NAME
TRAITS:
Type: (Humanoid, Reptilian, Avian, Fungal, Amphibious, Insectoid, Aquatic, or Alien)
Size: (0.5 - 2 units)
Speed:(4 - 7 units)
Lift: (05 - 16)
DESCRIPTION OF SPECIES:
Where is your species from? What type of social structures does your species take the form of? What notable history has your species participated in? What hardships, challenges, and breakthrough may your species have endoured and achieved?
Why have members of your species ventured into the quarantined Deadstar System - or why have you alone found yourself in Deadstar?
What does your species look like? What types of variety exist amongst your species? What makes your species stand out from those who already occupy Deadstar?
TRAIT 1:
DESCRIPTION
TRAIT 2:
DESCRIPTION
SPECIES TRAITS
CAUSTIC FLUIDS:
You possess a resevoir of bio-engineered acid granting you a natural ranged weapon that is considered always Deployed in the form of glands within your body. As a major action, you may launch caustic fluid at a target within six (units) and make an attack roll (using either perception or reflex). On a hit, the target takes five (5) toxic damage and must succeed on an endurance Resist or receive the POISONED status.
HEIGHTENED SENSES:
Your array of genetically modified sensory organs grants you extraordinary awareness. You Gain the Edge on perception Tests involving hearing and smell.
HYBRID:
You may choose the first listed Trait from another lifeform according to your heritage.
LIMITED FLIGHT:
You have a flying speed of six (6) units when in atmosphere but must end your turn on the ground or risk falling.
NATURAL SURVIVOR:
You are resistant to RADIATION damage and immune to the IRRADIATED status.
PREHENSILE:
You may Deploy at most one (1) one-handed weapon and are restricted from Deploying weapons with the TWO-HANDED property and moving on the same turn. In exchange, you may climb on any surface and are immune to the PRONE status.
ROGUE ELEMENT:
You may use your reflex modifier in place of strength when preforming a TAKEDOWN.
SUPERIORITY COMPLEX:
When you fail a Test or Resist, you Gain the Edge on your next Test or Resist.
ACROBATIC:
You may climb at the same speed you would walk. In addition, you may roll reflex rather than strength when calculating jump distance.
AIRHEAD:
Your jump distance is doubled and you have a flying speed equal to your walking speed within the vacuum of space. In atmosphere, you may hover one (1) unit above surfaces and regular gravity affects you as though it were low gravity.
BEAST OF BURDEN:
You begin the game with five (5) additional maximum Health Points [HP] (one Injury Level [IL]). In addition, you may Deploy objects as though your strength statistic were four (4) higher.
BLOODSUCKER:
If you are ADHERED to or Deploying a lifeform and hit them with an unarmed attack, you may use a minor action to restore Health Points [HP] equal to the damage dealt by the attack. On subsequent turns, if you are still ADHERED to or Deploying the target, you may use a major action to drain them of five (5) Health Points [HP], restoring that many Health Points [HP]. This damage bypasses Damage Threshold [DT].
COLD BLOODED:
You have resistance to HEAT damage but are vulnerable to CHILL damage. In addition, when you are dealt HEAT damage, you restore a number of Health Points [HP] equal to your endurance modifier.
FOUR-ARMED:
You’re able to deploy up to two (2) TWO-HANDED weapons at a time or four (4) COMPACT weapons at a time (You may still make only one (1) attack per major action).
GENTLE GIANT:
You begin the game with an additional five (5) maximum Health Points (one Injury Level [IL]. You Gain the Edge on all cool Tests attempting to make friends.
HOOF IT:
When calculating jump distance, you may double the result. In addition, if you would receive the HALTED status you instead receive the STRAINED status.
JAWS:
You have a powerful bite, allowing you to make an edged unarmed attack against a target. When you deal damage to a lifeform this way, you restore a number of Health Points [HP] equal to half (0.5x) the damage dealt (rounded down).
MALLEABLE:
You may change your appearance and voice at will. You cannot alter your size category and you cannot take the form of a non-lifeform.
NEBULOUS:
You are resistant to HEAT damage but vulnerable to BALLISTIC damage. In addition, if you would take ENERGY damage you instead restore that many Health Points [HP]. You cannot use drugs, slot Modifications [MOD], or be the target of Medical Implements [M-IT]. In addition, when you receive the NATURAL DEATH status, your body super-novas. All targets within two (2) units of you must succeed on a reflex Resist or take fifteen (15) ENERGY damage. You cannot be revived.
QUASAR:
When you make an unarmed attack with no weapon Deployed, your attack has a range of five (5) units and you may choose to have the attack deal HEAT damage. If you have taken ENERGY, HEAT, or SHOCK damage in the last round, you may instead choose to have the attack deal ENERGY damage. When you deal damage to a target in this way, you deal that damage to yourself as well.
SCURRY:
Once per turn, if your hands are empty, when you SPRINT, you may move an additional ten (10) units.
TELEKINESIS:
You may Deploy non-weapon items without having a free hand. In addition, you may use aptitude rather than strength on Tests made to lift, push, or pull objects.
ADAPTABLE:
You begin the game with one (1) Tier 1 Gimmick of your choice.
ART OF WAR:
You begin the game with the Trained status in a weapon type of your choice.
BEHEMOTH:
You begin the game with an additional five (5) maximum Health Points (one Injury Level [IL]. In addition, when you SPRINT, you may move through occupied units. When you do, all targets within those units must succeed on a reflex Resist or take BALLISTIC damage equal to half (0.5x) your strength statistic.
THICK SKIN:
Your skin has been genetically engineered to grow in interlocking keratin plates granting you a built in Damage Threshold [DT] of one (1). This does not count as armor.
