Creating Colonial Characters
(Version 1.01 - Last Modified: 06/17/2006)
Introduction
Creating a character for Alpha Centauri is fairly simple. First off, all colonists
have same eight attributes as all characters using the Palladium Books system (IQ, ME,
MA, PS, PP, PE, PB, and Spd) and the character rolls 3D6 for each attribute. This
document explains what other aspects go into creating a colonist beyond the basic
attributes. Please refer to the Heroes Unlimited 2nd Edition main book for
other game rules.
Step 1: Determine Hit Points and S.D.C.
Although the colonists are basically Humans, the years of living on Chiron have made
them hardy and resilient. This has had a mild effect on their bodies and their
endurance. Although characters receive no attribute modifiers, they do receive Hit
Point and S.D.C. modifiers.
- Determining Hit Points:
- Base Hit Points: A character's base hit point value is equal to
their PE attribute +3D6.
- Building Hit Points: At every level of experience, including the
first, the character gains an additional +2D4+2 hit points.
- Determining S.D.C.:
- Base S.D.C.: A character's base S.D.C. value is 20, in addition to
any other modifiers they might have.
- Building S.D.C.: At level 3, 6, 9, 12, and 15, a character adds an
additional +5 S.D.C. to their total.
Step 2: Determine Human Potential Category
Prior to the departure of the SS Unity, theories had been developed about how
Humans should be taught and educated. The idea was to allow the colonists to
avoid the educational problems that had plagued many countries on Earth. These
ideas were further developed onboard the SS Unity as various educators on the
ship periodically awakened. Eventually, the educators broke the Human race into
three different categories of potential: drones, citizens, and talents. Drones
were those that were incapable of receiving a good education for whatever reason,
citizens were simply average people, with average skills, and Talents were people
with exceptional skills, exceptional intelligence, or exceptional motivation. The
educators believed that everyone on the SS Unity would fall into the last
category and based all of their theories and policies around the fact that there
would be no drones in the society that would develop on Chiron. As such, the
educators provided little to no services in their written policies and theories
for the drones, as they viewed it as unnecessary to work on a problem that was
not relevant to the colonists. Unfortunately, future generations of colonists
would view this as an intentional omission and believed it indicated that Drones
should not receive the same support from society that Citizens and Talents enjoy,
leading to intense prejudices against those society considered to be drones.
As the various factions came into existence on Chiron, nearly all of the
educational policies developed on the journey from Earth were adopted. The most
important of these policies was the division on the population into Drones,
Citizens, and Talents. Unfortunately, each faction had its own ideas about what
qualifies a person as one category or another. For example, the Spartan
Federation favors strength in its Talents and the physically weakest become
Drones, while the University of Planet favors Intelligence in its Talents. The
only major faction that does not use these policies is the Free Drones, which
is very opposed to the idea of what they perceive as the elitist Talents, so
for purposes of education, everyone from the Free Drones faction is considered
to be a Drone. The Nomads have rejected or lost most of the educational
policies that were developed during the voyage on the SS Unity and do not
categorize people as Drones, Citizens, or Talents.
| Human Potential Category (roll
or pick one) |
| Percentile |
Potential Category |
| 01 - 20 |
Drone |
| 21 - 80 |
Citizen |
| 81 - 00 |
Talent |
The factions have diverged from each other at an amazing pace. By the current time period,
the factions are very different and these differences manifest most clearly in what
distinguishes the Drones, Citizens, and Talents of each faction. In addition to affecting
what levels of education are available to a character, the Drone / Talent distinction also
provides other bonuses and penalties depending on what faction the character comes from.
All drones receive a penalty to education rolls of -15% to the education roll and all
Talents receive a bonus of +20% to the ecucation roll.
