Difference between revisions of "Future Imperfect chapter 10"
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IRSOL are descendants of humanoids who grew up in low or zero gravity, in a managed environment. They tend to resemble their humanoid ancestors, but are somewhat taller and slimmer. Because of their origin in a very controlled environment, they are also less able to adapt. One physical advantage they do gain is increased lung capacity and tolerance to changes in pressure. | IRSOL are descendants of humanoids who grew up in low or zero gravity, in a managed environment. They tend to resemble their humanoid ancestors, but are somewhat taller and slimmer. Because of their origin in a very controlled environment, they are also less able to adapt. One physical advantage they do gain is increased lung capacity and tolerance to changes in pressure. | ||
− | IRSOL may not place d10 or d12 in Strength or Fortitude. They receive the Edge: Adapted Lungs. IRSOL have 10 racial edge slots. Species template cost: 1 | + | '''IRSOL may not place d10 or d12 in Strength or Fortitude. They receive the Edge: Adapted Lungs. IRSOL have 10 racial edge slots. Species template cost: 1''' |
=="Alien" Races== | =="Alien" Races== |
Latest revision as of 22:15, 6 August 2016
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Chapter 10: Populating the Universe
Creating Races and Species
All races and species begin creation the same, with a d6 with 2 training in each Trait, a size of 6, 6 Edge slots and no Edges of any kind. Species templates are built on this framework, and races cascade from these species templates. Customization costs are added to create the total species template cost. Consult the customization table below.
Cost | Customization | Limit | Notes |
2 | Improved Trait | 2/4 | No more than 4 traits may be improved |
1 | +1 Training | 5 | No more than 4 Traits may be improved |
1-4 | Racial Construct | 2 | Sharp edges as below |
1 | +1 Edge slot | 10 | |
-1 | -1 Edge slot | 4 | |
-2 | Trait Penalty | 4 | No more than 2 traits may be affected |
-1 | -1 Training | 1 | No more than 2 traits may be reduced |
-1 | Minimum Trait Values | d8 | No more than 2 traits may be increased |
-1 | Maximum Trait Values | d8 | No more than 2 traits may be reduced |
NOTE: Races may have more limitations than listed, but get no bonus for further disadvantages.
Racial Constructs
Racial constructs are edges that are common to all members of your race. These edges have the inherent attribute, and can not be removed. The cost of racial constructs vary based on the following table:
1 Resistance or sensory improvement.
2 Mental or Physical non-combat edge
2 Cultural or spiritual non-combat edge.
3 Mental or physical combat edge or special edge (such as increased rate).
4 Mental or physical edge that affects 3 or more traits, or combat edge that affects 2 traits.
See the Edges section (Chapter XX) for definitions.
Trait Improvement
Since trait values are handled in their own section, the racial adjustment to traits is handled slightly differently. Traits can be improved in two ways, causes and effects. A single trait improvement in one trait provides +1/+2 for cause/effect.
Trait Penalty
Each trait penalty affects one trait, either cause or effect, at -1/-2.
Minimum Trait Values
If a race has a minimum trait value, the Hero must possess at least that value in that trait. These points are spent from the trait improvement pool normally.
Maximum Trait Values
If a species has a maximum trait value listed, any value of trait above thaat is immediately reduced to this level.
Species Construct Templates
What follows are some general descriptions of the most species in the universe. They provide guidelines you can use to create the races that inhabit your universe. When choosing a species, the player should also customize their race, via home world, climate or culture to ensure that the racial template has the appropriate cost.
Customization
When creating a race, there will often be assignment points from character generation that are unused. This is intentional. This allows you, the player, to give his Hero specific advantages (or limitations) related to his planet and/or culture. Use the costs above to add new abilities as necessary.
When a trait improvement is noted, the player may choose whether it is cause or effect.
Humans and Humanoids
Humans are very similar to the standard Terran model and represent races sprung from common stock during the Forerunner Period. With the collapse of the great interstellar empires of the Forerunners, the various planets containing the human races were isolated, and local variations crept into each planetary subspecies. However, all humans are genetically compatible and may intermarry.
