Gurps Tables/Original
From Sedes Draconis
GURPS Race Creation Tables
"Original" version. This is how I got it, unchanged except for minor presentation issues. It is not truly the original, but has been modified by some unknown author(s) from Stefan Jones GURPS Uplift 1/e.
Initial Attributes
Initial attributes for a race are set at 10 for ST, DX and HT. IQ is rolled for later. Attributes are modified during race generation. ST 10 DX 10 HT 10
Innate Skills
Some races possess innate skills as a result of their environment or evolutionary development. An example would be a carnivore with an innate Tracking skill or a natural Swimming ability. Typical innate racial skills are things like Tracking, Survival, Jumping, Running, Climbing, Swimming, etc. But are not limited to this. A GM can assign a skill at will if it fits into the races development somewhere. The most common skills are as follows:
- Swimming
- Jumping
- Climbing
- Acrobatics
- Escape
- Free Fall
- Flying
- Language
- Mimicry
- Running
- Stealth
Rule of 12
For advantages that require an attribute roll, members of a race with an average of less than 12 in that attribute will roll at 12 or the individual's actual attribute, whichever is higher. For races with an average attribute of 12 or more, always use the individual's actual attribute, even if it less than 12!
Skill Bonuses
In some ways related to Innate Skills, Skill bonuses represent a racial or cultural leaning towards certain types of activity. This can also be used to represent a formerly innate skill that has been reduced to a mere tendency within the race. For instance, a race of desert-dwelling animals who, after developing environmental controls, no longer needs to have Survival (Desert) as an active skill. Racial inclinations would give the race a bonus to learning the skill, but not necessarily the skill itself. Skill bonuses should be added after the race has been created.
Racial Personality Traits
All Personality Traits are initially assigned a rating of 0 (Human Normal) and are modified throughout the Race creation process. Chauvinism 0 Concentration 0 Curiosity 0 Egotism 0 Empathy 0 Gregariousness 0 Imagination 0 Suspicion 0
The Home Environment
This determines many of the characteristics of the races home environment.
Home Environment (roll 2d) 2-3 Desert: Survival (Desert) skill bonus +1 4-5 Tundra/Steppe: Survival (Tundra/Steppe) skill bonus +1 6-7 Grasslands (or other open country): 8-9 Forest/Jungle: Roll 2d: 3-6=Brachiator, 11=Clinging, 12=Glider 10-11 Seashore: Roll 1d+1 to determine surrounding terrain. Roll 2d: 3-8=Swimmer, 9-10=Amphibious 12 Unusual Environment: See below
Unusual Environment (Roll 1d) 1 Ice Desert: Roll 2d: 3-10=Swimmer, 11-12=Ice Skates 2 Mountains/Cliffside: Roll for surrounding terrain. Roll 2d: 3-8=Climbing Skill, 9-10=Jumping Skill 11=Glider, 12=Winged Flight 3 Burrower: Roll 1d+1 for above-ground terrain Race has the Tunneling Ability 4 Swamp/Bog: Surrounding terrain is Forest/Jungle or Grassland Roll 2d: 3-8=Swimmer, 9-10=Amphibious 5 Aquatic: Race has Aquatic Disadvantage. 3-6=Gills, 7-9=Breath Holding, 10-12=Oxygen Storage. 6 Exotic: Roll 1d and see below 1 Space-Dwelling (Vacuum Support, 3-8=Doesn't Breathe, 9-12=Oxygen Storage & Decreased Life Support, 3-6=G-Intolerance, Free Fall@DX+3, ST-5, HT-2) 2 Ocean Trench (Aquatic and Pressure Support) 3 Geothermal Vents (Temperature Tolerance) 4 Exotic Biology (Increased Life Support, Unusual Biochemistry) 5 Gas Giant (Increased Life Support, G-Tolerance, Pressure Support, Anaerobic, 3-8=Glider, 9-12=Flight ) 6 Really Weird (Urban, Star Dwellers, Anti-Matter, etc.)
Home Environment Gravity (Roll 1d) 1-2 Light Worlder (Roll 1d; results from .1-.6 G's) (ST-2, HT-1, DX+1, 25% less weight, +1-2 feet taller, G-Intolerance) 3-4 Earthlike (Roll 1d; 1=.8 G's, 2=.9 G's, 3-4=1 G, 5=1.1 G's, 6=1.2 G's 5-6 Heavy Worlder (Roll 1d; 1-2=1.5 G's, 3-4=2 G's, 5-6=3 G's) (ST+3, HT+1, G-Tolerance, 25% more weight, -1 foot in height.) *Do not roll on this table if creature is from an Exotic environment.
Special Gravity Related Abilities (Roll 1d) On a 12 on two dice, roll one die and consult the chart below. 1 Space Sickness 2 Acceleration Weakness 3 G-Intolerance 4 Acceleration Tolerance 5 G-Tolerance
Atmospheric Pressure (Roll 3d) 3- None 4 Trace 5 Very thin 6 Thin 7-15 Standard 16 Dense 17 Very Dense 18+ Superdense
Atmospheric Composition (Roll 3d) 5- "Reducing" Atmosphere (hydrogen, CO2, methane) 6 Exotic (see below) 7-15 Oxygen-Nitrogen 16 Polluted (3-6=Filter Lungs) 17+ Corrosive
Exotic, Superdense and Corrosive Atmospheres Roll 1d-2 for number of gasses. The first gas rolled will comprise 1dx10% of the atmosphere. If only one gas is present it will not be a corrosive. +1 for within the biozone, +2 for closer than the biozone. Races from such worlds need to take the appropriate disadvantages (Dependency, Vulnerability, Weakness and/or Increased Life Support).
Exotic or Superdense Atmospheric Gasses (Roll 1d) 1 Hydrogen, methane also present 2 Methane, hydrogen also present 3 Carbon Oxides 4 Corrosive (see below) 5+ Nitrogen
Corrosive Atmospheric Gasses (Roll 1-2 Ammonia 3 Chlorine 4 Fluorine 5 High-Oxygen 6 Nitrides 7 Sulfur Compounds 8+ Water Vapor
Planetary Climate (Roll 3d) 2-5 Very Hot* 6-7 Hot* 8 Tropical 9 Warm 10 Earth-Normal 11 Cool 12 Chilly 13 Cold* 14-15 Very Cold* 16+ Frozen*
*Add the appropriate Temperature Tolerances.
Surface Water (Roll [2d-2]x10%) This determines how much liquid water is available on the surface of the planet.
Racial Biology (Roll 1d) Carbon-based 1-5 Silicon-based 6 (Unusual Biochemistry)
Diet (Roll 3d) Swimmers -1 (other than full-time aquatic races) Burrowers +1 Brachiator +1 Swamp/Bog Dweller +1
Carnivore Omnivore Herbivore Ergivore
Terrain Desert 2-9 10-13 14-15 16+ Tundra/Steppes 2-10 11 12-16 17+ Forest/Jungle 2-8 9-11 12-16 17+ Grasslands 2-9 10 11-15 16+ Sea Bound 2-12 13-14 15-16 17+ Ice Desert 2-11 12 13-17 18+ Mountains/Cliffside As for surrounding terrain.
Exotic Space-Dwelling 2-3 4-5 6-7 8+ Ocean Trench 2-12 13-15 16-17 18+ Geothermal Vents 2-6 7-8 9-10 11+ Exotic Biology 2-9 10 11-15 16+ Gas Giant 2-12 13-14 15-17 18+ Really Weird Umm, you're on your own...
Carnivores (Roll 2d)(All Carnivores have Suspicion -1)
Ice Desert +2 Tundra, Warm Grassland +1 Forest -2 Swimmer +1
0-4 Stalker 5-7 Chaser 8-9 Carrion Scavenger 10-11 Pouncer 12+ Herder
Stalker
- Stalking carnivores stealthily track down a single animal. They are very adaptable, and may use the tactics of a chaser or pouncer. House cats and tigers are stalking carnivores.
- Imagination+1, Concentration+1, Animal Empathy, 3-10=Empathy +1, 3-10=Tracking Skill, Enhanced Move+1 level, 3-6=DX+1).
Chaser
- Chasers prowl about for prey. When they find a victim, they use a burst of speed to catch it. Chasers occasionally cooperate to bring down game. Cheetahs are typical chasers.
- (Enhanced Move+1 level, 3-8=Tracking Skill, 3-6=Animal Empathy, 3-6=Empathy+1, 3-8=Gregariousness+1).
Carrion Scavenger
- Scavengers live off the leavings of other carnivore's meals and animals which have died of natural causes. Scavengers often hunt (usually by stalking) part-time to ensure a regular food supply. Sometimes, groups of scavengers drive a larger, solitary carnivore from its kill.
- (Cast Iron Stomach, 6-9=Empathy-1, 3-6=Suspicion+1).
Pouncer
- Pouncers lie in wait in trees, on high rocks, or hide themselves in foliage. When a likely victim comes by, they leap from hiding and tackle their prey. Leopards are typical pouncers.
- (3-8=Tracking Skill, Concentration+1).
