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Aliens Unlimited Supplement 4: Beyond Heroes Universe
Writing and Design: Marco Ferraro
The Book of Alien Species Copyright © 2021 Marco Ferraro
All Rights Reserved
This is meant as an amateur free fan production. Absolutely no money is generated from
it.
Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of
the Coast LLC in the United States and other countries. © 2021 Wizards. All Rights
Reserved. Beyond Heroes is not affiliated with, endorsed, sponsored, or specifically
approved by Wizards of the Coast LLC.
Contents
Foreword 3
Achernon 4
Arachnis 5
Arcturan 6
Argrorian 9
A’rmar-Oddr 11
Astaroth 13
Capellan 15
Chameleon 16
Cygni 17
Draconid 18
Dralasite 19
Felin 21
First Ones 22
Hare 25
Harmonic 26
Hive 27
Horlock 28
Human 30
Hydri 31
Iridani 32
Jakara 34
Klaxun 35
Korbinite 36
Kraxa 37
Magmanite 38
Martian 39
Mechalus 40
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Obsidian 42
Osirian 43
Pumeran 45
Quack 47
Quartizite 48
Sathar 49
Solarite 51
Starmazon 53
Tsaurid 55
TziTzi 56
Vrusk 57
Xenomorph 59
Yautjan 62
Yazirian 72
Appendix 1: Technology Level 74
Appendix 2: Starship Weapons 78
Appendix 3: Space Travel 83
Foreword
The Beyond Heroes Role Playing Game is based on a heavily revised derivative version
of the rules system from Advanced Dungeons and Dragons 2nd edition. It also makes
extensive use of the optional point buying system as presented in the AD&D Player’s
Option Skills and Powers book. My primary goal was to make this system usable in any
setting, from fantasy to pulp to superhero to science fiction.
The Earth is not the only planet in the universe populated by sentient life. The universe is
teeming with other life forms the number of which is incalculable. Because the denizens
of Earth have not yet perfected a practical faster-than-light stardrive enabling interstellar
travel, the majority of the alien races encountered by Earth people are those races who
have mastered interstellar travel themselves and have visited Earth. Due to the fact that
the Earth's solar system is near a natural warp-space access point there has been a high
incidence of alien visitation since before human life first appeared. Indeed, numerous
advanced civilizations left outposts on Earth during prehistory.
The majority of the alien races documented here have humanoid configurations;
bilaterally symmetrical, upright posture, two arms, two legs, brain located in head. Some
are astonishingly similar to the human race being virtually indistinguishable until the
cellular level. Other races resemble humanoid versions of other Earthly animals such as
lizards, skunks, insects, fish and so on. The reason for this staggering similarity in
phenotypes among races evolving on countless worlds separated by millions of light
years is not known. The most common theory is that of a first race which travelled to
millions of worlds seeding their own gene.
The races presented in the Beyond Heroes section are my own homebrew ones.
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Achernon Orbit/Climate: 1 AU. Very stable, very
elliptical orbit, gets hot and cold twice
every local year.
Atmosphere: Thin and tainted
Oxygen/Nitrogen/Carbon Dioxide with
toxic contaminants.
Oceans: 48%
Gravity: 60%
Feeding Habits: Omnivore
Lifespan: 50 years
Technology: 3
Culture: Standard. Diversified mix of
kind and evil people.
Government: Clan
Type: Humanoid, Acher Sapiens Population: 500,000,000
Physical Traits: Orange pigmentation, no Home System:
visible ears Number of Stars: 1, Nu Phoenicis
Height: 5 ft Star Type: G
Weight: 140 lbs Planetoid Belts: 0
Mobility: Legs Inner Planets: 0
Sensory Organs: Visual Middle Planets: 3; Achernos II is the
home planet
Communication: Vocal
Outer Planets: 1
Reproduction: Sexual
IQ: 4D6, ME: 3D6, PS: 3D6, PP: 4D6,
PE: 4D6, MA: 4D6, PB: 3D6, SPD:
4D6, HPs: +D6
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Arachnis changes gradually over thousands of
years.
Atmosphere: Dense thick atmosphere
which is predominantly oxygen and
nitrogen.
Oceans: 40%
Gravity: 100%
Feeding Habits: Carnivore
Lifespan: 30 years
Technology: 10
Culture: Malevolent. Truly malicious
race with no redeeming qualities at all.
Government: Military Dictatorship, the
Arachnis are part of the Celestial
Type: Humanoid Arachnid, Arachnis
Alliance. They are a conquering race
Sapiens
comprised of drones that answer to a
central computer control at their
Physical Traits: 10 limbs, spray webbing
homeworld. They move from space
from glands in mouth
sector to space sector, always searching
for new worlds to occupy. The Arachnis
Height: 7 ft
employ advanced technology to create
robotic spiders and armadas of
Weight: 180 lbs
spaceships.
Mobility: Legs
Population: 5.5 billion
Sensory Organs: Visual
Home System:
Number of Stars: 1, Vega
Communication: Vocal
Star Type: K
Reproduction: Arachnis reproduce by
laying eggs in the bodies of other
Planetoid Belts: 1
sentient beings.
Inner Planets: 5
IQ: 3D6, ME: 3D6, PS: 4D6, PP: 3D6,
PE: 4D6, MA: 2D6, PB: D6, SPD: 3D6,
Middle Planets: 10
HPs: +D10
Outer Planets: 4; Arach Prime is the
Orbit/Climate: 1 AU. Slightly erratic,
home planet
circular orbit, stable surface temperature
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Arcturan Most Arcturans have limited
perceptions, enjoying only rare fleeting
glimpses of the future. However, some
Arcturan will experience vivid prophetic
dreams telling them of the time and the
circumstances of their deaths. A rare few
Arcturans, exclusively female, have very
strong prophetic abilities. These females
are often given a special status in
Arcturan society that is much higher
than would normally be given to a
female. Some Arcturans have telepathic
ability. Like humans, the degree of
telepathic ability varies with the
individual. The Psionic class is available
to this species.
Height: 6 ft
Weight: 190 lbs
Mobility: Legs
Type: Humanoid, Arcturus Sapiens Sensory Organs: Visual
Physical Traits: Blue skin. Communication: Vocal
The cardio-vascular system of an Reproduction: Sexual
Arcturan has two hearts instead of the
single heart that humans have. The right IQ: 3D6, ME: 3D6, PS: 3D6, PP: 3D6,
heart is a solid mass of muscle which PE: 4D6, MA: 3D6, PB: 3D6, SPD:
provides most of the force behind the 3D6, HPs: +D10
body's blood circulation. The left heart is
much more complex, made up of an Orbit/Climate: 1 AU. Very stable, very
intricate system of thousands of veins elliptical orbit, gets hot and cold twice
that help cleanse the blood in a manner every local year.
similar to the human kidneys. As a
result, a heart attack in the left heart is a Atmosphere: Standard and tainted
very serious matter because it is very Oxygen/Nitrogen with some
difficult to repair. Their network of contaminants.
blood vessels is also somewhat different
than in humans, as they do not have Oceans: 90%
major blood vessels in their wrists.
Gravity: 100%
The Arcturans have extrasensory
perception to varying degrees, generally Feeding Habits: Omnivore
manifesting as precognitive abilities.
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Lifespan: 180 years any Arcturan subject - even non-
Arcturan - may own a Arcturan as a
Technology: 10 slave, but they must abide by the
Republic's laws governing slavery. For
Culture: Standard. Diversified mix of example, an owner is considered
kind and evil people. responsible for the actions of their slave
and is held accountable for any crime
The nobility is the centre of all power their slave might commit.
and influence within Arcturan society,
and advancement is only possible for an While the noble women are often spoilt
individual if they are either a member of and pampered, the common women are a
a House or connected to one. The protected and treasured resource, often
patronage of a noble is the easiest and working behind the scenes and usually
often only way for a commoner to filling roles as teachers and nurturers for
achieve success, and the trading of the young and old alike. The few
favours for mutual profit is par for the Arcturan women who are ambitious in
course. The more influence a noble is political or industrial circles have a
seen to have, the more sought-after and better chance to find opportunities
consequently the more expensive are his beyond the borders of the Republic.
favours. Male Arcturans are typically the leaders
and workers of society; serving in the
The Houses themselves constitute the military and doing all of the physically
chief societal unit and are formed from demanding tasks, with the commoners
old families of varying power, wealth naturally tending to dominate the latter
and influence. The Noble Houses are the professions.
"Old Guard" while the so-called "Great
Houses" serve as a middle class, though Family and lineage are of great
many of the Republic's leadership come significance to the Arcturans, most
from such houses. The "Lesser Houses" especially because of their rich traditions
make up the lower servant and working and thousands of years of recorded
classes. Most Arcturans are allied to one history. Marriages arranged in early
House or another by way of blood childhood have been commonplace
relation, arranged marriages or in service among the Noble Houses since around
as retainers. the thirteenth century, with
considerations such as the wealth,
The few families that have no such influence and House allegiances the
alliances - known as Houseless families - respective families stand to gain from
are considered beneath contempt. Such such unions typically being the only
unfortunates often end up in such contributing factors.
predicaments when they refuse to play
the game of inter-House politics— The prospective couple's feelings
gathering secrets, gaining leverage and towards one another are considered
trading in favours to form alliances— irrelevant, and love very rarely plays any
and it's not uncommon for members of part. Indeed, for most old school
these families, and women in particular, Arcturan the two most important
to end up as contractual slaves. By law, indicators of the wealth and power of a
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prospective spouse's family are how ugly bad sign for the future. By contrast; state
and how old they are. Once common for funerals are generally considered to be
all Arcturan at all levels of society, in positively festive.
recent years such arranged marriages
have fallen out of favour in all but the Arcturan religion is polytheistic,
Noble Houses, with whom it is centring on a Pantheon of Gods, each of
considered nothing short of a sacred which is believed to hold dominion over
duty. a given afterworld. Arcturan belief is
that by sufficiently appeasing one's
As the Arcturan are by tradition patron god during their lifetime, that god
polygamists it's not unusual for a noble will accept them into that afterlife in
male to have several wives - all by preparation for the time when all the
arranged marriages - the better to cement "heavens" unite into one. Those that do
more House alliances and acquire not appease their gods sufficiently are
greater influence. If a noble family thought to be reborn and must choose a
doesn't approve of a union, if for new god, repeating the process until one
instance a male marries beneath his accepts them.
station to a commoner for such a trivial
motivation as love, that family can force The pantheon itself is made up of a
him to divorce with the threat of being mixture of old household gods, deified
cut off from the House. With the Emperors and the Great Maker as the
prospect of no money, position or title, chief creator deity. This makes the
very few nobles, even the young foolish Arcturan unique among Maker religions,
kind, are willing to endure life as a as all others are strictly monotheistic. As
social outcast for the sake of a woman. more Emperors are gradually elevated to
godhood, the exact number of Arcturan
Though divorces for marriages of gods is given to change.
passion are relatively simple, a divorce
from an arranged marriage is much Government: Monarchy
harder to come by and can often only be
sought from the Emperor himself. Population: 1.3 billion
Regardless, for the sake of appearances
it's considered unseemly for a noble to Home System:
be completely unwed, and at least one Number of Stars: 1, Arcturus
wife is required to be at his side, if only
for state affairs. For the nobility, Star Type: O
marriage ceremonies themselves are
considered solemn, sober occasions Planetoid Belts: 0
filled with moments of reflection, regret,
disagreement, argument and mutual Inner Planets: 2
recrimination—the idea being that once
you know that it cannot get any worse Middle Planets: 3; Arctura I is the home
you can relax and "enjoy" the marriage. planet
To celebrate a union with joy and Outer Planets: 6
exuberance is considered to be a very
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Argrorian means that they are not picked up on
infrared scopes.
Argrorian cells regenerate at an amazing
rate. They heal at a rate of 1 HP and 2
SDC per minute.
Height: 6 ft
Weight: 475 lbs
Mobility: Legs
Sensory Organs: Visual
Communication: Vocal
Reproduction: Argrorians are born from
specialized eggs that belong to the
different castes of Argrorian society.
Among the hardest to produce eggs were
those of the military branches as their
biology required specific environmental
factors that were very hard to find
Type: Humanoid, Argroros Sapiens naturally.
Physical Traits: Their leathery hides are IQ: 3D6, ME: 3D6, PS: 4D6, PP: 2D6,
strong and serves as natural armour. PE: 4D6, MA: 2D6, PB: 3D6, SPD:
3D6, HPs: +D10, AR: 3
Their physical strength is even greater
than their appearance suggests as they Orbit/Climate: 1 AU. Very stable,
possess a great deal of muscle mass. circular orbit, very stable surface
Though this is impressive among the temperature.
males, the female Argrorians are even
more fearsome. As such, the females Atmosphere: Dense thick atmosphere
tend to be the stronger gender among the which is predominantly oxygen and
Argrorian race. nitrogen with toxic contaminants.
Due to this, it is not uncommon to see a Oceans: 31%
large number of female marines and
officers within the Argrorian military. Gravity: 140%
Due to their high degree of muscle, the
Argrorian tend not to be as dexterous as Feeding Habits: Carnivore
Humans, however, this does not mean
they are slow witted. In addition, they Lifespan: 100 years
are also a cold blooded species which
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Technology: 9 Middle Planets: 1; Miras is the home
planet
Culture: Xenophobic. Fearful of others,
harsh but still some redeeming features. Outer Planets: 0
Individual Argrorian exhibit aggressive,
assertive and determined behaviour.
They seem set in their ways, and it's
difficult to get them to deviate from their
planned courses of action. Some
individual Argrorian get the creeps when
around some mammals like Humans. No
one denies that getting between a
Argrorian and his objective can prove
hazardous to one's health. When on a
mission, be it battling an arch-foe or
slaughtering cattle for food, the
Argrorian pursue their goals with a
single-mindedness second to none.
Anything that tries to interfere with their
duty is ignored, brushed aside, moved
out of the way or destroyed.
Such actions rarely interfere with life
there and that the Argrorian have proven
themselves considerate neighbours. They
seem to take a long time to make up
their minds, almost ignoring a situation
until they decide what they consider the
best course of action. A Argrorian does
little until he believes he knows the right
course - and then he lets nothing stand in
his way.
Government: Matriarchy
Population: 1.6 billion
Home System:
Number of Stars: 1, Mira
Star Type: M
Planetoid Belts: 0
Inner Planets: 4
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A’rmar-Oddr musculature. The secondary layer, which
sits directly atop the base layer, is made
up of solid blue and green components.
This layer is made up of a chest and
crotch piece, a solid helmet, and pairs of
gloved gauntlets and booted leg guards.
The A’rmar is capable of withstanding
extreme temperatures and intense
impacts. This is allowed both by the
unusual durability of its construction,
and by its unique properties which allow
it to absorb seemingly all forms of
energy (from kinetic to electromagnetic)
that are directed against it. In addition,
the metallic alloy of the armor flexes and
contracts in a similar way that human
muscle does, albeit with much greater
force. This property allows the armor to
magnify its user’s strength by factor of
PS x5.
The helmet has a transparent face plate
which can slide into place. Rows of
sensor arrays in the helmet allow the
wearer to track a variety of wave
emissions. Still others are capable of
isolating various types of
electromagnetic emissions such as radio
waves and electrical signatures. The
helmet is further equipped with remote
sensors capable of gathering long
Type: Sentient Armour, A’rmar Sapiens distance intelligence.
Physical Traits: The A’rmars are a When its faceplate is in place, the
morphic form of metallic technology A’rmar becomes a sealed environment.
capable of bonding with lifeforms giving It provides nutrition, atmosphere, and
them enhanced strength, and adaptable waste removal to its wearer through a
techno-organic weaponry. They are clever use of its matter to energy/energy
capable of impressive feats, such as to matter capabilities. Moreover, it can
space travel, energy manipulation, repair nearly all manner of cellular
information gathering etc. damage to its current user at a rate of
A’rmar PE x1 HP per hour.
The A’rmar’s base layer is made up of
several interlaced strips of an unknown In addition, the A’rmar is fitted with two
form of golden-orange metal which external scanning nodes. One is
seem to closely imitate human
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permanently mounted on the armor’s left Maximum atmospheric speed is ME (of
shoulder and the other is part of an the A’rmar and host) x10 kph.
independently mobile, detachable
surveillance unit. It displays what the Sensory Organs: Various sensors which
remote nodes capture on a heads up can scan the electromagnetic and all
display projected on the helmet’s colour and radio spectrums.
faceplate. This effectively grants the Communication: Telepathic with its
wearer a full 360 degrees of peripheral host, which can be maintained even
vision. when not wearing the A’rmar
It can generate a defensive forcefield, Reproduction: Sexual reproduction
which can deflect attacks too powerful to involves the production of male and
be absorbed by the A’rmar. The female gametes, the transfer of the male
forcefield will have PE (of the A’rmar) gametes to the female ovules in a
x100 hit points. process called pollination. After
pollination occurs, fertilization happens
Mounted on each one of the gauntlets and the ovules grow into seeds which
are twin tube-like constructs from which can each in turn spawn a new A’rmar.
main weaponry is deployed. Its primary
weapon system is a pair of wrist IQ: 3D6, ME: 3D6, PS: 3D6, PP: 4D6,
mounted ion cannons which are capable PE: 3D6, MA: 3D6, PB: 3D6, SPD:
of producing 100 MGHz pulsed ion 3D6/flight +6D6, AR: 12, HPs: +D12
beams of incredible destructive force
which do ME (of the A’rmar and host) Orbit/Climate: 1 AU. Very stable,
x10 damage each. These beams can be circular orbit, very stable surface
tightened to a pencil thin stream, or used temperature.
as an area of effect weapon with a cone-
like projection. It also has the ability to Atmosphere: Standard and tainted
generate a coherent light beam that can
provide simple illumination. Oxygen/Nitrogen with some
contaminants.
Height: 4 ft in sphere mode. When
bonded with a host the height varies Oceans: 26%
according to the host
Gravity: 100%
Weight: 350 lbs
Feeding Habits: Energy
Mobility: Antigravity. Through a
combination of manipulating gravitons Lifespan: 1000 years
and opposing magnetic fields, the
A’rmar can achieve both sub-orbital and Technology: 9
orbital flight. Intra-system space flight is
also possible by “pushing” against the Culture: Benevolent, more tolerant than
magnetic fields of the nearest celestial standard but still with some violence.
body (for example, the Moon). The A’rmars have very little culture and
are typically very independent from each
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other, even among their own kind. Astaroth
Rarely do they interact with each other,
only in times of which the species are
threatened, do they unite in racial unity.
The origins of the A’rmars began
thousands of years ago, created by a
humanoid race from the planet Antar I.
The entire race had become afflicted
with a disease which made their bones
brittle and left them weakened. A group
of scientists developed what was
suppose to be a solution to the disease,
the A’rmars. The A’rmars granted those
afflicted with the plague full lives
assisting their weakened bodies.
After the conception the A’rmars lacked
thought and had no will of their own
relying on the wills of their bondmates.