Humanoids are representative of human races who evolved away from the basic racial type during the long isolation of the Interregnum between Forerunner Civilization and the rise of the current Star Cultures. Because of genetic ‘drift’ and evolutionary adaptations to local environmental conditions, humanoids are not necessarily genetically compatible with humans and exhibit marked differences in general appearance, physical traits, and mental faculties. Arrangement and even function of internal organs is different from the parent race; but despite these and other factors, humanoids are still clearly related to human. This very fundamental relationship makes both intense association and violent conflict possible.
All humans and humanoids are manlike bipeds with the standard two arms and legs, with erect stance. Human color ranges from an almost ivory white to shades of copper-red, reddish brown, and black, with increasingly darker hues tending to prevail on planets with high illumination and UV levels. Humanoid skin color is in the copper-red to black range, and skin texture may be significantly different from those of humans. Body hair tends to be minimal in all species, but humans tend to possess a thick mane of white, grey, blond, red, reddish-brown, brown, or black hair on the head while the humanoids tend toward baldness or skimpy hair reminiscent of the ‘Mohawk’ hair cut. The human will have a characteristically round pupil of blue, hazel, or brown, protected by a single eyelid. Humanoids tend to have oval or even slit-like ‘cat’s eyes’ capable of an extreme dilation to accommodate adjustments between brilliant and dim illumination, although night vision tends to be poorer than in humans. Desert planet humanoids may have a nictating membrane to protect the eye against wind-blown dust. All races have a superbly developed thumb and forefinger, although humanoids may possess six fingers rather than the standard five, on occasion. Height and weight tends to range from 155-200 cm and 55-110 kg in most males, and 148-185 cm and 38-71 kg in most females. Exceptions will, of course, occur at both the upper and lower ends of these ranges but are atypical. Fit specimens can sprint up to 36 km/h (100m in 10 seconds), with somewhat faster speeds being possible.
All humans and humanoids evidence a fundamental racial dependence on vision. Races on highly illuminated planets have vision suited to brilliantly lit conditions and tend to have poorer night vision than those races from planets with Terran illumination levels. Those races from planets with significantly lower illumination levels than on Terra (the sun is typically a Type K) will have very good night vision but may find brilliant sunlight a bit painful without some form of protection. All races have the usual two eyes, with excellent binocular vision in the visible light spectrum. Acuity over distance is quite sharp, depth perception is superb, and ability to judge distances accurately is very good to excellent. Overall, humans evidence some of the best vision of any race.
Since the racial dependence is on vision, hearing is moderately acute but cannot be described as exceptional in any human or humanoid race. All humans and most humanoids have a very poor olfactory sense, with most oriented toward scents associated with stimulation of appetite and mating. Some humanoids desert races are very sensitive to the scent of water, however, as are some human types.
Humans universally posses iron-based metabolisms, with diet being omnivorous. Adaptability to a wide range of plant and animal foods marks all humans. Humanoids generally have iron-based metabolisms as well, with omnivorous diets, but a few races have copper-based metabolisms and enjoy a much more restricted diet of copper-based plants and animals. Both metabolic types permit consumption of some foods of the other type, but foods which are capable of providing adequate nutrient value are limited in such cases. Life expectancy in advanced races can easily reach 100-125 Terran years, but ‘primitives’ will rarely survive above 30 - 50 years unless taken into an advanced StarCulture and given the usual medical support.
All humans and humanoids are capable of extreme emotional ranges, and can be great friends or implacable enemies. All are distinctly warlike in behavior, with competitive cultural patterns being characteristic of even the most innocent and playful activities. This high level of competitiveness is believed to be the result of a basic racial drive toward survival which may have been programmed into the genetic heritage of the human race by the Forerunners. It is clear from some Forerunner records that humans were considered the finest of the T’Shaa or ‘Warrior Races’ and were carefully ‘bred’ for their fighting instincts and adaptability.
Humans and Humanoids receive 1 trait increase to be used on a trait of choice. They also receive the Edge: Acute Senses: Vision. Humans have 5 Racial Edge slots. Species template cost: 2.
Transhumans
Transhumans tend to appear occasionally in human populations and seem to represent individual evolutionary mutations pointing toward a new stage of racial development. It has been the hypothesis of some geneticists that the ‘Transhuman’ or Transitional Human is evidencing some of the traits of the parent Forerunner Race as Forerunner genetic manipulations of the human stock grow weak with the years and permit the release of the potentials carefully restrained in the interests of breeding ‘warriors’. Detection of these unique individuals is rare, and many say inconclusive as well, for there are little external or internal differences to really set Transhumans apart from the human races from which they arise. It is suspected that most have naturally developed Psionic powers, but such powers tend to be carefully hidden from general knowledge by the Transhumans themselves.
