Lightspeed: Alien Contact
(Classic Lightspeed Edition)
by David Caffee and William Andersen Adapted to Lightspeed by Ed Fleming Artwork by Robert Hemminger
Introduction ...1
Chapter One: Species Concept ...2
Chapter Two: Species Creation ...4
Characteristic Adjustments ... 4
Species Traits and Point Costs ... 4
Chapter Three: Racial Skills ...11
ADDITIONAL SENSE (WILL) ... 11
Chapter Four: Talents and
Complications ...14
Racial Talents ... 14
Chapter Five: Finishing Touches ...17
Alien Civilizations... 17
OTHER FACTORS ... 20
Species Creation Recipe Card ... 21
Chapter Six: Optional Rating System for
Civilizations ...22
Intelligence Rating: ... 22 Technology Rating: ... 22 Militancy Rating: ... 23 Economic Rating: ... 23 Individuality Rating: ... 24Appendix A: Sample Aliens and
Civilizations ...26
Androzee ... 26
The Jhargi ... 26
The Kr’Neth ... 27
The Lextharik ... 28
Appendix B: More Sample Aliens ...30
Alien Name: Ryka ... 32
Alien Name: Frii-mon ... 35
Alien Name: Spargan ... 37
Alien Name: Tsari ... 39
Alien Name: Buuschu ... 41
Alien Name: Krowler ... 43
Alien Name: Nailous ... 45
Alien Name: Aeratix ... 47
Alien Name: Krotia ... 49
Alien Name: Karnic ... 51
Alien Name: Athians ... 53
Alien Name: Verl ... 56
Alien Name: Evi ... 58
Alien Name: Derotiki ... 60
Alien Name: Guhltazi ... 62
Alien Name: Dho Ngee ... 64
Alien Name: Drak ... 66
Alien Name: Hali ... 68
Alien Name: Ino ... 70
Alien Name: Jubonakin ... 72
Alien Name: Lom ... 74
Alien Name: Atomi ... 76
Alien Name: Tikril ... 78
Alien Name: Ovarl ... 80
Alien Name: Maga ... 82
Alien Name: Olixi ... 84
Alien Name: Phazon ... 87
Alien Name: Fu’herl ... 89
Alien Name: Q’risi ... 91
Alien Name: Pakian ... 94
Alien Name: Quni ... 96
Alien Name: Warlphen ... 98
Alien Name: Yngloe... 101
Alien Name: Hurkus ... 107
Alien Name: Ueda ... 109
Alien Name: Ocel ... 111
Alien Name: Ganifian ... 113
Alien Name: Condizi ... 115
Alien Name: Betrula ... 117
Alien Name: Ishoni ... 119
Alien Name: Ensomi ... 121
Alien Name: W’sik ... 123
Alien Name: X’tikix ... 125
Alien Name: Metaxian ... 127
Alien Name: Zenati ... 129
Alien Name: Zuphi ... 131
Alien Name: Muleni ... 133
Introduction
In many ways, this book has two distinct parts. The first part (Chapter one thru Appendix B) is concerned with creating aliens races and civilizations for your Lightspeed campaign. In Appendix C, we have a little over 50 sample aliens to add to your Lightspeed campaign as your adventures take you to the stars.
Alien life forms have been a core feature of science fiction since the genre was conceived. Since then the human mind has dreamed up countless speculations about what these creatures might look like and how they might interact with us. Not only has science fiction inspired us to daydream about meeting beings from another planet, we have also created alien heroes to admire and emulate.
The Alien Creation Guide is a resource for gamers who want to create custom aliens for use as player characters and adversaries. This book has everything you need to bring unique alien races to life in your science fiction campaign. Any type of creature you can imagine can be brought to life is just a few simple steps.
The Alien Creation Guide serves as guide to provide gamers with all the tools they need to create their own alien races. The book has step by step instructions that explain how to make a balanced, ready to play race using the d20 rules. The creation guidelines found in this book can be easily imported into other game systems, allowing players and GMs the opportunity to introduce these novel beings into any science fiction universe.
It is important to start with a clear idea about what you want out of your species. You need to define what your alien is and what it is not. There are a lot of details to be sorted out and it you may not be sure where to start. Nailing down your concept will be easier if you begin by asking the big questions. What do you want these aliens to be able to do? What is their physical form like? Are they a race of peaceful philosophers or barbaric interstellar raiders? What is the environment of their home planet like? What are their strengths and weaknesses?
Once you have a grasp on the general framework you will need to begin filling in the particulars. Think about how your concept translates into game terms. Perhaps your alien race possesses the ability to change colors like chameleons do. This ability sounds very impressive and provides a great description of the race, but in game terms it translates into a simple bonus to all Hide skill checks. Likewise, it doesn’t matter if your aliens have horns or rows of razor sharp teeth, both of these characteristics would classify as natural weapons. Making the connection between describing the species’ qualities in plain English and turning those characteristics into game rule information is the key to creating a new player-ready alien race.
Certain aspects of your aliens may be interesting and informative but won’t translate into game terms. While it could be fun to note whether a certain species lays eggs or gives live birth, this distinction doesn’t make a difference in game terms. Nor does it matter if the species is carnivorous, omnivorous or herbivorous. A species with three or four eyes isn’t necessarily going to have better vision than a species with two eyes. These bits of miscellaneous information are helpful when you are describing the species to your fellow gamers, but they are not useful when creating rules for a new race. It is important to prioritize the features of a new alien species to determine which characteristics are truly worthy of being set into a racial trait.
Many people can find inspiration for their aliens by looking to science fiction novels, TV, movies and even comic books. Keep in mind that copying an alien race straight from popular fiction can be a bit tedious. This is especially true if the GM plans to introduce the new alien race as the primary antagonists in a campaign. A highly derivative alien can also disrupt the balance between player knowledge and character knowledge. As soon as the players encounter these creatures, they will instantly know everything about them because they are familiar with their original incarnation in popular fiction.
Other sources of inspiration might come from looking at the plants and animals found on our world. Creating aliens out of anthromorphic animals has become a cliché in both science fiction and role-playing. However, not every alien has to be a race of walking lizards or a species of cat people. Try mixing and matching different traits and survival features. Why not combine the muscular and agile body of a jungle cat with the scaly skin of a lizard? Or create a species of winged aliens that are armed with poison tipped claws. Perhaps your alien could have the upper body of an amphibious humanoid and a lower body comprised of slithering tentacles. As you can see there are many ways to use that natural world as the inspiration for a new race without always resorting to the tired formula of an alien that is half man, half something else?