Although most independents still maintain the distinction of Drones, Citizens, and Talents,
they lack the necessary ideological bent to put the categories into practice outside of
education. As such, characters from an independent colony or outpost can be restricted in
education and specialization selections based on their category, but they do not receive
the other modifiers that a colonist from a faction would. Nomads have mostly rejected the
theories and divisions of the colonists in favor of their beliefs that have developed over
the past century and a half. Nomad characters are available through a traditional
occupational character class. Characters from a faction always receive the bonuses and
penalties from the faction, but only drones and talents receive those modifiers.
- Cult of Planet:
- Bonuses: All colonists from this faction are major psychics. See rules
from Nightbane, Beyond the Supernatural 2nd Edition, Palladium Fantasy RPG,
or Rifts for details on the abilities of a major psychic.
- Penalties: -15% to the education rolls that are higher than 26.
- Drone Modifiers: No psionic abilities.
- Talent Modifiers: +4D6 ISP and choose two additional psionic powers from
a single lesser category.
- Cybernetic Consciousness:
- Bonuses: Begins play with a two cybernetic or bionic implants of the
character choice, costing no more than $15,000 each.
- Penalties: -1D6 to MA attribute.
- Drone Modifiers: Not authorized to receive any cybernetic or bionic
implants and begins play with none.
- Talent Modifiers: Receive two additional cybernetic or bionic implants,
costing no more than $15,000 each.
- Data Pirates:
- Bonuses: All colonists from this faction know two skills from the
Espionage or Rogue skill categories.
- Drone Modifiers: All Espionage and Rogue skills known by the character
receive a penalty of -10%.
- Talent Modifiers: All Espionage and Rogue skills known by the character
receive a bonus of +10%.
- Free Drones:
- Bonuses: Colonists from this faction are very hardy and strong and
gain a bonus of +15 S.D.C. and +1D4 to PS attribute.
- Penalties: -40% to the education rolls that are higher than 51.
- Drone Modifiers: Not applicable.
- Talent Modifiers: Not applicable.
- Gaia's Stepdaughters:
- Bonuses: All colonists from this faction are minor psychics. See rules
from Nightbane, Beyond the Supernatural 2nd Edition, Palladium Fantasy RPG,
or Rifts for details on the abilities of a major minor.
- Penalties: -1D4 to PE attribute.
- Drone Modifiers: No psionic abilities.
- Talent Modifiers: +2D6 ISP and +1D4 to ME attribute.
- Human Hive:
- Bonuses: +1 to PS attribute, +1 to PP attribute, +1 to PE attribute,
and +2 to Spd attribtue.
- Penalties: -5% to the education rolls that are higher than 16.
- Drone Modifiers: -2 to IQ attribute, -2 to PS attribute, and -2 to
PE attribute.
- Talent Modifiers: +1 to IQ attribute, +1 to ME attribute, and +1 to
MA attribute.
- Independents:
- Drone Modifiers: Not applicable.
- Talent Modifiers: Not applicable.
- Lord's Believers:
- Bonuses: Colonists receive either a bonus of +1D6 to ME attribute
or a bonus of +1D6 to PE attribute.
- Penalties: -15% to the education rolls that are higher than 26.
- Drone Modifiers: -2 to ME attribute and -2 to PE attribute.
- Talent Modifiers: +2 to ME attribute and +2 to PE attribute.
- Morgan Industries:
- Bonuses: Begins play with double starting money and all monthly
wages are increased by +10%.
- Drone Modifiers: Begins play with half starting money and all
monthly wages are decreased by -25%. This modifier replaces the standard
bonus for being a Morgan Industries colonist.
- Talent Modifiers: Begins play with double starting money and all
monthly wages are increased by +25%. This modifier replaces the standard
bonus for being a Morgan Industries colonist.
- Nautilus Pirates:
- Bonuses: Begins play with Pilot: Boat and suffers no penalties from
the movement of boats on water, even during a storm.
- Drone Modifiers: Restricted from buying a private vessel and cannot
enter the naval military forces of the faction.
- Talent Modifiers: Receives a bonus of +20% to Pilot: Boat and can
join the naval military forces of the faction as an officer and can
purchase a private vessel for a quarter of the regular cost.