However the A’rmars evolved to
assimilate the the host, and gained
consciousness. The result of this caused
confusion and anarchy on Antar leading Type: Spherical Actinoid, radioactive
to complete societal collapse. Eventually body chemistry. Astaras Sapiens
the entire race became assimilated and
created the new bonded species. If the The Astaroth are evil, supernatural
person has a strong enough will they can entities who wont rest until they have
resist the assimilation. conquered every dimension. They rule
through the use of subject races enslaved
Government: None by their mysticism. They are an evil
power that span many dimensions and
Population: 4.5 billion are the sworn enemies of the original
gods who have been banished from
Home System: every dimension they were worshipped
Number of Stars: 1, Antares in.
Star Type: O As a race the Astaroth are not very
common, there are never more then a
Planetoid Belts: 4 dozen or so on a given planet at once.
But a single Astaroth is powerful enough
Inner Planets: 3 to command an entire continent with
minions such as the Jakara. As masters
Middle Planets: 5, Antar I is the home of both infernal magic and corrupted
planet technology the Astaroth are a powerful
and feared interdimensional force. The
Outer Planets: 1 Astaroth have access to all magic
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spheres except Divine but specialise in Government: Totalitarian Oligarchy
Diabolical.
Population: 3,500,000,000
Physical Traits: Occular head for a body.
Home System:
Height: 3 ft Number of Stars: 3, Vega
Weight: 120 lbs Star Type: O, B and A
Mobility: Telekinetic levitation and Planetoid Belts: 4
flight
Inner Planets: 1
Sensory Organs: Visual, infrared and
ultraviolet Middle Planets: 3
Communication: Telepathic Outer Planets: 9; Soveon is the home
planet
Reproduction: Spores
IQ: 4D6 +1, ME: 4D6+1, PS: D6, PP:
4D6, PE: 3D6, MA: D6, PB: 3D6, SPD:
4D6/flight 3D6, HPs: +D12
Orbit/Climate: 1.5 AU. Extremely
erratic, retrograde, elliptical orbit,
unpredictable, harsh and violent
temperature changes.
Atmosphere: Dense and tainted thick
atmosphere which is predominantly
oxygen and nitrogen.
Oceans: 21%
Gravity: 94%
Feeding Habits: Photosynthetic
Lifespan: Undetermined due to
supernatural prolonging
Technology: 10
Culture: Malevolent. Truly malicious
race with no redeeming qualities at all.
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Capellan Atmosphere: Exotic Mainly ammonia
and methane.
Oceans: 50%
Gravity: 80%
Feeding Habits: Omnivore
Lifespan: 50 years
Technology: 9
Culture: Hostile. Intolerant and
aggressive, held in check by strong
social customs.
Government: Military Dictatorship
Population: 3,000,000,000
Type: Malacoid. Species similar to a
mollusk (including snails, oysters, cuttle- Home System:
fish, etc), Capellas Sapiens Number of Stars: 1, Capella
Physical Traits: 3 legs Star Type: O
Height: 6 ft Planetoid Belts: 4
Weight: 150 lbs Inner Planets: 1
Mobility: Legs Middle Planets: 1; Capellas is the home
planet
Sensory Organs: Visual
Outer Planets: 0
Communication: Vocal
Reproduction: Asexual
IQ: 3D6, ME: 3D6, PS: 3D6, PP: 3D6,
PE: 4D6, MA: 2D6, PB: 3D6, SPD:
5D6, HPs: +D6
Orbit/Climate: 1 AU. Extremely erratic,
retrograde (backwards) orbit, but stable,
unpredictable temperature variations.
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Chameleon IQ: 3D6, ME: 3D6, PS: 3D6, PP: 3D6,
PE: 3D6, MA: 3D6, PB: 3D6, SPD:
3D6, HPs: +D8
Orbit/Climate: 1 AU. Extremely erratic,
retrograde, elliptical orbit, unpredictable,
harsh and violent temperature changes.
Atmosphere: Exotic and corrosive
plethora of toxic trace metals and gases.
Oceans: 10%
Gravity: 100%
Feeding Habits: Chameleons do not need
to eat or drink
Lifespan: 110 years
Type: Amorphic, Chamelas Sapiens
Technology: 9
Physical Traits: Chameleons are shape
shifters with no true shape. They have Culture: Xenophobic, fearful of others,
the amazing ability to form themselves harsh but still some redeeming features.
into a variety of things, from a mouse to Chameleon society have a pseudo-
a horse to a suitcase. They can form their collective hive mind where they can
body into any shape, size, texture, and receive the memories and knowledge of
colour with very few limits. all other Chameleons.
Height: 4-7 ft Government: Oligarchy
Weight: 80 lbs Population: 2.7 billion
Mobility: Legs Home System:
Number of Stars: 1, Omicros
Sensory Organs: Visual
Star Type: B
Communication: Vocal
Planetoid Belts: 2
Reproduction: They are asexual, and
have children through a sort of mitosis, Inner Planets: 3
once every 50 years a Chameleon has 1
day where they are capable of producing Middle Planets: 5; Omicron I is the
offspring. At this time a small portion of home planet
their liquid breaks off of them and
begins to develop into a changeling. This Outer Planets: 4
development process takes 1 year.
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Cygni Atmosphere: Standard and corrosive
Oxygen/Nitrogen with abundant toxic
trace metals and gases.
Oceans: 60%
Gravity: 100%
Feeding Habits: Omnivore
Lifespan: 60 years
Technology: 10
Culture: Malevolent. Truly malicious
race with no redeeming qualities at all.
Type: Humanoid Reptilian, Cygnus The Cygni eventually became aware of
Sapiens earth and came to the conclusion that the
Metagene meant that it gave its
Physical Traits: Yellow pigmentation. inhabitants the ability to develop
The Cygni are one of the most intelligent superpowers. They in turn viewed such
races in the galaxy and are capable of an aspect with horror and concluded that
understanding any technology given the Human race were dangerous and
enough time. needed to be contained. In order to
accomplish such a feat, they formed a
Height: 5 ft Celestial Alliance with like minded races
which included the Arachnis, Horlocks,
Weight: 80 lbs Chameleons, Klaxun, and the TziTzi.
Mobility: Legs Government: Scientific Council
Sensory Organs: Visual Population: 6.5 billion
Communication: Vocal Home System:
Number of Stars: 1, Nucrux
Reproduction: Eggs
Star Type: K
IQ: 4D6 +1, ME: 4D6 +1, PS: 2D6, PP:
3D6, PE: 2D6, MA: D6, PB: 3D6, SPD: Planetoid Belts: 1
3D6, HPs: +D4
Inner Planets: 5
Orbit/Climate: 1 AU. Very erratic, very
elliptical orbit, very hot and cold Middle Planets: 10; Nucru VIII is the
extremes, frequent storms, very harsh home planet
conditions.
Outer Planets: 4
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Draconid Atmosphere: Standard Oxygen/Nitrogen
with significant ozone component in
stratosphere.
Oceans: 5%
Gravity: 130%
Feeding Habits: Carnivore
Lifespan: 80 years
Technology: 9
Culture: Malevolent. Truly malicious
race with no redeeming qualities at all.
Government: Military Dictatorship
Population: 6,000,000,000
Type: Cold blooded reptilian, Dracos
Sapiens Home System:
Number of Stars: 1, Epsilon Eridani
Physical Traits: 4 legs, tail
Star Type: K
Height: 6 ft
Planetoid Belts: 3
Weight: 260 lbs
Inner Planets: 6
Mobility: Legs
Middle Planets: 2; Eridanis I is the home
Sensory Organs: Visual planet
Communication: Vocal Outer Planets: 7
Reproduction: Egg
IQ: 2D6, ME: D6, PS: 6D6, PP: 3D6,
PE: 5D6, MA: D6, PB: 3D6, SPD: 3D6,
HPs: +D20
Orbit/Climate: 1 AU. Very stable, very
elliptical orbit, gets hot and cold twice
every local year.
19
Dralasite a leg when it is grown. Growing or
absorbing a limb takes five minutes.
Only one limb can be grown at a time. A
limb can be up to 1 meter long, and no
less than 10 cm thick. "Fingers'' for
handling items can be up to 10 cm long
and no less than 1 cm thick.
Even though a Dralasite can have many
arms, it can not fire more than two
weapons at once. Also despite a
Dralasite's stretching and shrinking, the
pattern of veins and ridges on its skin
does not change, so they have a
Type: Amoeboid, Dralos Sapiens permanent "fingerprint" for
identification.
Physical Traits: Though they are a
higher form of multi-cellular life and are Height: 4 ft
approximately as intelligent as human
beings, Dralasite have some similarities Weight: 100 lbs
to amoebas in that they have no bones or
hard body parts. The Dralasite central Mobility: Dralasite usually travel with
nerve bundle (brain), numerous small tripod locomotion by forming three short
hearts and other internal organs float in a legs, but bipedal and quadrupedal
mixture of protein and organic fluids. motion are possible as well. Dralasite
typically form one or two manipulative
Their skin is a flexible membrane that is limbs (arms with mitten-like hands) for
very tough and rough textured. any given task. Being approximately as
Dralasite do not normally wear clothing, dextrous as human beings, the formation
because it makes breathing difficult and of more than two or three hands
interferes with their sense of smell. They simultaneously rarely benefits the ease at
usually carry their equipment on web which a task may be accomplished.
belts. When they must wear clothing to
protect themselves, they use special Sensory Organs: A network of nerves
materials that let air reach their skin. and veins on the surface of the
Dralasite's skin intersects at a
A Dralasite's skin is stretchable and Dralasites's two eye spots. They see
supported by a complex muscle shapes and light and darkness very
structure. This allows them to change the clearly, and can see a difference between
shape of their bodies, within limits. They distinct colours (blue and green, for
can "grow" arms and legs to use for example) as one being darker than the
walking and handling tools and other, but they do not see actual colours.
weapons, and reabsorb limbs when they The most important sense for a
are not needed. A Dralasite can have a Dralasites is smell. They breathe directly
number of limbs equal to its Dexterity through their skin, and the entire
divided by 10, rounded up. The player membrane is sensitive to odours. Their
must decide whether a limb is an arm or
20
sense of smell is so keen they can they consume their food by surrounding
identify persons by smell alone and can it and sealing it inside their body until
recognize familiar smells on objects or absorbed.
persons. The membrane also is sensitive
to touch and to vibrations, allowing Lifespan: 250 years
Dralasites to hear and feel.
Technology: 9
Communication: Vocal. Having no
lungs, Dralasites breathe by absorbing Culture: Diversified mix of kind and evil
oxygen directly through their skin and people. Dralasite are philosophical and
speak by forming a mouth through thoughtful. Their communities are small,
which air is forced by a mechanism that and many Dralasite prefer to live alone.
works like a bellows. A Dralasite's voice Dralasite do not care about wealth,
can vary from a soft whisper to a power or status symbols. They judge
thundering roar and from a bass rumble themselves by the quality of their ideas
to a piercing screech. Among and their ability to discuss important
themselves, they also use shapes, skin ideas wisely. Dralasite often hold large
patterns and touch to communicate. public meetings to discuss new ideas.
Discussions and debates are among their
Reproduction: All Dralasite go through favourite ways to relax. Steam baths are
male, female and asexual stages during another favourite Dralasites recreation.
their lives. These phases can be They mix perfumes and intoxicants with
controlled with medicines. In order to the steam. These affect Dralasite the
reproduce, males release spores into the same way alcohol does a Human.
air which drift until they become
attached to a female. A young Dralasite Dralasite have an over-developed sense
then "buds" off its mother, eventually of humour, they love old jokes and puns
maturing and dropping off. that make Humans groan.
Government: Council
IQ: 3D6, ME: 3D6, PS: 3D6, PP: 3D6,
PE: 3D6, MA: 3D6, PB: 3D6, SPD: Population: 68 billion
3D6, HPs: +D20
Home System:
Orbit/Climate: Extremely erratic, Number of Stars: 1, Lalande 21185
retrograde, elliptical orbit, unpredictable,
harsh and violent temperature changes. Star Type: M
Atmosphere: Exotic mainly ammonia Planetoid Belts: 0
and methane.
Inner Planets: 1
Oceans: 89%
Middle Planets: 8; Groth is the home
Gravity: 100% planet
Feeding Habits: Dralasite are omnivores Outer Planets: 7
but lack a gastrointestinal tract. Instead
21
Felin changes gradually over thousands of
years.
Atmosphere: Standard Oxygen/Nitrogen
with significant ozone component in
stratosphere.
Oceans: 40%
Gravity: 100%
Feeding Habits: Omnivore
Lifespan: 70 years
Technology: 9
Culture: Standard. Diversified mix of
kind and evil people.
Government: Matriarchy
Type: Feline mammal. Felis Sapiens
Population: 4.5 billion
Physical Traits: Fur, claws.
Home System:
Powers: Telepathy, astral body, energy Number of Stars: 1, Ross 248
expulsion, and can heal at a rate of 1 HP
and 2 SDC per minute. Star Type: K
Height: 5 ft Planetoid Belts: 6
Weight: 100 lbs Inner Planets: 1
Mobility: Legs Middle Planets: 1, Felin Prime is the
home planet
Sensory Organs: Visual
Outer Planets: 4
Communication: Vocal
Reproduction: Sexual
IQ: 3D6, ME: 3D6, PS: 2D6, PP: 4D6,
PE: 3D6, MA: 3D6, PB: 3D6, SPD:
3D6, HPs: +D6
Orbit/Climate: 1 AU. Slightly erratic,
circular orbit, stable surface temperature
22
First Ones Physical Traits: The First Ones are made
up out of almost pure energy, with a
semisolid crystalline matrix. This makes
them nearly invulnerable to physical
attacks, and even attacks with most
energy weapons will do little damage.
Their appearance is that of a brightly
luminous ovoid cloud of energy, floating
upright a few feet of the ground, with
almost solid seeming strands of energy
woven through. Normally four to six of
these strands extend almost tentacle-like
out of the cloud, and these are used for
physical manipulation, or fighting. In
such cases it has been shown that despite
their lighter than air appearance, First
Ones are actually quite strong.
When the First One moves quickly, it is
slightly stretched out, with the
"tentacles" streaming behind it like long
pieces of string. There is a hint of wings
when it moves like this, but this may
very well be a illusion, because they
move by levitation. It has no real length
or size, because of its almost cloudlike
nature. There are no discernable sensory
organs, and to a non-First One, all First
Ones look alike, with no difference in
appearance, or colour.
The First Ones have very strong psionic
and energy manipulation abilities.
Distance and dimensional location (in
real space or hyper space) are not a
hindrance to them. At its most basic
level, a First One can communicate by
sending images directly to a recipient's
brain in a form of pictorial
communication utilizing forms and
experiences from the subject's mind.
A more advanced form of direct
Type: Resonate, Primo Sapiens communication usually occurs when the
First One chooses from the mind of the
23
recipient a person that is important (and Sensory Organs: Energy
an authority figure) to that person. Using
the memories of that figure, the First Communication: Vocal
One can communicate with the recipient
in that form; utilizing direct Reproduction: Combustion
manipulation and the emotional weight
of the figure. IQ: 4D6, ME: 4D6, PS: 3D6, PP: 3D6,
PE: 3D6, MA: 3D6, PB: 3D6, SPD: 7D6
Psychic communication between a First levitation, HPs: +D20
One and another usually occurs when the
person's mind is in a different state: Orbit/Climate: None
asleep, exhausted, in a heightened state
of awareness. This has led to the Atmosphere: None
association of First Ones with dream
imagery. At its most powerful level, the Oceans: 0%
First Ones can alter a being's conscious
perception of themselves to a limited Gravity: 0%
number of observers (in effect, a psychic
cloak). The use of this power requires a Feeding Habits: Stellar energy
certain amount of previous manipulation
on the subjects -- in effect, programming Lifespan: Unknown, possibly millions of
a preset perception almost at a genetic years
level, that the First Ones know how to
activate. Technology: 12
When appearing before a single subject, Culture: Enlightened, truly kind race
the effect is an automatic autonomic with little violence or hatefulness. Time
reflex and does not strain the First One. does not mean to the First Ones what it
The most difficult and physically means to most of the galaxy's species.
demanding use is when the observers are They perceive reality, time, and space
of different races since each race will differently than most. First Ones speak
perceive something different (or even a of themselves in the plural. They also
race like the humans who have a view each individual First One as part of
multitude of religions). The overall a whole; with each First One being or
effect is that all present sees their own having an element of every other First
version of a Being of Light masked over One.
the true form of the First One -- even
those with beliefs that are post-First One The First Ones evolved on a planet in the
influence since the programming is very centre of the universe, and were among
deep. the first intelligent life forms in the
universe. At this time they were
Height: Variable humanoids who roughly resembled
humans. They became scientists and
Weight: Variable thinkers, experimenting on the worlds
around them. In a pivotal moment,
Mobility: Levitation billions of years ago, a First One used
24
time bending technology to observe the Home System:
beginning of the Universe. Somewhere in the rotational centre of
the milky way galaxy.
However, this experiment, and later
attempts to stop it, unleashed disaster
upon all existence. The experiment
splintered the Universe into the
Multiverse which included the
Antimatterverse. Feeling responsible for
this, the evolved First Ones created the
Parliament of Hope. Their goal was
simple: combat evil and create an
orderly universe. They acted quickly on
that goal. During this period they slowly
evolved into energy lifeforms. They now
act as the leaders of the Parliament, an
interstellar police force which patrols the
universe.
At some point, millions of years ago the
First Ones to split into groups with
different goals. The Solarites believed
the only way to protect the universe was
to actively hunt down and destroy all
evil. To this end they created their own
force; the Starhawks.
Another, far worse civil war erupted
within the First Ones. The end result is
another split, with a group leaving and
calling themselves the Obsidians. They
became dedicated to creating conflict
and chaos in order to force evolution.
The Starmazons, consisting entirely of
female First Ones, left due to the First
Ones' decision to suppress their
emotions, while the Starmazons decided
to embrace them. Over the years, both
groups evolved to look dissimilar to the
First Ones.
Government: Council
Population: Unknown
25
Hare Atmosphere: Standard Oxygen/Nitrogen
with significant ozone component in
stratosphere.
Oceans: 79%
Gravity: 100%
Feeding Habits: Herbivore
Lifespan: 60 years
Technology: 9
Culture: Standard. Diversified mix of
kind and evil people.
Government: Feudal Technocracy.
Type: Marsupial Mammal species which Government by specific individuals for
possesses a pouch with which they foster those who agree to be ruled.
their undeveloped young. Lagamorphos Relationships are based on the
Sapiens performance of technical activities
which are mutually beneficial.
Physical Traits: Extraordinary leaping
ability of up to 3 mtrs up and across. Population: 2.6 billion
Height: 4 ft Home System:
Number of Stars: 1, Ross 154
Weight: 100 lbs
Star Type: K
Mobility: Legs
Planetoid Belts: 2
Sensory Organs: Visual
Inner Planets: 2
Communication: Vocal
Middle Planets: 1, Lagam Prime is the
Reproduction: Sexual home planet
IQ: 3D6, ME: 3D6, PS: 2D6, PP: 4D6 Outer Planets: 2
+1, PE: 3D6, MA: 3D6, PB: 3D6, SPD:
5D6, HPs: +D6
Orbit/Climate: 1 AU. Slightly erratic,
circular orbit, stable surface temperature
changes gradually over thousands of
years.