There are other concerns that need to be addressed as you move through the creation process. While everyone wants their aliens to be powerful and exciting, the rules presented here will only allow for aliens that are roughly equivalent to human beings. As you round out the concept for this new species you need to consider whether or not you’re alien is balanced enough to be included in a game with humans. While it may not be realistic to assume that humans and aliens will always be able to compete fairly, character balance is an important consideration in a role-playing game. This element of game balance may
frustrate some players who envision their aliens as a race of invulnerable twelve foot tall super beings. The rules presented here in the main book were written with an eye of game balance and character parity. Rules for creating more powerful aliens can be found in Appendix B: Alien Racial Levels.
Characteristic Adjustments
One of the most important features of any PC race is the ability score adjustment. Knowing what a species’ strengths and weaknesses are a key component in understand how playing as this alien will affect character creation. Ability score adjustments are balanced, meaning that gaining a bonus to one ability means taking a penalty on another. Bonuses and penalties are always measured out in increments of +2 and -2. A GM may give a player permission to use an ability adjustment of +4 or -4 but only if it is essential to the concept of the new species. A GM should be cautious about being too liberal when it comes to adjusting ability scores. Consider that a race with a -4 penalty to Intelligence would end up with an average Intelligence score of 6 and a maximum Intelligence score of 14. The typical members of this race would be considered mentally challenged by human standards and some of them would only be slightly smarter than non-sentient animals. On the other hand, the greatest genius to ever live among this species would barely qualify as gifted when compared to other races. It is unlikely that an alien species facing this kind of intellectual obstacle would ever develop an advanced civilization, let alone the technology to travel between stars.
Weighted Abilities
Strength and Dexterity are very important abilities that affect a number of different tasks. Both of these abilities are used in combat and are vital to a character’s fighting ability. A character’s Strength modifier is added to both melee attack rolls and melee damage. A character’s Dexterity modifier is added to ranged attack rolls as well as his or her Defense. Because these abilities are so useful, they are considered to be “weighted”. Taking a +2 bonus to either Strength or Dexterity would require taking a -2 penalty to two other ability scores. Naturally, a bonus to one weighted ability can be cancelled out by an equal penalty to the other.
Standard Abilities
The four “unweighted” abilities are Constitution, Intelligence, Willpower, and Presence. While these abilities are important to the game, they are not as useful in combat as Strength and Dexterity. Taking a +2 bonus to one of the standard abilities can be balanced by taking a -2 penalty to any one of the other standard abilities. By the same token, taking a -2 penalty to either of the weighted abilities entitles a race to a +2 bonus to two of the standard abilities.
Buying Talents
Every race has unique features that set it apart from others in the galaxy. All members of a given species possess a number of racial traits that aid or hinder that species in certain ways. Determining what species traits your aliens will have is a simple matter of selecting each trait and purchasing it by spending points out of your creation pool. Each new alien race has a total of 10 creation points that can be used to buy these various traits. Additional points can be gained by taking racial drawbacks. Taking a complication adds points to the race’s creation pool but also restricts their abilities.
Species Traits and Point Costs
Ability Score Bonus (8 points)
Members of this species have a natural gift that gives them an advantage over other creatures. Select any ability; all members of this species receive a +2 bonus to this ability. This ability score increase stacks with any bonus gained through normal ability adjustments.
Additional Sense (2-4 points)
Members of this species have access to a sense other than sight, hearing, touch, taste and smell. Perhaps the creatures’ sensory organs work in a different manner than those of other species, or they may have an entirely different set of organs altogether. This trait can be taken
multiple times, each time it applies to a different sense.
Listed below are the types of sensory prowess that can be gained with this trait and the point cost needed for each.
Low-Light Vision (2 points): A creature with low-light vision can see twice as far as normal in poor lighting. The creature can still distinguish colors, even in dim lighting.
Darkvision (3 points): A creature with darkvision can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and these creatures can function just fine with no light at all.
Omni-Directional Vision (4 points): A creature with this trait literally has eyes in the back of its head, or some other way of looking at everything around it. The creature is able to see 360 degrees around it. The creature gains a +2 bonus to all Spot checks and cannot be flanked.
Other (4 points): A creature with this trait has use of a sense that is not visual or auditory in nature. The creature is able to detect the world around it through the use of echolocation, scent, telesensory detection, thermal, vibration, or some other sensation. The range of this sensory capacity is 30 feet. The creature is able to move around normally and make observations within this range. The range at which this sense is functional can be increased to 60 feet at the cost of 1 additional point. A character with this trait can detect things at longer distances or pick up on subtle sensations by taking ranks in the skill Additional Sense (see Chapter Four Racial skills).
Attack Bonus (specific type) (3 points)
Members of this species are naturally adept with a certain type of weapon. Select one of the following weapon types, all members of this species receive a +1 bonus on all attack rolls made with this type of weapon; ranged weapons (such as bows, machine guns or blaster pistols), heavy weapons (large cannons and energy beams), melee weapons (such as swords and spears), or thrown weapons (throwing daggers,
small axes, hand grenades).
Attack Bonus (6 points)
Members of this species have an unusual martial ability. This talent expresses itself in an uncanny natural targeting system. All members of this species gain +1 to their attack rolls.
Bonus Talent (3 points)
Members of this species are curious and eager to learn. This inquisitive nature leads to an eclectic assortment of talents being expressed within the culture. All members of this species gain one additional feat at first level. The character must meet any prerequisites.
Bonus Skill Points (7 points)
Members of this species have a natural talent for mimicry and absorbing knowledge. This ability to ape the actions of others greatly aids the learning process. All members of this species receive 4 additional skill points.
Change Creature Form (2/4/5 points)
Members of this species are not humanoids. These creatures belong to a creature type whose biology differs greatly from most other organisms. Select one of the creature types listed below. All members of this species gain the characteristics, special qualities, etc. of that creature type.
Construct (2 points): Constructs are artificial creatures or living machines. Constructs have no Constitution score. Constructs are also immune to ability damage, ability drain, and energy drain, and they always fail Constitution checks. Constructs are immune to mind-influencing effects and to poison, sleep, paralysis, stunning, and disease. They are not subject to critical hits, non-lethal damage or the effects of massive damage.
All constructs are granted a number of extra hits according to size. Small constructs gain an additional 5 hits, medium-size constructs gain an additional 10 hits, and large constructs gain 20 hits.