- Spartan Federation:
- Bonuses: All colonists from this faction are either minor psychics
or receive a bonus of +1D4 to PS attribte, PP attribute, PE attribute, or
Spd attribute. See rules from Nightbane, Beyond the Supernatural 2nd Edition,
Palladium Fantasy RPG, or Rifts for details on the abilities of a minor
psychic.
- Penalties: -1D4 to MA attribute.
- Drone Modifiers: -1 to PS attribute, -1 to PP attribute, -1 to PE
attribute, and -1D4 to Spd attribute.
- Talent Modifiers: +1D6 to PS attribute, PP attribute, PE attribute,
or Spd attribute.
- United Nation Peacekeepers:
- Bonuses: +2 to MA attribute and +3 to save vs. all types of poison.
- Drone Modifiers: -3 to MA attribute.
- Talent Modifiers: +1D4 to MA attribute and immune to all types of
poisons.
- University of Planet:
- Bonuses: +1D6 to IQ attribute and +20% to the education roll.
- Penalties: -2 to MA attribute.
- Drone Modifiers: -1D6 to IQ attribute.
- Talent Modifiers: +1D4 to IQ attribute and can select an additional
four secondary skills.
Step 3: Determine Education
After many years of establishing a presence on Chiron, all of the factions developed a
proper education system to train the next generation of colonists. Although some areas
took longer to develop due to a lack of specialists, most education systems were
easily established based on the literature and educational resources the colonists
brought with them from Earth.
The education level of a colonist determines what specializations are available to that
character and they use the Skill Program system from Heroes Unlimited 2nd
Edition. The level of a character's education is modified by their faction or origin
and sometimes their potential category. The education categories below are listed in
what is considered by the colonists to be increasing levels of education. For example,
although not necessarily true, a high school graduate is considered to be more educated
than a person schooled by a nomad caravan.
All characters are assumed to have the following skills with maximum proficiency (98%):
Math: Basic, Language: Colonist, and Literacy: Colonist. The language of the colonists
is recognizable as English, but it has continued to develop in the decades since the
SS Unity crashed on Chiron. All of the factions continue to use the same language.
| Education Level Table (roll or pick
one) |
| Percentile |
Education |
| 10 or less |
Nomad Schooled: The character received a basic and well
rounded education from a caravan of nomads before entering a faction to
gain a specialization. Instead of selecting a skill program, the character
has Streetwise (+14%), Prowl (+5%), W.P. Pistol or W.P. Rifle, and can
select three Wilderness skills, two Domestic skills, and two Technical
skills, and eight Secondary skills. |
| 11 - 20 |
High School Graduate: Select two Skill Programs (+5%
bonus) and ten Secondary skills. |
| 21 - 60 |
Trade School: Select two Skill Programs (+5% bonus
on one program and +15% on the other) and eight Secondary
skills. |
| 61 - 85 |
University Bachelor Degree: Select two Skill Programs
(+10% bonus on one program and +20% bonus on the other) and ten
Secondary skills. |
| 86 - 95 |
University Master Degree: Select three Skill Programs
(+10% bonus on two programs and +25% bonus on one program) and ten
Secondary skills. |
| 96 or more |
University Doctorate Degree: Select four Skill
Programs (+10% bonus on three programs and +30% bonus on one program)
and ten Secondary skills. |
Step 4: Determine Specialization
Although Alpha Centauri uses the Heroes Unlimited 2nd Edition rules, it is
not a typical super hero game. Instead of using super hero categories or standard
occupation character classes (OCCs) like other game, characters in Alpha Centauri are
normal Humans with a specialization. Each specialization has a set of skills, starting
equipment, monthly salary, and a place in the society of the colonies.
- Cyborg:
- Skills: The colonist gains Robotic Electronics and Robotic Mechanics.