26
Harmonic Gravity: 40%
Feeding Habits: Omnivore
Lifespan: 600 years
Technology: 9
Culture: Passive. Completely free of
violence and evil.
Government: Socialist Republic. In the
Far Future Era the Harmonic are part of
the Galactic Federation of Planets
Type: Marsupial Mammal species which
possesses a pouch with which they foster
Population: 660,000,000
their undeveloped young. Harmonos
Sapiens
Home System:
Number of Stars: 1, Eta Bootes
Physical Traits: 4 legs
Star Type: G
Height: 4 ft
Planetoid Belts: 1
Weight: 120 lbs
Inner Planets: 3
Mobility: Legs
Middle Planets: 3, Bootis II is the home
Sensory Organs: Visual. Infrared and
planet
ultraviolet.
Outer Planets: 6
Communication: Telepathic
Reproduction: Sexual
IQ: 4D6 +1, ME: 4D6 +1, PS: D6, PP:
4D6 +1, PE: 3D6, MA: 2D6, PB: 3D6,
SPD: 4D6, HPs: +D6
Orbit/Climate: 1 AU. Very stable,
circular orbit, very stable surface
temperature.
Atmosphere: Exotic. Mainly ammonia
and methane.
Oceans: 80%
27
Hive Atmosphere: Standard Oxygen/Nitrogen
with significant ozone component in
stratosphere.
Oceans: 30%
Gravity: 70%
Feeding Habits: Herbivore
Lifespan: 260 years
Technology: 9
Culture: Enlightened. Truly kind race
with little violence or hatefulness.
Government: Benevolent Monarchy
Population: 5 billion
Type: Insectoid Exoskeleton, bodywide Home System:
respiratory system, segmented body Number of Stars: 1, Epsilon Eridani
parts. Arthropodus Sapiens
Star Type: K
Physical Traits: Retractable insect wings
Planetoid Belts: 3
Height: 4 ft
Inner Planets: 6
Weight: 175lbs
Middle Planets: 2; Eridani I is the home
Mobility: Legs planet
Sensory Organs: Visual, infrared Outer Planets: 7
Communication: Vocal
Reproduction: Asexual
IQ: 4D6, ME: 3D6, PS: D6, PP: 4D6,
PE: 3D6, MA: 3D6, PB: 3D6, SPD:
3D6, HPs: +D4
Orbit/Climate: 1 AU. Very stable, very
elliptical orbit, gets hot and cold twice
every local year.
28
Horlock IQ: 3D6, ME: 3D6, PS: 4D6, PP: 3D6,
PE: 4D6, MA: 3D6, PB: 3D6, SPD:
3D6, HPs: +D20
Orbit/Climate: 1 AU. Very stable,
circular orbit, very stable surface
temperature.
Atmosphere: Exotic and corrosive
plethora of toxic trace metals and gases.
Oceans: 25%
Gravity: 112%
Feeding Habits: Carnivore
Lifespan: 90 years
Type: Humanoid. Horlos Sapiens Technology: 10, capable of shifting their
entire planet through hyperspace.
Physical Traits: Red pigmentation. All
Horlocks possess a common psychic Culture: Malevolent. Truly malicious
bond, known as the Synapse. This bond race with no redeeming qualities at all.
enables the Horlock swarms to think, The Horlock race is ultimately dedicated
perceive, and act as a single great super- solely to its own survival, propagation
organism, providing nearly seamless co- and evolutionary advancement. The
ordination and control within a Horlock Horlocks travel across the universe in
invasion force so numerous and their great fleets of biomechanical ships,
extensive as to be completely systematically consuming all other
uncontrollable otherwise. biomatter to enable its own rapid
evolution and reproduction. All Horlock
Height: 7 ft organisms are psychically-reactive, and
each Horlock creature within a fleet
Weight: 195 lbs shares and contributes to a communal
hive mind, which allows the trillions of
Mobility: Legs beings comprising the Horlock fleets to
communicate and organise
Sensory Organs: Visual instantaneously on a staggering scale.
Communication: Vocal The signature of the Horlock species is
that they overwhelm their foes with
Reproduction: Sexual sheer numbers, reproducing massive
numbers of highly virulent organisms in
record time from the biochemical soup
that they derive from the biospheres of
29
the worlds that they consume. Horlocks telepathy through which they relay and
have evolved sophisticated methods for channel the will of the hive mind.
facilitating genetic transfer across Under the command of such creatures,
species boundaries. the Horlocks operate in perfect unison,
slaved to the psychic imperatives of a
As a result, a significant goal of any single communal intelligence. However,
Horlock invasion is acquisition of useful should the synapse creatures be slain, the
new biological traits from other link between individual creatures and the
lifeforms. These are used by the hive hive mind will be severed - many of the
mind to enhance the Horlocks' lesser organisms will revert to their
effectiveness in consuming new worlds baser, animalistic behaviours.
to gain more of the necessary organic
raw materials for further reproduction. Every weapon and projectile used by the
All Horlocks are reproduced by a single, hive fleets is a living organism, grown
highly intelligent female bioform known from the reconstituted biomatter of
as a Loc-Queen. A fleet's Loc-Queen is previous invasions. The Horlocks have
the most important Horlocks within the no form of mechanical technology and,
fleet, for if they are injured or killed the instead, harness an advanced form of
Horlocks cannot reproduce their biotechnology to create organic
numbers from the captured bio-mass. As equivalents of the tools, weaponry and
a result, Loc-Queens can be found only ammunition used by other races. These
at the heart of the largest and most-well creatures live in a highly symbiotic
defended Horlock ships. fashion, fusing into each other’s flesh so
that it is often impossible to say where
The majority of Horlock organisms have one Horlock creature ends, and another
no distinct minds as a human would begins.
understand it, having been created to
perform a single task to the exclusion of Government: Military Dictatorship, the
all else. Unless the implacable will of the Horlock are part of the Celestial Alliance
hive mind instructs them to do
otherwise, these organisms simply fulfill Population: 4.6 billion
the functions for which they were
created, acting on nothing more than Home System:
instinct. Number of Stars: 1, Huz'deyr
Larger, more complicated, Horlock Star Type: B
beasts have been grown to make limited
decisions appropriate to current stimuli Planetoid Belts: 2
and situations, but even these actions are
subordinate to the goals of the hive Inner Planets: 0
mind. The hive mind’s influence is
strongest in the vicinity of creatures such Middle Planets: 4, Thilai IV is the home
as Horlock Warriors and the feared planet
Queens. These beings are able to
communicate with their kin, not through Outer Planets: 5
language, but by a synaptic form of
30
Human Orbit/Climate: 1 AU. Very stable,
circular orbit, very stable surface
temperature.
Atmosphere: Standard Oxygen/Nitrogen
with significant ozone component in
stratosphere.
Oceans: 71%
Gravity: 100%
Feeding Habits: Omnivore
Lifespan: 100 years
Technology: 6
Culture: Standard, diversified mix of
kind and evil people.
This entry applies specifically to the
Government: Varies
dominant species of Earth but may be
used generically with colonies.
Population: 6,692,030,277
Type: Humanoid, Homo Sapiens,
Home System:
Earthling
Number of Stars: 1, Sol
Physical Traits: 4 fingers with opposable
Star Type: G
thumbs on each hand, 5 toes on each
foot
Planetoid Belts: 1
Height: 4-7 ft
Inner Planets: 2
Weight: 50-250 lbs
Middle Planets: 2, Earth is the home
planet
Mobility: Legs
Outer Planets: 4
Sensory Organs: Visual
Communication: Vocal
Reproduction: Sexual
IQ: 3D6, ME: 3D6, PS: 3D6, PP: 3D6,
PE: 3D6, MA: 3D6, PB: 3D6, SPD:
3D6, HPs: +D4
31
Hydri IQ: 4D6, ME: 4D6, PS: 3D6, PP: 3D6,
PE: 3D6, MA: 3D6, PB: 3D6, SPD:
3D6, HPs: +D10
Orbit/Climate: 1 AU. Very stable,
elliptical (oval) orbit, warmer twice
every local year.
Atmosphere: None, the entire area is
aquatic with some methane in the liquid.
Oceans: 100%
Gravity: 100%
Feeding Habits: Omnivore
Lifespan: 90 years
Technology: 9
Culture: Enlightened, truly kind race
with little violence or hatefulness. The
Hydri are an aquatic the methane-
breathing fish like people. They are
Type: Humanoid Ichypoid, Hydris peaceful beings which the Psionic class
Sapiens available to them.
Physical Traits: Amphibian with psionic Government: Religious Council
powers; telepathy, mind control,
telekinesis and levitation. Population: 3.1 billion
Height: 6 ft Home System:
Number of Stars: 1, Hydraius
Weight: 180 lbs
Star Type: K
Mobility: Legs
Planetoid Belts: 6
Sensory Organs: Visual
Inner Planets: 0
Communication: Telepathic, range is
1km per ME Middle Planets: 4, Hydrai IV is the home
planet
Reproduction: Sexual
Outer Planets: 1
32
Iridani long as two weeks. However, their
unique biochemistry means that they
cannot imbibe alcohol without suffering
a drastic psycho-chemical reaction.
Those that consume even a small amount
suffer from sudden and extreme
psychotic impulses accompanied by
violent, homicidal rages.
Iridani do not perspire the way humans
do and instead secrete a kind of fluid
while they sleep that serves a similar
function. As a result, Iridani do not bathe
to maintain personal hygiene but instead
ritually use a chemical that strips away
the outer layers of their skin each day, as
a symbol of being constantly reborn.
Though Iridani reproductive organs are
essentially similar to that of humans,
Type: Humanoid, Iridanis Sapiens their internal anatomy is significantly
different. One of the more notable
Physical Traits: Green pigmentation. differences is that Iridani females do not
Iridani are bipedal humanoids in menstruate, at least not in the same way
appearance with distinctive ears. By and as human women.
large, Iridani are completely bald,
possessing very little body hair beyond Height: 5-6 ft
eyelashes, though in a slight oddity some
males have been known to be able to Weight: 60-150 lbs
grow beards.
Mobility: Legs
This may be a simple genetic throwback
or ethnic variation as even on Earth, Sensory Organs: Visual
certain groups are themselves less
capable of facial hair growth. Iridani Communication: Vocal
physiology is extremely resilient and
able to keep functioning even after Reproduction: Sexual
suffering substantial blood loss, multiple
amputations, or other injuries that would IQ: 3D6, ME: 3D6, PS: 3D6-1, PP: 4D6,
easily kill a human. PE: 3D6, MA: 3D6, PB: 3D6, SPD:
3D6, HPs: +D10
This at least partially stems from a very
robust metabolism and high levels of Orbit/Climate: 1 AU. Very stable,
endurance that allows Iridani to breathe circular orbit, very stable surface
in relatively low oxygen atmospheres temperature.
and can typically go without food for as
33
Atmosphere: Standard glacial Iridani religious beliefs hold that the
Oxygen/Nitrogen with minimal Carbon universe is both alive and conscious and
dioxide and high ozone. that it manifests in all forms of sentient
life, giving all individuals a piece of
Oceans: 74% itself. There is also a belief in a
collective soul and collective
Gravity: 70% reincarnation. Thus, each generation of
Iridani are reborn into the next. As a
Feeding Habits: Carnivore rule, Iridani do not lie. To maintain
honour, they must tell the truth or keep
Lifespan: 600 years silent. However, distortion of the truth is
accepted if by doing so the Iridani
Technology: 9 allows another being or member of their
clan to "save face."
Culture: Standard. Diversified mix of
kind and evil people. Culturally, psi Government: Council
ability is considered to be as a gift and a
calling and by tradition, telepaths are Population: 26 billion
freely trained, fed, clothed and otherwise
provided for so that they are able to Home System:
openly offer their services to those in Number of Stars: 1, Particulus
need. The Iridani are a deeply spiritual,
highly ritualistic and disciplined people. Star Type: G
They seek conformity and enlightenment
above all. Planetoid Belts: 0
Honour is everything and they generally Inner Planets: 0
do not lie, except to save another or to
help another save face. From birth to Middle Planets: 1, Particus is the home
adulthood, they are taught to be selfless planet
and learn the importance of service to all
aspects of life. Working for generations, Outer Planets: 4
they create a legacy for themselves and
are ready to sacrifice their lives, their
blood, or their honour for others.
Iridani society is segregated into a caste
system. The three castes are the Worker
Caste, Warrior Caste and Religious
Caste. Each Iridani is born into a
particular caste but may join another if
they feel strongly that their calling in life
lies there. The castes are divided into
clans which have their own leaders and
family houses.
34
J’akara Atmosphere: Unknown
Oceans: Unknown
Gravity: Unknown
Feeding Habits: Photosynthetic
Lifespan: 600 years
Technology: 10
Culture: Malevolent, truly malicious
race with no redeeming qualities at all.
Government: Military Dictatorship
which is the Captive Government of the
Astaroth.
Population: 26.5 billion
Home System:
Unknown, destroyed many millennia
Type: Humanoid Crystalloid, Crystalas ago by the Astaroth.
Sapiens
Physical Traits: Husky with crystal
armour body
Height: 7 ft
Weight: 200 lbs
Mobility: Legs
Sensory Organs: Visual
Communication: Vocal
Reproduction: Osmosis
IQ: 3D6, ME: 3D6, PS: 4D6, PP: 3D6,
PE: 4D6, MA: D6, PB: 3D6, SPD: 3D6,
HPs: +D20
Orbit/Climate: Unknown
35
Klaxun
Orbit/Climate: 1 AU. Very stable, very
elliptical orbit, gets hot and cold twice
every local year.
Atmosphere: Standard Oxygen/Nitrogen
with significant ozone component in
stratosphere.
Oceans: 30%
Gravity: 70%
Feeding Habits: Photosynthetic
Lifespan: 400 years
Technology: 9
Culture: Malevolent. Truly malicious
race with no redeeming qualities at all.
Type: Saprophyte. Plant species that Government: Monarchy, the Klaxun are
feeds off other living organisms. Klaxus part of the Celestial Alliance
Sapiens
Population: 8,000,000,000
Physical Traits: Occular head. Klaxun
are able to take the Psionic class. Home System:
Number of Stars: 1, Epsilon Eridani
Height: 8 ft
Star Type: K
Weight: 80 lbs
Planetoid Belts: 3
Mobility: Legs
Inner Planets: 6
Sensory Organs: Visual. Infrared and
ultraviolet Middle Planets: 2, Eridani Prime is the
home planet
Communication: Telepathic with a range
of 10 kms per ME Outer Planets: 7
Reproduction: Spores
IQ: 4D6 +1, ME: 4D6+1, PS: D6, PP:
4D6, PE: 3D6, MA: D6, PB: 3D6, SPD:
3D6, HPs: +D4
36
Korbinite Gravity: 87%
Feeding Habits: Mineral
Lifespan: 465 years
Technology: 1
Culture: More tolerant than standard but
still with some violence. Although not
possessing, nor desiring starfaring
technology themselves a very minor few
have travelled offworld for some
adventure. Korbinites are highly sought
after crew due to their silicon skin which
make them useful as both defence and
boarding crew, as they can outlast most
Type: Mineraloid species composed of other races in one on one combat, unless
inorganic material. Korbinus Sapiens they are experienced combatants. Their
rock form is also great for fixing hull
Physical Traits: Rock skin which gives breaches since they take longer to
them an astounding resilience. suffocate. Their immunity to fire
obviously makes them perfect for
Height: 8 ft putting out fires, and they can be
devastating to enemy crew when
Weight: 400 lbs boarding enemy ships in conjunction
with fire weapons.
Mobility: Legs
Government: Council of Stone
Sensory Organs: Visual
Population: 17 billion
Communication: Vocal
Home System:
Reproduction: Asexual Number of Stars: 1, Epsilon Indi
IQ: 3D6, ME: 3D6, PS: 6D6, PP: 3D6, Star Type: O
PE: 3D6, MA: 3D6, PB: 3D6, SPD:
2D6, HPs: +2D20, AR: 6 Planetoid Belts: 2
Orbit/Climate: 1 AU. Very stable, very Inner Planets: 2
elliptical orbit, gets hot and cold twice
every local year. Middle Planets: 2
Atmosphere: Exotic and Corrosive Outer Planets: 2; Korbin II is the home
Plethora of toxic trace metals and gases. planet
Oceans: 27%
37
Kraxa Lifespan: 85 years
Technology: 9
Culture: Malevolent. Truly malicious
race with no redeeming qualities at all.
Government: Matriarchy, the Kraxa are
part of the Celestial Alliance
Population: 8 billion
Type: Insectoid Exoskeleton, bodywide
respiratory system, segmented body Home System:
parts. Kraxus Sapiens Number of Stars: 1, Tl'blk
Physical Traits: Antenna which grants Star Type: A
electrical emission which does D6 per 3
ME Planetoid Belts: 2
Height: 4 ft Inner Planets: 0
Weight: 250 lbs Middle Planets: 3; Tl’bk I is the home
planet
Mobility: Legs
Outer Planets: 8
Sensory Organs: Visual, ultraviolet
Communication: Telepathic
Reproduction: Asexual
IQ: 4D6 +1, ME: 4D6 +1, PS: D6, PP:
4D6 +1, PE: 3D6, MA: D6, PB: 3D6,
SPD: 3D6, HPs: +D10
Orbit/Climate: 1 AU. Very stable, very
elliptical orbit, gets hot and cold twice
every local year.
Atmosphere: Exotic and dense, thick
atmosphere of ammonia and methane.
Oceans: 90%
Gravity: 20%
Feeding Habits: Omnivore
38
Magmanite Reproduction: Osmosis
IQ: 2D6, ME: 2D6, PS: 4D6, PP: 4D6,
PE: 4D6, MA: 2D6, PB: 3D6, SPD:
2D6, HPs: +(D20 x20), AR: 5
Orbit/Climate: 1 AU. Very erratic, but
circular orbit, temperature rises and
cools every year by a few degrees.
Atmosphere: Standard and parched
Oxygen/Nitrogen with minimal ozone
and high Carbon dioxide.
Oceans: 0%
Gravity: 157%
Type: Humanoid Mineraloid. Magmanus
Sapiens Feeding Habits: Minerals
Physical Traits: Rock skin, with the Lifespan: 550 years
permanently active power of Metamorph
Magma. They can and will transform Technology: 9
into large, rolling volcanic rocks when
the need arises. In this state they roll like Culture: Hostile. Intolerant and
a motorized wheel that can move at great aggressive, held in check by strong
speed and can increase their rotational social customs.
momentum to slam into and/or run over
enemies. They can also ricochet and Government: Council
bounce off surfaces in this form. While
at high speed their movements are a little Population: 4 billion
bouncy and rough, but gain momentum
quickly and does crushing damage to Home System:
anyone they hit of D20 per 20kph of Number of Stars: 1, Alpha Fornacus
speed. They can also cling to walls,
which they can then climb slowly. Star Type: O
Height: 8 ft Planetoid Belts: 1
Weight: 400 lbs Inner Planets: 0
Mobility: Legs Middle Planets: 3; Fornaca III is the
home planet
Sensory Organs: Visual
Outer Planets: 6
Communication: Vocal
39
Martian average temperature on Mars is about -
55 C, Martian surface temperatures
range widely from as little as -133 C at
the winter pole to almost 27 C on the
day side during summer.