- A few (Roll 12 on 2d) pouncers are instead Trappers; They build physical traps to snare prey. Trappers rarely stray far from their lairs, but are very strong and/or venomous, in order to quickly subdue struggling prey.
- (Trappers have Alertness+1, 3-10=ST+2 or Venom, 3-5=Slow Eater).
Herder
- Herders are similar to chasers, but they usually work in groups, against groups, using "teamwork" to single out a weak prey animal from its herd. Wolves are herders; dolphins use herding techniques to corral schools of tasty fish.
- (6-9=Animal Empathy, 3-6=Gregariousness+2, 7-11=Gregariousness+1, 3-8=Tracking Skill, 3-6=Tactics Bonus+1)
Parasite
- Parasites survive by feeding off of a host creature. Typically, parasites attach themselves to a host lifeform (usually larger than the parasite) and feed off of it, usually to the hosts detriment. Some parasites (12 on 2d) are actually Symbiotes and serve as a vital part of the host creatures existence without harming the host.
- (Parasite, 6-9=Animal Empathy, 3-6=Venom, 3-10=Transference).
Omnivores (Roll 1d) Forest, Swimmers, Aquatic +1
0-2 Gatherer/Hunter 3-4 Opportunist Browser 5+ Hunter/Browser
Gatherer/Hunter
- (E.g., chimps and humans.) They live on grubs, fruit and seeds most of the time, but occasionally catch and eat a small animal.
- (6-7=Imagination+1).
Opportunist Browser
- (E.g., pigs.) Opportunist browsers forage for middle to high-energy plants, and may eat insects and small animals.
- (6-9=Imagination+1, 6-9=Concentration+1, 3-10=Cast Iron Stomach, 11-12=Universal Digestion)
Hunter/Browser
- (E.g., raccoons and bears.) These omnivores hunt prey, but settle for fruit, nuts, insects and roots much of the time.
- (3-8=Curiosity+1, 3-6=Imagination+1)
Herbivores (Roll 2d) Ice Desert, Tundra, Grasslands -2 Forest, Swimmer, Sea Bound +1
0-4 Grazing 5-7 Browsing 8 Saprophytic 9+ Gathering
Grazing
- (E.g., horses and cows.) Spend much of their time eating low-energy food such as grass.
- (3-9=Curiosity-1, Imagination-1, 3-6=Suspicion+2, 7-11=Suspicion+1, 6-9=Concentration-1, 3-10=Empathy-1, Slow Eater).
Browsing
- (E.g., goats.) Consume leaves, shoots, roots and other mid-energy level food. This takes a moderate amount of time.
- (6-9=Imagination-1, 3-6=Suspicion+1, 6-9=Concentration-1, 6-9=Empathy-1, 7-11=Cast Iron Stomach)
Saprophytic
- Simply put, fungi-creatures who live off of the chemical decompositions of rotting flesh and vegetable matter. Saprophytosis yields little energy, and saprophytes spend a great deal of time squatting in piles of carrion and compost. On the positive side, their 'food' need not be of very high quality.
- (Curiosity-2, Imagination-1, Concentration-1, Empathy-1, Slow Eater, Cast Iron Stomach or Universal Digestion, 3-5=Sessile).
Gathering
- Eat high-energy fruits, nuts and seeds, plus insects. Of the herbivores, they spend the least time eating.
- (6-7=Concentration-1, 6-9=Empathy-1).
Ergivores (Roll 2d) Space-dwelling or Weird -4 Ice Desert, Tundra -1 Forest +1 Swimmer +4
1-4 Pure 5-6 Mixed 7-10 Rooted 11+ Tapper
Pure
- Live solely on energy, though minerals may be necessary to grow and reproduce. Higher frequency EM radiation or electricity is preferred; anything below visible light on the spectrum is useless. Pure ergivores are very rare.
- (Imagination-1, Concentration-1, Empathy-1, 6-9=Chauvinism-1, 3-10=Slow Eater, Doesn't Eat or Drink).
Mixed
- They depend on energy for only part of their food. In fact, the "plant" part may be a symbiote, supplying nutrition in lean times in exchange for protection and waste products.
- Use the Diet table to see what the species main source of food and method of gathering it is. Use that type when rolling on the tables below. After other attributes are calculated, add 2 to HT. The creature regains lost Fatigue at twice normal speed when supplied with the required energy type, and takes twice as long to starve as an ordinary creature.
- (in addition to the "animal" part's behavioral traits, mixed herbivores have Animal Empathy on a roll of 6-9)(The Memer and Saret from GURPS Aliens are a "mixed" Ergivore)
Rooted
- (E.g., terran plants.) They use energy (e.g., sunlight, microwaves, etc.) to process minerals, water and organic chemicals into food. May be mobile, but are slow.
- (Imagination-1, 3-8=Concentration-1, 3-8=Empathy-1, 6-9=Chauvinism-1, 3-10=Doesn't Breath, 3-10=Slow Eater, 3-6=Reduced Move-1, 7-12=Sessile).
Tapper
- Wander about seeking out high-energy sources. The energy source must be intense, and may be rare in nature (e.g., electrical currents, radioactives, geothermal areas.)
- (6-9=Concentration+1, 6-9=Imagination+1, 3-10=Doesn't Breath, Doesn't Eat or Drink, Dependency or Increased Life Support)
Metabolism (Roll 1d)
Most races are homeothermic; their bodies maintain a constant temperature. This has a high metabolic cost, but homeothermic creatures can live in a wide variety of climates. Tundra, Ice Desert +1 Sea Bound, Desert -1 Chaser, Pouncer or Herder Carnivores +1 Ergivore -1 Winged +1
1- Slow Metabolism (1 Level) 2 Cold-Blooded 3-5 Warm-Blooded 6+ Hyperactive Metabolism
Special Metabolic Powers (Roll 3d)
On a roll of 12 on 2d, roll 2d and consult the chart below.
3-5 Extra Fatigue 6-7 Recovery 8-9 Reduced Fatigue 10-11 Sanitized Metabolism 12-13 Delicate Metabolism 14-15 Gluttony 16-18 Unusual Biochemistry
Environmental Dependence (Roll 2d)
This measures how dependent the race is on its native environment. Roll 2d and consult the chart below. These results may be superseded by the results from the Environment section above.
2 Increased Life Support. The race needs greater amounts of life support than a human would in order to travel away from its native environment. 3 Decreased Life Support. The race needs less life support materials than a human would in order to leave its home world. 4 Dependency. The race is dependent on some substance native only to its home environment and cannot survive without it. 5-10 None. The race has no special needs/weaknesses. 11 Weakness. The race is vulnerable to some substance not native to its home environment. 12 Planetbound. The race is completely dependent on its homeworld's environment at all without severe consequences to its health.
Activity Cycle (Roll 2d)
This determines the daily activity cycle of the race. A Nocturnal creature spends most of its time awake during the hours of darkness, while most other creatures are asleep. Diurnal creatures (i.e. humans, dogs, pigs, etc.) fall into this category, with most activity taking place during daylight hours. Variable creatures are capable of functioning perfectly well at either extreme, and frequently break up their sleeping habits into "catnaps" throughout the day. At the farthest extreme are those creatures which do not need "downtime" or sleep as we know it and can maintain activity throughout the day and night.
2-3 Nocturnal. Silence+4. If the race possesses Nightvision it will also be Color-Blind on a result of 3-8 on 2d. 4-10 Diurnal 11 Variable. Prone to "catnaps" lasting 1d-3 hours on a roll of 9 or less. 3-8=Light Sleeper. 12 Doesn't Sleep
Sleep Cycle Variations (Roll 1d)
On a 12 on 2d, roll 3d and consult the chart below.
