ALIENS
In a galactic civilization, anyone from
a different planet can be considered an “alien,” even genetically equivalent species whose only difference is the solar system in which they evolved. However,
for the purpose of KWN and the space opera genre, humanity is considered the
“default” species, and the term alien
is used to mean “alien to humanity,” i.e. non-human.
For game purposes, an alien character
is considered the same as a human character, including attribute scores, class
and level, etc. Players should feel to describe the character in terms of
appearance, home world, strange customs, etc.
In addition, a player may choose to
roll on the following table to determine a specific unusual trait possessed by the character’s species (NOTE: a player
is not required to roll for a trait;
if satisfied with green skin and unusual dietary needs, that might be enough
alien weirdness for the player). If the alien character DOES have a trait, the
player must also roll for an alien drawback
as well.
ROLL D20
|
ALIEN
TRAIT
|
1 to 2
|
Acute Senses
|
3 to 4
|
Extra Body parts
|
5 to 6
|
Flight
|
7 to 8
|
Large
|
9 to10
|
Natural Armor
|
11 to 12
|
Natural Weapon
|
13 to 14
|
Pheromones
|
15 to 16
|
Psychic Talent
|
17 to 18
|
Shapeshift
|
19 to 20
|
Toxic Attack
|
Acute Senses: Character has heightened senses (smell, hearing,
etc.) beyond normal human range and receives a +2 bonus to INT saving throws
based on perception, especially when sensing danger. A character with enhanced
senses may use them to justify other types of saving throw (for example,
tracking or recognizing someone by smell).
Extra Body Parts: Character has additional, duplicate organs of
that provide some type of benefit. Additional legs provide the character with
faster locomotion (double the normal movement rate); additional vital organs
give the character an extra D8 hit points; additional head or sensory organs
provide the same benefits as enhanced senses. For characters with
additional arms or prehensile digits (manipulative feet or tail, for instance)
those of the soldier class gain one extra attack during the melee round,
provided they have a second weapon.
Flight: The character’s physiology allows it to float, fly, or
glide; perhaps she has wings or internal gasbags that inflate with
lighter-than-air gas. Referees will have to determine the maximum range a
character can travel before its physiology is fatigued.
Large: Character is much larger than human-size, though
probably not more than 3 meters tall. Character receives an extra 2D6 hit
points, and all melee damage inflicted by the character is doubled, excluding
that of energy weapons like beamrazors. The cost of armor for the character is
one step more expensive than usual, and she will have difficulty squeezing into
tight spaces or adapting to human-size technology.
Natural Armor: Character has a natural carapace or extremely
durable body that gives her a +4 bonus to Armor Class. If the character wears
artificial armor, she uses the better protection of the two (i.e. the effect of
natural armor does not add to the effect of the artificial armor).
Natural Weapon: The character’s physiology provides her with
natural weapons (claws, mandibles, stinger tail, etc.) allowing her to do D6
damage in unarmed combat. The character receives a +2 bonus to attack rolls
when using her natural weapon in a fight.
Pheromones: The character can exude off a chemical “scent,” creating
an emotional reaction in those in close proximity: either creating feelings of
love/attraction or fear/loathing (player chooses which when character first
created). Used as a defense mechanism, opponents within 5m must make a PRE
saving throw or break off their attacks, either out of friendship or terror.
Other uses of this ability will need to be adjudicated by the Referee; it is
suggested that its use be limited to once per game session.
Psychic Talent: The character’s species possesses a natural psychic talent usable even by those
individuals not trained as Star Knights (choose a psychic talent from those
listed; it need not be restricted by tier or prerequisite, but the Referee must
approve any talent chosen based on the character concept). Characters activate
their species talent exactly like any other talent. Beamrazor forms (see Chapter
2) are not psychic talents.
Shapeshift: The character has the ability to change his form
and appearance to a creature or individual of roughly the same size, shape,
and/or mass. Characters must make a PRE saving throw to attempt to impersonate
a specific individual with any degree of success.