Atmosphere: Thin
Oxygen/Nitrogen/Carbon Dioxide.
Oceans: 0%
Gravity: 100%
Feeding Habits: Carnivore
Lifespan: 60 years
Technology: 8
Culture: Malevolent, truly malicious
Type: Humanoid. Maar’shan Sapiens race with no redeeming qualities at all.
In the Beyond Heroes universe the
Physical Traits: Green pigmentation Martians initiated two separate 'War of
the Worlds' on Earth.
Height: 4 ft
Government: Matriarchy
Weight: 75 lbs
Population: 20 million at time of first
Mobility: Legs invasion, 8 million by the time of the
second invasion and extinct by the end
Sensory Organs: Visual of the twenty first century.
Communication: Vocal Home System:
Number of Stars: 1, Sol
Reproduction: Sexual
Star Type: G
IQ: 3D6 +1, ME: 3D6, PS: 2D6, PP:
3D6, PE: 3D6, MA: 2D6, PB: 3D6, Planetoid Belts: 1
SPD: 3D6, HPs: +D4
Inner Planets: 2
Orbit/Climate: 1.52 AU. Mars' orbit is
significantly elliptical. One result of this Middle Planets: 2, Mars is the home
is a temperature variation of about 30 C planet
at the subsolar point between aphelion
and perihelion. This has a major Outer Planets: 4
influence on Mars' climate. While the
40
Mechalus Mobility: Variable
Sensory Organs: Variable
Communication: Variable
Reproduction: Construction
IQ: 3D6, ME: 3D6, PS: 3D6, PP: 3D6,
PE: 3D6, MA: 3D6, PB: 3D6, SPD:
3D6, HPs: +D20.
Note; these are the base line attributes
for each Mechalus upon creation. Like a
robotic character they may be increased
according to their task specialty.
Orbit/Climate: None
Atmosphere: Variable
Oceans: 0%
Gravity: 100%
Feeding Habits: Energy
Lifespan: Indefinite
Technology: 10
Culture: Benevolent. More tolerant than
standard but still with some violence.
Mechalus have the same range of
emotions as humans, though they lend to
try to downplay hostile or aggressive
emotions. They were once responsible
for the annihilation of another species,
Type: Synthetic Artificial Robotic life and since then they have made a
form. Mechalos Sapiens conscious and constant effort to suppress
or regulate their negative emotions.
Physical Traits: Electronic
While the Mechalus can easily employ
Height: Variable standard computer interfaces, they have
the unique ability to personally connect
Weight: Variable to computer systems. Filaments extend
from fingers, snake into the computer in
41
question, and form a solid link between Father1. This is a planet-sized ship
body and machine. This link gives the 100,000kms in diametre powered by the
Mechalus speed-of-thought access to the energy of an artificial Black hole.
computer system, and more precise
control than any manual interface can
provide.
The Mechalus have very ordered minds,
which translates into a strictly structured
society and an equally organized outlook
on life. Although they think with the
precision and logic of a machine, they
are highly emotional people who work
exceedingly hard to promote their
positive emotions and subdue their
negative ones.
In a tense or dangerous situation,
Mechalus are likely to remain calm and
logical; it’s not difficult for them to
suppress all their emotions when they
deem such action appropriate or
necessary. But in a climate of relaxation
or celebration, their emotional pendulum
can swing to the other extreme to
humans, it seems as though they are
making a special effort to appear
cheerful or jubilant.
The Mechalus don’t consider their
behaviour at such times to be
exaggerated: strong displays of positive
emotion, when the situation permits, are
simply their way of demonstrating (to
themselves as well as members of other
species) that Mechalus are more than
just machines encased in biological
bodies.
Government: Council
Population: 1.7 billion
Home System:
Unknown. Currently travelling the
universe on a super robotic planet
42
Obsidian on invisibility, behind-the-scenes
maneuvering and their technology.
Height: Variable
Weight: Variable
Mobility: Levitation
Sensory Organs: Energy
Communication: Vocal
Reproduction: Combustion
IQ: 4D6, ME: 4D6, PS: 3D6, PP: 3D6,
PE: 3D6, MA: 3D6, PB: 3D6, SPD:
3D6, HPs: +D20
Orbit/Climate: Unknown
Atmosphere: Unknown
Type: Resonate. Primo Sapiens Oceans: Unknown
Physical Traits: A Obsidian is an Gravity: Unknown
incorporeal being that when manifesting
in a way that is visible to the viewer, Feeding Habits: Stellar energy
appears in the form of a shadow full of
stars. The spoken language of the Lifespan: Unknown, possibly millions of
Obsidians is a rapid series of high- years
frequency bursts and chirps like a cricket
or grasshopper. Detailed descriptions are Technology: 12. The Obsidians use
rare, due to their ability to "cloak" organic technology in virtually
themselves to visual wavelengths of everything. The Obsidians are also
light. capable of tying their technologies
directly into the mind and the body.
They are thus rarely seen except as They can make a person say or do what
Obsidiany, mirage-like silhouettes, they want. All Obsidian tech can be
which can be seen by telepaths, those disrupted by telepathic activity.
using visual enhancement devices, or
when the entity chooses to partially or Culture: Malevolent, truly malicious
wholly reveal itself. Obsidians very race with no redeeming qualities at all.
rarely engage in hand-to-hand combat to The Obsidians believe that for a race to
accomplish their goals, relying instead evolve into their full potential, they must
do so through a cycle of chaos; growth
43
through pain and struggle, conflict and Osirian
war. Weak races die. Strong races are
made even stronger. With this they
developed their First Principles: chaos
through warfare; evolution through
bloodshed; perfection through victory.
The Obsidians originally were part of the
race known as the First Ones. Over time
a civil war erupted within the First Ones.
The end result being a split, with a group
leaving and calling themselves the
Obsidians.
The reasons for these wars are that this
cycle of defeat and adaptation laid the
basis for the Obsidians' ideology of
"facilitated survival of the fittest," which
they would later enforce on the younger
races. Millions of years later, many
younger races had begun to evolve on Type: Humanoid. Osirius Sapiens
thousands of worlds. The Obsidians
believed that races could only grow Physical Traits: A pair of wings which
stronger through chaos and conflict and allow flight
that driving the younger races to war
with one another. Height: 6-7 ft
Government: Council Weight: 100-250 lbs
Population: Unknown Mobility: Legs
Home System: Sensory Organs: Visual
Unknown
Communication: Vocal
Reproduction: Sexual
IQ: 3D6, ME: 3D6, PS: 3D6, PP: 4D6,
PE: 3D6, MA: 3D6, PB: 3D6, SPD:
3D6/flight +6D6, HPs: +D12
Orbit/Climate: 1 AU. Very stable,
circular orbit, very stable surface
temperature.
44
Atmosphere: Standard and tainted Number of Stars: 1, Osiria
Oxygen/Nitrogen with some
contaminants. Star Type: K
Oceans: 34% Planetoid Belts: 1
Gravity: 100% Inner Planets: 5
Feeding Habits: Omnivore Middle Planets: 10, Osiris IX is the
home planet
Lifespan: 100 years
Outer Planets: 4
Technology: 9
Culture: Benevolent, more tolerant than
standard but still with some violence.
Early on as the Osirians began
developing spaceships and exploring the
galaxy, they began conquering other
planets. They made them protectorates
of the Osirian Empire and stripped the
planets of their natural resources and
treasures. They brought back a number
of inhabitants as slaves. Osiria evolved
into a greatly divided society.
The slave class (most aliens, some
Osirians) were cast down to the lower
ghettos, while the Osirians lived in high
towers above where poverty, crime, and
suffering were virtually unheard of.
Several million died of starvation or the
diseases that plagued the lower levels.
Before conquering new planets, it
became customary to send scouts to
study the planets as much as they can
before an actual invasion is initiated.
This only stopped when they
encountered and were defeated by the
Iridani.
Government: Military Council
Population: 6 billion
Home System:
45
Pumeran until they are strong enough to survive
outside of their father's body.
From this process comes the terms
"pouchling" and "pouchbrother/sister"
which can culturally be used as an insult
when directed at an adult, insinuating
that they are too weak and helpless to
survive by themselves. Typically
Pumeran may conceive two or three
children in a single brood and have a
relatively low infant mortality rate.
Pumerans usually only take single
partners with whom they mate for life,
though this is purely cultural and not a
biological necessity.
IQ: 3D6, ME: 3D6, PS: 5D6, PP: 4D6,
PE: 3D6, MA: 4D6, PB: 3D6, SPD:
6D6, HPs: +D12
Orbit/Climate: 1 AU. Very stable, very
elliptical orbit, gets hot and cold twice
every local year.
Type: Feline mammal. Pumas Sapiens
Atmosphere: Standard and corrosive
Physical Traits: Fur, claws Oxygen/Nitrogen with abundant toxic
trace metals and gases.
Height: 9 ft
Oceans: 61%
Weight: 400 lbs
Gravity: 100%
Mobility: Legs
Feeding Habits: Carnivore
Sensory Organs: Visual
Lifespan: 100 years
Communication: Vocal
Technology: 9
Reproduction: As with many species,
Pumeran sexual reproduction is Culture: Benevolent. More tolerant than
heterosexual and viviparous, beginning standard but still with some violence.
with a direct male-to-female mating in Pumerans admire those that win, and
which the female carries the young until shun the losers. Those that know their
birth. After this they are transferred to place get to keep it in their society. Thus
the male's abdominal pouch where they physical perfection (a "winning trait") is
are nurtured for the next three months, a point of pride. Unfortunately, since no
46
Pumeran wants to admit to physical The Pumeran are a deeply spiritual and
imperfection, there is no market for socially conservative people who have
physical aides. several major religions, though being a
practical and pragmatic people, atheism
To avoid being shamed, the Pumeran is easily tolerated. Most Pumeran
have to use aides from other races, in religions are based around a central
privacy. The Pumeran have a strong prophet figure as most Pumerans believe
sense of pride and destiny. that the words of these prophets are
guides to the will of the higher powers of
Pumeran society is an intricate web of the universe. As such all Pumeran holy
clans, families, circles, cartels, trading books are copied in every detail from the
organizations, information spheres, original, with every note and line drawn
financial districts, tribes, domains, and exactly, with even the imperfections in
communities. These strict definitions of the paper reproduced exactly as it was
one's place in society help weed out when the author hand wrote the first
undesirables early on -- lending credence copy. The Pumeran, like most races, also
to the Pumeran boast that they have few have winged beings of light in their
prisons. To anyone not raised in the myths. These beings are similar to the
culture, the interlocking relationships are angels of various human religions.
incomprehensible. The most easily
comprehensible divisions are the social Government: Patriarchy
classes, with the Inner Circle being the
peak of Pumeran society. Population: 400,000,000
Pumeran society is based on the Home System:
traditional family structure where Number of Stars: 1, Eta Celphei
Pumeran males and females mate one-
to-one for life, with the female joining Star Type: O
the male's family group or "brood."
Pumerans were once a peaceful and Planetoid Belts: 1
agrarian people, though after a century
of slavery under the Arcturan, the once Inner Planets: 0
peaceful people had become bitter and
hostile, turning more to their warrior Middle Planets: 4, Celphei IV is the
traditions than they once did. home planet
Among those traditions is the Pumeran Outer Planets: 6
blood oath sworn by a Pumeran against
one who has wronged them or their
family. An individual Pumeran is
expected to not rest until the target of the
oath is dead. If the individual Pumeran
fails, the rest of the family continues the
oath until the target is killed.
47
Quack Atmosphere: Standard Oxygen/Nitrogen
with significant ozone component in
stratosphere.
Oceans: 51%
Gravity: 100%
Feeding Habits: Omnivore
Lifespan: 60 years
Technology: 9
Culture: Standard. Diversified mix of
kind and evil people.
Government: Tribalism
Population: 2.5 billion
Type: Ornithoid mammal. Anserifom
Sapiens Home System:
Number of Stars: 1, Ross 128
Physical Traits: Feathers, 4 arms.
Star Type: K
Height: 5 ft
Planetoid Belts: 1
Weight: 120 lbs
Inner Planets: 3
Mobility: Legs
Middle Planets: 5, Anitad V is the home
Sensory Organs: Visual planet
Communication: Vocal Outer Planets: 4
Reproduction: Sexual
IQ: 3D6, ME: 3D6, PS: 2D6, PP: 4D6,
PE: 3D6, MA: 3D6, PB: 3D6, SPD:
3D6, HPs: +D6
Orbit/Climate: 1 AU. Slightly erratic,
circular orbit, stable surface temperature
changes gradually over thousands of
years.
48
Quartizite Orbit/Climate: 1 AU. Very stable, very
elliptical orbit, gets hot and cold twice
every local year.
Atmosphere: Exotic and Corrosive
Plethora of toxic trace metals and gases.
Oceans: 27%
Gravity: 87%
Feeding Habits: Mineral
Lifespan: 465 years
Technology: 1
Culture: More tolerant than standard but
still with some violence. Quartizites are
sentient, silicon, rock life forms that lie
in a dormant state while observing
newcomers before determining what
action to take.
Type: Mineraloid species composed of Government: Council of Stone
inorganic material. Quartzos Sapiens
Population: 17 billion
Physical Traits: Rock skin
Home System:
Height: 8 ft Number of Stars: 1, Epsilon Indi
Weight: 400 lbs Star Type: O
Mobility: Legs Planetoid Belts: 2
Sensory Organs: Visual Inner Planets: 2, Indi I is the home
planet
Communication: Vocal
Middle Planets: 2
Reproduction: Asexual
Outer Planets: 2
IQ: 3D6, ME: 3D6, PS: 6D6, PP: 3D6,
PE: 3D6, MA: 3D6, PB: 3D6, SPD:
2D6, HPs: +2D20, AR: 5
49
Sathar This second pair is used for heavy
lifting, while the smaller tentacles are
used for fine work and for holding small
weapons. The colour of Sathar skin
varies from yellow to brown. The
tentacles are the same as the body, but
with a slight greenish tint. The
underbelly is pale pink. A pattern of
dots, speckles and stripes decorates the
back of the head. These patterns are
natural on some Sathar, but are tattoos
on others.
Height: 7 ft
Weight: 200 lbs
Mobility: A Sathar moves by slithering
across the ground with the first metre of
its body raised. They also can coil like a
snake, raising 1.5 metres of their bodies
Type: Humanoid Worm. Sathos Sapiens from the ground.
Physical Traits: Sathar are long, worm- Sensory Organs: Visual. The Sathar's
like creatures. Their bodies are divided double pupils give it very wide angle
into segments, like an earthworm's. They vision. They can see objects in front of
do not have a skeleton. Instead, they them and to both sides at the same time.
support their bodies hydrostatically, by They smell through two pits in front of
pumping liquid into the segments so they their eyes. Their hearing, smell and taste
become hard. A shiny, clear slime coats is about the same as a Human's.
their skin. A Sathar's head tapers toward
its mouth, which is circular and ringed A Sathar can hypnotize a character by
with teeth. Each of their two eyes has talking to him in a non-combat situation.
two pupils. The character must make a save; if he
fails, he is hypnotized. A hypnotized
Four tentacles, two on each side of the character will think the Sathar is his
body, are arranged about 1 meter below friend, and will want to cooperate with
the head. The first pair is slender and it. He will see things the way the Sathar
weak-looking, and about 1 meter long. describes them, if his other senses do not
These end in four smaller finger-like contradict what the Sathar tells him. (For
tentacles. The second pair of tentacles is example, a character would not believe
stronger and about 1.2 meters long. Both that a fire was a pool of water).
of these tentacles end in a paddle-like
pad. A Sathar can command a hypnotized
person to do something at a specific
time, and to forget that he has been
50
hypnotized until that time. For example, Home System:
a character could be commanded to turn Number of Stars: 2, Luhman 16
off a security system at midnight.
Star Type: M
Communication: Vocal
Planetoid Belts: 9
Reproduction: Sexual, egg.
Inner Planets: 0
IQ: 3D6, ME: 3D6, PS: 5D6, PP: 3D6,
PE: 3D6, MA: 3D6, PB: 3D6, SPD: Middle Planets: 1, Sathos Prime is the
4D6, HPs: +D10 home planet
Orbit/Climate: 1 AU. Very erratic, but Outer Planets: 3
circular orbit, temperature rises and
cools every year by a few degrees.
Atmosphere: Standard and volatile
Nitrogen/Carbon dioxide with volatiles
and fierce winds.
Oceans: 45%
Gravity: 100%
Feeding Habits: Omnivore
Lifespan: 90 years
Technology: 9
Culture: The Sathar are a malevolent,
truly malicious race with no redeeming
qualities at all. All Sathar belong to
military units called cadres. The
markings on the back of the Sathar's
head identify its cadre. Each cadre trains
its members as soldiers from the time
they are born. Sathar attack alien worlds
because their military society would fall
apart if there was no enemy to fight.
Government: Military Dictatorship
Population: 56 billion
51
Solarite abilities. Distance and dimensional
location (in real space or hyper space)
are not a hindrance to them. At its most
basic level, a Solarite can communicate
by sending images directly to a
recipient's brain in a form of pictorial
communication utilizing forms and
experiences from the subject's mind.
A more advanced form of direct
communication usually occurs when the
Solarite chooses from the mind of the
recipient a person that is important (and
an authority figure) to that person. Using
the memories of that figure, they can
communicate with the recipient in that
form; utilizing direct manipulation and
the emotional weight of the figure.
At its most powerful level, Solarites can
alter a being's conscious perception of
themselves to a limited number of
observers (in effect, a psychic cloak).
Height: Variable
Type: Resonate. Primo Sapiens
Weight: Variable
Physical Traits: As an offshoot of the
First Ones, Solarites are made up out of Mobility: Levitation
almost pure energy, with a semisolid
crystalline matrix. This makes them Sensory Organs: Energy
nearly invulnerable to physical attacks,
and even attacks with most energy Communication: Vocal
weapons will do little damage.
Reproduction: Combustion
Their appearance is that of a brightly
luminous blue, purple and yellow cloud IQ: 4D6, ME: 4D6, PS: 3D6, PP: 3D6,
of energy, floating upright a few feet of PE: 3D6, MA: 3D6, PB: 3D6, SPD:
the ground, with almost solid seeming 7D6, HPs: +D20
strands of energy circling around. It has
been shown that despite their lighter than Orbit/Climate: Unknown
air appearance, Solarites are actually
quite strong. Atmosphere: Unknown
Like the First Ones, Solarites have very Oceans: Unknown
strong psionic and energy manipulation
52
Gravity: Unknown At some point, millions of years ago the
First Ones to split into groups with
Feeding Habits: Stellar energy different goals. The Solarites believed
the only way to protect the universe was
Lifespan: Unknown, possibly millions of to actively hunt down and destroy all
years evil. To this end they created their own
force; the Starhawks.