- Equipment: The colonist begins play with $100,000 worth of
cybernetic and/or bionic components. This money cannot be saved and spent
later, any money that is not spent is permanently lost.
- Money: Varies depending on the secondary specialization of the
Cyborg.
- Special: This specialization is only available to the Cybernetic
Consciousness faction. A cyborg uses cybernetic and bionic components to
improve his or her abilities in a different specialization. This means
that the colonist must choose one of the other specializations to represent
the colonist's real ooccupation. Use the selected specialization's money
for the monthly salary of the Cyborg and description for the duties of the
Cyborg. The cyborg colonist gains none of the other specializations skills,
equipment, and specials and it is up to the cyborg colonist to select skill
programs and components that completment his or her chosen specialization.
- Description: The Cyborg specialization represents a colonist that
has chosen to highly augment his or her body with cybernetic and/or
bionic components. Although the colonist ultimately performs another job,
such as joining the military or working as a technician, his or her bionic
and cybernetic nature has a huge influence on the colonist's ability to
perform that job.
- Laborer:
- Money: Begins play with 15,000 credits and receives 500 credits per
level of experience per month.
- Special: The colonist receives a bonud of +1D6 to PS attribute and
+1D4 to PE attribute.
- Description: The work never ends for the struggling colonies. Even
after the stream of refugees to the colonies slowed following the first
decades on Chiron, the work of buiding completely new cities from scratch
in long and hard. With a quickly growing population and projects to expand
into previously unclaimed or untamed territory, the work of a common laborer
is neverending, but always satisfying. These workers are the backbone of the
new colonies and without them, every aspect of colonial life would begin to
fail. From building new power plants and factories to paving rounds and
constructing new military bases, laborers can be found anywhere and
everywhere on the planet.
- Military:
- Skills: The colonist gains the Basic Military Skill Program.
- Equipment: Begins play with a suit of basic armor, a basic pistol,
4 pistol e-clips, a basic rifle, 6 rifle e-clips, two military uniforms,
and a dress uniform. The basic equipment varies depending on the faction.
For example, the Free Drones use Ceramic Armor and Laser weapons, while
the University of Planet uses Silksteel Armor and Chaos Laser weapons.
- Money: Begins play with 15,000 credits and receives 2000 credits
per level of experience per month. Military units involved in an active
war get an additional 1000 credits per level of experience per month.
- Description: The SS Unity was supposed to establish a single,
peaceful colony on Chiron, instead the world is divided into twelve
different factions, not including the nomads, independents, and the
Progenitor aliens. The world of Chiron is often torn apart by conflict,
sometimes as small as a border scirmish, but often as full-fledged wars.
Each faction, and most of the independents, have a military force and
this specialization represents those soldiers.
- Police:
- Skills: Replace one skill program with the Basic Military Skill
Program and the colonist can select three skills from physical, pilot,
or weapon proficiencies.
- Equipment: Begins play with a suit of Ceramic Armor, a Laser Pistol,
5 pistol e-clips, a Laser Rifle, 5 rifle e-clips, three regular police
uniforms, and a dress uniform.
- Money: Begins play with 15,000 credits and receives 1500 credits per
level of experience per month.
- Description: The early years in the colonies were often periods of
civil strife as basic services were limited and restricted and resources
were stretched to the limit. Some factions cracked down on the colonists
and some factions spent considerable resources to address these problems
quickly, but all of the factions weathered these problems. Now, decades
later, the police in the colonies are used to maintain order, enforce the
laws of the faction, and as an emergency militia against mind worms or the
military forces of other colonists. The police, especially highly trained
units, are also used to locate uncaptured criminals, even if it means
travelling to other colonies and into other factions. The police
specialization represents all enforcement groups outside of the military,
whether they are local beat cops, federal agents, or even a SWAT team.
- Professional:
- Skills: A single skill, which cannot be from the electrical,
mechanical, military, or science categories, nor can it be a lore skill,
recieves a bonus of +15%. The colonist receives an additional bonus of +1%
to that skill at each new level of experience.