Constructs cannot heal damage on their own but can be repaired using the Mechanics skill. A successful Mechanics check (DV 24) heals 1d10 points of damage to a construct, and each check represents 1 hour of work. A construct reduced to 0 hit points is immediately destroyed and cannot be repaired.
Elemental (5 points): Elementals are creatures formed from non-organic matter and energy. These creatures are typically formed from air, earth, water or fire. Elementals are immune to poison, sleep, paralysis, and stunning. They are not subject to critical hits, flanking, or the effects of massive damage.
Plant (4 points): Plants are sentient beings composed of vegetable matter. Plants are immune to sleep, paralysis, stunning, and mind-influencing effects. They are not subject to critical hits or the effects of massive damage.
Damage Reduction (3 to 8 points)
Members of this species are extremely tough and resistant to injury. Possessing this trait means that the creature ignores the first point of damage from most weapons and natural attacks. All members of this species gain damage reduction of 1/- for a point cost of 4. The amount of damage reduction can be increased to 2/- for a total point expenditure of 6 or 3/- for a total expenditure of 8 points.
The cost of this trait can be reduced by 1 point by placing a restriction on the types of damage to which the damage reduction applies. Select a type of damage (bludgeoning, energy, piercing, or slashing). Attacks that deal this type of damage negate the damage reduction and thus, deal full damage.
Damage Reduction Point Cost
1/damage type 3 1/- 4 2/damage type 5 2/- 6 3/damage type 7 3/- 8
Dodge Bonus (2 points)
Members of this species have a knack for avoiding danger. An inherent object avoidance mechanism in the creatures’ brain helps them to get out of the way when faced with an attack. All members of this species gain a +1 dodge bonus. This trait can be taken multiple times, its effects stack.
Fast Healing (10 points)
Members of this species have an incredibly fast healing process that allows them to recuperate from serious wounds in a matter of minutes. These creatures regain hit points at an exceptionally fast rate. All members of this species gain Fast Healing 1, meaning that they regain 1 hit point of damage per round. Fast healing stops working when a creature is reduced to -10 hits or fewer. Fast healing works just like natural healing.
Fast healing doesn’t provide any benefit against attack forms that don’t deal hit point damage (such as poison). Fast healing also doesn’t restore hit points lost to starvation, thirst, or suffocation, and it doesn’t allow a creature to regrow or reattach severed body parts.
Grappling Ability (2 points)
Members of this species are built for wrestling and tackling. All members of this species gain a +2 bonus to all grapple checks. In addition the creature gains +2 bonus to trip attacks and bull rush attempts. This trait can be selected multiple times, its effects stack.
Hit Point Bonus (1 or 6 points)
Members of this species are hardy and durable. These creatures gain a number of bonus hit points. The exact number of hit points gained depends on the number of points spent on this trait.
1 point: All members of this species gain 1 additional hit point.
Initiative Bonus (1 or 2 points)
Members of this species have fast reactions and a tendency to act assertively. All members
of this species gain a +2 bonus to initiative. This bonus can be increased to +4 with the expenditure of an additional point.
Menacing Appearance (3 points)
Members of this species have a frightful look about them. These creatures have evolved into a form that appears dangerous (even if the creatures themselves are quite gentle). Any number of natural features can make a creature look fierce and threatening. The creatures may be covered with spikes or eye spots, or they may have the ability exaggerate the size of their jaws. All members of this species can choose to make themselves look terrifying and fearsome once per round as a free action. When this ability is in place, all opponents within 10 feet of the creature must make a Will check (DV 12 + the creature’s PRE/2). An opponent who fails this save is shaken, taking a -2 penalty on attack rolls, saves and skill checks for a number of rounds equal to 1d6 + the creature’s PRE/2.
Natural Armor (1 point)
Members of this species are very hard to hurt, as they are covered by a protective coating. This armored covering may take the form of leathery hide, scaly skin, bony plates or a thick layer of fat. Natural armor stacks with the equipment bonus from armor that is worn on the body. All members of this species receive a +1 natural KD. This trait can be taken multiple times, its effects stack.
Natural Weapons (1/3/5/7 points)
Members of this species possess deadly natural weapons that can be used in melee combat. Examples of natural weapons range from fangs and claws to knuckle spikes, bone swords, quills, or any number of other attack options. The amount of damage inflicted by the creatures’ natural arsenal is reflected by the number of points spent on this trait.
1 point: The creatures’ normal unarmed attack does +1 point of damage. A creature can choose to inflict lethal or nonlethal damage without penalty.
3 points: The creatures are able to deal 1d6 points of lethal damage with a successful unarmed attack.
5 points: The creatures are able to deal 1d8 points of lethal damage with a successful unarmed attack.
7 points: The creatures are able to deal 1d10 points of lethal damage with a successful unarmed attack.
Natural Psionics (3 points)
Members of this species are born with a psionic gift. All members of this species are allowed to one low level psionic power, agreed upon with the GM. Each creature can manifest this power up to three times in a 24 hour period. There is no power point cost for using this power.
Racial Talent (3 points)
Members of this species share a unique trait that is not common among other beings in the galaxy. Select a racial talent listed in Chapter Four: Racial Talents and Drawbacks. All members of this species gain this feat at character creation. This trait can be taken multiple times, each time it applies to a different racial feat.
Resilience (2 points)
Members of this species do not succumb easily to mortal wounds. These creatures’ either have vital organs that are well protected or they simply possess redundant organ systems. All members of this species have their massive damage threshold increased by 3 points. Normally, a creature’s massive damage threshold is equal to the creature’s current Constitution score x2. This trait can be taken multiple times, its effects stack.
Resistance to Energy (5/7/9 points)
Members of this species are able to withstand exposure to a particular type of energy. These creatures ignore part of the damage of the given energy type (acid, cold, electricity, fire, or sonic concussion) each time they are subjected to such damage. Select a type of energy; all members of this species ignore the first 5 points of damage
caused by this type of energy whenever they are subjected to it. The amount of energy resistance can be increased to 10 for a total expenditure of 7 points or 15 for a total expenditure of 9 points.
Characteristic Check Bonus (one save) (3/5 points)
Members of this species have a knack for avoiding certain types of danger. Select a characteristic check, all members of this species gain a +2 bonus to all characteristic checks of this type. This saving throw bonus can be increased to +4 for a total expenditure of 5 points.
Characteristic Check Bonus (all saves) (4 points)
Members of this species have an uncanny talent for getting out of sticky situations. All members of this species receive a +1 bonus to all characteristic checks.