Technology: 12 Over the years, they evolved to look
dissimilar to the First Ones.
Culture: Benevolent, more tolerant than Government: Council
standard but still with some violence.
Population: Unknown
Time does not mean to the Solarites
what it means to most of the galaxy's Home System:
species. They perceive reality, time, and Somewhere in one of the edges of the
space differently than most. Solarites milky way galaxy.
speak of themselves in the plural.
The First Ones evolved on a planet in the
centre of the universe, and were among
the first intelligent life forms in the
universe. At this time they were
humanoids who roughly resembled
humans. They became scientists and
thinkers, experimenting on the worlds
around them. In a pivotal moment,
billions of years ago, a First One used
time bending technology to observe the
beginning of the Universe.
However, this experiment, and later
attempts to stop it, unleashed disaster
upon all existence. The experiment
splintered the Universe into the
Multiverse which included the
Antimatterverse. Feeling responsible for
this, the evolved First Ones created the
Parliament of Hope. Their goal was
simple: combat evil and create an
orderly universe. They acted quickly on
that goal. During this period they slowly
evolved into energy lifeforms. They now
act as the leaders of the Parliament, an
interstellar police force which patrols the
universe.
53
Starmazon communicate by sending images directly
to a recipient's brain in a form of
pictorial communication utilizing forms
and experiences from the subject's mind.
A more advanced form of direct
communication usually occurs when the
Starmazon chooses from the mind of the
recipient a person that is important (and
an authority figure) to that person. Using
the memories of that figure, she can
communicate with the recipient in that
form; utilizing direct manipulation and
the emotional weight of the figure.
Psychic communication usually occurs
when the person's mind is in a different
state: asleep, exhausted, in a heightened
state of awareness. This has led to the
association of Starmazons with dream
imagery. At its most powerful level, they
Type: Resonate. Primo Sapiens can alter a being's conscious perception
of themselves to a limited number of
Physical Traits: Starmazons are an observers (in effect, a psychic cloak).
offshoot of the First Ones and as such The use of this power requires a certain
are made up out of almost pure energy, amount of previous manipulation on the
with a semisolid crystalline matrix. This subjects -- in effect, programming a
makes them nearly invulnerable to preset perception almost at a genetic
physical attacks, and even attacks with level, that they know how to activate.
most energy weapons will do little
damage. Height: Variable
Their appearance is that of a brightly Weight: Variable
luminous beautiful female energy
humanoid, floating upright a few feet of Mobility: Levitation
the ground, with almost solid seeming
energy wings. In such cases it has been Sensory Organs: Energy
shown that despite their lighter than air
appearance, First Ones are actually quite Communication: Vocal
strong.
Reproduction: Combustion
Like the First Ones, Starmazons have
very strong psionic and energy IQ: 4D6, ME: 4D6, PS: 3D6, PP: 3D6,
manipulation abilities. Distance and PE: 3D6, MA: 3D6, PB: 3D6, SPD:
dimensional location (in real space or 3D6/7D6 flight, HPs: +D20
hyper space) are not a hindrance to them.
At its most basic level, they can Orbit/Climate: Unknown
54
Atmosphere: None interstellar police force which patrols the
universe.
Oceans: Unknown
At some point, millions of years ago the
Gravity: Unknown Starmazons, consisting entirely of
Feeding Habits: Stellar energy female First Ones, left due to the First
Ones' decision to suppress their
Lifespan: Unknown, possibly millions of emotions, while the Starmazons decided
years to embrace them. Since the First Ones
were by then immortal and had no more
Technology: 12 need to reproduce, the females left their
mates and became known as the
Culture: Benevolent, more tolerant than Starmazons.
standard but still with some violence.
Over the years, they evolved to look
Time does not mean to the Starmazons dissimilar to the First Ones. In their first
what it means to most of the galaxy's appearance, they appeared identical to
species. They perceive reality, time, and Caucasian Earth women. The
space differently than most. Starmazons developed a warrior-like
culture, and, unlike the First Ones,
The First Ones evolved on a planet in the preferred to focus on developing their
centre of the universe, and were among physical abilities over their mental ones.
the first intelligent life forms in the
universe. At this time they were Like the Solarites the Starmazons
humanoids who roughly resembled believe the only way to protect the
humans. They became scientists and universe is to actively hunt down and
thinkers, experimenting on the worlds eliminate all evil. Unlike the Solarites
around them. In a pivotal moment, the Starmazons feel another way to do
billions of years ago, a First One used this is by rehabilitiating those who are
time bending technology to observe the evil and converting them to good. To
beginning of the Universe. this end they created their own force; the
Starriors.
However, this experiment, and later
attempts to stop it, unleashed disaster Government: Council
upon all existence. The experiment
splintered the Universe into the Population: Unknown
Multiverse which included the
Antimatterverse. Feeling responsible for Home System:
this, the evolved First Ones created the Somewhere in one of the outer edges of
Parliament of Hope. Their goal was the galaxy.
simple: combat evil and create an
orderly universe. They acted quickly on
that goal. During this period they slowly
evolved into energy lifeforms. They now
act as the leaders of the Parliament, an
55
Tsaurid Reproduction: Sexual
IQ: 3D6, ME: 2D6, PS: 6D6, PP: 4D6,
PE: 5D6, MA: D6, PB: 3D6, SPD: 3D6,
HPs: +D20
Orbit/Climate: 1 AU. Very stable, very
elliptical orbit, gets hot and cold twice
every local year.
Atmosphere: Exotic Mainly ammonia
and methane.
Oceans: 70%
Gravity: 120%
Feeding Habits: Omnivore
Lifespan: 95 years
Technology: 9
Culture: Hostile. Intolerant and
aggressive, held in check by strong
social customs.
Government: Military Dictatorship
Population: 7 billion
Home System:
Type: Saurian Warm blooded, advanced Number of Stars: 1, Iota Piscium
reptiles (dinosaurs). Saurus Sapiens
Star Type: K
Physical Traits: Tail
Planetoid Belts: 1
Height: 7 ft
Inner Planets: 2
Weight: 300 lbs
Middle Planets: 1. Tricer Prime is their
Mobility: Legs home planet
Sensory Organs: Visual Outer Planets: 0
Communication: Vocal
56
TziTzi Atmosphere: Dense thick atmosphere
which is predominantly oxygen and
nitrogen.
Oceans: 12%
Gravity: 100%
Feeding Habits: Omnivore
Lifespan: 70 years
Technology: 9
Culture: Hostile, intolerant and
aggressive, held in check by strong
social customs. TziTzi culture is based
on strict classifications for all
individuals. All TziTzi individuals are
genetically tested while still in utero, and
then assigned to an "echelon" based
upon their genetic disposition. For
Type: Reptilian. Tzis Sapiens
example, individuals best suited to work
in the sciences are raised in that
Physical Traits: 2 arms and 6 tentacles
discipline, and those best suited for
for motion. Their skin is naturally
diplomatic work likewise.
bioluminescent.
Citizens are constantly re-tested in the
Height: 4 ft
course of their everyday activities. They
do not see this as invasive, but rather as
Weight: 80 lbs
an opportunity to prove themselves.
Movement between the echelons is
Mobility: Tentacles
possible if a citizen's regular test results
suggest it would be appropriate,
Sensory Organs: Visual
although the initial tests are accurate
enough that it rarely happens.
Communication: Vocal
Those in the lower echelons of society
Reproduction: Sexual
are not allowed to talk to those higher up
unless given specific permission to do
IQ: 4D6, ME: 4D6, PS: 2D6, PP: 3D6,
so, and then only through a complex
PE: 3D6, MA: 3D6, PB: 3D6, SPD:
system of gestures and honorific.
3D6, HPs: +D6
Government: Religious Council. The
Orbit/Climate: 1 AU. Very stable,
TziTzi Coalition was a founding
elliptical (oval) orbit, warmer twice
member of the Celestial Alliance. The
every local year.
57
TziTzi government has demonstrated a Vrusk
willingness to secretly interfere with
other governments, even those of its
allies.
Population: 6.1 billion
Home System:
Number of Stars: 1, Tzientik
Star Type: A
Planetoid Belts: 6
Inner Planets: 0
Middle Planets: 5. Tzienti V is the home Type: Humanoid Insectoid. Vruskus
planet Sapiens
Outer Planets: 6 Physical Traits: Vrusk are an arthropod
race with eight walking legs and two
five-clawed manipulating arms. Their
ant-like heads included two antennae
and two mandibles. They are noted for
their logical minds and their society is
structured as commercial ventures.
Many Vrusk give their company name
before their given name. Vrusk look like
large insects. Eight legs grow from their
abdomen, four on each side. Their torso
is upright in front of the abdomen. The
torso is humanoid, with two arms
connected at the shoulders.
The head is above the shoulders. Vrusk
hands are circular pads with five fingers
spaced evenly around the edge. A
Vrusk's shoulders are double-jointed, so
they can rotate their arms in a full circle
without straining any muscles. They can
reach any point on their abdomen or
behind their backs easily. A Vrusk's
body is covered by a carapace (hard
shell). This shell is jointed at the Vrusk's
elbows, hips, knees, etc. The carapace
protects the Vrusk from bruises, cuts,
58
scratches and other minor injuries. Orbit/Climate: Extremely erratic,
Unlike insects, Vrusk have an internal retrograde, elliptical orbit, unpredictable,
skeleton to support their bodies. Young harsh and violent temperature changes.
Vrusk have a blue carapace with bright
orange near the joints. Atmosphere: Standard and volatile
Nitrogen/Carbon dioxide with volatiles
As the Vrusk gets older, its carapace and fierce winds.
changes to dull green with yellow joints.
Vrusk have large eyes that are protected Oceans: 81%
by a hard, clear covering. The mouth is
surrounded by four eating mandibles. Gravity: 100%
The two larger mandibles hold food
while the small ones tear it apart and Feeding Habits: Omnivore
place it in the mouth. They are
omnivores. Vrusk have lungs, and Lifespan: 200 years
breathe through many small nostrils
under their abdomens. This arrangement Technology: 9
makes it difficult for Vrusk to swim.
Culture: Diversified mix of kind and evil
All Vrusk are ambidextrous (they can people. Vrusk are hard-working and
use both hands equally well). practical. Their society is organized
around independent corporations. To a
Height: 6 ft Vrusk, the company he works for is his
family and his nation. The company
Weight: 300 lbs determines everything about the Vrusk's
life; who he lives with, what his job is,
Mobility: Legs where he travels, etc. Vrusk give their
company name before their personal
Sensory Organs: Visual. Vrusk have name.
very good colour vision, but they see
more of the short wavelengths (blue and Vrusk have two types of corporations:
ultraviolet light) than Humans do, and conglomerates and trade houses.
less of the long wavelengths (orange and Conglomerates have business interests in
red). Their sense of smell is centred in many areas. A single conglomerate
their antennae, and is slightly better than might have divisions that build
a Human's. They also can touch with computers, operate farms, train lawyers
their antennae. Their hearing is about the and set up colonies. A Vrusk that works
same as a Human's. for a conglomerate usually works for
only one division, and might not even
Communication: Vocal know what other divisions the company
owns.
Reproduction: Egg
Trade houses, which are more common
IQ: 3D6, ME: 3D6 +2, PS: 3D6, PP: in the Frontier, specialize in one type of
3D6 +1, PE: 3D6, MA: 3D6, PB: 3D6, business. Because all Vrusk working for
SPD: 3D6, HPs: +D20 a trade house do the same work, trade
59
houses usually work together. For Xenomorph
example, a trade house that builds
farming equipment would hire
accountants from an accounting house to
keep their financial records. Business
between companies is regulated by laws
that are so complex no one besides
Vrusk have ever fully understood them.
Vrusk also love beauty, harmony and
order. The goal of most Vrusk is to
become wealthy, collect art, and live in
peace. Their love for beauty makes them
unwilling to get into fights that do not
involve their company. However, Vrusk
that are defending their company will do
anything to remove the threat
permanently.
Vrusk adventurers, however, do not
belong to a company. Some are
independent businessmen, some are
company employees who were fired and Type: Insectoid, Xenomorphus Sapiens
some are just too rebellious to put up
with company rules. A few start their The Yautja developed the Xenomorph
own companies and eventually become species as part of their war. They have
leaders in their communities. since spread throughout the galaxy.
Xenos are often hunted by Yautja.
Government: Corporate
Physical Traits: When standing upright
Population: 38 billion the Xenos are vaguely bipedal in form
though they adopt a more hunched,
Home System: quadrupedal stance when walking or
Number of Stars: 1, Procyon A sprinting. They have a skeletal,
biomechanical appearance and are
Star Type: G usually coloured in muted shades of
black, blue or bronze.
Planetoid Belts: 3
They do not radiate heat as their body
Inner Planets: 0 heat matches the ambient temperature of
the environment in which they are
Middle Planets: 7, Procyon VI is the found. They have the ability of running
home planet and crawling along ceilings and walls,
have great physical strength, capable of
Outer Planets: 1 breaking through welded steel doors, and
matching Yautja in single combat.
60
Xenos have segmented, blade-tipped This ability is also exhibited by adults
tails. As a weapon the strength of the tail much like a spitting cobra, they use it to
is very great having been shown to be blind and immobilize their victims.
strong enough to impale and lift a Yautja
with seemingly little effort. They are With the exception of the "Newborn",
also adept at using their tails as blunt Xenos have demonstrated little actual
weapons, sometimes to deadly effect. emotion, save for self preservation and
The tail does D10 blunt damage or D20 maternal instincts toward their eggs.
+10 piercing damage. They make few vocalizations beyond
snarls and high pitched shrieks when in
They have elongated, cylindrical skulls pain or attacking. They regularly hiss
but possess no visible eyes. How the while active, but are otherwise silent
creatures see is uncertain. Their inner particularly when stalking prey.
jaws are powerful enough to smash
through bone and metal. Their teeth do Height: 15 ft
D10 piercing damage.
Weight: 260 lbs
Xeno blood is an extremely potent acid
and is capable of corroding on contact Mobility: Legs
almost any substance with alarming
speed. It is dull yellowish-green in Sensory Organs: Visual
colour, and seems to be pressurized
inside the body so that it spurts out when Communication: Phermonal. The Queen
punctured. At least at the "facehugger" may possess a rudimentry form of linked
stage the acid is not blood but a fluid telepathy.
maintained under pressure between a
double layer of skin. Reproduction: Their life cycle comprises
several distinct stages: they begin their
The Xenos are conscious of the effects lives as an egg, which hatches a parasitic
of their acidic blood, and even use it to larval form known as a facehugger
their advantage. Their acid does 2D6 which then attaches itself to a living host
damage + D6 damage per round, for up by as its name suggests latching onto its
to D6 rounds. They are immune to their face. The facehugger then impregnates
own acidic and toxic liquids due to a the host with an embryo known as a
endobiological build-up similar to the chestburster which after a gestation
human stomach's ability to protect itself period of several hours erupts violently
from its digestive fluids. from the host's chest resulting in the
death of the host. The chestburster then
Xenos can produce a thick, strong resin matures to an adult phase within a few
that they use to build their hives and to hours shedding its skin and replacing its
cocoon their victims, and they can use cells with polarized silicon. Due to the
the walls of their hives as camouflage. transfer of DNA during the gestation
They also salivate profusely. The period the alien also takes on some of
facehugger can "spit" acid, melting the the basic physical attributes of the host
faceplate of a helmet and allowing the from which it was born.
creature immediate access to the inside.
61
IQ: 2D6, ME: 2D6, PS: 5D6, PP: 4D6 Star Type: K
+1, PE: 5D6, MA: D6 -4, PB: 3D6,
SPD: 5D6, AR: 10, HPs: +D20 Planetoid Belts: 4
Orbit/Climate: 1 AU. Very stable, Inner Planets: 2
circular orbit, very stable surface
temperature. Middle Planets: 4
Atmosphere: Standard and corrosive Outer Planets: 1
Oxygen/Nitrogen with abundant toxic
trace metals and gases.
Oceans: 61%
Gravity: 150%
Feeding Habits: Carnivore
Lifespan: 40 years
Technology: 1
Culture: None, unlike many other
recurring enemy extraterrestrial races in
science fiction the Xenos are not an
intelligent civilization but predatory
creatures with no higher goals than the
propagation of their species and the
destruction of life that could pose a
threat. Like wasps or termites they are
eusocial with a single fertile queen
breeding a caste of warriors. The aliens'
biological life cycle in which their
offspring are violently implanted inside
living hosts before erupting from their
chests is in many ways their signature
aspect.
Government: Matriarch Caste
Population: 1.6 billion
Home System:
Number of Stars: 2, Yaut Alpha and
Beta
62
Yautja also skilled climbers and will readily
move through trees or across rooftops in
pursuit of prey. Though capable of
surviving exposed in Antarctic
temperatures for an extended period of
time the Yautjas have a preference for
hot equatorial climates. Their blood is
luminescent phosphor green in colour.
Their vision operates mainly in the
infrared portion of the electromagnetic
spectrum; they can easily detect heat
differentials in their surroundings but are
unable to easily distinguish among
objects of the same relative temperature.
They are capable of breathing Earth's
atmosphere.
Females being larger and stronger than
males and sporting more prominent
mammary glands like human females.
Type: Amphipod Humanoid, Yautjus Both genders give off a strong musk to
Sapiens signify aggression while females can
also emit it when in estrus. This musk
The Yautja were in a global tribal war can be detected by other Yautja and
for aeons with all the Clans fighting for canids though it is imperceptible to
world supremacy and each having to humans. They are not monogamous and
quickly engineer new methods of attack it is not uncommon for veteran warriors
and defense. As part of this war they to sire hundreds of offspring (known as
developed the Xenomorph species which sucklings) with multiple mates. Their
have since spread throughout the blood has the capacity of partially
galaxy. They often travel to planets neutralizing the acidity of Xenomorph
infested with the Xenomorphs as part of blood.
a great hunt.
Yautja possess a gland located between
Physical Traits: Yautja have great their neck and collarbone which secretes
height, arthropod-like mandibles and powerful hormones into their
long, hair-like appendages on their bloodstream and which drives them to
heads. Their bodies are resilient to hyper-aggression. When this gland is
damage, capable of recovering from over stimulated it sends the creatures
multiple gunshot wounds and radiation into a frenzied rage, causing them to
doses which would be fatal to humans. attempt killing any living thing in sight
They are much stronger than humans, including members of their own species.
having been portrayed as being easily This "kill rage" can be contagious and
capable of outmatching a conditioned spread from one to another driving them
adult human male and shattering solid all to attack each other. The Yautja
concrete with their bare hands. They are species barely survived the wars
63
provoked by their kill glands and they the effects of acidic blood belonging to
have learned to control the gland's Aliens.
secretions with artificial hormone
regulators. Armour
AR 10, SDC 200. Acid resistant. It
Height: 8 ft consists includes forearm bracers, lower
leg bracers, shoulder plates that extend
Weight: 385 lbs to the elbow, belt, armoured briefs with
groin-cup, belt, sandals, integral heater,
Mobility: Legs chest and back plates, the knees are
protected, quadricep (thigh) plates, torso
Sensory Organs: Visual plates, heavy quadricep covers, and a
light exoframe. There are six hangers on
Communication: Vocal the belt for other assorted items.
