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Humans

 Adaptable (+3): humans start with one free edge and a D6 in a skill of their choice.

Kasathas
 Additional Action (+3): Due to their four arms, kasathas gain one extra non-movement
action per round at no multi-action penalty.
 Historian (+1): kasathas begin play with a Knowledge skill of their choice at a D6.
 Desert Born (+1): Due to their lineage, kasathas have a natural +4 bonus to resist
negative environmental effects due to heat.
 Aloof (-1): Intentional or not, kasathas tend to come off as stodgy and condescending.
They suffer from -2 to Persuasion to non-kasathas.
 Ritualistic (-1): Kasathan life is rich with tradition and complex personal rituals.
Kasathas must spend an hour each day observing these rituals or suffer a -1 Charisma.

Lashuntas
 Arcane Background: Psionic (+2): Lashuntas are naturally psionic and always begin
with their first 3 powers being chosen: Telekinesis, Telepathy, & Mindreading.
 Charisma (+1): Typical representatives of this species are very attractive, secrete
pheromones, or are otherwise revered and respected, granting them +2 Charisma

*taken from the Sci-Fi companion.

Shirren
 Blindsense (+2): Shirren’s sensitive antennae grant them the ability to sense vibrations
in the air Shirren ignore penalties to Notice due to visual camouflage, invisibility, and
darkness. This bonus does not apply to targets that are stationary (not moving), nor in
environments with no sound (such as the vacuum of space).
 Natural Telepaths (+2): Shirren begin play with the Telepathy ability, and 5 power
power points for use with it.
 Cultural Fascination (+1): Shirren are eager to learn about other cultures and society.
They begin play with Knowledge (Culture) D6.
 Option Junkie (-1): Shirren are easily distracted when confronted with complex or
sudden decisions, often suffering from choice paralysis. At the start of combat or similar
high-stakes situation, shirren must succeed at a Spirit Test or spend the first round
paralysed by indecision. The shirren is not considered helpless, but can otherwise take
no actions. Eureka! If the shirren succeeds with a raise, he latches onto a keen idea and
gains +2 to all Trait rolls for the first round.
 Pacifist (-1): Because of their violent pasts, shirren abhor violence, beginning play with
the Pacifist (minor) hindrance.
Synthetics
 Dual Processors (+2): Synthetics start with a d6 in Smarts.
 Calculating (+2): Synthetics begin play with the Level-Headed edge.
 Flat (-1): Synthetics are often perceived as emotionally distant, find emotions confusing,
and tend to misread them. They suffer a -2 Notice to determine when other characters
are lying, frightened, and so on.
 Primary Protocol (+1): Synthetics begin with a free d6 in one skill, representing their
core function.
 Dependency (Electricity) (-2): Synthetics must connect themselves to an electrical
power source and recharge daily, a process that takes approximately four hours. Failure
to do so results in Fatigue. A level of Fatigue is added each day without recharging until
they become Incapacitated.
 Enhanced Reactions (+1): Due to the increased cognitive powers of Synthetics, they
gain +1 Parry.

Vesk
 Skin of the Dragon (+1): Vesk skin is unusually tough and scaly. +1 Toughness
 Claws of the Dragon (+1): Vesk claws are Natural Weapons that cause Str + d6
damage.
 Heart of the Dragon (+2): Vesk are naturally fearless, gaining +2 to all Fear tests.
 Cold-Blooded (-1): Vesk are susceptible to cold and suffer a -4 penalty when resisting
the effects of cold environments. When targeted by cold-based attacks, this penalty acts
as a bonus to damage.

Ysoki
 Small (-1): Averaging less than four feet in height, ysoki have a -1 Toughness
 Moxie (+2): Ysoki are known for acts of bravery that belie their diminutive size. As a
result, they begin play with an extra bennie. This may be combined with the Luck and
Great Luck edges.
 Infravision (+1): Ysoki can see in the infrared spectrum, halving attack penalties for bad
lighting.
 Scrounger (+1): Ysoki have an innate fascination with mechanical devices. They begin
play with Repair D6.
 Cheek Pouches (+2): Ysoki can store up to one cubic foot of items in their cheek
pouches, and can transfer items between their pouches and their hands as a free action.
Ysoki gain +2 Stealth when hiding small items in their pouches.
 Weak (-2): Ysoki aren’t as strong as other races. Strength requires two points per step to
raise during character creation.

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