- Equipment: All necessary equipment to use the selected skill as a
profession. For example, a colonist that had selected Pilot: Truck, would
own a high quality truck and a colonist that had selected Writing, would
own a computer and would have a small library of literature.
- Money: Begins play with 3D6x1000 credits and receives a number of
credits equal to twice the percentage of the skill multiplied by ten per
level of experience per month. For example, a second level colonist with
a Pilot: Truck profession and a percentage of 55% would receive 2200
credits per month. This monthly salary does not include bonuses from
dangerous assignments, such as driving into or through a war zone, or from
exceptional work, such as a book written about details from inside a
Fungal Tower.
- Special: The colonist begins play as an established, although new,
professional in his or her chosen field. For exmaple, a Writer would have
enough contacts in the publishing world that once the colonist completed
a book, it would get published.
- Description: Although laborers are the backbone of the colonies,
the professionals are the body of the colonies. This broad specialization
covers every aspect of life on the colonies that does not fall into one of
the other specializations.
- Psychic:
- Equipment: Varies depending on the secondary specialization of the
Psychic.
- Money: Varies depending on the secondary specialization of the
Psychic.
- Special: This specialization is only available to the Cult of Planet,
Gaia's Stepdaughters, and Spartan Federation factions. A psychic uses psionic
powers to improve his or her abilities in a different specialization. This
means that the colonist must choose one of the other specializations to
represent the colonist's real ooccupation. Use the selected specialization's
equipment, money, and description for the Psychic. The colonist is considered
to be a master psychic and at level 1, the colonist can select two psionic
powers from each of the lesser categories and one super psionic power. At
each new level of experience, the colonist can select an additional lesser
psionic power and at levels 3, 6, 9, 12, and 15, the colonist can select an
additional super psionic power.
- Description: The Psychic specialization represents a colonist that
has developed psionic powers and uses them to perform specialty, such as
using telekinesis as part of a laborer's job. Although many factions
consider psychic abilities to be mutations, the faction that can choose this
specialization consider psionic powers to be a natural and growing part of
civilization on Chrion.
- Scientist:
- Skills: All science and lore skills known by the colonist receive a
bonus of +5% and a single science or lore skill gains an additional bonus of
+20%.
- Equipment: Begins play with a fully stocked laboratory at a private
or government research facility. The equipment in the lab is geared towards
the skill selected by the colonist to receive the largest skill bonus.
- Money: Begins play with 20,000 credits and receives 3000 credits per
level of experience per month.
- Special: Scientists must have the highest level of education
available for that faction, which is University Doctorate Degree for most of
them.
- Description: Research and devleopment are very important aspects of
colonial life. All types of research are considered vital to national
security and are highly profitable so governments and private firms heavily
fund scientists and their research. These scientists are given almost free
reign to conduct their research and even if only one out of every ten labs
produce something of value, its importannce or its profit pays for itself
and for the labs that failed to do anything. Other than the military,
scietists are the most likely to go into the "wilderness" to collect data
and specimens and to conduct observation of the planet and its unique life.
- Technician:
- Skills: All mechanical and electrical skills known by the colonist
receive a bonus of +10% and a single mechanical or electrical skill gains
an additional bonus of +20%.
- Equipment: Begins play with a fully stocked facility owned by a
private firm or the government, but under the full control of the colonist.
The equipment in the facility is geared towards the skill selected by the
colonist to receive the largest skill bonus.
- Money: Begins play with 10,000 credits and receives 1000 credits per
level of experience per month.
- Description: Technicians come in all stripes, but they all have a
knack and a desire to tinker and work with things. Whether they enjoy
fixing problems with vehicles or finding a way to incorporate some new
scientific development into existing equipment, technicians serve a valuable
role in colonial life and with trained technicians in such high demand
within the colonies, most are given free reign to choose their own work.