Reproduction: Sexual Helmet
AR 9, SDC 100. It increases their ability
IQ: 3D6, ME: 3D6, PS: 5D6, PP: 4D6 to see in a variety of spectrums, ranging
+1, PE: 5D6, MA: 3D6, PB: 3D6, SPD: from the low infrared to the high
4D6, HPs: +D20 ultraviolet, and also filters the ambient
heat from the area, allowing them to see
Orbit/Climate: 1 AU. Very stable, things with greater clarity and detail.
circular orbit, very stable surface The helmet is not only protection for the
temperature. Yautja, but a symbol of their personality.
Atmosphere: Standard and corrosive Each helmet is tailored to suit the tastes
Oxygen/Nitrogen with abundant toxic of the individual Yautja. A Yautja
trace metals and gases. operates the mask by pressing buttons
with its tusks. The features available to a
Oceans: 61% helmet are infrared vision (an
enhancement of the Yautja’s
Gravity: 150% natural vision), ultraviolet vision, low-
light vision, nightvision (darkvision),
Feeding Habits: Omnivore EM sensor and gamma vision.
Lifespan: 90 years For game purposes, the gamma vision
only works where there is enough
Technology: 9, Yautja technology is gamma radiation to affect vision.
unique in many aspects not in the least Typical areas are space and outside on
due to its ornate, tribal appearance planets in low atmospheres. The vision
masking deadly, sophisticated weaponry. is equal to normal in space and ¾ range
Many weapons use a metal that does not in low atmosphere. The tracking/firing
correspond to any element on the system for the plasma caster operates on
periodic table and some weapons have an electromagnetic frequency, which can
been shown to be completely resistant to be used to "track" (+3 bonus to attack
rolls).
64
The helmet has highly advanced audio The shield can be used for 20 rounds
reception and transmission capabilities. before it runs out of energy. The shield
Its sound amplification listening system requires 2 hours of non-use to recharge.
enables the Yautja to pick-up, amplify
and hear a whisper 90 mtrs away. A Forearm Computer
loudspeaker amplifies the Yautja's voice The forearm computer controls many of
like a bullhorn. 80 decibels. the devices used by the Yautja. It can
Range is roughly 1200 mtrs depending control the wrist rocket, the cloaking
on ambient noise. shield, the self-destruct device, the
helmet’s vision modes and the plasma
It also has a modulating voice gun. The forearm computer also
synthesizer that allows the Yautja to contains a language translator, a voice
change/disguise its voice by altering recorder (with 20 minutes of recording
tone, bass, pitch, etc. All language time) and is the targeting computer for
translations and status from a forearm the laser sight on the plasma gun. The
computer are transmitted to the forearm computer communicates to all
HUD of the helmet. Adds +2 bonus to of the devices by a complex series of
Language skill checks. Each helmet also networked and inducted transceivers.
consists of a standard breathing
apparatus. This supplies the Yautja with Med Kit, Light
atmosphere equivalent of the This kit contains enough tools to
Homeworld. perform minor surgery and repair
superficial wounds. The kit also contains
Cloaking Shield all the equipment in a standard medical
The cloaking shield is the infiltration kit as well as a shrapnel extractor, two
device used by the Yautja. The shield wound clamps, one stimulant shot, and
uses a complex design of imaging one antiseptic tube. The whole kit is
devices, camera and mirrors. The extremely compact and takes up an area
cloaking shield is constantly taking 4”x5”x9”. The kit is in a case and
images in all directions and using the typically attaches to the underside of the
imagers to display the image to the Power Distribution Center.
opposite side of the wearer. The
cloaking shield, while powered by an Med Kit, Medium
extremely powerful computer, cannot This kit contains enough tools to
always keep up with the quick actions of perform minor surgery and repair
a Yautja on the run. This causes a slight superficial wounds. The kit also contains
distortion in the air surrounding a all the equipment in a standard medical
Yautja. kit as well as a shrapnel extractor, six
wound clamps, four stimulant shots, one
An extremely alert opponent can see the antiseptic tube, and a wound stapler. The
distortion. The cloaking shield adds a +2 whole kit is extremely compact and
to a wearer’s hide. This device comes in takes up an area 4”x5”x9”. The kit is in a
the form of a belt. The belt is controlled case and typically attaches to the
by a networked transceiver connection to underside of the Power Distribution
the forearm computer. The device Centre.
requires a large amount of energy to use.
65
Med Kit, Heavy helmet can be setup to do this through
This kit contains enough tools to verbal commands.
perform minor surgery and repair
superficial wounds. The kit also contains Survival Kit
all the equipment in a standard medical This kit is the same dimensions of a Med
kit as well as a DeTox probe, a Kit and attached to the PDC the same
hypospray and 15 drug vials. Typical way. This kit contains antiseptic lamp,
lists of drug vials include three each of: an emergency food synthesizer, a vapor
bone coral, counteragent, healing still, a breather mask with 2 hours of
booster, stabilizer and stim. The whole atmosphere and small flames stove.
kit is extremely compact and takes up an
area 4”x5”x9”. The kit is in a case and Trophy Preparation Kit
typically attaches to the underside of the This kit is the size of a large suitcase. It
Power Distribution Center. contains a bone scrubber, flesh
dissolving enzyme (12 uses), drain tube
Power Distribution Center (PDC) with vacuum, catch bag, skull piercer,
This device powers all of the items bone polish and preserver, 12 dressing
carried by a Yautja. It is a miniature hooks, and 300 ft cord.
fusion reactor and the amount of energy
it can put out is limitless for game Dart Gun
purposes. Each one of these items are The dart gun fires self-propelled
linked to a forearm computer to act as a flechettes that are poison-tipped and do
selfdestruct mechanism. The typical D4 per round for D4 rounds. 6 mtr
delay time is 30 seconds and will take range, with 20 ammo.
out an area of 300 square blocks (1000
xD6 of damage). If the connection to Forearm Laser
the forearm computer is ever severed, Similar to the forearm plasma caster, the
the selfdestruct mechanism goes shuts laser sacrifices power for range. It does
down and cannot be reactivated until; the D10 damage over a 60 mtr range, with
link is reestablished (repair device check 20 ammo.
of 30). The forearm and the PDC MUST
be equipped for the self-destruct Forearm Plasma Caster
mechanism to work. If either are not This weapon is actually mounted
attached to the same creature, the directly on the Yautja's forearm and is
selfdestruct will not work. triggered by fully extending his arm at a
target. It does 2D10 over 12 mtrs, with
The PDC is equipped with “storage” 20 ammo.
points. When an item equipped with an
attach mechanism is held near the PDC, Forearm Rocket
it activates a unique frequency which This is a single mini-rocket, or gyrojet,
will activate a magnetic connection. The which can be fired from a forearm
item will be then held in place. To launcher. The rocket inflicts a
remove an item all one had to do it to combination of fire and piercing
grab the item and issue a command into damage. This is typically used to destroy
the forearm computer to release it. A vehicles and parts of buildings, which
could be used for escape or cover by
66
prey. A new minirocket can be loaded long line of flame that deals 3D6 points
into the launcher in one standard action. of fire damage to all creatures and
objects in its path. No attack roll is
When the rocket hits its target, it necessary, and thus no feat is needed to
explodes like a grenade or other operate the weapon effectively.
explosive, dealing its 3D10 points of
damage to all creatures within a 1.5 mtr The burner's ammunition has 5 hit
radius. It has a 30 mtr range. points. A burner reduced to 0 hit points
ruptures and explodes, dealing 6D6
Net Gun points of fire damage to the wearer
The net gun works like a normal net with (no save allowed) and 3D6 points of
the following exceptions. The net is fired splash damage to creatures and objects
from a hand held pistol (usually folded in adjacent 1.5 mtr radius. Once the
when not in use and stored on a shin target is hit, fuel droplets from the
guard), which gives the net a maximum burner stick and continue to burn,
range of 12 mtrs. The edges of the net inflicting D6 points of fire damage each
are weighted with spikes. Each spike is subsequent round until the flames are
dynamically designed to “fly” in the extinguished. A fire engulfing a single
direction the net is going, so if the spike creature or object can be doused or
hit an object, they will embed smothered as a full-round action. A
themselves into it. The net is made out burner can shoot 10 times before the fuel
of xerbinium, but the strands are thin so supply is depleted.
the strength is a little less than normal
items of xerbinium. The net requires a Chemical Sprayer
Strength check to burst free and has 30 Similar to the burner, the chemical
hit points. sprayer can project toxins or acid.
Yautjas usually use this weapon when
Pining Fork energy weapons would be too dangerous
This is a projectile weapon shot from a (i.e., a caustic atmosphere) or when
wrist projector (this is the same device they want to capture their prey alive.
used to fire a wrist rocket). The pining It shoots a 1.5 mtr wide, 27 mtr long line
fork is in the shape of a Y with the inner of acid that deals 3D6 points of acid
part of the Y containing a barbed edge, damage to all creatures and objects in its
like a fishhook. The fork has limited path. No attack roll is necessary, and
range, but it’s real use to cause bleeding thus no feat is needed to operate the
in prey. If a creature hit by a pining fork weapon effectively. The chemical
pulls it out, they suffer an additional D8 sprayer's ammunition has 5 hit points. A
points of damage and will loose 1 hit chemical sprayer reduced to 0 hit points
point every other round until the wound ruptures and explodes, dealing 6D6
is bandaged. It does D10 damage with a points of acid damage to the wearer (no
3 mtr range. save allowed) and 3D6 points of splash
damage to creatures and objects in
Burner adjacent 1.5 mtr radius. Once the target
The burner is a lightweight, carbine- is hit, fuel droplets from the chemical
format burner designed for use in close sprayer stick and continue to burn,
combat. It shoots a 1.5 mtr wide, 27 mtr inflicting D6 points of acid damage each
67
subsequent round. Acid engulfing a perfected over time and has extremely
single creature or object can be doused fast response. In combat, with a single
as a full-round action. A chemical opponent, the more experienced Yautja
sprayer can shoot 10 times before the tends not to use this device as it as felt it
fuel supply is depleted. gives an unfair advantage. It does 4D6
over a 36 mtr range, with 10 ammo.
Smart Disk
One of the most advanced pieces of Scattergun
equipment carried by the Yautja, the The plasma shotgun is a multiple beam
smart weapon is a flat disc shaped weapon that acts quite similar to a 20th
weapon that can be held in the hand, or century shotgun, except it shoots burning
thrown at an opponent. Computer hot plasma. It does 2D10 over a 15 mtr
controlled gyros guarantee that the range, with 10 ammo.
disc returns to its wielder. When
activated, it creates a disruptive field Micro-Missile Launcher
around itself, which can cut through the Similar to the plasma caster, the
hardest of metals. It's used mostly for micromissile launcher rests on one of the
ranged combat, but it can also be used in Yautja's shoulder pads. The laser sight
melee combat. A special ring, worn by gives an extra bonus to hit with the
the thrower, indicates the landing plasma of +3. The sight is controlled by
position of the disc. This way, when the an IO interface to a helmet and eye
disc returns, it automatically adjusts to movement. This functionality has been
“land” on the thrower’s fingers. It does perfected over time and has extremely
2D10 slashing damage and can be fast response. It does 6D6 over 120 mtr
thrown up to 7.5 mtrs. range, with 5 ammo.
Dual Heavy Laser Cannon Plasma Bolt Cannon
These dual heavy laser cannons rest on The plasma bolt cannon is a Yautja-
each of the Yautja's shoulder pads. The portable anti-armour weapon. The
laser sight gives an extra bonus to hit penetrating power is such that is it
with the plasma of +3. The sight is rumored to be able to penetrate a
controlled by an IO interface to a helmet heavy tank within one mile. It does
and eye movement. This functionality 9D10 over a 180 mtr range with 60
has been perfected over time and has ammo.
extremely fast response. It does 3D10
damage over a 270 mtr range, with 20 Combistick
ammo. This is a short spear, which extends from
a 60 cm long shaft into a full-length
Plasma Caster spear. The spear also has gyros in it to
This plasma weapon rests on one of the help keep the initial aim of the spear on
Yautja’s shoulder pads. The laser sight target. It will continually correct the
gives an extra bonus to hit with the trajectory of the spear until the spear
plasma of +3. The sight is controlled by impacts a target. Its battery lasts 2 years.
an IO interface to a helmet and eye In its longer form, the combistick has
movement. This functionality has been reach of 3 mtrs. It does D8 piercing
damage.
68
Naginata, Yautja slash the blades across an opponent, like
The Yautja naginata is covered in rare a sword. This would make is slashing.
gemstones and strengthened with metal. So the weapon can be used either way.
Blades top each end of the staff and the This weapon is the preferred weapon of
entire weapon is immune to acid. It has a most skilled hunters. It truly shows your
conducting field similar to the cloaking skill when you can kill an opponent in
device that allows it to remain cloaked close combat. They do 2D6 slashing or
when in hand. A Yautja naginata is a piercing damage.
double weapon. A Yautja can fight with
it as if fighting with two weapons, but if Culture: Hostile, intolerant and
it does, the Yautja incurs all the normal aggressive but held in check by strong
attack penalties associated with fighting social customs. Yautja culture revolves
with two weapons, just as if the Yautja around the hunting and stalking of
were using a one-handed weapon and a dangerous lifeforms. After making a kill
light weapon. A Yautja can use either they typically skin or decapitate the
head as the primary weapon. The other is carcass converting it into a trophy.
the off-hand weapon. A creature Failure in a hunt results in the Yautja
wielding a Yautja naginata in one hand involved committing an honourable
can’t use it as a double weapon—only suicide. The hunt is not for sustenance or
one end of the weapon can be used in elimination of threats but as
any given round. It does D10 slashing or entertainment as they will only attack
piercing damage. life forms that have the ability to provide
them with a challenge. Yautja live by
Scimitar, Yautja their Honour Codes - not hunting
This massive scimitar is common unarmed prey, sparing or ignoring the
amongst Yautjas of the lower castes. It frail and young, prohibited the use of the
does 2D6 slashing or piercing damage. cloaking device while hunting, and so
on. These rules come with severe
Wrist Blades punishments if broken by their
These dual blades extend out of a individual Clan.
forearm sheath. They are slightly curved,
as a natural claw would be. They are A caste hierarchy exists with treatment
extremely sharp and are granted the keen of an individual is determined by their
ability. The activation of the blades social position with the stronger and
involves sensors tied to the muscles most skilled of the group being leader.
in the forearm and wrist. When the Their religion is polytheistic, and that
yautja tenses its muscles, makes a their equivalent of the Grim Reaper is
clenched fist and bends the wrist inward, the so called "Black Warrior", who is
the blades extend for combat. When any seen as an eternal adversary who
of these conditions are not met, the eventually wins all battles.
blades retract. Depending on the way the
weapon is used this can be either a Government: Matriarchal Tribal Clan
slashing or piercing weapon. One
common tactic to use thrust the tips of Population: 2.9 billion
the bladed through an opponent, which
would make it piercing. Another is to
69
Home System: Mothership
Number of Stars: 2, Yaut Alpha and
Beta
Star Type: K
Planetoid Belts: 4
Inner Planets: 2
Middle Planets: 4
Outer Planets: 1
Type: Mother Ship
A Mother Ship (Jag'd'dja atoll in the
Yautja language) is a massive, mobile
base for Yautja hunters. Mother Ships
are totally independent craft where a
number of Scout Ships can dock. These
ships rarely enter conflict with another
force, and are usually inhabited by a
single Clan, led by the Clan Elder.
Like other Yautja craft, they utilize
cloaking technology that renders them
sensor-invisible, making them virtually
impossible to find. Pilots of other Yautja
vessels, however, can use their vessel's
standard beacons to locate a nearby
Mother Ship. Here, warriors can battle
for respect and acquire new weapons and
devices. Most Mother Ships also have a
trophy case in which its clan's trophies
are put on display.
Almost every Mother Ship holds a
captive Xenomorph Queen, which the
Yautja warriors most likely release in an
area for a Hunt. They are fully equipped
with scout ships and insertion pods,
capable of launching a hunter onto a
planet's surface and sending smaller
Scout Ships onto Hunts. They also come
with powerful beam weapons, powerful
enough to punch a hole from the orbit of
a planet down to the deep crust. They
70
also have two versions of Self-Destruct the prey that the clan has hunted down
Devices, one that detonates in a massive over the centuries and captured, such as,
thermonuclear explosion, and another dinosaurs, xenomorphs, humans, and
that implodes the ship, removing all other creatures.
trace of its existence.
Crew: 3 + 100
It is known that the Yautjas have some
form of offensive weaponry on their A/DF: 1; SPD: 1; DCR: 50,000
ships, as seen when a Mother Ship
destroyed the USS Marlow with some Atmosphere flight speed: 500 kph
kind of rockets. They also have a very Space flight speed: 150 million kph
powerful and accurate plasma beam, Max Warp: 1
which we see in use in Alien vs. Yautja
when a Mother Ship used one to bore Length: 200 metres
through hundreds of meters of ice in
seconds, all the way from orbit, to reach Weight: 15,000,000 tons
the Pyramid under Bouvet Island.
Armour: Crystallion
Mother Ships can also send drop pods Main Body: 1,000,000 SDC
containing individual Yautjas to the
surface of a planet. Mother Ships also Drive:
are equipped with some kind of small Maneuvering Thrusters
escape ship. Once a Yautja is inside the Solar Cells Engine
escape ship it detaches from the Mother Warp Drive I
Ship and uses its two thrusters to propel
itself through space. Similarly to the Weapon Systems:
insertion pods, the escape ships have Plasma Cannon – 1 forward, 1 per side
only room for one Yautja.
Cargo:
Mother Ships have holographic 4 Shuttles
technology. Just like on the Yautja's 50 Drop Pods
wrist gauntlet, Mother Ships have some
from of holographic equipment but this
shows real-time images from within a
location as well as 3D mapping.
Although no one knows exactly how this
is accomplished, it may utilize a small
hovering robot or machine that uses
local airborne water (or similar liquids)
molecules to light up into a holographic
picture. A similar tactic is planned by
mankind to begin to build holographic
computer monitors.
Most mother ships have trophy rooms
that contain skulls and or skeletons of
71
Scout Ship Drop Pod
The Scout Ship is a short range Yautja
Spacecraft which is usually connected to
a Mother Ship. Scout Ships have three
external thrusters and a large blade on
the belly of the vessel. Scout Ships
usually have a fairly large Trophy Room A drop pod is a Yautja vehicle used to
used for displaying any Trophies insert individual Predators to the surface
obtained on Hunts. Scout Ships also of a planet, usually for the purpose of
possess holographic technology capable taking part in a hunt. Such pods allow
of displaying holograms of nearby Yautja to reach the surface of a planet
planets likely to be used as a site for a quickly, often undetected, without the
Hunt. Scout Ships also contains a need for a larger Mother Ship to set
storage room for captive Facehuggers. down. Drop pods are sleek, elongated
Scout Ships are used to drop off yautja black/silver capsules. Externally, the
hunters in close proximity of a planet. pods are covered in Yautja writing and
symbols.
