Advanced Star Frontiers Races in Alternity
This includes only the Alternity Game data to play these races. Notes about these races are in my Star Frontiers section. Adjust as you see fit. (Under Construction)
| Bengradi | |||||||||||||||||||||||||||||||||||
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Special Abilities Hunting Instincts: The Bengradi have a keen sense of hunting instincts.
Sense Presence: It is very difficult to surprise a Bengradi. They sometimes feel the presence of an approaching being, and know its intentions before they have a chance to surprise them.
Primitive Culture: Young Bengradi start out somewhat overwhelmed by the technology of the more advanced races, but adapt well. For Bengradi at Achievement Level 1 until Level 3, the have a +2 Step to use any technology above Progress Level 4. After 3 and until 6, the penalty drops to +1 Step. After 6, no penalty. Natural Armor - Fur: The Bengradi have natural armor (For Low Impact Type Damage Only). d4+1 LI/0 HI/ 0 En Natural Weapons - Claws: The Bengradi have natural claws that can be used as weapons. They are retractable. On a successful Unarmed Attack - brawl or power martial arts, they do d4-2w / d4-1w / d4w (LI/O). |
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| Candrosian | |||||||||||||||||||||||||||||||||||
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Special Abilities Natural Armor - Skin : Candrosian have a thick layer of leathery plates, which add to their ability to absorb damage. d4+2 LI / d4 HI / d4-1 En Natural Weapons - Tail : Candrosian can use their tail as an extra attack in Unarmed Attack - brawl or power martial arts. This can act as a third attack in a multiple action attack. Damage: d6+2s / d4+1w / d4+2w (LI/O) Natural Weapons - Ram Attack: Candrosian, when enraged in battle, can attack by running at full speed and ramming a target, in an Unarmed Attack - brawl or power martial arts. Damage: +d6s to Unarmed Attack Damage and the target is knocked down (thrown on an Amazing result). |
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| Dara'Ilan | |||||||||||||||||||||||||||||||||||
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Special Abilities Amphibious: All Dara'ilan can breathe underwater as easily as they can breathe air. Camouflage: All Dara'ilan can change the color to match its surrounding at will. From dark, shadowy greys and blacks to bright sea greens and blues. -1 Step to Stealth - hide rolls. Tentacle Manipulators: The Dara'Ilan have tentacle on the wrists. ankles, and tail, which help in climbing (-1 Step to Athletics - climb). They also can hold or grip things, or increase the character's grip on a particular item. It's difficult to cause a Dara'Ilan to drop something. For a short period of time, a Dara'Ilan can hang from his own tail (Stamina - endurance, 5 minutes / 10 minutes / 30 minutes). Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4-2w / d4-1w / d4w (LI/O). They are retractable. Natural Weapons - Tail: On a successful Unarmed Attack - brawl or power martial arts, d6+1s / d4w / d4+1w (LI/O) |
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| Halogai' | |||||||||||||||||||||||||||||||||||
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Special Abilities Animal Telepathy- The Halogai' have the unique ability to communicate and read the thoughts of unintelligent creatures or animals.
Natural Armor - Fur: Like furred mammalian species, the Halogai' have natural armor. (For Low Impact Type Damage Only). d4+1 LI / 0 HI / 0 En Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4-2w / d4-1w / d4w (LI/O). They are retractable. Fast Movement: When calculating Combat Movement, the Halogai' get a +2 modifier to the STR+DEX total. |
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| Humma | |||||||||||||||||||||||||||||||||||
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Special Abilities Spring Charge: A Humma can spring up to 25 meters horizontally from a standing start and, if he lands within 2 meters of an opponent, come to a dead stop and make a melee attack against the opponent, who cannot strike back. The "carousel attack:' a circle of Humma springing from one enemy to another, is a bizarre battle tactic they enjoy using. A Humma can continue this 25-meter spring for up to 10 turns, but then gets winded and cannot use it again for at least 30 minutes. Poison Resistance: Humma are unaffected by any poison that they eat or drink. Prehensile Tail: The tail of the Humma is 2 meters long and has a grip stronger than a Human hand. The tail is capable of holding an item or swinging a melee weapon. When holding an item, the Humma can use its two arms normally. When using the tail to wield a weapon, the Humma must concentrate on it and cannot use its arms to operate anything else. The tail can only wrap around hilts, handles, etc., and cannot throw grenades or operate devices. The tail itself is treated as a rifle butt for damage. It is strong enough to support a Humma's body, but only for 5 (+ STR Resistance Modifier) in Turns. |
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| Ifshnit | |||||||||||||||||||||||||||||||||||
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Special Abilities Highly Developed Sight: Ifshnits cannot be blinded by any light, as their inner eyelids snap shut instantly. They cannot see during the turn a light flashes brightly, but their eyesight will be normal the following turn. Innate Skill: Because of their unique culture, which is heavily based on barter, Ifshnits learn about trading at an early age.