2-3 Deep Sleeper 4-5 Extra Sleep 6-7 Less Sleep 1-5 8-9 Racial Skill Bonus: 1-3 Dreaming +1-3 4-6 Lucid Dreaming +1-3 10-11 Reduced Sleep 12-13 Reduced Sleep 14-15 Sensie Talent 16-18 Sleepy
Society (Roll 2d)
All species have some sort of social behavior, even if it is scaring away anything that approaches! Social behavior may affect how the species reacts to other species, sentient or otherwise. Each type may result in more personality quirks, traits, advantages and disadvantages. Roll two dice to determine the type of society the creatures have, modified as follows for the way they get their food: Stalker Carnivore -3 Pouncer Carnivore -2 Chaser Carnivore -1 Carrion Scavenger Carnivore +1 Trapper Carnivore -3 Herder Carnivore +1 Parasite Carnivore -2 Symbiote Carnivore -1 Gatherer/Hunter Omnivore +2 Opportunist Browser Omnivore +1 Hunter/Browser Omnivore +1 Grazing Herbivore +3 Browsing Herbivore +2 Gathering Herbivore +2 Saprophytic Herbivore -2 Pure Ergivore -4 Rooted Ergivore -3 Tapper Ergivore -2 Mixed Ergivore Use modifier for primary type
1- Solitary (3-10=Empathy-1, 3-10=Egotism+1, Gregariousness-1, Suspicion+1) 2-3 Pair-Bonding (3-6=Empathy-1, 6-9=Egotism+1, 3-10=Gregariousness-1, 3-10=Suspicion+1) 4 Family Group (3-8=Chauvinism+1, 3-6=Suspicion+1) 5-6 Pack/Troop (3-6=Chauvinism+2, 7-11=Chauvinism+1, 3-6=Egotism-1, 3-6=Gregariousness+1) 7-8 Herd (7=Empathy+1, 6-9=Egotism-1, 6-9=Gregariousness+1, 6-9=Chauvinism+1, 6-9=Suspicion+1) 9-11 Hive (3-8=Empathy+1, Egotism-1, 3-10=Gregariousness+1, 3-8=Chauvinism+1, Suspicion+1) 12+ Colonial/Swarm (3-10=Empathy+2, Egotism-2, 3-10=Gregariousness+2, 3-8=Chauvinism+2)
Size (Roll 2d)
Most species with potential for sapience aren't much smaller or larger than humanity, but some are tiny and a few are huge. Roll two dice and consult the table below to determine the basic size and weight of the species, modifying for terrain and food-gathering factors: Ice Desert -1 Sea Bound +1 Burrower -3 Brachiator -2 Grazing Herbivore +2 Gathering Herbivore -2 Gatherer/Hunter Omnivore -1 Pouncer Carnivore -1 Ergivores (except mixed) -2 Glider or Winged -2 Vacuum +2 Parasite or Symbiote -2 Colonial/Swarm -3
Size Height Weight Attributes Weight/Size Increment * Viral - - ST-10, HT-6/-8 - * Itsy 6"-12" 11lbs ST-9, HT-4/-6 1/8", .5lb 2-3 Tiny 24"-36" 45lbs ST-6, HT-2/-4 1/4", 1lb 3 Small 3'-4'6" 80lbs ST-3, HT -1/-3 1/2", 2lbs 4-5 Short 4'7"-5'6" 135lbs ST-1 1", 4lbs 6-8 Average 5'9" 150lbs Normal 1", 5lbs 9-10 Tall 6'2" 180lbs ST+1, HT+1 1", 6lbs 11 Big 6'6" 210lbs ST+2, HT+2 1.25", 7lbs 12+ Huge 8' 400lbs ST+4, HT+4/+6 1.5", 13lbs * Giant 12' 900lbs ST+6, HT+6/+10 3", 30lbs * Titanic 16' 1500lbs ST+8, HT+8/+12 6", 60lbs * Monstrous 20' 2000lbs ST+10, HT+10/+14 12", 120lbs
- Sizes marked with the Asterisk (*) are considered too rare to be rolled normally. Choose these sizes when designing a race from scratch. Giant, Titanic and Monstrous races are considered almost exclusively be aquatic or low-gravity creatures. Viral races are creatures like the Riders from GURPS Aliens or colonial lifeforms such as the nanomachines from Blood Music, by Greg Bear, as such they have no real need for statistics such as Height and Weight. Itsy races are included so that a GM could conceivably create races like the Cidi from GURPS Aliens.
The split listing for HT indicates modifications to HT and Hit Points, respectively.
- Viral races have Inconvenient Size (small), Transference and Increased Life Support, on a roll of 3-10 they are Anaerobic and Parasitic as well.
- Itsy and Tiny races have Inconvenient Size (small) and Decreased Life Support.
- Huge races suffer from Inconvenient Size (large) and Increased Life Support. On a roll of 3-5 they have Increased Strength+1. they have Suspicion-1.
- Giant, Titanic and Monstrous races suffer Inconvenient Size (large) and Increased Life Support. On a roll of 3-6 they have Increased Strength +2/+3/+4 respectively.
- Height and Weight are given for ST 10. Increase or decrease the weight by the Bulk factor determined below. Once the final ST is determined, lower or raise this by the weight and size increments provided. Increments are the pounds of weight and inches of height added/subtracted for each point by which ST is higher/lower than ST 10. The increments are also used to adjust the weight and height of characters whose ST differs from the racial average.
Bulk (Roll 1d)
Some species have especially slight or heavy builds. Roll one die, modify as shown, and consult the table. The added weight does not count as encumbrance. Light and heavy builds also change the weight increment, as shown. Modifiers are: Grazing Herbivore +1 Ice Desert +1 Desert -1 Arboreal -1 Hyperactive Metabolism -1 Slow Metabolism +1 Species has Increased Strength +1
Roll Bulk Effect Weight Increment 1- Slight 60% weight; -2 to HT -1/-3/-7lbs 2 Light 80% weight; -1 to HT -.5/-1/-3lbs 3-4 Average No effect 5 Heavy 120% weight; +1 to HT +1/+2/+3lbs 6+ Bulky 150% weight; +2 to HT +2/+5/+7lbs
The weight increment for the race is changed by its build. The triple entry for the
Weight Increment column shows the change in the weight increment for Tiny and
Small/Short, Normal, and Tall, Big, Huge, Giant, Titanic and Monstrous races. A Big,
Light race would have a final weight increment of 6lbs.
The Food Chain (Roll 1d)
A species' place on the food chain has an important effect on its behavior. Roll a die, apply the appropriate modifiers, and consult the table below. Carnivore +2 Herbivore -1 Swimmer +1 Tiny or Small -1 Big +1 Huge or Larger +2
Roll Place Effects 0-1 Low Suspicion+2, Stealth@DX 2-3 Middle Suspicion+1 4-5 Near Top 3-7=Animal Empathy 6-7 Top, Shared 3-9=Chauvinism+1, 3-9=Empathy+1 8+ Top, Solitary Suspicion-1, Empathy-1
Reproduction
A species' reproductive biology greatly affects its behavior and values. Imagine how different human society would be if, like most other mammals, our females were only "in the mood" one or two times a year! Imagine if male humans felt compelled to drive off other males or mark their territory. Reproduction rarely affects the play of the game. Some sexual strategies add traits. If a species is subject to especially strange mating behaviors, give them an appropriate Obnoxious Racial Habit, Compulsive Behavior or Quirk.
Reproductive Strategy (Roll 1d)
Reproductive strategy is basically a question of quantity versus quality. Some species carry on by producing many individuals, hoping a few will survive. Others have few offspring, but invest lots of time and resources in each individual. Mass-produced young tend to be less individualistic and varied than those that take time to grow up. Reproductive strategy determines how neotenous individuals of the species are. Neoteny-the biological term for retention of juvenile characteristics-seems to be an important root of sentience. neotenous creatures learn through experience, including play and games. Low-neoteny creatures are guided by instinct. Tiny, Small- -1 Huge, Giant+ +1 Low on food chain -1 Top of food chain +1
Roll Number of Offspring/Commitment to Young 1- Hordes/Very little: (Low Neoteny) Egotism-2, Curiosity-2, Imagination-1, Early Maturation (two levels). (On a roll of 12 on 2d the race will have Racial Memory) 1-2 Many/Low: Egotism-1, Imagination-1, Curiosity-1. Early Maturation (one level). 3-5 Several/Moderate: No Modifiers 6 Few/Much: (neotenous) 3-6=Egotism+1, 5-9=Empathy+1, 3-10=Curiosity+1, 3-6=Imagination+1 7+ Very few/Very much: (highly neotenous) 3-10=Empathy+1, 6-9=Concentration+1, Curiosity+1, 3-8=Imagination+1
Lifespan (Roll 2d)
Lifespan falls under this heading because a longer lifespan is considered to be a reproductive strategy. Roll 2d, modify as shown and consult the table below. Huge, Giant or larger +1 Tiny, Small -1 Itsy or Viral -2 Hordes/Very Little -2 Many/Low -1 Few/Much +1 Very few/Very much +2
0- Short Lifespan (three levels) 1-2 Short Lifespan (two levels) 3-4 Short Lifespan (one level) 5-10 Normal Lifespan 11-12 Extended Lifespan (one level) 13-14 Extended Lifespan (two levels) 15+ Extended Lifespan (three levels)
Number of Sexes (Roll 2d)
Roll two dice and consult the chart below.
2 Two sexes; but individual's gender changes seasonally or with age. Empathy+1, Hermaphromorph (Limitation: Only under certain conditions) 3-7 Two sexes; No modifiers 8-9 Hermaphroditic; one sex performs both rolls. requires mating to reproduce. 10 Parthenogenesis; self-contained, "do it yourself" style. May create clones of parent, or genes may be exchanged by odd means. 3-6=Gregariousness-1, 12=Racial Memory (Limitation: Direct ancestors only) 11 Three sexes; 3-6=Gregariousness+1 12 1d+3 sexes; Sex education is a college-level course. May be an artificial arrangement. Gregariousness+1, 3-9=Imagination+1
Method of Delivery (Roll 2d)
Roll two dice, modify as shown, and consult the chart below. Moderate or higher care investment -2 Cold-blooded +2 Slow Metabolism +3
0-4 Live birth, born very weak/defenseless: 3-10=Empathy+1 5 Live birth, kept in pouch for part of childhood: 6-9=Empathy+1 6-7 Live birth, born fairly well developed: 8 Inconvenient: -5 point Compulsive Behavior or Dependency 9-10 Oviparous: lays eggs. 6-9=Empathy+1. On a 12, the race is Ovoviviparous, and hatches the eggs within its body resulting in a live birth. 11 Buds: small creatures grow from the exterior of the parent's body and eventually drop off and become independent 12 Fissions: creature splits into two or more young. The parent creature ceases to exist for all intents and purposes. 3-10=Egotism-1, 11-12=Egotism-2 13+ Weird/Disgusting: -10 point Compulsive Behavior or Odious Racial Habit
Special Features (Roll 3d twice)
Roll three dice twice for each species and consult the chart below.