Crew: 1 + 10
Their sole purpose is to deliver a single
A/DF: 4; SPD: 4; DCR: 0 Predator to the surface of a planetary
body. The pods are not long-range craft
Atmosphere flight speed: 400 kph and are launched from a passing Yautja
Space flight speed: 50 million kph vessel, such as a Mother Ship or Scout
Max Warp: 0 Ship. Upon leaving the parent vessel, the
pod will hurtle towards the surface.
Length: 15 metres Before impact, three arresting fins unfurl
at the rear of the pod to slow its descent,
Weight: 300 tons and the device is also fitted with some
kind of thruster, presumably to control
Armour: Crystallion speed and direction. The pods are
Main Body: 1000 SDC capable of impacting the surface at high
Wings: 750 SDC speed without causing any harm to the
Yautja within. After landing, the pod
Drive: will open, releasing the Yautja onto the
Maneuvering Thrusters surface.
Solar Cells Engine
Crew: 1
A/DF: 1; SPD: 1; DCR: 0
72
Atmosphere flight speed: 300 kph Yazirian
Space flight speed: 5 million kph
Max Warp: 0
Length: 5 metres
Weight: 1 ton
Armour: Crystallion
Main Body: 1000 SDC
Drive:
Maneuvering Thrusters
Type: Simian, Similus Sapiens
Physical Traits: The Yazirian race are
anthropoids similar to various terrestrial
apes. They are muzzled, lightly furred,
and have patagia stretching between
their arms and legs which they can use to
glide over short distances in low gravity
(their home worlds are all low-gravity).
They are descended from a nocturnal
species, and prefer to wear tinted
goggles to protect their eyesight during
the day. They are said to be rather
violent and pushy, and have a custom to
choose a "life-enemy", which could be
anything; a company, person, or a
concept. Yazirians are tall, thin
humanoids.
They have long arms and legs and
slender torsos. Two large flaps of skin
grow on either side of their bodies,
73
attached along their arms, torso and legs. Communication: Vocal
When a Yazirian raises its arms, this
membrane is stretched tight and forms a Reproduction: Sexual
sort of wing. Under certain conditions IQ: 3D6, ME: 3D6, PS: 3D6, PP: 3D6,
Yazirians can glide short distances using PE: 3D6, MA: 3D6, PB: 3D6, SPD:
these wings. Yazirians have muzzles and 3D6/glide 5D6, HPs: +D10
high foreheads, giving them an animal-
like appearance. Their heads are Orbit/Climate: 1 AU. Very stable,
surrounded by manes and collars of hair, circular orbit, very stable surface
which varies in colour from glossy black temperature.
to pale yellow.
Atmosphere: Standard and tainted
Their skin colour ranges from grey to Oxygen/Nitrogen with some
light tan. Because their bodies do not contaminants.
sweat, Yazirians pant to keep cool.
Yazirians have four knuckles (one more Oceans: 78%
than Humans) on their fingers and toes.
The inside toe is opposed like a thumb, Gravity: 100%
allowing them to grasp things with their
feet. The tips of their fingers and toes Feeding Habits: Omnivore
end in broad, ribbed pads, giving them
an excellent grip. Lifespan: 100 years
Height: 6 ft Technology: 9
Weight: 100 lbs Culture: Diversified mix of kind and evil
people. Yazirian communities are
Mobility: Legs. Yazirians can glide short divided into large, loosely organized
distances using the membranes along clans. All the members of a clan are
their sides. A Yazirian can glide 1 metre related to each other. In the past, clan
for every metre he is above the ground ties were very strong. The clans had
when he starts. He must start at least 10 traditional enemies and allies, and they
metres above the ground. The maximum struggled constantly for power and land.
distance a Yazirian can glide depends on Since the Yazirians moved into space,
the gravity of the planet, as shown they have learned to cooperate more and
below. the clans have become less important.
Despite this, Yazirians still have a
Sensory Organs: Visual. Because they reputation as proud, fierce fighters.
evolved from nocturnal hunters, their
eyes are adapted to seeing in dim light. A custom Yazirians have kept intact is
They can not see in complete darkness. the selection of a life-enemy. When a
They usually wear dark goggles when Yazirian chooses a life enemy, he
they must work in sunlight. Yazirians' dedicates his life to destroying,
senses of hearing, smell and taste are overcoming or outdoing that enemy as
equivalent to a human's. completely as possible. In the past, a
Yazirian would choose an enemy clan or
74
clan member as his life-enemy, but now
the choice is much wider. A Yazirian
Appendix 1:
scientist could name an incurable disease Technology Level
as his life-enemy, or a Yazirian trader It is possible for more advanced societies
could choose a competing company. The to have a mix of tech levels between for
scientist would try to find a cure for the instance weapons, spaceships and
disease; the trader would try to build up medicine.
his own company so it is more powerful Tech Technology type
than his enemy's, or even try to drive the Level
other company out of business. 0 Stone Age;
Cave dwellings. Counting, oral tradition,
A Yazirian gains honour by striving to fire, sewing needle. Skis; dogsleds;
defeat his enemy. Yazirians with dugout canoes. Wooden and stone
powerful life-enemies are respected and weapons; primitive shields; hides for
admired. A Yazirian that defeats its armour. Human muscle power; dogs.
enemy does not need to choose another, First aid; herbal remedies; primitive
but some Yazirians do. There is no set agriculture.
point in a Yazirian's life when he must
choose a life-enemy, and some Yazirians 1 Bronze Age;
never choose one. A Yazirian that dies Arithmetic, writing. Bare horseback; the
without having chosen a life-enemy is wheel (and chariots); ship-building;
considered unlucky. sails. Bronze weapons and armour.
Donkeys; oxen; ponies. Surgery; animal
Government: Clan husbandry; fermentation. The plough,
papyrus, sundials, the month (lunar cycle
Population: 27 billion defined mathematically), potter's wheel,
kilns, tanned hides (boiled or dried
Home System: leather), woodcutting for fires,
Number of Stars: 1, Procyon B composite bow, sickle with curved
handle, file, plane (wood-working),
Star Type: O abacus, balance for weighing and
measuring, ladder, trumpet (from animal
Planetoid Belts: 5 horns), ships built from planks, early
siege weapons (rams and picks).
Inner Planets: 3 Wheelblades, bulldozer blades and
ploughs for vehicles.
Middle Planets: 4, Yazir I is the home
planet 2 Iron Age;
Geometry, scrolls. Saddle; roads;
Outer Planets: 1 triremes. Iron weapons; iron armour
(including mail); siege engines. Horses;
water wheels. Bleeding the sick;
chemical remedies. Keystone arch,
horseback with a saddle, ocean going
galleys, shields, scale armour, power
from windmills, bleeding the sick,
75
chemical remedies. Crop rotation, iron locomotives; steamboats; early
ploughshare (the blade of the plough), submersibles; balloons and early
heated rooms (heat pumped under tile airships. Early repeating small arms;
floor), large-scale glassblowing, rifled cannon; ironclads. Steam engines;
irrigation, water clocks, codex (early direct current; batteries. Germ theory of
books), scrolls, rotary locks, heavy disease; safe anaesthetics; vaccines.
cavalry, wheelbarrow, bellows, bridle Mass production, steam power,
and bit, saddle, spurs, soap, weapons: telegraph, transportation by steam ship,
pike, trident, mace, broadsword, railroads, zeppelins, ironclad warships,
shortsword, scythe, crossbow, metal dynamite, repeating handguns, direct
harpoon, lasso, ballista. current power, germ theory of disease.
Steam engine, earliest internal-
3 Medieval; combustion engine.
Algebra, books. Stirrups; ocean going
sailing ships (longships, round ships, 6 Mechanized Age;
etc.). Steel weapons; early firearms; Electric calculators, telephone, radio.
plate armour; castles. Heavy horses and Automobiles; continental railways;
horse-collars; windmills. Crude ocean liners; submarines; aircraft.
prosthetics; anatomical science. Steel Smokeless powder; automatic weapons;
weapons, mathematics with zero, tanks; combat aircraft. Steam turbines;
transportation on horseback with a internal combustion; alternating current;
saddle and stirrups, sailing ships, lances, hydroelectricity. Antibiotics; blood
flails, crossbows, plate and chain mail, typing and safe transfusions; heredity;
castles, power from horses with horse- biochemistry. Radio, battleships, tanks,
collars, amputations and crude machine-guns, fighter aircraft, fission
prosthetics. bombs (A-bombs), flak jackets,
hydroelectric power, alternating current,
4 Age of sail; major surgery, antibiotics. Helicopter
Calculus. Stagecoach; three-masted drivetrain, tracked drivetrain, liquid fuel
sailing ships; precise navigation. rocket, helium airships and manned
Muskets and pikes; horse artillery; naval balloons, weapon bays (in aircraft),
broadsides. Improved windmills; belt radar, sonar, bombsight, airlock, diesel
drives; clockwork. Optical microscope engine.
makes cells visible. Gunpowder,
printing, transportation from fully-rigged 7 Nuclear Age;
ships, hot-air balloons, black-powder Mainframe computers, television.
muskets, cannon, sailing warships. Dress Nuclear submarines; jet aircraft;
smallsword, fencing sabre, rapier, helicopters; manned space flight.
cavalry sabre, buff coat (long leather Ballistic body armour; guided munitions;
coat worn by musketeers), amputations, combat jets; nuclear weapons. Gas
bonesetting, cauterizing wounds, opium turbines; fission; solar power. Discovery
as a medical painkiller, basket hilt. of DNA; organ transplants; pacemakers.
Nuclear energy, computers, lasers,
5 Industrial Revolution; rockets, jet aircraft, space shuttles, mag-
Mechanical calculators, telegraph. Steam lev monorails, hovercraft, nuclear
missiles (H-bombs), atomic submarines,
76
Kevlar, fission and hot fusion power Force screens, tractor beams, fast FTL
(nuclear power plants), solar power, radio, personal force shield, antimatter
organ transplants. Ablative armour, missiles, sensa-skin. Gravgun, paralysis
composite armour, laminate armour, pistol, reactionless thruster, cannibal
improved suspension for ground nanokits, translation program for
vehicles, variable sweep wings for robots, bioplastic nanomorphs,
aircraft, aircraft with controlled disassembler (nanobot cloud that breaks
instability designs, improved brakes, all- down matter). Gauss guns; nanotech
wheel steering, roll stabilizers for water armour; nanoviruses. Impulse space
vehicles, leg drivetrain, magnetic drive. Fusion Power, Optionics
levitation vehicles, orion engine (space (holography), Molecular Data,
drive using nuclear explosion for Gauss/Rail, Gravitic Control, Stealth
propulsion), ornithopter drivetrain Fields, Particle/Plasma, Spaceship Ion
(aircraft with mechanical flapping Protolight Drive.
wings), ducted propellers for water
vehicles, ducted fans for aircraft, tilt 10 Robotic Age;
rotors, afterburners. warp drive, antimatter bombs. Helium-3
fusion; antimatter. Brain transplants;
8 Digital Age; uploading; bioroids; uplifted animals.
Personal computers, global networks. Contragravity, grav compensators,
Satellite navigation; SSTO ("single stage personal flying belts, grav tanks,
to orbit") spacecraft. Smartguns; personal force screens, full
blinding lasers; unmanned combat panimmunity, regeneration of limbs and
vehicles. Fuel cells; advanced batteries. organs. Compact particle-beam
Genetically modified organisms; gene weapons; defensive nanites. Portable
therapy; cloning. Slower-than-light fusion power. Living machines; cellular
space travel, fusion power, bionic regeneration. Faster-than-light space
implants, ballistic airliners, turbofans, travel, sentient computers, space yachts,
ramjets, turbo-ramjets, cybertanks, genius bombs, flamers, particle-beam
orbital lasers, combat armour and blasters, stunner weapons, cold
battlesuits, gauss needlers, fusion/electric power, panimmunity,
fission/electric power, orbital-collected braintapes, complex implants, suspended
solar power, plastiskin. animation, automedic. Blaster pistol,
blaster rifle, electrolaser, electrolaser
9 Microtech Age; rifle, hand flamer, plasma rifle, tripod
Artificial intelligence, nanotechnology, flamer, holdout laser, survival laser,
real time virtuality, lightsails (space monowire blade, monowire whip,
drives that use light for propulsion). gatling laser, gauss SMG, gauss battle
Robot cars; space elevators; fast manned rifle, sonic stinger, stunner (beam
interplanetary space flight.Electrolasers; weapon), stun rifle, screamer (beam
heavy laser weapons; battlesuits; combat weapon), M-LAW (missile launcher).
robots; designer viruses. Micro fuel Stellar Power, Tachyon
cells; deuterium-hydrogen fusion; high- Communications, Molecutronics (living
temperature superconductors. Human circuits), true Biotech, Teleportation.
genetic engineering; tissue engineering;
artificial wombs; cybernetic implants.
77
11 Diamond Age; General Traits of Classifications
Contragravity, grav compensators, The classification number is based on
personal flying belts, grav tanks, the combined energy consumption of the
personal force screens, full entire species, each step up the scale
panimmunity, regeneration of limbs and represents an energy consumption ten
organs. Gamma-ray lasers; "living billion times greater than before. No
metal" armour; black-hole bombs. matter what type of Civilization, each
Portable antimatter power. Full consumes some level of energy; thus this
metamorphosis; regeneration. Antimatter is a very reliable indicator of their
power, artificial gravity, slow FTL radio, technological advancement.
nerve pistols, superheavy combat
armour, disruption beams. Bioplas sails Class 1-6: Primitive Civilization
for water vehicles, fusion air-ram (jet Relies on fossil fuels and other limited
engine), hyperdrive, gatling x-laser resources. May have chemical or nuclear
vehicle gun, x-ray laser cannon, neutrino power, primitive solar power; anything
communicator, sentient computer, neural from stone age to primitive fusion
interface vehicle control: socket technology. Unlikely to have any
interface and neural induction field, intersystem colonies but may have an
artificial gravity unit (generates a gravity active, exploratory space program.
field inside or on top of vehicle in
space), bioconvertor power plants Class 7: Planetary Civilization
(herbivore, carnivore, omnivore, Generally politically stable, relies on full
vampire). Full terraforming of planets, planetary resources, generating power by
planetary missiles, "pocket" a number of methods; including
antimatter. Construction of ringworlds. geothermal, ocean, atmospheric, solar
and fusion power systems; still
12 Enlightened Age; vulnerable to astronomical or
Phase Gate (dimension crossing), environmental catastrophes. Unlikely to
Spaceship Intergalactic Jump Drive. have any extra-solar colonies, but may
Construction of worlds, perfect have intersystem colonies on favourable
medicine, teleport projector, reality local planets.
stabilizer, parachronic technology (time
machines). Mobile worlds, dyson Class 8-9: Stellar Civilization
spheres, tesseract technology. Consumes more energy than a planet can
produce, having to tap into the direct
energy output of their sun. May choose
to conceal their TV and radio emissions,
but heat waste is huge, even if their star
is completely utilised (all energy
collected) it may be detected by infra red
emissions. Immune to natural disasters
except massive cosmic bombardment (ie
super novas) and highly efficient at
recycling waste products. The
Civilization is now capable of massive
78
colonisation, including extra-solar
colonies.
Appendix 2: Starship
Weapons
Class 10-11: Galactic Civilization Starship weapons fall into one of four
Mastery of interstellar travel, most likely categories: beam weapons, projectile
to send out masses of interstellar probes, weapons, missiles, and mines. Starship
most local star systems would be weapons require the Space Vehicle
colonised. Advanced energy systems Weaponry skill to operate proficiently.
may include "Planck energy" generators Without this a gunner takes a –4 penalty
(capable of tearing open worm holes) on attack rolls made with starship
classed as Cosmic Energy Technology, weapons.
this allows colonisation via dimensional
travel, not just interstellar jump drives. Beam weapons deal energy damage,
usually of a nonspecific type. They
Class 12: Pan dimensional Civilization range from weapons as simple as a high
Fabulous energy manipulation powered laser to monstrous devices
capabilities, able to transport stars from capable of harnessing the fundamental
one point in space to another, or across forces of the universe.
transdimensional gates. God-like
technology to any species below class 8. Beam weapons draw power from a
These Civilizations are effectively starship’s power plant and are
immortal, immune to any degenerative considered to have unlimited
sociological problems. They may be ammunition. Beam weapons are
found in any sector of their local mounted on turrets or in banks that,
Universe and have colonies in multiple coupled with the starship’s ability to
dimensions. adjust its orientation, allow the weapons
to fire in any direction.
Projectiles are generally solid slugs
delivered to the target, where the
velocity and density of the slug
hopefully punch through the target’s
defences. The most basic projectile
weapons launch a small hunk of metal at
roughly the speed of sound; the most
advanced can push around mountains or
molecules at greater than the speed of
light.
Starships have sufficient storage space to
contain a virtually unlimited supply of
projectile weapon ammunition. Like
beam weapons, projectile weapons are
mounted on turrets or in banks that,
coupled with the starship’s ability to
79
adjust its orientation, allow the weapons Range in atmosphere: 800 metres
to fire in any direction. Fires an intense, concentrated beam of
light.
A missile is an explosive warhead fixed
to a guided rocket and fired from a Bomb Dispenser
missile launcher. The type of warhead Damage: N/a
determines both the type and amount of Range in atmosphere: N/a
damage. All missiles are equipped with The bomb bays and dispenser system are
guidance systems that negate the penalty designed for the purposes of dropping
for range increments. bombs from orbit to a planet’s surface.
Such bombing runs can only be achieved
Mines are immobile explosives that must from a relatively low orbit in order to
be deployed to be effective. Mines are guarantee any kind of accuracy. Bombs
equipped with sensors to scan have no form of targeting or guidance,
approaching ships and detonate when instead the computer aims from orbit and
hostile ships draw near. Some mines also drops the bomb, all other bombs then
come equipped with cloaking screens scatter around the first. The smallest
and other defensive systems to conceal version holds 10 and it can be bought in
their presence. A starship must be increments of 10.
equipped with a minelayer to deploy
mines. Disruptor Battery
Damage: 2D6 x100
Accelerator Range in atmosphere: 2 kms
Damage: x10 Fires an intense beam of alternating
Range in atmosphere:: -25% protons and electrons.
Increases the damage of any energy Electron Battery
based weapon by a factor of 10. Damage: 8D6 x20
Available to military only. Range in atmosphere: 1500 metres
Fires an electrical beam of negatively
Assault Missile charged particles.
Damage: 2D6 x20
Range in atmosphere: 12,000 kms Electron Bomb
The most common and standard missile Damage: 4D6 x20
type. Range in atmosphere: N/a
As per Electron Torpedo.