Races of Transhumans are very rare. They may evidence some external differences from humans, notably in such factors as shape of facial features, ears or other external cues. These races still belong to the human race and can intermarry successfully with humans, their offspring having traits of both parents. Development of Psionic Talent as a mental science also marks the Transhuman Star Cultures. This is quite in keeping with the general thrust toward intellectual attainments which stands as the ultimate goal of individuals and society.
Transhumans are essentially ‘human’ in appearance, with only minor variations as noted above. One feature noted in the Transhuman races known to date is the presence of nictating eyelids which protect the being from wind-blown dust and from sudden flashes of brilliant light. Transhumans appearing within human races may or may not evidence this feature. Also, the two Transhuman races have double hearts and arrangements of internal organs which are somewhat different than in humans. Transhumans appearing within human races tend toward seemingly conventional internal make-up, but organs are far more efficient and approach or equal the effectiveness of the Transhuman races presently known.
Transhuman vision is capable of the ranges noted for humans and humanoids, and may be even keener. Whether in brilliant or exceedingly dim conditions, vision is very, very good indeed. Transhuman olfactory senses are sharper than in humans and hurnanoids. A few individuals evidence capacities approaching the sensitivity of the Canines.
Transhuman PCs should evidence a characteristic ‘coldness’ in their manner rarely becoming excited and almost never losing their tempers or showing strong emotion. The Transhuman is devoted to logic and the maintenance of mental discipline. He will not give into ‘base’ impulses and is high-minded in all of his actions. Even a warlike Transhuman StarCulture will conduct itself according to the dictates of cold logic, and individuals will seek authority only because they can logically strengthen the security of the state (as they reasonably assess their talents, of course).
A Transhuman can expect to live long, usually 200 - 250 years, with minimum physical decline. Metabolisms may be iron-based or copper-based, with a dietary preference toward vegetarianism. Resistance to disease and toxins (poisons) is remarkably high. With such a high resistance to natural death and many decades of life to look forward to, Transhumans have a patience rarely noted in human characters. They can afford to wait.
Finally, if it is true that Transhumans reflect some of the possible traits of the Forerunners, it is possible to conclude that the Forerunners were beings with optimum human potential, combining superb physical characteristics with truly awesome intellectual and Psionic talents.
Transhuman characters may have no Trait at d4, and gain two trait improvements, which may be used on the same or different traits. They also receive one extra training point on up to three different Traits. Transhumans must be either Latent or Adept in Psionics. Transhumans have increased movement and do not take CT when stepping up. Transhumans have 8 racial Edge slots. Species template cost: 10.
Pithecines
The Pithecines are bipedal creatures with roughly humanoid shape. They have evolved from stock similar to the lower primates of Terra and bear a characteristic ape-like appearance. Some Pithecine races have achieved considerable intellectual and cultural development, but few have equaled human levels.
Pithecines have the usual anthropoid appearance but are somewhat more graceful than the primitive apes and gorillas because the bone structure, hips, and legs have evolved to suit erect stance. Body hair is thick and ranges in color from buff through reddish-brown to brown and black. The thumb and forefingers development is sufficient to permit fine manipulations, comparing favorably with human hand development.
Human norms for vision apply, although some races evidence a degree of color blindness. Pithecine hearing is more acute than the human sense, but is still quite poor. Pithecine olfactory senses are very close to human levels. As in the case of humans Pithecines have a racial dependence on vision.
Pithecines are remarkably ‘human’ in their behaviors, although tending to be more emotional and more easily excited. Males are significantly larger than human males, standing 160 cm to 205 cm and massing 70 kg to 135 kg. Females compare in size to human females but are heavier. Overall physical power exceeds human levels, while speed and general agility equals human norms. It is in the intellectual and technical talents that the Pithecines fall below top human standards. Pithecines are quite capable of attaining considerable technological development and expertise, but they are less capable than humans.
Metabolic systems are iron-based, while diet tends to be vegetarian with some meat for variety. Pithecines have a life expectancy around 100 years in advanced races, while primitives rarely reach more than 30.