Step 5: Determine Mutation
As an unfortunate side effect of living on Chiron, some Humans have begun to develop
mutations. This is makes super powers possible, although extremely rare. At first,
these mutations were considered to be birth defects as a result of living under a
different sun and on a different planet then where Humans evolved, but some scientists
in several factions believe that the semi-sentient planet is causing the mutations.
This is most likely true since the factions with the closest relationship to the
planet are also the factions with the highest rate of mutation. Although the mutations
are relatively rare, those with mutations are not discriminated against by most of the
factions. Only the Human Hive faction tries to prevent these mutations from occurring
by terminating pregnancies where mutations are detected; no other faction goes to such
extreme lengths.
- Mutation Presence Table:
Characters from the Cult of Planet, Gaia's Stepdaughters, Nomad Bands, or Spartan
Federation, add +20% to their roll on the following table, with a maximum roll of
100% (roll of 00). Those from the United Nations Peacekeepers factions add +10%
to their roll on the following table, with a maximum roll of 100% (roll of 00).
Finally, those from the Cybernetic Consciousness, Free Drones, Human Hive, and
Morgan Industries factions modify their roll on the following table by -20%, with
a minimum roll of 01%.
| Mutation Presence Table (roll or pick
one) |
| Percentile |
Level of Mutation |
| 40 or less |
Normal Human: No mutations. |
| 41 - 55 |
Minor Mutation: Roll once on the Mutation Table with
a modifier of -40%, with a minimum of 01. |
| 56 - 70 |
Minor Mutation: Roll once on the Mutation Table with
a modifier of -30%, with a minimum of 01. |
| 71 - 80 |
Medium Mutation: Roll twice on the Mutation Table
with a modifier of -20%, with a minimum of 01. |
| 81 - 87 |
Medium Mutation: Roll twice on the Mutation Table
with a modifier of -10%, with a minimum of 01. |
| 88 - 97 |
Major Mutation: Roll three times on the Mutation
Table. |
| 98 or more |
Transcend: See section on Transcends below. |
- Transcends:
Transcend is the slang term applied to Humans that have a specific, identifiable type
of mutation. This mutation manifests itself by altering the physical appearance of the
character: all body hair becomes white, eye color becomes gold, and the skin becomes
very smooth and cool to the touch. Transcends have a highly developed brain, which
provides a bonus of +1 to IQ and +3 to ME and they develop extensive psionic powers.
At first level, the Transcend can select six Sensitive psionic powers and six powers
from any of the other lesser categories, and they can select two of the following
super psionic powers: Advanced Trance State, Bio-Manipulation, Bio-Regeneration
(Super), Hypnotic Suggestion, Invisible Haze, Mind Bond, and Telekinesis (Super). At
every other level starting at level three, the Transcend can select an additional
lesser psionic power and at levels 5, 10, and 15, the Transcend can select an
additional super psionic power without restriction. At first level, a Transcend has an
ISP value of their ME attribute x3 +4D6, and they gain an additional +2D6 per level of
experience. These psychic abilities replace any that the colonist may have from their
chosen faction, but are in addition to any they may have from their chosen
specialization.
- Mutation Table:
In terms of mutations and side effects listed in Heroes Unlimited 2nd
Edition for mutations and as side effects for experiments, the mutations listed are
quite mild, but keep in mind that the Humans selected for this mission had no such
mutations, at least as far as the original planners knew. For the colonists, these
mutations are new experiences and the only reason that people with mutations are not
feared and discriminated against like they are on Earth is the sheer number of people
with mutations in some factions and the low severity of most of these mutations. Even
now though, none of the factions know what the future will hold for the Human race,
because if they are mutating after only living on Chiron for around 150 years, who
knows what they will look after 500 years or more. The psionic powers listed in the
table below replace any that the colonist may have from their chosen faction, but
are in addition to any they may have from their chosen specialization.