VOID WALKER:
You do not require oxygen to survive. In addition, you are immune to VOID damage inflicted by the vacuum of space.
DENSE MUSCLES:
Your muscles have been designed to grow in tightly woven lattices across your entire body. Your movement speed increases by two (2) units and when you deal damage with a martial weapon or unarmed attack, the target must succeed on a strength Resist or be knocked back one (1) unit.
FRIENDLY FACE:
You Gain the Edge on all cool Tests attempting to make friends with lifeforms.
HARD TO KILL:
Once per Breather, if damage would reduce you to zero (0) Health Points [HP] it reduces you to one (1) instead. In addition, you have resistance to TOXIC damage and cannot receive the IRRADIATED status.
HUNTER:
You Gain The Edge on any test related to locating a target. In addition, while FLANKING, you score a Critical Hit on a natural 19 or 20.
LIMBER:
You may stand from the PRONE status as a free action during your turn and are resistant to the STRAINED status.
METAL BONES:
You are resistant to the HALTED and PRONE statuses.
NIGHTVISION:
You do not receive the BLIND status in DARKNESS.
ROADRUNNER:
Once per turn, if your hands are empty, when you SPRINT, you may move an additional ten (10) units.
SONIC STRIKES:
When making unarmed attacks without a martial weapon Deployed, you may choose to deal SHOCK damage. In addition, when you score a critical hit with an unarmed attack, the target receives the STUNNED status.
TELEPATHY:
You may project your thoughts into the minds of any lifeforms within six (6) units of you. This communication cannot be perceived by those you do not choose.
ADAPTIVE BLOOD:
Based on the environment of your origin, you choose to have resistance in either HEAT damage or CHILL damage. The damage type not chosen, you are instead vulnerable to (ie. resistant to HEAT and vulnerable to CHILL).
AMPHIBIOUS:
You may breathe both water and air.
ADAPTIVE RESISTANCE:
Your body is built to withstand specific environmental hazards while leaving you vulnerable to others. You choose to have resistance in two (2) of the following damage types: SHOCK, HEAT, CHILL, TOXIC, NERVE, RADIATION, and VOID. You then choose to be vulnerable to either BALLISTIC or ENERGY damage.
AQUATIC:
You can only breathe in water and require a Breathing Apparatus to breathe air. In addition, you are immune to VOID damage dealt by water pressure.
BIOLUMINESCENCE
Your biology grants you natural access to the ILLUMINATION FX.
CHITIN:
You have built-in armor, granting you a BALLISTIC Shield Threshold [ST] of five (5). Once SHREDDED, this Shield Threshold [ST] cannot be REPLENISHED and only grows back after a Breather.
FISHKIN:
You may communicate with other aquatic lifeforms using body language.
GENIUS:
You begin the game with two (2) additional points in your aptitude statistic.
HIVEMIND:
You may communicate with other insectoid lifeforms using pheromones.
INSULATED:
You are immune to CHILL damage but vulnerable to HEAT damage.
NATURAL WEAPON:
You begin the game with the Trained status in unarmed martial weapons. You have sharp wrist protrusions, which are considered always Deployed, and allow you to make vicious unarmed attacks. Your bone knives count as edged unarmed martial weapons with a base damage of two (2) + (0.5x strength) BALLISTIC and a maximum Condition [CD] equal to your current Health Point [HP] total.
PLASMA:
You are resistant to ENERGY damage but vulnerable to HEAT damage. In addition, you absorb RADIATION damage (any damage you receive restores that many Health Points [HP]). When you receive the NATURAL DEATH status you cannot be revived.
SCHEMER:
You begin the game with an additional one (1) point in both your aptitude and cool statistics.
SYMBIOSIS:
As a major action, you may melt into a viscous animated fluid. While fluid, your strength, perception, and endurance statistics become 04 (-1d8). In addition, your movement speed becomes two (2) units and you may not Deploy any items requiring two hands. As a major action, you may make a contested reflex Test against a new host. This test automatically succeeds if the target is unconscious. On a success, you inhabit the target’s body and your strength, perception, and endurance statistics become that of your new host. You must repeat this contested Test after a breather. On a success, you retain control of the host body indefinitely and begin Plasmalin Bitulimus.
VISCOSITY:
You may alter your viscosity at will, allowing you to manipulate the elasticity of your body. As a reaction, you may choose to make your body flex or stretch. When you flex, your Damage Threshold [DT] and LIFT score increase by two (2) until the end of your next turn. When you stretch, your melee attacks gain a range of two (2) units until the end of your next turn and your LIFT score lowers by two (2). In addition, when you stretch, you may fit through Nano sized spaces.
BIOLOGICAL SUPERCOMPUTER:
Your brain is a sophisticated network of augmented neuron hyper-highways. You may have an additional Digital Implement [D-IT] Running. In addition, you have a photographic memory: you Gain the Edge on aptitude Tests involving information recall.
CHARMING:
You begin the game with an additional two (2) points in your cool statistic.
DIVERSE:
You begin the game with an additional one (1) point in two (2) statistics of your choice.
FUNGAL:
You cannot experience Natural Death so long as your spores exist. In addition, once per Breather you may divide your body into three (3) separate Micro sized creatures (Sporelings) or grow to the size of one (1) Large creature (Puffball). As Sporelings, your strength, endurance, and reflex statistics lower by two (2) points each and your maximum Health Points [HP] lower by ten (10). As a Puffball, your strength and endurance statistics increase by two (2) points each. This effect lasts for one hour. When your Sporelings recombine, your Health Point [HP] total becomes equal to the combined Health Point [HP] total of all Sporelings (maximum of 25).