Toxic Attack: The character’s species has a venomous attack
(usually a bite, sting, or spit) that has the potential to incapacitate a
victim (whether the attack is lethal or not is up to the player to decide when
the character is first created). The character must make a normal attack roll
at an opponent within melee range and the target is allowed a PHY saving throw
to resist the effect. Failure indicates the victim is disabled for 10-60
minutes (D6x10) and, in the case of lethal attacks, will require medical
treatment within that time to prevent coma, shock, and death.
ROLL D20
|
ALIEN
DRAWBACK
|
1 to 2
|
Deficient Mobility
|
3 to 4
|
Life Cycle Challenges
|
5 to 6
|
Life Support Requirement
|
7 to 8
|
Limited Vocalization
|
9 to10
|
Moral Code
|
11 to 12
|
Poor Digital Manipulation
|
13 to 14
|
Primitive
|
15 to 16
|
Repulsive
|
17 to 18
|
Sense Deprivation
|
19 to 20
|
Small
|
Deficient Mobility: Something about the character’s physical
form makes her slower than others; her movement rate is half that of other
characters.
Life Cycle Challenges: Character has a physiological
disadvantage that will sometimes result in a serious inconvenience for the
character. The Referee and player should decide together on something
appropriate and on the triggering event for the challenge.
Life Support Requirement: Character requires species-specific
life support equipment when not in her native environment, otherwise suffering
D6 damage every round of exposure. On the other hand, the character functions
perfectly fine in her “home environment” which may be exceptionally hostile to
other characters.
Limited Vocalization: Character does not have the proper vocal
organs to speak Galactic Basic (the
common language of the Republic), though she understands it fine. As an
alternative, the PC might be completely mute but have the ability to broadcast
her thoughts telepathically (range is everyone within sight; character is unable
to broadcast to an isolated individual except – perhaps – via touch, and is unable
to use comm devices).
Moral Code: Character has a peculiar code of behavior
(pacifist, no display of emotion, “honor is life,” etc.) that she is required
to follow by her species custom. Failure to follow the code results in the
character losing 10% of earned experience for a game session as the character’s
confidence and sense of self-identity is shattered. Referees should be ruthless
in enforcing this drawback.
Poor Digital Manipulation: Character is missing normal “hands”
or manipulative digits and requires special equipment (vehicle controls,
weapons, etc.) adapted to character’s unique physiology. All equipment costs
are one step more expensive for the character.
Primitive: Character’s culture is far below galactic technology
standards, and has no knowledge of “advanced equipment” (energy weapons, borgs,
starships, etc.), feeling uncomfortable around their presence and suffering a
-2 penalty when attempting to use such items. A Star Knight character does NOT suffer penalties with
beamrazors, having been trained in their use.
Repulsive: A hideous
appearance, coarse behavior, terrible smell, etc. means the character receives
a -2 penalty to any PRE saving throw involving interaction with anyone except
members of her own species.
Sense Deprivation: Roll D6: On a 1-3 the character is missing a
major sense (sight, hearing, etc.); on a 4-6 the character is OVER-sensitive in
some way (to noise, smells, light, etc.) and suffers a -2 penalty to attack
rolls, skill checks, and saving throws when exposed to the stimulus due to
distraction.
Small: The character is of diminutive physical form and all
equipment must be “cut down to size.” Small size weapons roll damage dice
one-step smaller than normal; for example, a small blaster rolls 2D6 damage
instead of 2D8 and a melee weapon inflicts 1D4 instead of 1D6. Small characters
receive a +1 bonus to their Armor Class due to their size.
Both advantageous traits and
disadvantageous drawbacks are considered common to ALL members of the
character’s species. If the PCs encounter other members of the non-human’s species
(including friends, family members, past rivals, etc.) they should have the
same traits and drawbacks.
[Kloane War Knights is copyright 2013 by Jonathan Becker and
Running Beagle Games. The X-Plorers rpg is copyright 2009, Dave Bezio &
Grey Area Games. The X-Plorers trademark is used under the X-Plorers Trademark
License]
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