Characteristic Check bonus (specific
threat) (2/4 points)
Members of this species are naturally resistant to a specific type of threat. Select a specific hazard that requires a Characteristic Check, such as Con checks to resist poison or disease, Ref saves made to avoid traps or Will saves to resist psionics or fear effects. All members of this species receive a +2 bonus on saving throws made to resist this threat. This bonus can be increased to +4 with a total expenditure of 4 points.
Size Category Increase (2 points)
Members of this species are bigger than most races in the galaxy. All members of this species are large creatures (3 to 5m tall / long and over 250kg) Large creatures receive a -1 penalty to their Defense and a -1 penalty to all attack rolls. They receive a +4 bonus to grapple checks and a -4 penalty to hide checks. The creature’s fighting space is increased to 2m x 2m and its reach is 2m.
Skill Bonus (all uses) (2/4/8 points)
Members of this species are particularly talented with a specific skill. These creatures are always treated as if they had ranks in the skill in question, and are never considered untrained. Select a skill, all members of this species receive a +2 bonus on all checks made with this skill. This bonus can be increased to +4 with a total expenditure of 4 points or increased to +8 with a total expenditure of 8 points.
Skill Bonus (multiple skills) (3/5 points)
Members of this species have an aptitude for a group of related skills. These creatures are always treated as if they have ranks in the skills in question, and are never considered untrained. Select a number of skills that are similar in scope, all members of this species receive a +2 bonus on all checks made with these skills. Examples of skills that are similar in scope include Computers and Computer Technology, and Acrobatics, or Perception. The number of skills to which the bonus applies depends on the number of points spent on this trait.
3 points: +2 on two selected skills 5 points: +2 on three selected skills
Skill Bonus (specific use) (1/3/5 points)
Members of this species have a flair for a specialized application of a specific skill. These creatures have an ability that is narrowly focused on a certain set of circumstances. Select a specific application of a skill. All members of this species gain a +2 bonus on checks made with this skill, but only if the check pertains to the application in question. Specific applications of skills include Inventor checks made to create a certain item, Stealth checks made in a certain type of terrain, Perception checks made under certain lighting conditions, and Survival checks made in a designated environment. This bonus can be increased to +4 with a total expenditure of 3 points or +6 with a total expenditure of 5 points.
Special Attack (1 to 10 points)
Members of this species have an inherent defense mechanism. This ability allows these creatures to use an unusual or exotic attack form against their opponents. A special attack could come in the form of a breath weapon, a bio-electrical discharge, spines fired from the forearm or just about anything else that can be imagined. All members of this species gain the ability to use this special attack. The amount of damage dealt by a special attack and the number of times it can be used in a 24 hour period are determined by the number of points that are spent on this trait.
The type of damage that the attack deals must be determined when this trait is purchased. The damage may be of any type; bludgeoning, piercing, slashing or energy (specify type). Creatures may select poison as the damage type for a special attack (see poison, below).
The delivery method of the attack determines whether the damage is dealt via a melee attack, touch attack or ranged touch attack. Special attacks delivered via a melee attack also deal normal melee damage in addition to the damage from the special attack. Special attacks delivered by means of a ranged touch attack have a range increment of ten feet. This range increment can be increased by an addition 10 feet every additional point on this trait.
Poison: Some creatures use poison as a special attack. In this situation, the damage listed on the chart below is treated as primary and secondary ability damage. The ability that is damaged must be specified when this trait is purchased. The primary and secondary damage can be designated to damage two different abilities. Special attacks that use poison always allow a Con check (DV 12 + creature’s Con/2). The DC of the Fortitude save can be increased by +2 for every additional point that is spent on this trait.
Characteristic Checks: Some special attacks allow a characteristic check for half damage. The characteristic check used to resist this attack must be designated when this trait is
purchased. Modifying a special ability in this way doubles the amount of damage that is normally dealt (0.5d6 becomes 1d6, etc.) To set the DV for a characteristic check, use the following formula;
Strength (DV 12 + creature’s Strength/2) Reflex (DC 12 + creature’s Reflex/2), Will (DC 12 + creature’s Will/2).
The DV of the saving throw can be increased by +2 for every additional point that is spent on this trait.
Special Attacks (melee)
Cost Per Day Damage
1 x1 2d6 2 x1 3d6 3 x1 4d6 4 x1 5d6 2 x2 2d6 3 x2 3d6 4 x2 4d6 5 x2 5d6 3 x3 2d6 4 x3 3d6 5 x3 4d6 6 x3 5d6
Special Attacks (touch attack)
Cost Per Day Damage
3 x1 2d6 4 x1 3d6 5 x1 4d6 6 x1 5d6 6 x2 2d6 7 x2 3d6 8 x2 4d6 9 x2 5d6 9 x3 2d6 10 x3 3d6
Special Attacks (ranged touch attack)
Cost Per Day Damage
5 x1 2d6 6 x1 3d6 7 x1 4d6 8 x1 5d6 8 x2 2d6 9 x2 3d6 10 x2 4d6 Stability (2 points)
Members of this species are extremely sure footed and centered. All members of this species gain a +4 bonus on characteristic checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Weapon or Armor Skill (2 points)
Members of this species have a cultural fondness for certain types of weapons or armor. Select one group of weapons, all members of this species gain this skill with all weapons in a group.
An alien culture is likely to approach problems differently than humans do. This fact combined with anatomical differences naturally leads to the development of skills that are unheard of among homo sapiens.
ADDITIONAL SENSE (WILL)
This skill is actually a number of different skills similar to Inventor, Performance and Expert. You could have several Additional Sense skills, each with its own ranks, each purchased as a separate skill. Additional Sense replaces either Perception for checks made with a non-visual and non-auditory sense. The Additional Sense skill measures how well you use one of your natural senses to measure and detect things. Below are a few examples of senses that can be used with this skill.
Echolocation: A creature with this sensory capability is able to extrapolate the location and range of objects based on the reflection of sound waves. This ability allows a creature to emit a high pitched tone which then bounces off of nearby objects. The creature’s brain automatically measures the direction that the echoes came from as well as the time it took for the sound wave to travel to the object and back.
Scent: A creature with this sensory ability has an unusually strong sense of smell (or possibly taste). This ability allows a creature to detect scent particles, or pheromones. The creature can detect these particles at close ranges and can usually track by means of a scent trail. Tracking another creature in this manner uses the Additional Sense skill in place of Survival. The Tracking skill is not needed, though a creature without this feat suffers a -4 penalty on rolls made to track by scent.