* Sterile. The race must be cloned or bred from a related species. This result is too rare to roll randomly and must be chosen by the GM. An example is the terran mule, which is bred from horses and donkeys. 2-5 Nothing unusual 6-8 Sex plays an important part in the species' social system. 3-10=Gregariousness+1, 7-9=Egotism+1 9 Stop rolling 10 Only the dominant members of the tribe/pack reproduce. 3-10=Gregariousness+1, 3-10=Egotism+1 (If Solitary, only one in 100 females is fertile) 11 As for #10 above, but subordinate members of the tribe/pack are sterile/neuter. Neuters are Egotism-1 12 Only one female in pack/herd/whatever is fertile 13 High sexual dimorphism: males are very different from females. If this feature is rolled twice, only one sex is sentient!. 3-6=Empathy-1 14 Species has genetically determined castes. there are 1d+1 castes. Chauvinism+1 15 As #14 above, but only one caste is capable of reproduction. the "queens" may be mindless blobs or highly individualistic (Chauvinism+1). An intelligent queen has Egotism+2; all others have Egotism-1. 16 Offspring go through a lengthy "mindless" or "animal" stage. 3-7=Egotism+1 17 Reproductive Control. The race has complete control of its reproductive processes. 18 Something really weird, inconvenient, possibly disgusting. May lay eggs in host creatures, mating may be fatal, or perhaps the race uses genetically engineered "brooders" to incubate their young. ** Dying Race. For some reason, either natural or as a result of some ecological disaster, plague or maybe even a good old fashioned "evil eye", the races death rate is exceeding their birth rate, and within a generation or two the entire race will reach extinction. This is a special circumstance and requires GM fiat, rather than a random roll.
Basic Shape
Limbs and Symmetry (Roll 2d)
The number of limbs the creature has, and the pattern in which they are arranged, must be determined before gong further. Unless otherwise specified, beings are bilaterally symmetrical, like humans, pigs, insects and worms. Creatures which are radially symmetrical are basically "circular," with limbs evenly spaced around the perimeter. The classic Terran example is the starfish.
2* One or no limbs (3-10=One Manipulator, 11-12=No Manipulators). 3 Two limbs. 4 Three limbs. Radially symmetrical on a 1-4 on 1d. 5-8 Four limbs. Radially symmetrical on a 1 on 1d. 9-11 Six limbs. Radially symmetrical on a 1-2 on 1d. 12 1d+6 limbs. Radially symmetrical on 1-3 on 1d.
*Creatures like snakes and worms fall into this category.
Prehensile Tail
Bought as Extra Limb, No Physical Attack (5 points). Often also has Nuisance Limitation (Temporary Disadvantage) Bad Grip (- 10%) or Poor Grip (-5%).
Extra Limbs
Many creatures have "extra" limbs (tail, trunk, prehensile tounge, pseudopods, tendrils) that can be used for manipulation. These often vary in strength, dexterity, and sensitivity. Roll a die on the chart below.
Roll Number of Extra Limbs 1-4 No extra limb 5 1 extra limb 6 1d+3 extra limbs
Roll Strength of Extra Limbs 1-2 Flimsy (feeler, cilia, whiskers). ST 1 3-4 Weak (human lips). ST 2 5 Fair (monkey tail). ST-4 6 Strong (Elephant trunk). Same as primary limbs.
Roll Dexterity of Extra Limbs 1-3 Crude. DX-4 4-5 Fair. DX 6 Excellent. DX+2
Roll Tactile Sensitivity of Extra Limbs 1-2 Crude. Reduced Manual Dexterity-2 3-4 Fair. Manual Dexterity as normal 5 Excellent. Increased Manual Dexterity+1, Sensitive Touch 6 Fair, has excellent "other" sense built in
Posture
Posture determines the position in which a creature carries itself. Posture determines its basic speed, and its ability to use tools while on the move. There are separate charts for bilaterally symmetrical and radially symmetrical creatures. Each use one die.
Bilaterally Symmetrical Posture Forest or Jungle Dweller +1 Brachiator +1 Swimmer -1 Amphibious/Sea Bound -2
2- Horizontal 3 Centauroid (Six or more limbs only. Otherwise Horizontal.) 4 Semi-upright (If eight or more limbs, this is a centauroid with four "arms." If four-limbed, it moves like a chimpanzee.). 5+ Upright
Radially Symmetrical Posture Brachiator +2 Swimmer/Amphibious/Sea Bound -1
0-2 Invertebrate 3-5 Semi-Upright 6 Upright
Hands and Feet
Hands (or their equivalent) vary considerably in quality and construction; they are divided here into several basic types. The hands or feet possessed by the race is determined by rolling on the following charts.
- Creatures with Horizontal postures roll for all pairs of limbs on the Walking Limbs table.
- Semi-Upright species roll on the Handling Limbs table for the front pair of limbs and the Walking Limbs table for the other pair(s) of limbs.
- Centauroids have either four or six (2 or 3 pairs) Walking Limbs and two to four Handling Limbs.
- Upright postured beings have two (1 pair) Walking Limbs, all other limbs are Handling Limbs.
- Invertebrates roll for all limbs on the Handling Limbs table (roll for each individual limb, or in sets, by option)
Walking Limbs (Roll 1d)
Roll one die and modify as shown. Swimmers -1 Amphibious/Sea Bound -2 Brachiator +1 Plains-dweller -1 Climber +2 Forelimbs +1
* Sessile: The race is incapable of movement under its own power. This is too rare to be rolled randomly. 2- Running Hoof: Optimized for speed; poor for manipulation. (For water creatures, the two rear limbs are a massive fluke instead.) Gives one level of Enhanced Move in the appropriate environment. 3 Cloven Hoof: Perfect for surefooted mountain dwellers. (Flipper for water creatures). DX+1 4-5 Walking Paws: Walks "digitigrade." One level of Enhanced Move (Limitation: Only when on all fours...or sixes, or eights, or...). 6 Grasping Paws: Reduced Move-1 7 Crude Hands: Reduced Move-1 8+ Feet Manipulators: Reduced Move-1
Handling Limbs (Roll 1d)
Roll one die and modify as shown. Invertebrate -1 Horizontal -1 Upright +1 Brachiator +1 Centaur +1
1- Walking Paws: Walks "digitigrade." One level of Enhanced Move (Limitation: Only when on all fours...or sixes, or eights, or...). No Fine Manipulators. 2 Grasping Paws: Poor Grip and Reduced Manual Dexterity-4. 3 Crude Hands: Reduced Manual Dexterity-2. 4+ Hands:
Number of Digits (Roll 1d)
Roll one die and modify as shown. Invertebrate -1 Horizontal -1 Upright +1 Brachiator +1 Centaur +1 Running or Cloven Hooves -4
0- No Digits: 8-12=Race has the No Fine Manipulators Disadvantage 1 One Digit: 8-12=Race has the One Fine Manipulator Disadvantage 2 Two Digits: 3 Three Digits: 4 Four Digits: 5 Five Digits: 6+ Six Digits:
Types of Hands and Feet and Assorted Manipulators
Hooves: Hooves or other highly specialized walking tools can be used to bash and shove objects around, but are virtually useless for manipulation. A species with only hooves has the No Fine Manipulators disadvantage.
Walking Paws: Typified by human and dog feet. They can be used to shove objects around, but are very poor for fine manipulation. If the species only has walking paws, they have the No Fine Manipulators disadvantage.
Grasping Paws: A prime example is the versatile raccoon. Grasping paws lack thumbs, and two are needed to get a really good grip on an object. Poor Grip and Reduced Manual Dexterity-4.
Crude Hands: Chimp and Orangutan hands have thumbs and long, versatile fingers, but they can't compare to human hands for most jobs. Reduced Manual Dexterity-2.
Feet Manipulators: See Hands.
Hands: Human hands. No bonus or penalty to tasks.
Mouths
Most species have at least one of these. Determine strength, dexterity and tactile sensitivity as per extra limbs. Extra mouths may be added to limbs as required. Muscular lips, cilia or tendrils may be added to increase sensitivity and manipulation abilities. Mouths can vary widely in construction, from insect-like mandibles, humanoid lips and teeth, lamprey-like suckers, feeding tubes, filters like baleen whales, etc.
Modified Hands and Feet and Assorted Manipulators (Roll 3d)
On a result of 12 on 2d, roll three die and consult the chart below.
3-4 Clinging. Indicates clinging via claws, suction pads or adhesive goo. 5-6 Silence 7-8 Wings 9 Super Jumping 10 Increased Manual Dexterity 11 Walk on Liquid 12 Bad/Poor Grip 13 Cannot Climb 14 Cannot Swim 15 No Fine Manipulators 16 One Fine Manipulator 17 Short Arms 18 Long Arms
Natural Weapons
Many species have natural weapons. Some of these do "physical" damage (impaling, cutting, crushing); others are more exotic.