Small Size: Due to their small size, the Ifshnit is harder to hit.
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| K'Dasi | |||||||||||||||||||||||||||||||||||
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Special Abilities Move Quietly: The K'Dasi can surprise anyone, including the Bengradi. With the proper roll, the K'Dasi can sneak so quietly, they can even surprise one of their own species.
Climbing: K'Dasi have an incredible climbing ability.
Natural Armor - Fur: Like furred mammalian species, the K'Dasi have natural armor. (For Low Impact Type Damage Only). d4-1 LI / 0 HI / 0 En Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4s / d4-1w / d4w (LI/O). They are retractable. Fast Movement: When calculating Combat Movement, the K'Dasi get a +2 modifier to the STR+DEX total. |
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| Osakars | |||||||||||||||||||||||||||||||||||
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Special Abilities Highly Developed Smell: All Osakar have highly developed olfactory senses. These are so accurate that an Osakar can recognize and identify even very weak odors that it has encountered in the past, including people.
Languages: Because of their unique mouth structure Osakar can duplicate all known languages. The Osakar are the finest linguists known. An Osakar character starts the game knowing any four civilized languages it desires in addition to Common/Basic and Osakish. To learn more, the professional cost is reduced by 1 (-2 to listed). For Osakars, learning a new language is always professional cost (-1 to listed). Natural Climbing Ability: Because of the nature of their limbs, Osakars have a bonus to climbing.
Fast Movement: When calculating Combat Movement, the Osakar get a +3 modifier to the STR+DEX total. |
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| Que'Sha | |||||||||||||||||||||||||||||||||||
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Special Abilities Spit Poison- The Que'Sha, being descended from snakes, have the ability to spit poison. The range is always at the most 2 meters. Use a Dexterity Feat for the skill roll to hit. The poison has certain effects.
Natural Weapons - Tail Attack- The Que'Sha can easily attack with their tail. On a successful Unarmed Attack - brawl or power martial arts, d6s / d6-1s / d4w (LI/O) Natural Weapons - Fangs: On a successful Unarmed Attack - brawl or power martial arts, they do d4-1s / d4-1w / d4w (LI/O). They are retractable. Natural Armor - Scales: d4 LI / d4-1 HI / d4-2 En Carnivorous: Que'Sha eat strictly meat, preferably live or freshly killed, Special Movement: Que'sha Slither, not walk. In some places that may be advantageous while in others not. |
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| Saurian | |||||||||||||||||||||||||||||||||||
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Special Abilities Hypnotic resistance: Saurians are resistant to hypnotism. Aquatic Breathing: The Saurian can swim underwater without a artificial gill suit. Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4-1w / d4w / d4+1w (LI/O). They are retractable. Natural Armor - Scales: d4 LI / d4-1 HI / d4-2 En |
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| Skaniis | |||||||||||||||||||||||||||||||||||
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Special Abilities
Skaniis Temper - The Skaniis have an almost uncontrollable temper. The volatility of the Skaniis temper is known throughout the galaxy. It engages the first time the Skaniis is injured in combat rounds. However, there are two types of temper for a Skaniis - controlled and uncontrolled. The Skaniis must make a successful Resolve - mental resolve to control his temper. The bonuses for controlled are the following The Skaniis can make another Resolve - mental resolve check to calm himself down . Every failure at this, adds a +1 Step to the next roll. If it never happens (the Skaniis keeps failing his roll), he must rest to calm himself down. Uncontrolled is dangerous. The GM controls the direction of the Skaniis's attack. And sometimes it's not who they want to attack. In either case, the Skaniis takes 1d12 Fatigue after the combat is over. Extra Broad Skill: Dexterity - acrobatics Aerial Acrobatics- The Skaniis, being descendents of agile rodent-like creatures, have a natural ability to perform aerial stunts. Natural Armor - Fur: Like furred mammalian species, the K'Dasi have natural armor. (For Low Impact Type Damage Only). d4-1 LI / 0 HI / 0 En Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4s / d4-1w / d4w (LI/O). They are retractable. Fast Movement: When calculating Combat Movement, the Skaniis get a +2 modifier to the STR+DEX total. |