Telesensory Detection: A creature with this sensory capability is able to detect the thoughts and brain activity of others. This ability does not give the creature the ability to read minds. The creature is able to pinpoint the direction and
approximate distance of complex brains, such as those possessed by sentient creatures and most animals.
Thermal: A creature with this sensory capability is acutely sensitive to heat. This ability allows a creature to feel the heat generated by warm blooded animals, high tech equipment and other sources.
Vibrations: A creature with this sensory capability is acutely sensitive to vibrations that travel through the air and ground. This ability allows a creature to feel the footsteps of other creatures and other strong vibrations. The creature’s brain can accurately judge the distance that the vibration is coming from. The creature can also extrapolate the distance that the vibration has traveled from its source.
Check: Your check is made against a DV that reflects how hard it is to pick up on the object you are detecting. At times, an Additional Sense check is opposed by your target’s check with a specific skill.
Additional Sense Opposing Check
Echolocation Stealth
Scent n/a
Thermal Stealth
Telesensory Detection Persuasion Vibrations Stealth
Aerial Maneuver (STR)
This skill applies to all acrobatic movements performed by flying or hovering creatures. Any species with a fly speed can travel through the air as a move action with no check. However, a creature performing power dives, complex maneuvers or attempting to fly through tight spaces may be required to make an Aerial Maneuver skill check.
Make an Aerial Maneuver check whenever you are attempting to perform an aerial trick, maneuver through obstacles or change direction rapidly. If you fail by 4 or less, you are forced
to move in a direction other than the one you intended. If you fail by 5 or more, you begin falling. A falling character can regain altitude by making another Aerial Maneuver check the subsequent round.
The DV for the Arial Maneuver check depends on the atmospheric conditions, as given on the table below. Atmosphere DC Calm Skies 12 Windy 15 Severe Storm 18 Bio-Control (CON)
You have perfected the ancient techniques that your species has developed to control metabolism and healing.
The DV and effect depend on the task you are attempting. You can make a Bio-Control check to resist poison or disease or to accelerate the natural healing process.
Task DV
Accelerate healing 15
Resist disease Disease’s check DV Resist poison Poison’s check DV Accelerate Healing: If your Bio-Control check is successful, you recover hit points or ability score points (lost to characteristics) at twice the normal rate: 2 hits for a full 8 hours of rest in a day, or 4 hit points for each full day of complete rest; 2 characteristic points for a full 8 hours of rest in a day, or 4 characteristic points for each full day of complete rest.
Resist Disease: After becoming infected with a disease, you can make a Bio-Control check at any time during the next 24 hours. A successful check grants you a +4 bonus on your characteristic check to resist the disease’s secondary damage. Each following day you may make another Bio-Control check. A successful check grants you a +4 bonus on that day’s Con check to resist secondary damage.
Resist Poison: In response to being poisoned, you can make a Bio-Control check on your next action. A successful check grants you a +4 bonus on your characteristic check to resist the poison’s secondary damage.
Contortion (DEX)
You use your species’ natural flexibility to squeeze into tight spaces and escape certain dangers.
Make a check to squeeze through a tight space, stretch to reach something far away or twist into an unnatural position.
Situation DC
Tight space (over 30cm wide)
18 Tight space (less than
30cm wide)
21
Stretch 24
Escape grapple Opponent’s Hand to Hand check
Tight spaces include ventilation shafts, the gap between prison bars and small sewage pipes. If the space is long, you can move up to one quarter of your base speed per round after each successful check.
You can use this skill to stretch out your limbs and grasp something in an adjacent square even if your reach would not normally allow you to do so. You may use your extended reach to attack with a melee weapon the following round, but you suffer a -8 penalty on your attack roll.
You can make a Contortion check opposed by your opponent’s grapple check to get out of a grapple or out of a pinned condition (so that you’re just being grappled). Doing so is an attack action, so if you escape being grappled you can move in the same round.
Channel Pack Mind (WILL)
Your species is single minded and prone to follow the pack. Use this skill to alter the behavior of other creatures that are highly resistant to skills such as Diplomacy or Intimidate.
You can direct the actions of a social collective or hive mind with a successful Channel Pack Mind check. The DV varies depending on what action you are trying to get the pack to perform.
Opposed checks are used when two or more creatures are attempting to influence the same social entity.
Task DV
Attack a known enemy 15 Attack a neutral party 21 Attack an ally 27 Refrain from attacking
an enemy
21 Aid a known enemy 27
Meditation (INT)
Your species has the ability to enter into a deep trance, which can provide you with certain benefits.
The DV and effect depend on the task you are attempting.
Task DV
Resist fear 15
Self-Depravation 21
Willpower 18
Resist Fear: In response to a fear effect, you can make a Meditation check on your next action even if you’ve been overcome with fear. A successful check grants you another saving throw with a +4 moral bonus to resist the fear effect.
Self-Depravation: You can attempt to go without water, food or sleep for extended periods of time. In response to going without water or food, you can make a Meditation check. A successful check grants you a +4 bonus on your Constitution check to avoid taking damage. You can also make a Meditation check to go without sleep. On a successful check, you recover hit points and ability score damage as if you had rested for 8 hours.
Willpower: If reduced to 0 hits, you may make a Meditation check. If successful, you can
perform a strenuous action without taking 1 point of damage. A failed check carries no penalties; you can simply choose not to perform the strenuous action. If you do perform the strenuous action after failing the check, you take 1 point of damage, as normal.
Racial Talents
Racial talents are similar to the other talents used in the Lightspeed rules system and they function in the same manner. Some of the feats listed here can by taken during character creation like a normal feat. However, most racial feats can only be gained by taking the species trait named Racial Talent. This species trait grants all members of a race the use of a specific feat which is selected when the race is created.
Characteristic Reduction
Your unarmed attacks can reduce an opponent’s abilities. You can reduce an opponent’s characteristic when you hit with a melee attack. Select any characteristic; you deal 1 point of temporary damage to this characteristic whenever you make a successful melee attack roll. If you score a critical hit, you deal 2 points of temporary damage to this characteristic. Temporary ability damage returns at a rate of 1 point per day.
Amphibious
You can function equally well on land or in water. You can breath underwater. You are not subject to drowning, though you can still suffocate if exposed to an unbreathable atmosphere or an unoxygenated liquid.
Burrow
You can dig through earth and sand with rapid speed. You gain a burrow speed of 7m. You cannot use the run action while burrowing. You can only burrow through dirt, mud, sand, etc. You cannot burrow through solid rock or other dense materials. You can burrow through the floor of a building but only if you make a break check to open a hole in the floor. A character may gain this talent multiple times. Each time it is taken, the character’s burrow speed increases by 3m.