Teeth that Rend, Claws that Snatch (Roll 2d twice)
Roll twice for each species to see what they have in the way of claws and teeth. For each throw, roll two dice and modify as noted. Carnivore +2 Aquatic +2 Herbivore -2 Huge, Giant or larger -1
1- Big Horns/Tusks 2 Spear 3 Butting Horns/Butting Knobs 4 Horns 5 Blunt Teeth/Crushing Mandibles 6-7 None 8-9 Sharp Teeth/Small Mandibles 10 Small Claws/Small Pincers 11 Fangs/Large Mandibles 12 Talons/Large Pincers 13 Smashing Tail/Clubbed Limbs 14 Spikes 15 Spines
All Things Foul and Venomous (Roll 3d)
Roll 3d and consult the chart below to see if the species is blessed with "chemical" weapons. Low on Food Chain -3 Middle of Food Chain -1 Desert +2 Aquatic/Amphibian/Swimmer +1 Huge or Giant -1
1- Roll twice more on this table, using only one die. 2-3 Poison Barbs. Roll 1d: 1=skin agent. 4 Musk. Stench Spray. Irritant mist cloud. 5 Poison Sweat. Roll 1d: 1 or 2= skin agent. 6-10 No chemical weapons 11 Fangs. Roll 1d: 1-5=poisonous, 6=corrosive. 12 Webbing 13 Clinging 14 Drug Factory 15 Stinger 16 Poison spit/squirt. Roll 1d: 1-2=skin agent. 17 Corrosive spit/squirt. I.e. Digestive juices or Disassembler nanotech. 18+ Plague Carrier or Lifebane
- The level of the venom-its potency-is equal to HT/4. Water creatures won't have spit/squirt or sprayed venoms; if this result appears, give them poison fangs or poison sweat, and increase the venom's level by 2.
- The Limited Uses limitation is very common. *May have limitation Requires Low Gravity. If requires 0.5 G or less (-25%) TL11. If requires 0.2 G (-40%) or less, it's TL10.
Special Weapons Division (Roll 3d)
A very few species have extraordinary defenses. On a "12" on 2d, the race will possess a "Special Defense". Roll three dice, modify as shown, and consult the chart below. Trapper Carnivore -1 Herbivore -1 Ergivore +2 Aquatic +1
3 Bioelectric Shock 4 Constriction (Includes Flexibility) 5 Breathe Fire 6 Cool 7 Dampen 8 Shock 9 Surge 10 Warm 11 Webbing 12 Image 13 Smoke (or Ink) 14 Deafen 15 Sonic Blast 16 Flash 17 Lightning 18 Laser
Body Covering (Roll 1d)
Roll on the appropriate table below to determine the creature's outer covering. If "special" is rolled, roll again on the Special Integument table. Coverings are described after the tables.
Hot Climates (Desert) 1-2 Very thin fur 3-4 Skin 5 Scales 6 Special
Moderate Climates 1 Fur 2 Feathers 3 Skin 4 Heavy scales 5 Thick fur 6 Special
Cold Climates (Ice Desert, Tundra) 1 Fur 2 Skin 3 Thick hide 4-5 Thick Fur 6 Special
Aquatic Creatures 1-2 Thick, sleek fur 3 Scales 4-5 Skin 6 Mucous over skin
Special Integument Chart (Roll 3d) 3 Spiny Fur/Quills 4 Hard Carapace (Insect chitin or crustacean shell). 5 Armor Plates (bone, very heavy chitin, etc.) 6 Thick Hide 7 Soft Carapace (Insect chitin or crustacean shell) 8 Cork or "barky" covering 9 Coat of Slime 10 Covering has Chameleon properties. Chameleon level 1. 11 Metal or Silicate deposits. 12 Blubber 13 Elastic Skin 14 Ablative Coating 15 No Body Heat 16 Cartilage 17 Bioluminescent Spots 18 Abrasive Skin
Mucous: A slimy layer (like that on a fish) that prevents chafing and/or streamlines passage through water. Very good at cooling; creature always sweats. Makes "wearer" -2 to grapple. Increase creature's water requirement by 10%. Subject to freezing, drying out or scraping off. Bad Smell. On a 10-12 on 2d the race is Amphibious.
Skin: No special properties. Pale skin may "burn" in direct sunlight.
Very Thin Fur: Like that of a Chihuahua. Prevents sunburn; no other properties.
Spiny Fur: Like porcupine quills. PD 1, DR 1. Does 1d-2 impaling damage to opponents in close combat.
Soft Carapace: A chitinous layer like those on an insect. PD 2, DR 2.
Hard Carapace: A chitinous layer like those on an insect. PD 3, DR 3.
Coat of Slime: Like mucous, only slipperier. -4 to grapple.
Fur: Acts as light clothing. DR 1. One level of Temperature Tolerance.
Scales: Small, tough scales. DR 1.
Heavy Scales: Thick, armored scales. PD 1, DR 1
Armor Plates: Like those on a pangolin. PD 2, DR 3.
Thick Hide: Similar to elephant or rhino hide. PD 1, DR 1.
Thick Fur: A polar bear's pelt, for example. PD 1, DR 1. Acts as warm clothing. May cause suffering in hot weather! Two levels of Temperature Tolerance.
Chameleon Skin: Species gets a +4 bonus to Stealth skill when perfectly still, or +2 bonus when moving.
Metal or Silicate Deposits: Deposits of metal or silicates that form on the creatures skin. PD 3, DR 4. Heavy deposits are PD 4, DR 7.
Blubber: Retains body heat. Adds PD 1, DR 3 versus crushing damage only. Three levels of Temperature Tolerance.
Elastic Skin: The creature has naturally pliable and elastic skin, allowing the creature to stretch and shape it.
Cork or "barky" Covering: Trees have this, for example. PD 1, DR 2.
Ablative Coating: Deposits of skin, minerals or even dead chitin that serve as an ablative defense against attacks. If this is rolled, roll again or choose another covering and multiply its DR by 2, that will be the DR of the Ablative Coating.
No Body Heat: The creatures skin dissipates body heat very effectively. +6 to Camouflage rolls versus Infravision or Heat Sensitive methods of sight or tracking.
Cartilage: Like a shark. PD 1, DR 2. Flexible.
Bioluminescent Spots: Like some deep sea fish, the creature has colonies of bioluminescent bacteria living on its skin or some form of light generating organ. Some lifeforms may even be able to "focus" these spots into flashlight like beams.
Abrasive Skin: The races skin is naturally abrasive, like a sharks. Does 1d-4 cutting damage in close combat.
Special Structural Abilities (Roll 2d)
Roll 2d, on a result of 12 exactly the race has a special adaptation to its structural assembly. The specific abilities are left to the designer to choose.
2 Cardiovascular
Acceleration Tolerance Hard to Kill 1-3. The race, for structural or internal reasons is very hard to kill without blowing it apart completely with the first shot. This can represent de-centralized internal; organs, unnatural toughness, greater resistance to the effects of shock, etc. Extra Fatigue 1-5 Extra Hit Points 1-3 Improved G-Tolerance Recovery Injury Intolerance: Great Internal Pressure. The race maintains structural integrity by using a gas or liquid medium under great pressure to promote rigidity. Bleeding damage is doubled. Injury Tolerance: No Blood. The race has no fluid medium for distribution of necessary compounds throughout the body. Acceleration Weakness. Acceleration Tolerance. Vulnerability. The race is particularly susceptible to some form of physical attack.
3 Gastro-Intestinal
Sanitized Metabolism Cast Iron Stomach Universal Digestion Delicate Metabolism Vulnerability. The race is particularly susceptible to some form of physical attack.
4 Glandular
Emergency Response Combat Reflexes Increased Speed +1-2 Increased Speed +3 Hyper-Reflexes Hyper-Strength Vulnerability. The race is particularly susceptible to some form of physical attack.
5 Immune System
Disease-Resistant Longevity Immunity to Disease Vulnerability. The race is particularly susceptible to some form of physical attack. Weak Immune System
6 Lifespan and Self-Repair
Longevity Rapid Healing Very Rapid Healing Extended Lifespan Immunity to Disease Regeneration, slow Unaging Regrowth Regeneration, regular Regeneration, fast Immortality Regeneration, instant Undying Vulnerability. The race is particularly susceptible to some form of physical attack. Self-Destruct Slow Healing Unhealing
7 Liver, Kidney, and Intestinal
Alcohol Tolerance Resistant to Poison Decreased Life Support Oxygen Storage Immunity to Poison Vulnerability. The race is particularly susceptible to some form of physical attack.