Pithecine characters may not assign a d4 or d6 to Strength or Fortitude, and can add one point of training to each of those as well as a trait improvement to each. Pithecine characters have the racial edge Prehensile Feet. Pithecines have 6 racial Edge slots. Species template cost: 3
Canines
Canine bipeds appear to have descended from stock related to hunting dogs or wolves. They have evolved into a general bipedal shape, but still exhibit many physical traits and behaviors of their ancestors.
Canines have a humanoid bipedal form and stand erect, their four-footed locomotion lost through evolution. Canine paws have developed into reasonably efficient hands, permitting fairly precise manipulations, especially with tools designed for their shape. They compare favorably In size and mass to humans, and develop about the same turn of speed. Full body hair remains, with a wide variety of colors and lengths in evidence. The Canine tail also remains, and it is still used as a means of communicating emotional states.
Canines have 2 eyes with binocular vision, often in black and white but sometimes in color. Depth perception is good, while visual acuity over distance is good to excellent. It is not, however, the equal of human vision. Some nocturnal races and races in conditions of low illumination have good night vision.
Canine hearing is very acute and extends into frequencies far higher than those audible to humans. Generally, hearing is comparable to that of the common dog. Canine olfactory senses are again comparable to that of the common dog or wolf. Canines can often track by scent and also judge the mood of people by their odor. Smell is no longer depended on as much as vision, but it remains a dominant sense for all Canines. Unfortunately, sensitivity renders Canines somewhat vulnerable to particularly strong and unpleasant odors, and also to some toxic atmospheric contaminants.
Canines are ‘pack-oriented,’ like their ancestors, and value loyalty to one’s friends and trusted associates as a major virtue. Disloyalty and treachery will bring extreme contempt and often violent reprisal, if possible. The races show their greatest strength in the skills of woodcraft, as Canines can readily revert to the cunning and wild expertise of their ancestors in a natural setting. Some of the finest Scouts come from the Canine races as a result. While they are capable of dealing with fairly high levels of technology, they do not love machines and electronic gadgets overmuch, preferring natural environments and lifestyles in which an individual can exercise his powers and talents.
Canines are carnivores and exist on an exclusively meat diet. Metabolic systems tend to be iron-based, but copper-based metabolisms are also known, Life expectancy of advanced races can reach 100 years, while primitives rarely survive beyond 25.
Canine characters may not assign a d4 to Strength or Fortitude, and add 2 to their Rate. Canines have two levels in the Track skill for free. Canine characters have the racial edges Enhanced Hearing and Smell. Canines have 6 racial edge slots. Species template cost: 4
Felines
The Felines are descended from large hunting cat stock, but they have evolved into a bipedal humanoid form. Felines exhibit many of the characteristics of the ancestors, particularly a well-developed fastidiousness and a seemingly ‘nervous’ temperament that is really a continual readiness to act decisively in an emergency.
Felines are highly individualistic creatures and respond sullenly to unjust or dictatorial treatment. They rarely forgive and never forget an injury, and a resultant tendency to seek personal vengeance therefore characterizes most Felines. All Feline cultures are circumscribed by propriety, with customs and behavior patterns that establish the bounds of ‘correct and proper conduct’. This sense of what is fitting and proper replaces the human concepts of ‘right’ and ‘wrong’. However, as propriety largely aims at defining the areas of personal freedom so vital to Felines, the overall result of their views is an attitude corresponding closely to many human ideas of justice. All Felines are unreformed carnivores and not only enjoy eating meat, but also prefer to hunt their prey where possible. Feline metabolisms tend to be iron-based. Life expectancy is 100 - 125 years in advanced races, and about 50 years for ‘primitive’ races. Felines have two distinctly different racial classifications.
Felines have a bipedal humanoid shape and are evolved sufficiently to be quite agile in an erect stance. Avatars are also capable of quadrupedal movement and can attain speeds of 150% of normal bipedal ‘movement. Forepaws have evolved into hands. MekPurrs have retractable claws and can achieve exceedingly delicate manipulations with ease. Avatars are somewhat more clumsy because they have formidable, fixed claws capable of doing significant damage to their prey, or to their enemies. Felines also retain the terrible killing fangs of their ancestors, although MekPurrs are just ‘civilised’ enough to find their use distasteful. All of the Felines races have full body hair, the fur ranging from very short to long, with a color range from desert sand to midnight black. Tails are very much in evidence and still signal the moods of the owner, as in the ancestors. Finally, in overall size and mass the Felines are larger and heavier then humans, males standing between 160 cm and 205 cm, with mass 70 kg to 135 kg. Females are somewhat smaller and correspond fairly closely in height and weight to human females.