Constrict
You can squeeze your opponents and crush
them. You can crush and opponent, dealing bludgeoning damage, after making a successful Hand to Hand check. Small creatures deal 2d6 points of damage, medium-sized creatures deal 3d6 points of damage and large creatures deal 4d6 points of damage. Your Strength modifier applies.
Energy Resistance
You are able to withstand a certain type of energy. Select an energy type; acid, cold, electricity, fire or sonic/concussion. You ignore the first 5 points of damage whenever you are subjected to such damage. A character may gain this feat multiple times. Its effects stack.
Flight
You can fly, glide or even hover. You gain a fly speed of 10m. You can use the run action while flying, provided that you fly in a straight line. You cannot fly while carrying more than half your carrying STR. A character may gain this feat multiple times. Each time it is taken, the character’s fly speed increases by 3m. Any creature with a fly speed gains Aerial Maneuver as an automatic class skill. A flying creature can make dive attacks. A dive attack works just like a charge but the diving creature must move a minimum of 10m. The creature can only attack unarmed or with a light weapon, these attacks deal double damage.
Fly-By Attack
You can attack on the wing. Prerequisite: Flight.
When flying, you can take a move action (including a dive) and an attack action at any point during the move. You cannot take a second move action during the round when you make a fly-by attack.
Linguistic Aptitude
Benefit: You gain Decipher Script, Speak Language, and Read/Write Language as automatic class skills. You gain a +2 bonus all Intelligence checks or skill checks that relate to understanding a language.
Multiattack
You can make attacks with all of your grasping limbs at once.
Prerequisite: Multiple Limbs.
Your secondary attacks made with your additional limbs take only a -2 penalty.
Multiple Limbs (grasping)
You have an extra set of limbs that can be used to manipulate objects. You gain two additional limbs. These limbs can be normal arms or prehensile tentacles. You can use these limbs to attack but you suffer a -5 penalty on your secondary attacks unless you also have the feat Multiattack. A character may gain this feat multiple times. Its effects stack.
Multiple Limbs (locomotion)
You have an extra set of lower limbs that aid in movement. You gain two additional limbs. These limbs can be legs of any sort or they can be tentacles. Your speed increases by 3m and your carrying capacity doubles. A character may gain this feat multiple times. Its effects stack.
Swim
You are a creature of the water and can swim with ease. You gain a swim speed of 10m. You can move through the water at this speed without making swim checks. You gain a +8 racial bonus on any swim checks made to perform some special action or avoid a hazard. You can use the run action while swimming, provided that you swim in a straight line. A character may gain this feat multiple times. Each time it is taken, the character’s swim speed increases by 3m.
Trample
You can run over your enemies.
Prerequisite: Multiple Limbs (locomotion)
As an attack action, you can run over an opponent at least one size category smaller than yourself, entering the opponents fighting space to do so. The trample deals bludgeoning damage equal to double your Strength damage.
Trampled opponents can attempt attacks of opportunity but these incur a -4 penalty. If they do not attempt attack of opportunity, trampled opponents can attempt Reflex saves for half damage. The save DV equals 12 + the creature’s Strength/2.
Racial Complications
Complications are the negative characteristics of a species. These traits hinder the members of a race in specific ways. Taking a racial complication increases a species’ creation pool by the number of points given in parenthesis.
Aversion to Violence (+4)
Members of this species are pacifists by nature. They may have evolved in a non-hostile environment, or perhaps they have simply advanced beyond their barbaric and violent past. All members of this species must make a Will check (DC 16) in order to initiate a violent act or participate in an unprovoked conflict. If the creature is attacked first it can fight in self defense without making a Will check. The creature cannot carry the fight past the point necessary to ensure its safety or the safety of others. Members of this species will not tolerate the mistreatment of prisoners or helpless beings under any circumstances.
Blind (+4)
Members of this species lack eyes of any kind. All members of this species have 50% miss chance in combat. These creatures take a -4 penalty on all Strength-based and Dexterity-based skills. This -4 penalty also applies to Perception checks and any other check where sight is important. These creatures cannot read visual languages or perform Perception checks. If this species also has the species trait Additional Sense (other) then this trait negates some of the penalties for being blind. Such
creatures no longer have a 50% miss chance and do not suffer from the -4 penalty to Strength-based and Dexterity-Strength-based skill checks.
Compulsion (+1 to +4)
Members of this species are driven by an inherent need. This compulsion could result from a natural attraction or a cultural circumstance. These creatures could have a strong desire to accumulate wealth, a powerful sex drive or a need to prove themselves in combat. The entire race may have become addicted to a foreign substance. These creatures may be extremely curious or crave entertainment. All members of this species must make a Will save (DV’s given below) in order to resist the object of their compulsion. A creature who is completely denied the object of its compulsion suffers temporary ability damage. Select either WILL or PRE. Going too long without fulfilling the compulsion causes the creature to suffer 1 point of damage to this ability every 24 hours until the need is met. When this characteristic reaches 0, the creature becomes catatonic. A catatonic creature must be given medical attention lest is suffer from starvation and thirst.
Mild compulsion (1 point): Will check DV 12. The creature must fulfill the compulsion at least once per month.
Moderate compulsion (2 points): Will save DV 14. The creature must fulfill the compulsion at least once per week.
Strong compulsion (3 points): Will save DV 16. The creature must fulfill the compulsion at least once every three days.
Severe compulsion (4 points): Will save DV 18. The creature must fulfill the compulsion at least once per day.
Deaf (+4)
Members of this species lack auditory senses. All members of this species take a -4 penalty on initiative checks. These creatures cannot make Perception checks or communicate with creatures with a verbal language. These creatures cannot learn to use verbal communication or
read lips as they have never been exposed to spoken languages before taking to space and have no frame of reference.
Head Blind (+3)
Members of this species lack any trace of psionic ability. They may not take the feat Wild Talent. All members of this species suffer a -2 penalty on all characteristic checks made to resist the effects of a psionic power.
Inept (+2 or +4)
Members of this species are unable to master a certain skill. Select any skill. All members of this species receive a -2 penalty on checks made with this skill. Increasing the penalty to -4 adds +4 points to the species’ creation pool.
Land Speed Reduction (+3)
Members of this species move very slowly on land. All members of this species have their speed reduced by 3m.