8 Musculo-Skeletal
Double-Jointed Manual Dexterity Toughness Brachiator Catfall Extra Encumbrance Extra Hit Points to +3 Extra Hit Points to +6 Extra Hit Points to +9 Super Jump Extra Flexibility Flesh Pockets Fragile. The race has an extremely delicate or fragile construction. Hollow bones, crystalline structure, etc. Bowlegged. The race is naturally Bowlegged. Injury Tolerance: No Cutting/Impaling Bonus. Injury Tolerance: No Neck. The race has no neck. Extra Encumbrance. The race has a better load-bearing ability than humans do. Increased Density. The race is constructed of denser materials than terrestrial animals. Vulnerability. The race is particularly susceptible to some form of physical attack. Reduced Move Reduced Hit Points Wings. Flight is typically reserved fro races that are Small, Tiny, Itsy or Viral in size. Flight (40 points) for larger creatures is possible with Gliding (-50%) or Winged Flight (-10%) limitations along with Requires Low Gravity (-5% per 0.1 G below 1 G). To work out the maximum gravity, find the average racial ST of the racial template, multiply by 2.5, and divide that by the template's average body weight (which can be found based on racial ST). Most genemod winged people intended for lower gravity should have Gravity Adaptation for either low or zero-gee, either of which reduce body weight.
9 Respiratory
Breath-Holding 1 Extra Fatigue 1-4 Voice Breath-Holding 2+ Decreased Life Support Extra Fatigue 5+ Filter Lungs High Pressure Lungs Low Pressure Lungs Mimicry Vulnerability. The race is particularly susceptible to some form of physical attack.
10 Respiratory Alternatives
Gills water only air and water Oxygen Storage Pressure Support to 10 atmospheres to 100 atmospheres immune to pressure
11 Nervous System Enhancements
Increased Speed +1-2* Increased Speed +3* Enhanced Time Sense* Increased Speed +4* Increased Speed +5* Injury Tolerance: No Brain. The race has no centralized nervous system or its brain is distributed throughout its body. High Pain Threshold Low Pain Threshold Vulnerability. The race is particularly susceptible to some form of physical attack.
*A limitation like Requires Chemical Trigger, Emergencies Only or Costs Fatigue is sometimes appropriate, as is the racial disadvantage Short Lifespan.
12 Transformations
Elastic Skin Vacuum Adaptation Flexibility Doesn't Breathe Doesn't Eat or Drink Vacuum Support Morph Transformation. The race has one (or more) alternate forms that it can transform into to adapt to different situations in their environment. This is usually coupled with Limitations such as: Takes 1d6 days, requires extraordinary amounts of food, etc. Morph. The race is a natural metamorphic lifeform, capable of transforming into radically different creatures. Usually suggested for things like nanomorphs, etc. If you want to be able to do this quickly, the race will have to either eat a WHOLE lot of food or subsist on very high energy foods. The process will also generate a great deal of heat during the transformations. But the GM is ultimately the arbiter and can do anything he damn well wants. Possible Limitations are: Suffers Berserk, Bloodlust, Compulsive Behavior, Gluttony or Impulsiveness for a time after each Morph. Body of Gas. The most typical example of this is a cloud of micro-organisms or extremely small clouds of hive mind insects. Occasionally also has the benefits of the Transference advantage. Body of Water. The creatures structure is completely fluid. Such as the giant blobs that frequent 1950's horror fiction or T$R’s products.. Body of Stone. The quintessential cinematic silicon-based lifeform. Body of Metal. Another staple of silicon based life, also common in naturally evolved machine intelligences. Body of Fire. Beings of living plasma are an example of this type. Injury Tolerance: No Vitals. The creatures internal organs are either very well distributed (de-centralized) or it uses nothing we recognize as vital organs.
Limitations:
Emergencies Only Limited Use Nuisance Disadvantage: Temporary Disadvantage (often Bad Temper, Gluttony or Lecherousness) Requires Chemical Trigger Cardiac Stress Costs Fatigue Uncontrollable Unreliable
Communication
Almost every species can communicate-on a basic level-through scent and body language. Some are gifted with special abilities:
Voice Boxes (Roll 1d)
Some species have a voice box, a specialized organ for making complex sounds. Roll a die and consult the chart below, with the following modifiers: Aquatic +1 Lives in pack/troop +1 Lives in herd +1 Lives in hive +1 Sexually limited to dominant members +1 Herder Carnivore +1 Gatherer/Hunter Omnivore +1
2- No voice box. Mute. 3-5 Grunts, purrs and howls possible (good for communicating emotions). 6+ Voice box. Roll for frequency range: 2- Very Low: Basso-profundo and subsonic rumbles. Includes Subsonic Hearing and Subsonic Speech. 3-5 Normal: Human voice range 6-7 Very High: High-pitched squeals and ultrasonic sound. Includes Ultrahearing and Ultrasonic Speech. 8+ Extraordinary Range: Can cover all ranges from infra-ultra. Includes all Speech and Hearing abilities.
Special Voice Box Modifications (Roll 1d)
On a result of 1 on one die, roll on the table below.
1 Disturbing Voice 2-3 Voice 4 Stuttering 5 Penetrating Call 6 Mimicry
Other Communication Types (Roll 2d three times)
Roll three times on the chart below. If rolled once, the method is assumed to be a "natural" channel of communication, comparable to an animal's grunts and howls. If the same method is rolled twice, the channel is sensitive enough to be used for speech. If rolled three times, the channel is extraordinary; very subtle and sophisticated languages are possible. In any case, the species automatically has the ability to sense the special channel. Roll two dice, modified as below. Additional communication forms are purchased as Secret Communication: Ergivore +2 Chummy, Congenial or Gregarious +1
2-3 No special channel:
4-6 Pheremones (or other chemical methods. The first level of Pheremones gives the
race Pheremone Control. Broader-spectrum pheromones are bought as a Reaction
Bonus or Charisma with the limitation Scent-Based [-20%]. This also gives the
race one or more levels of the disadvantage Weak Will [only to resist pheromones
or seduction attempts, -75%]. Further levels allow the purchase of other
Pheremonal Powers: Awe, Dread, Entrancement, Summon or Majesty with the Scent-Based
limitation [-20%]. Typically Pheremones are race-specific, if you wish to purchase
Pheremones that will work on other races that share similar physical traits it is a
+50% Enhancement.)
7-9 Color patterns
10-11 Somatic (Body language, cilia flickers, antennae twitches, interpretive dance, etc.)
12 Electromagnetic (Radio, magnetic fields, etc. Radio Hearing and Radio Speech/Broadcast
are such types of communication.)
13+ Telepathy (Emotion sense, etc.)
Senses
A species' senses influences the way it thinks and perceives the world. A species identical to humanity, except with (say) poor eyesight but a wolf's sense of smell, would have a drastically different culture and technology.
Limitations:
Eye Contact Only (-20%) can also be applied to sensory advantages limited to the
same three hex range which don't require eye contact. Faz Sense (feline whiskers
that sense air currents) or limited forms of Infravision or Sonar Vision are examples.
Vision
Vision is one of the most powerful types of sense available. It has evolved on nearly all worlds, and almost all species have it.
Sharpness of Vision (Roll 1d)
Roll one die, modify as follows: Swimmer/Amphibian/Aquatic -1 Arboreal +2 Flyer +2
* Blindness (See below.) 1 Motion detection only (3-10=Curiosity-1, 3-10=Suspicion+1) 2 Poor (Bad Sight disadvantages)(3-6=Curiosity-1, 3-7=Suspicion+1) 3-4 Average ("Poor Vision" -2 to rolls using sense of sight). 5 Good (Human range). 6 Excellent (Acute Vision+2) 7 Extraordinary (Hawk; Acute Vision+5; +1 Ranged Attack Bonus) 8 Astonishing (Acute Vision+8; +2 Ranged Attack Bonus)
*Blindness, a -50 point disadvantage, is very rare. Burrowing races have a 1 in 6 chance of being virtually blind; they can sense the presence of light but nothing else. If a race has another sense which substitutes for vision, it's not blind for point purposes!
Number of Eyes (Roll 1d)
Roll one die.
1 Roll again. On a second result of 1, the race has one eye. 2-3 Two eyes 4 Three eyes 5 Four eyes 6 2d eyes
Eye Placement (Roll 1d)
Roll one die, modified as follows: Low in Food Chain +1 Top of Food Chain -1 Carnivore -1 Pure Herbivore +1 Three or more eyes +1 Six or more eyes +2
1- Narrow. Has binocular vision, but can't have Peripheral Vision. 2-3 Front (Human norm). Has binocular vision. 4-5 Wide. Has Peripheral Vision, and non-binocular vision. No Depth Perception disadvantage. 6 Eyes on stalks (Peripheral Vision, Independently Focusable Eyes; can look around corners). 7+ All around vision (360° Vision advantage). If the species has fewer than four eyes, it has non-binocular vision as well (No Depth Perception).
Special Visual Powers (Roll 3d twice)
Roll three dice twice on the chart below, modifying as shown. Carnivore -2 Ergivore +2 Nocturnal -2
1 Spectrum Vision 2-3 Infravision 4 Night Vision. Most races with Nightvision are Color Blind as well. 5 Nictating Membrane 6 Microscopic Vision 7-12 None 13 Color Blind 14 Telescopic Vision 15 Polarized Eyes 16 Independently Focusable Eyes 17 Penetrating Vision 18+ Night Blindness/Day Blindness
Hearing (Roll 1d)
Roll one die.