Felines have two eyes with dilating, slit pupils so characteristic of cats. Eye color ranges from deep copper and yellow to green and blue hues. Feline vision is very keen, with a slight tendency toward color blindness. Depth perception and judgement of distance are superb. All species also possess excellent night vision. Felines have acute hearing, and stealthy sounds bring them to full alert. Rarely will a Feline be ‘surprised’ by an enemy stalking him, unless it is another Feline. Felines have relatively limited olfactory senses, perhaps somewhat superior to that of a human but still poor when compared to Canine senses.
Felines are highly individualistic creatures and respond sullenly to unjust or dictatorial treatment. They rarely forgive and never forget an injury, and a resultant tendency to seek personal vengeance therefore characterizes most Felines. All Feline cultures are circumscribed by propriety, with customs and behavior patterns that establish the bounds of ‘correct and proper conduct.’ This sense of what is fitting and proper replaces the human concepts of ‘right’ and ‘wrong.’ However, as propriety largely aims at defining the areas of personal freedom so vital to Felines, the overall result of their views is an attitude corresponding closely to many human ideas of justice.
All Felines are unreformed carnivores and not only enjoy eating meat, but also prefer to hunt their prey where possible. Feline metabolisms tend to be iron-based. Life expectancy is 100 - 125 years in advanced races, and about 50 years for ‘primitive’ races.
Avatars
Avatars are members of a highly individualistic Feline racial group that eschews many of the trapping of technological ‘civilization’ as decadent excepting weapons. These Feline races stand very close to the ancestors in their aloof, sensual manner and in their sheer ferocity when angered. Avatars have permanently extended, very sharp claws.
MekPurr
Unlike Avatars, MekPurr are very lithe and leisure oriented. Their cultures prize intellectual pursuits, especially the highly technical. Their cultures are the recognized masters of cybernetics and robotic automation. MekPurr have retractable claws.
Costs
All Feline races receive one free level of alertness and one extra training in Acuity.
Avatars receive an extra point of training in Strength, Dexterity and Fortitude, and add two to their Rate. Avatars gain a trait improvement in reflexes. Avatars may not assign d4 or d6 to Strength, Dexterity, Reflexes or Fortitude. Avatars have claws with +2 effect. Avatars have 4 racial edge slots. Species template cost: 8
MekPurr receive an extra training in Knowledge. MekPurr may not assign d4 to Dexterity, Knowledge or Acuity. Mekpurr have claws that are +1 in cause. MekPurr have 6 racial edge slots. Species template cost: 3.
Ursoids
The Ursoids are bear-like creatures particularly notable for their great strength and hardiness. Ursoids are bipedal, with 2 arms and 2 legs, and erect posture. Forepaws have evolved into hands, but powerful and very dangerous claws are retained. Body hair is full and dense, ranging in color from ‘polar bear’ white to buff, brown, and black. Overall appearance is very bear-like, with massive musculature. Ursoids have ‘refined’ body shapes, compared to primal ancestors, and are well adapted to bipedal locomotion. Males range from 180 cm to 225 cm in height and mass of 100 kg to 220 kg. Females are somewhat smaller, but still are significantly larger and heavier than the males of human species, attaining as much as 125 kg mass and height of 200 cm. Ursoids can attain speeds comparable to those of humans both in sprints and over long distances.
Ursoids are bipedal, with 2 arms and 2 legs, and erect posture. Forepaws have evolved into hands, but powerful and very dangerous claws are retained. Body hair is full and dense, ranging in color from ‘polar bear’ white to buff, brown, and black. Overall appearance is very bear-like, with massive musculature. Ursoids have ‘refined’ body shapes, compared to primal ancestors, and are well adapted to bipedal locomotion. Males range from 180 cm to 225 cm in height and mass of 00 kg to 220 kg. Females are somewhat smaller, but still are significantly larger and heavier than the males of human species, attaining as much as 125 kg mass and height of 200 cm. Ursoids can attain speeds comparable to those of humans both in sprints and over long distances.