Size Category Reduction (+2)
Members of this species are smaller than most races in the galaxy. All members of this species are Small creatures (60cm to 120cm. tall / long and less than 30kg) Small creatures receive a +1 bonus to their Defense and a +1 bonus to all attack rolls. They receive a -4 penalty to Hand to Hand checks and a +4 bonus to stealth checks. These creatures have their speed reduced by 3m.
Vulnerable (+4)
Members of this species are especially susceptible to a certain type of damage. Select any damage type; bludgeoning, piercing, slashing or energy (acid, cold, electricity, fire or sonic/concussion). All members of this species take double damage from attacks that deal this type of damage.
There are many characteristics that make up an alien species, many of which are not directly reflected in the game statistics. By putting a little effort into the miscellaneous bits and pieces that make up your new species, you have an opportunity to make your alien more complete and substantial. This is a chance to make your alien creature unique, to differentiate your strong, warlike alien from every other strong, warlike species that is part of the game universe. Communication/Language: The ability to exchange ideas and converse with each other is an important feature of any sentient species. You need to think about how your alien species communicates with each other. Ask yourself questions. Do they have a spoken language? What are the characteristics of this language? Does the language use a written alphabet?
Your aliens can communicate by almost any means imaginable. They could use sign language or another non-verbal means. Perhaps they can link minds with each other or communicate through electronic implants. Some species might talk to each other by means of pheromones, thermal signals or bio-electric pulses.
A topic related to the subject of communication revolves around the way your aliens identify members of their own species. A species with a verbal language will usually give each other names. A creature’s name might be a poetic narrative, a physical description, or a serial number. Sometimes parents will name their offspring, others times a name will be designated by another family member or a respected member of society. Some cultures may allow adults to choose their own name. In many cultures an individual has several names, indicating both the being itself as well as the family group, place of birth, etc. Sometimes a being will have a secret name that is only used among close family or during sacred rites.
Physical Description: Providing your fellow gamers with a description of what your species looks like will make them much more
fun and interesting. Having an idea about what your aliens look like allows the players and/or GM to get a mental image of the species and makes them seem more real. A good physical description helps bring a new species to life. If you can draw (or know someone who can) then a sketch of your aliens can also be a great help.
Society: You need to determine how members of this species relate to each other and how their society works in general. It isn’t necessary to break down the entire social structure of the race, just to get a good grasp on the basic rules and social norms. Ask yourself the following questions; Is the species homogeneous (uniform) or broken into distinct cultural groups? Who is in charge? How to they raise their offspring? How are disputes settled? The answers to these questions will go a long way toward laying the groundwork for an alien society. Again, you don’t necessarily have to go into great detail. If you decide that you aliens live in a matriarchal society with a strict caste structure that gives your fellow gamers a good grasp on what this society is like. You may not need to go into great detail about how the matriarch is chosen or the specific duties assigned to each caste.
An important factor in the description of an alien society is the role of superstition, mythology and religion. An advanced species may have completely given up on all notions of the supernatural. Other species might have a strong concept of the supernatural and actively seek to commune with gods, spirits, mystic forces, or other less easily defined concepts. In an extreme case the society its self is ruled by the priests or mystics, giving rise to a theocracy.
Alien Civilizations
A single alien is an individual, a life form as unique and unpredictable as any human being. Millions upon millions of aliens living together is a collective, a society with its own rules and norms of behavior. While it is impossible to pigeonhole an individual into a set mold, an entire society
presents much less variation and is therefore much easier to categorize. During this chapter we will discuss the key components of an alien civilization. This section is here to give a player or GM the tools necessary to bring an alien civilization to life. As we continue, please keep in mind that the standards and qualities being discussed represent the society as a whole and individual alien characters may be very much unlike other members of their species.
All of the descriptive terms given below are measured in a scale of 1-10. Very rarely will a species or culture fall neatly into a broad grouping like the ones being used. Decimals can be used to indicate exactly where a species falls on the scale. For example, a species with a Technology Level of 2.5 is halfway between the Stone age and the Bronze/Iron age. A species with a Technology Level of 2.9 is right on the verge of entering the Bronze/Iron age.
Aggressive Tendencies: This term is a measure of how likely this species is to attack outsiders or provoke a violent conflict. Extremely aggressive civilizations are the ones who most often engage in wars of conquest or fight over territory and resources. Civilizations that have a low rating on the Aggressive Tendencies scale may be unable or unwilling to respond to the aggression of other races.
1. Has no concept of war, the military, or violence
2. Extremely passive. This race would fail to defend self and would never attack another. War and violence has merely been introduced to this race… they would never participate in such an activity.
3. Rejects war and the military. This race would defend itself for survival only. They would not engage in warfare for protection of rights, property, liberty, etc.
4. Very few members of this race accept war as necessary. The race has a very informal ‘fighting force’ made up of the citizens who are willing to fight and
resist attacks; would never engage in offensive war.
5. Most accept war as acceptable as a last resort; maintains a formal fighting force, typically with conscription compelling some form of service. Defensive war is seen as being virtually always justified. The race accepts offensive war in defense of their strongest held values. 6. Defensive war is always justified, and
not being willing to fight in such a war is looked upon with disdain… possibly referring to such a person as a ‘coward’. Offensive war is seen as justified to accomplish the objectives of the race (such as more territory).
7. The military and warfare is seen as an accepted part of life. There is a minor preference for war over peace, possibly seeing war as a means of demonstrating one’s ‘strength’.
8. War is moderately preferred over peace (given a choice, people would have a fairly strong preference for war in general)
9. Peace is nothing more than a short break to celebrate the last victory, and prepare for more war. Those in the military are a higher class of citizen than those outside the military. War is seen as preferred method of accomplishing goals.
10. War is the natural state and society exists to serve the military (provide the military with soldiers, equipment, etc). The military rules the society. War is the only true method to accomplishing goals, and therefore peace is an uncomfortable state. At peace, the society cannot accomplish anything, while at war the society can.
Determination: This term is used to describe the willingness of a species to stick to a predetermined course of action. Determination measures how likely a civilization is to alter
traditions reverse prior decisions or reevaluate a situation. A civilization with a low rating on the Determination scale is likely to seek the path of least resistance while a civilization that is highly determined will continue on along a disastrous course of action without considering other options.
1. Constantly rethinking every decision. The society as a whole cannot accomplish anything. All progress is made by individuals and groups. Tradition is a foreign concept.
2. Tends to alter course at the first sign of resistance.
3. Will stick to a predetermined course only if there were serious consequences for changing direction.
4. Tendency toward rethinking goals, objectives and methods but the race can decide on a direction and stick to it (at least for a while).