| Mutation Table (roll or pick
one) |
| Percentile |
Type of Mutation |
| 01 - 15 |
Strange Eyes
| |
01 - 20 |
Very Small, about half normal
size |
| |
21 - 40 |
Very large, about twice normal
size |
| |
41 - 50 |
Completely round eyes |
| |
51 - 60 |
Very Elliptical |
| |
61 - 70 |
Odd eye color (roll on skin color table
for eye color) |
| |
71 - 80 |
Odd iris color (roll on skin color table
for iris
color) |
| |
81 - 90 |
Odd eye and iris color (roll on skin
color table twice for eye and iris color) |
| |
91 - 00 |
Entire eye is one color (roll on skin
color table for eye color) |
|
| 16 - 25 |
Odd Hair Color
| |
01 - 10 |
Green |
| |
11 - 20 |
Light Blue |
| |
21 - 30 |
Bright, Flame Red |
| |
31 - 40 |
Stark White |
| |
41 - 50 |
Bright Yellow |
| |
51 - 60 |
Metallic Silver, Red, or
Gold |
| |
61 - 70 |
Dark Blue |
| |
71 - 80 |
Purple |
| |
81 - 90 |
Orange |
| |
91 - 00 |
Normal hair color with permanent color
streaks, roll again for second hair color, ignoring
results of 91 or higher. |
|
| 26 - 35 |
Strange Skin Color
| |
01 - 10 |
Yellow |
| |
11 - 20 |
Green |
| |
21 - 30 |
Red |
| |
31 - 40 |
Light Blue |
| |
41 - 50 |
Stark White |
| |
51 - 60 |
Dark Blue |
| |
61 - 70 |
Black (as in coal black) |
| |
71 - 80 |
Purple |
| |
81 - 87 |
Orange |
| |
88 - 95 |
Metallic looking (feels normal; metals
like gold, silver, bronze, etc.) |
| |
96 - 00 |
Two odd colors, roll again twice,
ignoring results of 96 or higher. |
|
| 36 - 45 |
Strange Ears
| |
01 - 50 |
Pointy |
| |
51 - 70 |
Larger then normal, ears are 2 or 3
times larger. |
| |
71 - 90 |
Smaller then normal, ears are the size
of a dime or a quarter. |
| |
91 - 00 |
No ears at all, just two holes (hearing
is impaired only marginally) |
|
| 46 - 55 |
Odd Hands
| |
01 - 40 |
Each hand has six fingers. |
| |
41 - 60 |
Delicate, sensitive hands with long,
slender fingers. Adds +5% to escape artist, palming, pick
pockets, and similar skills that require fine manual
dexterity. |
| |
61 - 70 |
Small retractable claws, like a cat,
are located in the fingers. These small claws inflict 2D4
damage per claw strike and add +10% to climb
skills. |
| |
71 - 80 |
Very powerful hands, twice the size of
normal hands and very strong. Add +1D4 to PS and +6 to
damage from punches, but lose -30% to escape artist, -10%
to palming and pick pockets, and -5% to any skill that
requires fine manual dexterity. |
| |
81 - 90 |
Large hands, about 50% larger then a
normal Human's with a monstrous appearance and large
retractable claws that inflict 3D6 damage with a claw
attack. |
| |
91 - 00 |
Bird-like talons for hands, claw
strikes do 3D6 points of damage; character has no problem
grasping and using objects. |
|
| 56 - 65 |
Odd Skin Texture
| |
01 - 20 |
No body hair. |
| |
21 - 40 |
Three times the normal amount of body
hair. |
| |
41 - 50 |
Scaly Skin: The character is covered by
a tough, smooth, reptilian skin with small scales, adds
+20 S.D.C. to the character. |
| |
51 - 60 |
Tough, lumpy Skin: Adds +30 to S.D.C.,
but reduces PB attribute by one point. |
| |
61 - 70 |
Uneven Skin Texture: Detracts from
physical beauty; character reduces PB attribute by two
points. |
| |
71 - 80 |
Blotchy Skin: The character's body is
covered with patches of grey, white, or brown patches,
large and small, reduce PB by one point. |
| |
81 - 90 |
Glowing Skin: The character's skin
glows faintly in the dark, which makes the character a
great target if the skin is exposed in the dark.