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| S'saran | |||||||||||||||||||||||||||||||||||
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Special Abilities Natural Armor - Scales: d4 LI / d4-1 HI / d4-2 En Natural Weapons - Tail Attack- The Que'Sha can easily attack with their tail. On a successful Unarmed Attack - brawl or power martial arts, d6+2s / d6+1s / d6w (LI/O) Natural Weapons - Fangs: On a successful Unarmed Attack - brawl or power martial arts, they do d4s / d4w / d4+1w (LI/O). They are retractable. Poison Resistance- All S'saran are immune to poison. They know when they have been poisoned, because their body recognizes it. |
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| Tor'Drani | |||||||||||||||||||||||||||||||||||
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Special Abilities Extra Broad Skill: Personality - telepathy. Natural Armor - Fur: Like furred mammalian species, the Tor'Drani have natural armor. (For Low Impact Type Damage Only). d4+1 LI / 0 HI / 0 En Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4-2w / d4-1w / d4w (LI/O). They are retractable. |
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| Torani | |||||||||||||||||||||||||||||||||||
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Special Abilities Extra Broad Skill: Personality - telepathy. Natural Armor - Fur: Like furred mammalian species, the Torani have natural armor. (For Low Impact Type Damage Only). d4+1 LI / 0 HI / 0 En Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4-2w / d4-1w / d4w (LI/O). They are retractable. |
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| Urtoran | |||||||||||||||||||||||||||||||||||
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Special Abilities
Urtoran Slumber- The Urtoran have an ability to slip into a special type o f deep healing and revitalizing sleep. Wounds can be healed at a rate of 1d3 for every 8 hours of Slumber. However, the Urtoran can only sleep up to his CON score in hours before the Slumber heals now more. Battle rage- If an Urtoran is pushed to far, he will go berserk, or go into Battle Rage. Natural Armor - Fur: Like furred mammalian species, the Urtoran have natural armor. (For Low Impact Type Damage Only). d4+1 LI / 0 HI / 0 En Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d6s / d4w / d4+1w (LI/O). They are retractable. |
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| Wen'tri | |||||||||||||||||||||||||||||||||||
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Special Abilities Natural Electroshock - The Wen'tri have the ability to charge up their bodies with a painful amount of electricity, like the Electric eel. Target rolls CON Feat Check, -3 Step. Grand Telepathy: Wen'tri have a strong natural aptitude for Telepathy. They have a natural -3 Step to any Telepathy specialty skill, and their range can extend to light years using Telepathy: contact. Use the following chart to determine penalty: (The below steps already take in consideration the Natural -3 Step Wen'tri have).
The Wen'tri can only contact people he has had interaction with. The targeted character must be known to the Wen'tri, and the Wen'tri must have previously touched him or made Contact with him. Natural Armor - Fur: Like furred mammalian species, the Wen'tri have natural armor. (For Low Impact Type Damage Only). d4-1 LI / 0 HI / 0 En Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4s / d4-1w / d4w (LI/O). They are retractable. Fast Movement: When calculating Combat Movement, the Wen'tri get a +2 modifier to the STR+DEX total. |
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Expanded Races
| Creshian | |||||||||||||||||||||||||||||||||
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| Ecreshian | |||||||||||||||||||||||||||||||||
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