5. Generally sticks to a predetermined course but always allows for dissent and alternatives. Tradition is seen as important but is not central to the civilization.
6. Highly determined to keep with the decisions made by previous generations. Will stick to a course of action despite some hardship. Breaking with tradition is seen as highly unacceptable.
7. This civilization rarely changes its mind about anything and then only reluctantly. This race will stick to a predetermined course of action even in the face of severe hardships.
8. Almost never changes course in any situation. This race is willing to suffer massive loss of property and life in order to see something through to the end. Will not even consider breaking from certain traditions.
9. Never even considers breaking from
tradition or reversing course. This race will finish what they have started and keep to the decisions of their ancestors unless their very survival is at stake. 10. Suicidal determination. This race would
rather go extinct than break from tradition or give up on something that they have started.
Independence: This term is used to describe how individualistic the members of this species are in relation to others. Creatures with a low Independence are very similar to other members of their group and generally dedicate most of their effort to the improvement of society.
1. Rudimentary knowledge of self, but only recognizes the interests of the group 2. Recognized interest of self, but
self-interest is seen as meaningless. The only interests that matter are those of the group. Will follow the group to the death if asked.
3. Self-interest, while subordinated to group interest, is seen as important (just not as important of group). Will follow the group to great harm or embarrassment of self. 4. Would follow group interest above
self-interest anytime the two are in direct conflict. This creature will follow the group even if it means harm or embarrassment. 5. Interest of self and group are of equal
importance. This race will honor interests of either depending largely upon who (group or self) would most benefit from this race honoring that interest. For example, a member of this race would honor self-interest in areas that are more important to self than to group, but would subordinate self to the group in areas where the group is more important. Will tend to follow the laws/rules of the group. Members of this race that do not obey the laws/rules of the group are seen as ‘bad’/’undesirable’ and few pity such a member for having rights taken away. 6. Would put self-interest ahead of
group-interest anytime the two are in conflict. Tends to follow the law/rules, but would break them if it would be best for self to do so. Values self-rights over responsibility to the group.
7. Accepts some responsibility to follow norms of the group, but is only moderately willing to do so at the expense of
expressing self and pursuing interests of the self.
8. Recognizes the existence of the group-interest, but sees it as virtually meaningless. Self-interest is what is important.
9. Rudimentary understanding that the group even exists. Sees self as the center of own world, and is unwilling to subordinate self to group under virtually any circumstance.
10. Does not even know a group exists.
Technology Level: This term is a descriptor of how far this species has progressed along the standard technological timeline. Keep in mind that different species progress in different ways. For example, a certain species might be gifted at theoretical physics and engineering but have much less knowledge of biology and medicine.
1. Complete lack of technology 2. Stone Age
3. Bronze/Iron Age 4. Agrarian Age 5. Industrial Age
6. Very limited space flight (similar to where the planet Earth is now)
7. Manned space exploration and limited colonization of own solar system; limited interstellar communications ability 8. Limited interstellar travel, ability to
significantly arm intra-stellar ships (ships that travel in own solar system— not able to significantly arm interstellar ships yet as a result of needing larger engines and equipment for interstellar
travel at this point)
9. Interstellar travel, ability to arm interstellar ships with weapons
10. Interstellar travel efficiently enough to trade effectively with others and engage in ongoing interstellar warfare.
OTHER FACTORS
Size Rating: This term is a measure of how much space/territory does this species controls or has influence over. For the purpose of this rating, consider a galaxy as being 100,000 star systems. Each sub-sector is being 10 star systems; a sector is 100; a super-sector as being 1,000 star systems; a quadrant is 25,000 star systems; and of course the galaxy itself as 100,000 star systems. This is to provide a scale for the design of the empires, and does not necessarily mean that the finished setting will use these exact numbers. Please remember to use the decimal points here… it is unlikely that anything in the high 9s or 10 rating is going to be acceptable unless the empire is selected as one of the few hegemonic powers in the setting (if you are interested in creating such a thing, please contact me).
1. Has taken over own planet, but nothing more.
2. Own planet, and some of the rest of own solar system.
3. Controls own solar system, has explored beyond own solar system
4. Has territory in other solar systems, very minor ‘sphere of influence’
5. A power in one sector of space (a “regional power”) with complete control over one sub-sector.
6. Controls one sector of space
7. Controls one sector of space and is a minor/moderate power in a super-sector (a large sphere of influence, a ‘minor player’ in the political scene of a super-sector)
and is a major player in a super-sector 9. Controls a super-sector, and is a
significant power in the quadrant
10. Controls more than one super-sector, strong power in the quadrant
Diplomacy: This term relates to how readily members of this species interact with other species. Some species are extremely xenophobic or isolationist, while others openly embrace different species. Diplomacy measures both the ability and the willingness of the race to communicate with those who are different from themselves.
1. Does not relate to others in any way other than war and accepts only extermination of the other life form.
2. Willing to rule others, but has no willingness to consider another life form as an equal or to cooperate with another life form. No contact with aliens that are not subjects.
3. Willingness to listen to communications from other races. This race will virtually never cooperate with other races or engage in ongoing relations.
4. Rudimentary acceptance of other race as having own interests. This civilization is unwilling to have ongoing relationships, but is willing to agree to terms on a single specific agreement that heavily favors their own race.
5. Willingness to have ongoing relationships with aliens, but reluctant to cooperate with alien races unless it is very favorable to their own empire. 6. Willingness to have ongoing
relationships with aliens and to form cooperative relationships that are equitable
7. Actively seeks cooperative agreements with aliens that are of mutual benefit 8. Seeks ongoing relationships with aliens
that are of mutual benefit. This race has some willingness to collaborate with
aliens (jointly build and own projects for mutual benefit)
9. Seeks collaborative relations with aliens. This civilization is willing to have relationships with aliens even if the relationship does not pose an immediate benefit. There is a pronounced willingness to talk to any alien that does not specifically give them reason to refuse to talk (such as an alien race that attacks them).
10. Seeks to form confederations (very close alliances) with others.
Species Creation Recipe Card
Alien Characters Characteristic Adjustments: Size Category/Adjustments: Base Speed: Movement Types Burrow: Fly: Swim:
Skill Check Bonuses:
Characteristic Check Bonuses: Attack Bonuses: Special Abilities: Resistances: Complications: Alien Civilization Aggressive Tendencies: Determination: Independence: Technology Level: Communication/Language: Physical Description: Society: