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Here are a bunch of alien races that are available in the campaign. Playing one requires a backstory about why they are on Earth, without a way off planet.
These races do not cost a starting edge, but do not gain the benefit of bonus edges like humans do.
Aquarian
Those who hail from aqueous worlds are collectively termed “aquarians.”
• Aquatic: Aquatic species cannot drown in water, move at full Swimming skill, and get a free d6 Swimming.
• Dependency: Aquarians must immerse themselves in water one hour out of every 24 or become automatically
Fatigued each day until they are Incapacitated. The day after that, they perish. Each hour spent in water restores one level of Fatigue.
• Toughness: Life in the depths of their watery worlds has made aquarian flesh tough and resilient. They add +2 to their
Toughness.
Avion
Avions are humanoids with wings. They tend to be very slight of build owing to their hollow bones.
• Agility: Avions are dexterous and nimble—they start with a d6 in Agility.
• Flight: Avions can fly at their basic Pace and have a Climb of 0.
• Frail: Avions have –1 Toughness due to their hollow bones.
Floran
On some worlds, “plant people” evolved into humanoids. The example below is representative of a leafy green origin.
• Dependency: This type of plant-based life-form must bask in sunlight (artificial or otherwise) once per day or suffer Fatigue. This can lead to death. Fatigue is recovered at the rate of one level per hour of sunshine.
• Environmental Weakness, Heat/Fire (–1): Florans suffer +4 damage from heat or fire attacks, and a –4 penalty to resist any other effects.
• Hardy: A second Shaken result doesn’t cause a wound.
• No Vital Organs: Floran’s organs are spread out along their strange vascular systems, making them less susceptible to called shots.
• Regeneration: As long as they’re not Exhausted from lack of sunlight, florans make natural healing rolls once per day.
Insectoid
On some worlds, insects developed to be the dominant, sentient species. This particular example represents a sort of ant-mantis-humanoid hybrid.
• Armor: Insectoids are covered in exoskeleton or hard carapace. This grants them +4 Armor.
• Cannot Speak: Insectoids communicate with pheromones and weird clicking noises. Most wear portable screens to translate their speech to others.
• Natural Weaponry: The creatures have extremely strong pincers or mandibles, causing Str+d6, AP 2.
• Outsider Hindrance: Everything from the insectoids’ eating habits to their hive-like mentality is strange and alien to most
other races. They have the Outsider (Minor) Hindrance.
Kalian
A four-armed race of highly agile humanoids, kalians are known for their quick reactions, razor sharp wit, marksmanship, and swordplay.
• Additional Action: Due to their four arms, kalians get one extra non-movement action per round at no multi-action penalty.
• Frail: Kalians are of average height, but have very slim builds. This subtracts 1 from their Toughness.
Saurians
Lizard men typically come from steaming jungles or deep deserts where they have unique civilizations unknown to other sentient races. Most seem to have skin colors that help hide them in whatever terrain they’re from, but others have incredibly bright bands of color, spots, or stripes.
• Natural Weaponry: The teeth of saurians allow them to bite in combat for Str+d6 damage.
• Keen Senses Edge: Saurians’ lizard tongues can “taste” the air, giving them +2 to relevant Notice rolls. This can stack with Alertness.
• Environmental Weakness, Cold: Though not truly cold-blooded, saurians are not comfortable in cold
environments. They suffer a –4 penalty to resist cold environmental effects, and suffer +4 damage from cold or ice-based attacks.