Ursiod vision is somewhat less sharp than that of humans, but depth perception is good. Cold planet species will have vision as acute as any human’s unlike their warm planet cousins, who are adapted to the ‘close’ conditions of forested habitats. Indeed, some races have vision sufficiently limited to necessitate the use of aids like contact lenses and eyeglasses to attain clear sight over distances of more than a few hundred meters. Ursiod hearing is very acute in forest species, but cold planet races have hearing approaching human norms (their dependence is on eyesight). All Ursoids have keen olfactory senses, especially when airborne odors are involved. They cannot follow a scent trail like Canines, however. Ursiod olfactory senses are more of a warning faculty than a tracking faculty.
Ursoids are action-oriented beings and tend to prefer the military life. Their great strength permits them to carry heavy loads with ease, and some individuals are able to wear un-powered heavy Armour without experiencing undue encumbrance. In close combat, few species can equal Ursoids for sheer destructive capacity. Despite their warlike natures, Ursoids are largely vegetarian, consuming meat on occasion but not as a habit. They have iron-based metabolisms. Life expectancy is about 100 years in advanced races, and about 30 years for ‘primitives.’
Ursoid characters must have d8 - d12 in Strength and Fortitude. They also may not place d12 in Acuity or Knowledge. Both Strength and Fortitude receive a trait improvement. They receive two extra levels of training in Strength and one extra in Fortitude. Ursoids add one to their size. Ursoids have 6 racial edge slots. Species template cost: 6
Avians
The Avians are descended from ground-dwelling birds. Even in low gravity conditions, flyers do not attain sizes sufficient to make racial dominance on the planet a likely prospect, however some Avian species do glide.
Avians are bipedal, with wings evolved into ‘arms’ with grasping appendages that function efficiently as ‘hands.’ Avian legs are strong and adapted to running at high speed. Feet typically possess talons suited for kicking and striking at enemies. The head has all of the characteristic avian shape of lesser species, often resembling the features of hawks and eagles, with keen eyes and sharp beak. The head and body may be covered with feathers of various hues, males tending to be more decorative than females. The feathers themselves tend toward a downy, almost fur-like appearance and texture. Avian musculature is strong, but body weight is relatively lower than for other species of similar size because most Avians retain hollow bones. Speeds are definitely faster than for most races.
Avians enjoy excellent binocular vision, as do all preceding races, but rarely see in color. Night vision is somewhat poorer than that of most humans if the Avian race is adapted to brilliant and medium illumination conditions, but species from dim (Type K) star systems will have excellent night vision. Avians are sensitive to movements, like Felines, and their attention is quickly caught by anyone or anything moving stealthily.
Avian hearing tends to be quite good, but depending on the species, a range from Terran human norms to exceedingly acute levels may occur. Avian olfactory senses are very poor, racial dependence being On vision.
Avians are carnivorous and no known sentient species are plant eaters. Metabolisms are invariably iron-based, although copper-based metabolisms are possible. Most Avians of advanced races are long-lived, often attain 150 years of age, while ‘primitives’ will also reach respectable levels of 75 to 100 years.
Avians are worshipers of the ‘Egg,’ as perhaps befits their species, and powerful religious as well as patriotic connotations are attached to their native planets, which symbolize the Cosmic Egg of Life. They also have very strange family ties and mate for life. Children, being fixated on their parents by instinctive birth reflexes, are utterly loyal to their elders. Culturally, order of precedence is exceedingly important, and the ‘pecking order’ of birds is clearly reflected in their according privilege to those who succeed to high rank.
Avians may not place d10 or d12 in Fortitude. They may not place d12 in Strength. An Avian may be deemed a glider. If so chosen, their Dexterity may not exceed column 4, but they may glide at a speed equal to their Rate. Avians add two to their Rate. Avians subtract one from their size. Avians have 8 racial edge slots. Species template cost: -1
Saurians
Saurians are descended from warm-blooded hunting dinosaurs and exhibit many characteristic of their ancestors. The Saurians are especially notable for their considerable strength and size, which rivals that of Ursoids.