* Deafness (Too rare to be rolled normally.) 1 Poor (Hard of Hearing disadvantage) 2-3 Average (Human) 4-5 Good (Dog; Acute Hearing+2) 6 Excellent (Acute Hearing+5)
Special Hearing Powers (Roll 1d)
Roll one die on the chart below, modifying as shown. Amphibian or Aquatic +1 Blind +2 Vision is Poor or worse +1
1 No special ability 2 Directional Hearing (Humans have this) 3 Parabolic Hearing 4 Subsonic Range 5 Ultrasonic Range 6+ Sonar Vision (dolphin, bat)
Tactile (Roll 1d)
Roll one die, consult the chart below.
* No Sense of Touch. Too rare to roll normally. Reduced Manual Dexterity-6. High Pain Threshold. 1-2 Crude. Reduced Manual Dexterity-2 3-4 Fair. Manual Dexterity as normal 5 Excellent. Increased Manual Dexterity+1, Sensitive Touch 6 Fair. Has excellent "other" sense built in
Motion Sense (Roll 1d)
Roll one die, consult the chart below.
* No Motion Sense. 1-3 Normal. The race can sense vibrations and movement normally, but they get no bonuses. 4 Faz Sense/Whiskers. 5 Absolute Direction. 6 Sense of Perception.
Other Senses (Roll 2d)
On a result of 12 exactly, the race has an "extra" sense.
1-2 Radar Sense 3-4 Magnetic Sense 5 Radiation Sense 6 ESP
Kinesthetic (Roll 1d)
This is the sense of balance and motion, "surefootedness" and level of perception of internal goings-on (heart rate, digestion, respiration, healing). Roll one die and modify as shown below: Brachiating +1 Flyer +2 Small +1 Huge or larger -2
* No Kinesthetic Sense. Creature must use sight and tactile senses to determine position of limbs! DX-3. Too rare to be rolled normally. 0-2 Poor. DX-1. On a 3-6 the race suffers from Motion Sickness. 3-4 Average (Human) 5 Good. Cats, monkeys. Perfect Balance advantage. 3-6=Catfall. 6+ Excellent. Born acrobats, incredible control of reflexes. DX+2, Perfect Balance and Catfall.
Special Kinesthetic Powers (Roll 2d)
Roll two dice; modify as shown. Lives in Desert or Ice Desert +1 Aquatic -1
2- Full Coordination advantage 3-6 No special ability 7 Low Pain Threshold 8 Can (or must) hibernate under certain conditions. This is Metabolism Control (Limitation: Only under certain conditions). 9 The species has Metabolism Control. Level of power depends on the species' kinesthetic sense: None: Power 1 Poor: Power 2 Average: Power 3 Good: Power 4 Excellent: Power 6 10 Species can guide its healing processes. Rapid Healing advantage. 11 Species has both Rapid Healing and Metabolism Control. Sentients can learn to control their own immune systems and more; Increase HT by IQ/4 for purposes of fighting disease and healing! 12+ Species possesses #11 above plus the Hyper-Reflexes, High Pain Threshold and Hyper-Strength advantages. Species with a Good or better kinesthetic sense may opt to purchase Longevity, while a species with an Excellent kinesthetic sense may purchase Unaging or even Immortality!
Sense of Taste (Roll 1d)
Roll one die and modify as shown. Blind +1 Herbivore +1
1 None 2 Poor. -4 on all taste related sense rolls. 3-4 Average. Human. 5-6 Good. Acute Sense of Taste+2. 7+ Excellent. Acute Sense of Taste+5 and Discriminatory Taste. With training, a member of the species can determine the exact chemical makeup of substances.
Sense of Smell (Roll 1d)
Roll one die and modify as shown. Blind +1 Carnivore +1
1 None 2 Poor. -4 on all smell related sense rolls. 3-4 Average. Human. 5-6 Good. Acute Sense of Smell+2, 3-8=Discriminatory Scent. Can track by smell: Tracking Skill. 7+ Excellent. Bloodhound level. Acute Sense of Smell+5, Discriminatory Scent (As Empathy within 2 Hexes; +50%). Can track by Smell: Tracking Skill. With training, a member of this species can detect very weak (or old) scents and determine their source.
Mental Abilities
Most species are assumed to have fairly high animal intelligence and no unusual powers. A few are especially blessed.
Intelligence and Sentience (Roll 3d)
"Intelligence is the ability to solve problems. Sentience is the ability to make them." -Howard Prau Sessor
A rating below 9 is considered non-sentient. A race marked as Presentient has the "potential" to be fully sentient with a little "help" (i.e. uplift). Roll three dice to determine the creature's exact mental abilities.
3 IQ 5 and Presentient 4 IQ 6 5 IQ 6 and Presentient 6 IQ 7 7 IQ 7 and Presentient 8 IQ 8 9 IQ 8 and Presentient 10-11 IQ 9 12-16 IQ 10 17 IQ 11 18 IQ 12
Note that it is possible for a creature to have a fairly high IQ and not be Presentient.
Special Abilities (Roll 3d)
Roll three dice. On a roll of 8-12 the species has a special mental ability.
Table 1 Table 2 3 Absolute Timing Alertness 4 Intuition Autotrance 5 Lightning Calculator Light Hangover 6 Eidetic Memory I Fearlessness 7 Eidetic Memory 2 Chronolocation 8 Mathematical Ability Musical Ability 9 Absolute Direction No Hangover 10 Ambidexterity 3D Spatial Sense 11 Fearlessness Collected/Composed 12 Intuitive Mathematician Cool 13 Racial Memory Imperturbable 14 Enhanced Time Sense Unfazeable 15 Compartmentalized Mind Cultural Adaptability 16 Mindshare 17 Language Talent 18 Psionic Power. See below. Psionic Power. See below.
Special Disabilities (Roll 3d)
Roll two dice. On a roll of 10-12 the species has a special mental disability.
Table 1 Table 2 3 Split/Multiple Personality Bad Temper 4 Ignorance Bully 5 Capricious Chronic Depression 6 Flashbacks Dyslexia 7 Indecisive Impulsiveness 8 Innumerate Laziness 9 Manic-Depressive Lecherousness 10 No Sense of Humour Megalomania 11 Non-Iconographic 12 Stress Atavism Sadism 13 Bestial Sense of Duty 14 Berserk Slave Mentality 15 Combat Paralysis Stubborness 16 Bloodlust Weak Will 17 Shyness 18 Delusion
One limitation for mental disadvantages that might be common in individuals with performance-enhancing glandular modifications is Gluttony, Lecherousness or Stuttering with the limitation "Post-Emergencies Only" (-50%). The hormones produced by combat overdrive causes a glandular imbalance that results in temporarily aberrant behaviour for several minutes afterward.
Psionic Talents (Roll 3d)
Once in a great while, a naturally psionic creature evolves to sentience or presentience. Use the table below to determine the creature's psi power and level of the talent. The low end of the table has mostly communication talents; those in the middle are "warning" skills. Those on the high end are weapons, used to trap prey. In animals, the skill of the power is equal to 12 or the species' IQ, whichever is greater. When the species becomes sentient, individuals must learn the skill, but there is a +1 Racial Skill Bonus for that ability. Roll three dice; modify as shown. Trapper Carnivore +1 (Used to lure prey). Low on Food Chain -3 High on Food Chain +3 Lives in pack/troop -1 Lives in herd -2
1- Telesend and Telereceive* Power 6 2 Telesend* Power 8 3 Telereceive* Power 8 4-5 Precognition* Power 6 6 Clairvoyance/Clairaudience* Power 6 7-9 Emotion Sense Power 8 10-12 Danger Sense 13 Psionic Resistance Power 10 14 Luck** 15 Psi Static Power 10 16 Telekinesis Power 8 17 Telesend Power 6 18 Sleep* Power 6 19 Mental Blow* Power 10 20 Telerecive and Telecontrol* Power 8 21+ Probability Alteration Power 4
- *Creatures with these powers can also erect a Psi Shield. Shield power is half that of the primary power. If the race is a Herd or Hive, or suffers Hive-Mentality, and possesses any Telepathy abilities it also suffers from Telepathic Addiction if the race is Solitary and possesses Telerecieve or other Telepathy abilities it suffers from Supersensitive instead.
- **Luck is the animal form of a dangerous and powerful talent, Probability Alteration. Animals use it unconsciously, instinctively to "stack the deck" in their favor. When used by a trained sentient adept, this power has other, more spectacular uses.
- Telesend and Telereceive are potential powers in animals; in practice, an animal with these has "telempathy" and can project and receive emotions only. (If retained by the sapient species, this is a limitation that reduces Telepathy Power cost by 50%).
Variations
So far our species has been affected by biology, environment, social systems and the like. There are random factors as well. These can lead to surprises and anomalies. For designed species, change the attributes as much as you like, but be prepared to justify your changes. Roll two dice for each basic attribute, and for each of the eight personality traits.
