Aim/Fire

3

Reload

-

Weapon Features

-6 RCP

4 Poisonous, Inject venom at short distance by claws, tongue, or tail

Damage: 4

Range: Short

Type: Edged

Action Points

Ready

4

Aim/Fire

3

Reload

8

Weapon Features

-8 RCP

5 Poisonous, Inject venom at short distance by spitting or shooting spines

Damage: 4

Range: Medium

Type: Heat

Action Points

Ready

5

Aim/Fire

4

Reload

8

Weapon Features

Mighty Strength        

System: Adds to dice rolls when Mighty Strength applies

-No Penalties for being Over-Encumbered (you cannot carry beyond the maximum weight allowance)

-3 RCP

+3 Body, Brawl & Martial Arts, Athletics, Mighty Strength

-6 RCP

+5 Body, Brawl & Martial Arts, Athletics, Superior Strength

Vision        

System: Adds to dice rolls when vision type applies

-6 RCP

+3 Reaction, Firearms Skills, Scope-Vision

-6 RCP

+5 Intelligence, Reaction, Firearms Skills, Heat or Motion Vision

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