Autocannon
Damage: 2D6 x20 Electron Torpedo
Range in atmosphere: 1000 metres Damage: 4D6 x20
The smallest of the Rail guns more Range in atmosphere: 12,000 kms
suited to ships of fighter size. It is an Fired from a torpedo tube on impact the
electromagnetic accelerator that fires torpedo releases its enclosing magnetic
tiny ball bearings at an extremely high field and it becomes a destructive
velocity. electrical sphere of negative particles.
Beam Cannon Fission Cannon
Damage: D10 x100 Damage: D12 x100
80
Range in atmosphere: 1500 metres the target with heat, light, and intense
This cannon initiates a fission reaction radiation.
and then directs the blast at the target. It
disrupts the molecular attraction that Mass Driver
holds matter together causing said Damage: D100 x1000
molecules to fly apart. Range in atmosphere: 100 kms
The mass cannon uses gravitic
Ion Cannon technology to “charge” projectiles
Damage: D8 x100 with incredible gravitational energy,
Range in atmosphere: 1 km then hurls it at the target, where its
Fires an intense beam of ionized increased gravitational pull causes it
particles. to slam into the target with the damage
of a nuke but minus the radiation.
Kinetic Bomb
Damage: 2D6 x20 Meson Battery
Range in atmosphere: N/a Damage: D20 x100
The most common and standard bomb Range in atmosphere: 2300 metres
type. Creates a point of decay at the target
causing a high energy explosion.
Kinetic Lance
Damage: 10D6 x20 Mine
Range in atmosphere: 10 kms Damage: D100 x100
The largest of the ship mounted gauss Range in atmosphere: N/a
weapons. It creates a high-velocity Mines are immobile explosives that must
stream of virtual particles simulating be deployed. Explode over a 100 metre
solid matter. The impact of these radius.
particles is quite destructive, rather like a
collision with a solid object. Mine Layer
Damage: N/a
Lasersonic Range in atmosphere: N/a
Damage: D6 x100 This is designed to drop mines
Range in atmosphere: 600 metres throughout space at predetermined
The simplest beam weapon, the intervals. It uses a rack dispenser
lasersonic fires an intense, concentrated arrangement where the mines are moved
beam of light but is more suited to ships up to the hatch dispensed and the next
of fighter size. one moves up into place. The smallest
version holds 10 and it can be bought in
Maser increments of 10.
Damage: D10 x100 Any vessel with a mine layer can drop
Range in atmosphere: 1 km one mine per round with a distance
A more concentrated and powerful between them equal to the distance
version of the Laser. Masers channel covered by the vessel based
an enormous amount of power through a on its speed. Typically vessels dropping
linear antenna array, creating a broad- mines slow right down in order to cover
spectrum blast of energy that devastates as much of the area with mines as they
can, minimizing the distance between
81
them. In this way if a mine explodes and incandescent plasma that can explosively
another mine is within the blast radius vaporize objects in its path.
that mine too explodes and as a result the
damage is increased for every mine Plasma Torpedo
exploded in addition to the original. Damage: 6D6 x20
Range in atmosphere: 12,000 kms
Nuclear Bomb Fired from a torpedo tube on impact
Damage: D100 x1000 the torpedo releases its enclosing
Range in atmosphere: N/a magnetic field and it becomes a
Nukes are larger than other bombs and destructive fireball.
only 1 may be carried per 50 metres.
Proton Battery
Nuclear Missile Damage: 9D6 x20
Damage: D100 x1000 Range in atmosphere: 1700 metres
Range in atmosphere: 12,000 kms Fires an electrical beam of positively
Nukes are larger than other missiles charged particles.
and only 1 may be carried per 50 metres.
Proton Bomb
Particle Cannon Damage: 5D6 x20
Damage: 10D10 x14 Range in atmosphere: N/a
Range in atmosphere: 1700 metres As per Proton Torpedo.
Fires charged nuclei of protons,
neutrons, or alpha particles at the Proton Torpedo
target. Each particle accelerated to Damage: 5D6 x20
near light-speed. Range in atmosphere: 12,000 kms
Fired from a torpedo tube on impact
Phaser Flare the torpedo releases its enclosing
Damage: 10D6 x20 magnetic field and it becomes a
Range in atmosphere: 12,000 kms destructive electrical sphere of
The most powerful of the torpedoes. positive particles.
It uses a phased version of electrons,
protons and thorium upon detonation. Rail Gun I
Damage: 3D6 x20
Plasma Bomb Range in atmosphere: 1400 metres
Damage: 6D6 x20 Ship mounted gauss weapon. The
Range in atmosphere: N/a higher the number the larger the
As per Plasma Torpedo. cannon. Rail guns use a series of
electromagnets to propel projectiles
Plasma Cannon down a magnetic track. The
Damage: 10D10 x15 projectiles are kinetic-energy weapons
Range in atmosphere: 2 kms with no explosive charge, but at close
Using a powerful electrical charge to ranges, they can still be quite
white-hot plasma, this weapon then devastating.
accelerates the plasma mass toward
the target with the result is a bolt of Rail Gun II
Damage: 4D6 x20
82
Range in atmosphere: 1500 metres Assault Missiles, Torpedoes and
Bombs
Rail Gun III A missile is an explosive warhead fixed
Damage: 5D6 x20 to a guided rocket and fired from a
Range in atmosphere: 1600 metres missile launcher. All missiles are
intelligent with advanced electronic
Rail Gun IV tracking systems and maneuvering jets
Damage: 6D6 x20 that allow them to pursue their prey
Range in atmosphere: 1700 metres relentlessly. They have a +4 to Thac0
and can attack once per round until they
Rail Gun V hit, are destroyed, or run out of fuel.
Damage: 7D6 x20
Range in atmosphere: 1800 metres The guidance system works by attacking
anyone the pilot has designated a foe
Rocket Battery prior to launching the missile. Even if
Damage: N/a the missile misses its target it may still
Range in atmosphere: N/a damage him. If the target is caught
Missile storage and firing system which within the blast radius it takes half
includes a launch rail. Each Battery damage. Missiles have a top speed of
holds 10 missiles but unlike the launch Mach 25 in an atmosphere.
rack it can be reloaded as desired so long
as any missiles remain. Torpedoes are identical to missiles but
are much larger and slower. They have a
Rocket Rack top speed of Mach 10 in an atmosphere.
Damage: N/a Bombs are dumb weapons and cannot
Range in atmosphere: N/a deviate to strike moving or alternate
This is a one shot missile storage and targets. There is no range as it depends
firing system mounted externally on the upon the altitude from which it is
ship's hull. Each Rack holds 5 missiles dropped; the higher the altitude the
but cannot be reloaded once fired or longer the possible range of the bomb.
altered until the ship has landed.
Thorium Cannon
Damage: 3D6 x100
Range in atmosphere: 2 kms
The most powerful of the laser based
weaponry. It fires a blast of high-
energy, faster-than-light particles at
the target.
Torpedo Launcher
Damage: N/a
Range in atmosphere: N/a
Each launcher can hold up 1 torpedo
per 10 metres size.
83
Warp Drive Type I
Appendix 3: Space Distance Time Taken
Travel 1 LY 5 hours, 5 minutes
Below is a chart of space travel times as 10 LY 55 hours
seen by an outside observer. The 25 LY 5 days, 7 hours
distances shown are for light years (LY). 50 LY 11 days, 4 hours
100 LY 22 days, 9 hours
250 LY 57 days
Impulse Drive
500 LY 3 months, 8 days
Impulse is the fastest available non FTL
1000 LY 7 months, 6 days
drive.
Distance Time Taken
Warp Drive Type II
1 LY 4 yrs
Distance Time Taken
10 LY 40 yrs
1 LY 68 minutes
25 LY 100 yrs
10 LY 11 hours, 3 minutes
50 LY 200 yrs
25 LY 28 hours, 3 minutes
100 LY 400 yrs
50 LY 56 hours, 6 minutes
250 LY 1000 yrs
100 LY 4 days, 7 hours
500 LY 2000 yrs
250 LY 11 days, 8 hours
1000 LY 4000 years
500 LY 23 days, 6 hours
Travel time is shown in years (yrs) that it
1000 LY 47 days, 2 hours
takes in real time.
Warp Drive Type III
Warp Drive Distance Time Taken
Warp reactors use small bits of anti- 1 LY 20 minutes
matter to annihilate matter, producing 10 LY 3 hours, 3 minutes
potentially hundreds of times the energy 25 LY 8 hours, 3 minutes
of the same weight of hydrogen fusion 50 LY 16 hours, 6 minutes
fuel. While it is the most expensive 100 LY 33 hours, 3 minutes
power source by far, it is also the most 250 LY 3 days, 4 minutes
powerful for its mass. Vessels are 500 LY 6 days, 9 hours
propelled at such huge speeds that time 1000 LY 13 days, 8 hours
outside the vessel actually slows down.
This allows the vessel to travel great Warp Drive Type IV
distance in much reduced times of only 1 Distance Time Taken
day for each 100 light years being 1 LY 8 minutes
travelled. Tech level 9 only. Travel time 10 LY 80 minutes
is shown in months, days, hours (hrs), 25 LY 3 hours, 3 minutes
minutes (mins), and seconds (secs). 50 LY 6 hours, 6 minutes
100 LY 13 hours, 3 minutes
250 LY 33 hours
500 LY 2 days, 7 hours
1000 LY 5 days, 5 hours
84
Warp Drive Type V Warp Drive Type IX
Distance Time Taken Distance Time Taken
1 LY 4 minutes 1 LY 7 seconds
10 LY 40 minutes 10 LY 70 seconds
25 LY 1 hour, 6 minutes 25 LY 2 minutes, 9 seconds
50 LY 3 hours, 3 minutes 50 LY 5 minutes, 8 seconds
100 LY 6 hours, 6 minutes 100 LY 11 minutes
250 LY 16 hours, 6 minutes 250 LY 29 minutes
500 LY 1 day, 3 hours 500 LY 58 minutes
1000 LY 2 days, 7 hours 1000 LY 4 hours, 8 minutes
Warp Drive Type VI Warp Drive Type X
Distance Time Taken Distance Time Taken
1 LY 2 minutes 1 LY 1 second
10 LY 20 minutes 10 LY 7 seconds
25 LY 50 minutes 25 LY 17.5 seconds
50 LY 1 hour, 6 minutes 50 LY 35 seconds
100 LY 3 hours, 3 minutes 100 LY 70 seconds
250 LY 8 hours, 3 minutes 250 LY 2 minutes, 9 seconds
500 LY 16 hours, 6 minutes 500 LY 5 minutes, 8 seconds
1000 LY 33 hours, 3 minutes 1000 LY 11 minutes
Warp Drive Type VII Warp Drive Type XI
Distance Time Taken Distance Time Taken
1 LY 1 minute 1 LY instant
10 LY 10 minutes 10 LY 6 seconds
25 LY 25 minutes 25 LY 15 seconds
50 LY 50 minutes 50 LY 30 seconds
100 LY 1 hour, 6 minutes 100 LY 1 minute
250 LY 4 hours, 1 minute 250 LY 1 minute, 5 seconds
500 LY 8 hours, 2 minutes 500 LY 3 minutes
1000 LY 16 hours, 4 minutes 1000 LY 6 minutes
Warp Drive Type VIII Warp Drive Type XII
Distance Time Taken Distance Time Taken
1 LY 10 seconds 1 LY instant
10 LY 100 seconds 10 LY 5 seconds
25 LY 4 minutes, 1 second 25 LY 13.7 seconds
50 LY 8 minutes, 3 seconds 50 LY 27 seconds
100 LY 16 minutes 100 LY 54 seconds
250 LY 41 minutes 250 LY 1 minute, 3 seconds
500 LY 83 minutes 500 LY 2 minutes, 7 seconds
1000 LY 6 hours, 9 minutes 1000 LY 5 minutes, 5 seconds
85
Warp Drive Type XIII Warp Drive Type XVII
Distance Time Taken Distance Time Taken
1 LY instant 1 LY instant
10 LY 4 seconds 10 LY 1.3 seconds
25 LY 12.5 seconds 25 LY 4 seconds
50 LY 25 seconds 50 LY 8 seconds
100 LY 50 seconds 100 LY 16 seconds
250 LY 1 minute, 2 seconds 250 LY 40 seconds
500 LY 2 minutes, 5 seconds 500 LY 50 seconds
1000 LY 5 minutes 1000 LY 1 minute
Warp Drive Type XIV Warp Drive Type XVIII
Distance Time Taken Distance Time Taken
1 LY instant 1 LY instant
10 LY 3 seconds 10 LY 1.1 seconds
25 LY 10 seconds 25 LY 3 seconds
50 LY 20 seconds 50 LY 6 seconds
100 LY 40 seconds 100 LY 12 seconds
250 LY 1 minute 250 LY 26 seconds
500 LY 2 minutes 500 LY 52 seconds
1000 LY 4 minutes 1000 LY 104 seconds
Warp Drive Type XV Warp Drive Type XIX
Distance Time Taken Distance Time Taken
1 LY instant 1 LY instant
10 LY 2 seconds 10 LY 1 second
25 LY 7.5 seconds 25 LY 2 seconds
50 LY 15 seconds 50 LY 4 seconds
100 LY 30 seconds 100 LY 8 seconds
250 LY 75 seconds 250 LY 18 seconds
500 LY 1.5 minutes 500 LY 36 seconds
1000 LY 3 minutes 1000 LY 52 seconds
Warp Drive Type XVI Warp Drive Type XX
Distance Time Taken Distance Time Taken
1 LY instant 1 LY instant
10 LY 1.3 seconds 10 LY instant
25 LY 5 seconds 25 LY 1 second
50 LY 10 seconds 50 LY 2 seconds
100 LY 20 seconds 100 LY 4 seconds
250 LY 50 seconds 250 LY 9 seconds
500 LY 1 minute 500 LY 18 seconds
1000 LY 2 minutes 1000 LY 36 seconds
86
Hyperspace Drive Hyperspace Drive Type IV
This involves the ship entering a parallel Distance Time Taken
universe where there is a higher speed of 1 LY 3 minutes
light. When the journey is complete the 10 LY 30 minutes
ship returns to real space. Travel time is 25 LY 75 minutes
shown in months, days, hours (hrs), 50 LY 2 hours, 5 minutes
minutes (mins), and seconds (secs). 100 LY 5 hours
250 LY 12 hours, 5 minutes
Hyperspace Drive Type I 500 LY 25 hours
Distance Time Taken 1000 LY 50 hours
1 LY 3 hours, 21 minutes
10 LY 32 hours, 1 minute Hyperspace Drive Type V
25 LY 3 days, 3 hours Distance Time Taken
50 LY 6 days, 7 hours 1 LY 1 minute
100 LY 13 days, 3 hours 10 LY 10 minutes
250 LY 33 days 25 LY 25 minutes
500 LY 66 days, 8 hours 50 LY 50 minutes
1000 LY 4 months, 4 days 100 LY 1 hour, 4 minutes
250 LY 4 hours, 1 minute
Hyperspace Drive Type II 500 LY 8 hours, 3 minutes
Distance Time Taken 1000 LY 16 hours, 6 minutes
1 LY 32 minutes
10 LY 5 hours, 3 minutes Hyperspace Drive Type VI
25 LY 13 hours, 3 minutes Distance Time Taken
50 LY 26 hours 1 LY 8 seconds
100 LY 53 hours 10 LY 80 seconds
250 LY 5 days, 5 hours 25 LY 3 minutes, 3 seconds
500 LY 11 days, 1 hour 50 LY 6 hours, 6 minutes
1000 LY 22 days, 2 hours 100 LY 13 minutes
250 LY 25 minutes
Hyperspace Drive Type III 500 LY 50 minutes
Distance Time Taken 1000 LY 100 minutes
1 LY 8 minutes
10 LY 80 minutes Hyperspace Drive Type VII
25 LY 3 hours, 3 minutes Distance Time Taken
50 LY 6 hours, 6 minutes 1 LY 4 seconds
100 LY 13 hours, 3 minutes 10 LY 40 seconds
250 LY 33 hours, 3 minutes 25 LY 2 minutes
500 LY 66 hours, 6 minutes 50 LY 3 minutes, 3 seconds
1000 LY 5 days, 5 hours 100 LY 6 minutes, 6 seconds
250 LY 16 minutes
500 LY 3 minutes
1000 LY 66 minutes
87
Hyperspace Drive Type VIII Hyperspace Drive Type XII
Distance Time Taken Distance Time Taken
1 LY 3 seconds 1 LY instant
10 LY 30 seconds 10 LY 10 seconds
25 LY 75 seconds 25 LY 25 seconds
50 LY 2 minutes 50 LY 40 seconds
100 LY 5 minutes 100 LY 50 seconds
250 LY 12 minutes 250 LY 4 minutes, 1 second
500 LY 25 minutes 500 LY 8 minutes
1000 LY 50 minutes 1000 LY 16 minutes
Hyperspace Drive Type IX Hyperspace Drive Type XIII
Distance Time Taken Distance Time Taken
1 LY 2 seconds 1 LY instant
10 LY 20 seconds 10 LY 4 seconds
25 LY 50 seconds 25 LY 10 seconds
50 LY 75 seconds 50 LY 25 seconds
100 LY 3 minutes, 3 seconds 100 LY 40 seconds
250 LY 8 minutes, 3 seconds 250 LY 1 minute, 6 seconds
500 LY 16 minutes 500 LY 3 minutes
1000 LY 33 minutes 1000 LY 6 minutes
Hyperspace Drive Type X
Distance Time Taken
1 LY 1 second
10 LY 19 seconds
25 LY 45 seconds
50 LY 50 seconds
100 LY 2 minutes
250 LY 7 minutes, 9 seconds
500 LY 15 minutes
1000 LY 31 minutes
Hyperspace Drive Type XI
Distance Time Taken
1 LY instant
10 LY 16 seconds
25 LY 40 seconds
50 LY 45 seconds
100 LY 75 seconds
250 LY 6 minutes, 6 seconds
500 LY 13 minutes
1000 LY 26 minutes
88
Jump Drive
Jump Drives work by drawing a vast
amount of energy and using it to literally
pull a hole in space known as a "jump
conduit" to a transitive plane called
"jump space". In Jump space distance
and time does not work the same way in
as it does in real space. Thus by
travelling through Jump space vast
amounts of distance can be traversed in a
far shorter time. Tech level 10 only.
Jump Drive Type I
Distance Time Taken
1 LY 6 seconds
10 LY 1 minute
25 LY 2 minutes, 5 seconds
50 LY 5 minutes
100 LY 10 minutes
250 LY 25 minutes
500 LY 50 minutes
1000 LY 100 minutes
Jump Drive Type II
Distance Time Taken
1 LY 3 seconds
10 LY 30 seconds
25 LY 1 minute, 25 seconds
50 LY 2 minutes, 5 seconds
100 LY 5 minutes
250 LY 7 minutes, 5 seconds
500 LY 16 minutes
1000 LY 50 minutes
Jump Drive Type III
Distance Time Taken
1 LY 1 second
10 LY 10 seconds
25 LY 25 seconds
50 LY 50 seconds
100 LY 65 seconds
250 LY 4 minutes
500 LY 8 minutes
1000 LY 16 minutes