2-3 Subtract 2 from the attribute/trait 4-5 Subtract 1 from the attribute/trait 6-8 No modifier. 9-10 Add 1 to the attribute/trait 11-12 Add 2 to the attribute/trait
Determining Personality Traits
As you create a species, keep track of the current level of each trait. All of the changes are cumulative; a herbivore may start off with low imagination, but turn out to be quite clever because of mating instincts that put a premium on trickiness. When the creature is finished, calculate the total for each trait. The resulting score gives you a scale with which to compare the new species personality against other races. These raw scores can be used to judge roughly how a character from a given species will tend to behave. Scores other than 0 translate into advantages, disadvantages or quirks, according to the tables below.
Chauvinism
This is the measure of the entire species' ego. Unless socialized to include others in its "in group," individuals of chauvinistic species tend to be individually bigoted or patronistic. Below-normal chauvinism makes for an adaptable, friendly species.
+3 Chauvinistic. As +2, but if Suspicion is greater than +1, this becomes Xenophobia. +2 Chauvinistic. If Empathy is less than +1 or Suspicion is more than -1, this becomes Intolerance: (Other Races). +1 Chauvinistic (Quirk). If Empathy is less than 0 or Suspicion is more than 0, this becomes Intolerance: (Other Races). 0 Normal -1 Broad-Minded (Quirk). -2 Broad-Minded (Quirk). If Suspicion is below 0 and Empathy is above 0, this becomes Xenophilia. -3 Undiscriminating (Quirk). If Empathy is above 0 or Suspicion is below 0, this becomes Xenophilia. If both of these are true, it becomes Strong Xenophilia. 3-6=Cultural Adaptability.
Concentration
This is a measure of how much the species' individuals can concentrate on a single action, plan ahead, and think "deep thoughts." At high levels, this may result in "savant" abilities. At lower levels, habit and instinct take over.
+3 Single-Minded and either High Pain Threshold, Mathematical Ability, Musical Ability, Language Talent, Lightning Calculator, or Intuitive Mathematician. The creator may choose one or roll randomly. 3-6=Workaholic. +2 Single-Minded. +1 Attentive (Quirk.) 0 Normal. -1 Distractible (Quirk). -2 Short Attention Span. -3 Absent-Minded or Confused.
Curiosity
This is the tendency for individuals to go out of their way to investigate new things, appreciate art, and yearn for adventure. Note that if a creature is not curious, it may still notice something new; it just doesn't find it worthy of attention.
+3 Very Curious. If Concentration or Suspicion is 0 or less, roll at -2. +2 Curious. If Concentration is 0 or less, roll at -2. +1 Nosy (Quirk). If Concentration is 0 or less, this becomes the Curious disadvantage. 0 Normal. -1 Staid (Quirk). -2 Incurious. If Suspicion is below 0, this becomes Obdurate. -3 Obdurate.
Egotism
This determines the sense of personal importance that the members of the race have. If a race has a low egotism, its members will put their own interests below those of the race as a whole.
+3 Self-Centered. +2 Selfish. If Suspicion is +1 or more or Empathy is -1 or less, this becomes Self-Centered. +1 Proud (Quirk). A high Suspicion score enhances this. If Suspicion is +2 or more, or Empathy is -2 or less, this becomes Self-Centered. 0 Normal. -1 Humble (Quirk). -2 Selfless. But if Chauvinism is +2 or higher, take Hive Mentality instead. -3 Hive-Mentality. But if Concentration is +3 or higher, take Slave-Mentality instead.
Empathy
This is a measure of whether the species can sense, or comprehend, the feelings and attitudes of others.
+3 Empathy advantage. If Gregariousness is above 0, the race is also automatically Charitable. +2 Sensitive. If Gregariousness is +1 or better, roll three dice; the race is Charitable on a result of 8 or less. +1 Responsive (Quirk). If Gregariousness is above 0 and Suspicion below 0, replace this with Sensitive. 0 Normal. -1 Oblivious. -2 Low Empathy. -3 Callous. If the race is carnivorous, there is a 1 in 6 chance of Bloodlust. -4 Solipsist. If the race is carnivorous, there is a 50% chance of Bloodlust.
Gregariousness
This is a measure of the species' need (or dislike) for company. Note that this interacts with Chauvinism. The less chauvinistic a race is, the more its liking for company will extend to other species.
+3 Gregarious. If Egotism is +1 or higher add Compulsive Carousing. +2 Chummy. +1 Congenial (Quirk). 0 Normal. -1 Uncongenial (Quirk). -2 Loner. -3 Reclusive.
Imagination
A measure of how good individuals of the species are at coming up with new ideas and seeing patterns in seemingly "random" data.
+3 As for +1, but must have Empathy +1 or better, or get the Odious Racial Habit: "Won't shut up about their great ideas!" (-5 points). +2 As for +1, but if Egotism is above 0 or Concentration is below +1, the species also gets the Dreamer Quirk. It is possible to be Versatile and a Dreamer. +1 Imaginative (Quirk). Exception: If Concentration is 0 or better, and Egotism is below +2, the species gets the Versatile advantage. 0 Normal. -1 Dull (Quirk). -2 Hidebound. -3 Hidebound and IQ -1. -4 Cannot Learn
Suspicion
This trait determines how the species reacts toward new things-with pleasure, fear or distrust.
+3 Edgy. Also roll 3d (+3 if carnivore, -3 if herbivore.) If the roll is under 10, the species has Cowardice. Otherwise it is Paranoid. +2 Edgy. If Curiosity is -3, the race is merely Careful. +1 Careful. But if Curiosity is -2 or less, treat Suspicion as Normal. 0 Normal. -1 Cool. -2 Collected. If Egotism is +2 or greater, the race has Overconfidence. -3 Imperturbable. If Egotism is +1 or greater, the race has Overconfidence.
Combining Traits
- These traits can form the basis of dozens of personality types.
- Humble, chauvinistic and Chummy makes for a loyal, eager-to-please follower type. Add Suspicion and Single-Minded and you've got a soldier.
- Empathy, Chummy, Single-Minded and Chauvinistic is a good combination for a diplomat who must deal with strange races yet retain a sense of purpose.
- Imagination and low Concentration might result in a brilliant "flake". Curiosity and moderate Suspicion could make a great explorer; add Chauvinism and Egotism for a conquistador.
- If two traits seem opposed, compensating behaviors-often quite complex-may evolve. for example, Proud matched with Chummy may lead to constant, ritualistic struggles for dominance. Wolves, who are both individualistic and sociable, have just this sort of society.
Sentients Only
Racial Technological Levels
The TL for the campaign is determined by the GM. The relative TL of the race generated above is determined randomly, roll 3d and consult the table below:
3 Anamolous. Roll 1d+1 to determine TL, but they have star travel. Somehow, the barbarians got ahold of some starships - now they have advanced weapons and perhaps a hostage world or two doing manufacture and repair. 4-5 Retarded in a Science. Same basic TL as the campaign, but retarded in technology in one field - see the Sciences Table. 6-7 Retarded in an Art. As above, but see the Arts Table. 8-9 Primitive. Roll 1d to determine the world's TL. 10 Developing. TL is 1d TL's lower than the campaign average. 11 Slightly Retarded. Same TL as the campaign, though manufactured items tend to be larger, heavier, costlier (+10-50%) or less user-friendly/reliable. 12 Modern. TL of the campaign. 13 Slightly Advanced. Campaign's TL but products are beautifully-styled, compact, inexpensive (-10-50%) or easier to use/more reliable. 14-15 Advanced in an Art. Same TL as the campaign, but this society is advanced in one of the arts - see the Arts Table. 16-17 Advanced in a Science. As above, but see the Sciences Table. 18 Advanced. Roll 1d and add it to the world's TL.
Sciences Table Arts Table 2 Biology & Medicine 2 Games & Diversions 3 Weapons 3 Social Sciences & History 4 Sublight Space Travel 4 Mathematics 5 Power Generation 5 Literature 6 Communications & Sensors 6 Visual Arts 7 Computers or Robotics 7 Performing Arts 8 Aerospace or Surface Transport 8 Music 9 FTL Travel 9 Psychology 10 Engineering 10 Architecture 11 Materials Science/Chemistry 11 Philosophy & Theology 12 Exotic 12 Exotic
World Government
To determine World Government type, if any, roll 2d and consult the table below.
5- No World Government, Diffuse. 6 No World Government; Factionalized 7 No World Government; Coalition 8 World Government; With a Special Condition; roll on the Society Type table below, and then on the Special Conditions table. 9+ World Government; With No Special Conditions; roll on the Society Type table below.
Society Type
To determine Society Type, roll 3d and add the world's TL, treating any TL over 10 as 10.
3-6 Anarchy, No Government 7-8 Clan/Tribal 9-10 Caste 11 Feudal 12 Theocracy 13-14 Dictatorship 15-17 Representative Democracy 18-20 Athenian Democracy 21-22 Corporate State 23-25 Technocracy 26 Caste 27+ Anarchy, No Government
Special Conditions
Roll 3d on this table only if the World Government table indicated that a special condition existed.
3-4 Subjugated 5-6 Slave State 7 Sanctuary 8 Military Government 9 Socialist 10 Bureaucracy 11 Colony 12 Oligarchy 13 Restricted; Hazardous 14 Meritocracy 15 Restricted; Embargoed 16 Patriarchy/Matriarchy 17 Utopia 18 Cybercracy