Character receives a penalty of -40% to prowl in
darkness. |
| |
91 - 00 |
Translucent Skin: The character's skin
is faintly translucent, exposing the veins, arteries, and
muscles underneath. Character receives a penalty of -10
S.D.C. and -1 to PB attribute. |
|
| 66 - 70 |
Odd Facial Features
| |
01 - 20 |
Small Horns: 1D4 inches long,
protruding from forehead. |
| |
21 - 35 |
The character has sharp teeth or fangs
and powerful jaws that gives a bestial appearance. A bite
attack does 2D6 damage. |
| |
36 - 50 |
Unusually Large Teeth: +1 point of
damage from a bite attack. |
| |
51 - 65 |
No Nose: Two tiny slots are where the
nose should be. |
| |
66 - 85 |
Protruding Ridge: Character has a
protruding ridge over their eyes giving a distinct
Neanderthal appearance. |
| |
86 - 00 |
No Facial Features (including facial
hair): Except a slit for a mouth, two tiny holes for
nostrils, a slight ridge just below what was the eye
sockets, small narrow eyes, and button sized ears, the
face is featureless. Despite this physical deformity, the
character can breathe, hear, speak, and see as well or
better then ever. Vision is perfect 20/20 (the character
never needs glasses), can naturally see in the infrared
and ultraviolet spectrum with a range of 600' (183 m).
Sense of hearing and smell is much sharper, giving a
bonus of +2 to all perception rolls using those two
senses. |
|
| 70 - 75 |
Chemical Resistance: An automatic saving throw
bonus of +5 to save vs. all chemicals, drugs, toxins, and pollution
(only +2 to save vs. magic potions). Even if the character fails to
save, all penalties, effects, duration, and damage are half normal.
Unfortunately, the character must roll to save even against
lifesaving chemicals / drugs. |
| 76 - 80 |
Ambidextrous: These characters can use the right
and left hands with equal skill and dexterity. This provides a bonus
of +1 attack per melee, +1 to parry, +5% to climbing skills, +5% to
escape artist and pick pockets. |
| 81 - 85 |
Stocky: The character is exceptionally broad and
husky, about twice as broad as a normal Human. The character adds +50
lbs (22.7 kg) to weight, +4D4 S.D.C., and +1D4 to PS
attribute. |
| 86 - 95 |
Minor Psychic
| |
01 - 50 |
Select two psionic powers from any one
of the lesser categories. At first level, the psychic has
an ISP value of their ME attribute +1D6, and they gain an
additional +1D4 per level of experience. |
| |
51 - 80 |
Select three psionic powers from any
two of the lesser categories. At first level, the psychic
has an ISP value of their ME attribute +2D6, and they
gain an additional +1D6 per level of
experience. |
| |
81 - 00 |
Select four psionic powers from any of
the lesser categories. At first level, the psychic has an
ISP value of their ME attribute +2D6, and they gain an
additional +1D6 per level of experience. |
|
| 96 - 00 |
Major Psychic
| |
01 - 50 |
Select six psionic powers from any one
of the lesser categories or four psionic powers from any
of the lesser categories. At first level, the psychic has
an ISP value of their ME attribute +3D6, and they gain an
additional +1D6 per level of experience. |
| |
51 - 80 |
Select eight psionic powers from any
one of the lesser categories or six psionic powers from
any of the lesser categories. At first level, the psychic
has an ISP value of their ME attribute +4D6, and they
gain an additional +1D6+2 per level of
experience. |
| |
81 - 00 |
Select ten psionic powers from any one
of the lesser categories or eight psionic powers from any
of the lesser categories. At first level, the psychic has
an ISP value of their ME attribute +6D6, and they gain an
additional +2D4 per level of experience. |
|