Saurians are ‘reptilian’ bipeds with 2 arms, 2 legs, and erect stance which is aided by a balancing tail. The general shape is that of a small hunting dinosaurian of approximately man-size. The skin is a fine scale of greenish to brownish hue, although other shades may be encountered, including vivid coloration in iridescent greens, blues, reds, etc. Some species have a form of body hair related to the feathers of birds, and this covering may also be colored as variously as scales, The heads are remarkably bird-like in appearance, especially in the fur-covered species, and the Saurians therefore have anything except a ‘reptilian’ look to them. Their tongues flick in and out regularly to smell the environment, as the olfactory sense is typically maintained in the tongue. Some species have olfactory organs in the nostrils, however. As in the case of most sentient races, their forepaws have developed into hands with thumbs and, opposing fingers, some races still retaining short claws which can be used in fighting. The feet are taloned in much the same way as noted for Avians, and these are used as fearsome weapons in close combat. The jaws also contain formidable fangs capable of rending and tearing an enemy with good effect.
Saurians have two eyes with dilating, slit pupils of characteristic snake-like aspect, Vision is binocular, but depth perception is average because the eyes are set far apart and to the side. This deficiency produces a compensatory effect; vision is almost 360º in some species and rarely is less than 270º. Color perception tends to be non-existent but a capacity to sense infra-red heat sources through special organs beneath the face scales compensates for this lack. Saurians cannot ‘see’ in infra-red; rather, they sense the presence and approximate location of heat sources up to 20 meters distant. Most species are diurnal, and have relatively poor night vision. Several nocturnal species exist, and these have good night vision. All species have average to good acuity over distance.
Saurians have moderately good hearing. However, it is vibration in the ground which they can sense with remarkable keenness. A walking man can be detected, for instance, at a distance of a hundred meters if he is on solid ground. Felines and Canines who are proceeding with stealth cannot be readily detected. Saurians have limited olfactory senses, usually with a range of only a few meters.
Saurians have iron-based metabolisms and are carnivorous in their diets. Life expectancy is about 100-125 years in advanced species, and about 50 years in ‘primitive’ races. Saurians should not be thought of as ‘reptiles.’ They are warm-blooded and enjoy all of the advantages of any warm-blooded species, including considerably high activity levels even in cold weather. Cool and cold conditions are uncomfortable and hardly favorable to Saurians, but they can survive them if adequately protected by survival clothing and equipment.
By human standards, they are a ‘cold-blooded’ group, empathetically speaking. This general inability to relate to others on an individual level might be explained, in part, by the racial tendency to rear young outside of a family setting. Loyalty is given to the race and its leaders, who have proven their strength and their wisdom, not to ‘loved ones.’
Saurians may not place a d4 in Strength nor a d4 or d6 in Fortitude. They also may not place a d12 in Reflexes. They receive one extra training in Fortitude. Saurians receive the racial Edge: 360 Degree vision. They also receive the racial Edge: Vibration Sense. Saurians have 8 racial edge slots. Species template cost: 2
IRSOL
IRSOL are descendants of humanoids who grew up in low or zero gravity, in a managed environment. They tend to resemble their humanoid ancestors, but are somewhat taller and slimmer. Because of their origin in a very controlled environment, they are also less able to adapt. One physical advantage they do gain is increased lung capacity and tolerance to changes in pressure.
IRSOL may not place d10 or d12 in Strength or Fortitude. They receive the Edge: Adapted Lungs. IRSOL have 10 racial edge slots. Species template cost: 1
"Alien" Races
It may seem somewhat presumptuous to refer to some subset of spacefaring races as alien, but in this case the intent is to differentiate between generally bipedal, similarly structured races and those of other morphology. It would be perfectly legitimate for a player to wish to create a star centaur, or a locomotive amorphous blob. These races should be allowed and encouraged. The only assumptions are that these races begin the same way as the bipedal ones in terms of traits and other constructs, and follow the same rules of design.
It should not be assumed that other racial types are not possible. This section merely lists and discusses types capable of living on human habitable worlds and capable of truly individual actions. Intelligent ants or wasps could exist in a campaign, but may not be suitable Heroes in all campaigns, Similarly, extremely alien races which could inhabit Jovian or Mercurial type planets would have no meaningful contact with humans as they could not exist is the same environments or use similar technologies. Such races would rarely compete with Heroes for habitable worlds, but they might aid them on hostile planets if contact can be made and some form of communication achieved.