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

Ability Score Range

Ability

Range

STR

4-14

DEX

6-15

CON

3-13

INT

6-16

WIL

5-14

PER

3-13

Free Broad Skills

Ability

Skill

Strength

Athletics

Strength

Melee Weapons

Constitution

Survival

Intelligence

Knowledge

Will

Awareness

Personality

Interaction

Special Abilities

Hunting Instincts: The Bengradi have a keen sense of hunting instincts.  

  • -1 Step to Awareness checks while in a hunting situation
  • -1 Step to Investigate: Tracking checks

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.

  • -2 Step to Awareness: Intuition for Surprise situations

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).

Candrosian

Ability Score Range

Ability

Range

STR

6 - 16

DEX

3 - 13

CON

6 - 15

INT

4 - 14

WIL

3 - 12

PER

4 - 14

Free Broad Skills

Ability

Skill

Strength

Athletics

Strength

Melee Weapons

Constitution

Stamina

Intelligence

Knowledge

Will

Awareness

Personality

Interaction

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).

Dara'Ilan

Ability Score Range

Ability

Range

STR

6 - 16

DEX

5 - 15

CON

4 - 14

INT

3 - 13

WIL

3 - 13

PER

4 - 12

Free Broad Skills

Ability

Skill

Strength

Athletics

Dexterity

Vehicle Ops

Intelligence

Knowledge

Intelligence Tactics

Will

Awareness

Personality

Interaction

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) 

Halogai'

Ability Score Range

Ability

Range

STR

6 - 15

DEX

6 - 16

CON

4 - 12

INT

4 - 14

WIL

4 - 14

PER

4 - 14

Free Broad Skills

Ability

Skill

Strength Unarmed Attack

Dexterity

Vehicle Ops

Constitution

Stamina

Will

Awareness

Personality

Interaction

Personality Telepathy*

Special Abilities

Animal Telepathy- The Halogai'  have the unique ability to communicate and read the thoughts of unintelligent creatures or animals.  

  • -1 Step when attempting Telepathy with an animal.

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.

Humma

Ability Score Range

Ability

Range

STR

6 - 16

DEX

3 - 13

CON

5 - 15

INT

4 - 14

WIL

4 - 14

PER

2 - 12

Free Broad Skills

Ability

Skill

Strength Athletics

Dexterity

Acrobatics

Dexterity

Vehicle Ops

Constitution

Stamina
Intelligence Knowledge

Will

Awareness

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.

Ifshnit

Ability Score Range

Ability

Range

STR

5 - 15

DEX

4 - 14

CON

4 - 12

INT

4 - 14

WIL

4 - 16

PER

3 - 12

Free Broad Skills

Ability

Skill

Strength Athletics

Dexterity

Vehicle Ops

Constitution

Stamina
Intelligence Knowledge

Will

Awareness

Personality

Interaction

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. 

  • -1 Step to Business rolls
  • -2 Steps to Interaction - bargain

Small Size: Due to their small size, the Ifshnit is harder to hit.  

  • +1 Step to any ranged attacks against a Ifshnit
K'Dasi

Ability Score Range

Ability

Range

STR

4 - 14

DEX

6 - 16

CON

4 - 11

INT

4 - 14

WIL

4 - 14

PER

4 - 14

Free Broad Skills

Ability

Skill

Strength Athletics

Dexterity

Acrobatics

Dexterity

Stealth

Constitution

Stamina
Intelligence Knowledge

Will

Awareness

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.  

  • -2 Step to Stealth rolls

Climbing: K'Dasi have an incredible climbing ability.

  • -1 Step to Athletics - climb rolls

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.

Osakars

Ability Score Range

Ability

Range

STR

5 - 15

DEX

5 - 15

CON

4 - 14

INT

4 - 14

WIL

3 - 13

PER

3 - 13

Free Broad Skills

Ability

Skill

Strength Athletics

Dexterity

Acrobatics

Dexterity

Stealth

Constitution

Stamina
Intelligence Knowledge

Will

Awareness

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. 

  • -2 Step to Investigate - tracking rolls, unless something has masked or removed the scent.

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.

  • -1 Step to Athletics -climb rolls

Fast Movement: When calculating Combat Movement, the Osakar get a +3 modifier to the STR+DEX total.

Que'Sha

Ability Score Range

Ability

Range

STR

5 - 15

DEX

4 - 14

CON

4 - 14

INT

5 - 15

WIL

3 - 13

PER

3 - 13

Free Broad Skills

Ability

Skill

Strength Athletics

Dexterity

Vehicle Ops

Constitution

Stamina
Intelligence Knowledge

Will

Awareness

Personality

Leadership

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.

  • Blinding - If spit in the eyes, the poison blinds the victim. He must make a roll a successful Constitution feat or Stamina - endurance check or the victim is blinded until medical treatment.  If the roll is successful, the victim just has a +3 step to all activity requiring sight.
  • Stun - In general, the poison stuns the character for a limited amount of time.  If the poison hits the person anywhere, the victim must make a Constitution Feat check.  On a Critical failure, d12s; Failure, d8s; Ordinary, d6s, Good, d4s, Amazing, no effect.

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.

Saurian

Ability Score Range

Ability

Range

STR

5 - 16

DEX

3 - 13

CON

5 - 15

INT

4 - 14

WIL

3 - 13

PER

4 - 14

Free Broad Skills

Ability

Skill

Strength Athletics

Strength

Melee Weapons

Dexterity

Vehicle Ops

Constitution

Stamina
Intelligence Knowledge

Will

Resolve

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

Skaniis

Ability Score Range

Ability

Range

STR

4 - 12

DEX

9 - 16

CON

4 - 12

INT

6 - 14

WIL

6 - 16

PER

3 - 11

Free Broad Skills

Ability

Skill

Strength Athletics

Strength

Melee Weapons

Dexterity

Acrobatics

Dexterity

Vehicle Ops

Constitution

Stamina
Intelligence Knowledge

Will

Resolve

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

    • Controlled
      •  -1 Step to all physical actions
      • Ignore Dazed effects from Stun
      • Ignore Knockout result from Stun until end of combat. Once it is over, then the knockout takes effect.

    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.

    • Uncontrolled
      •  -2 Step to all physical actions
      • Ignore Dazed effects from Stun and Wounds
      • Ignore Knockout result from Stun until end of combat. Once it is over, then the knockout takes effect.
      • Skaniis doesn't stop until he has no targets left or is knocked unconscious (from wounds).

    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.

    • -1 Step to Acrobatics skills

    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.

S'saran

Ability Score Range

Ability

Range

STR

6 -16

DEX

6 -14

CON

4 -14

INT

4 -12

WIL

4 -11

PER

4 -14

Free Broad Skills

Ability

Skill

Strength Athletics

Dexterity

Vehicle Ops

Constitution

Stamina
Intelligence

Knowledge

Will

Awareness

Personality Interaction

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.

Tor'Drani

Ability Score Range

Ability

Range

STR

3 - 13

DEX

6 - 16

CON

2 - 12

INT

6 - 16

WIL

6 - 16

PER

6 - 16

Free Broad Skills

Ability

Skill

Strength Athletics

Dexterity

Vehicle Ops

Constitution

Stamina
Intelligence

Knowledge

Will

Awareness

Personality  Interaction
Personality  Telepathy

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.  

Torani

Ability Score Range

Ability

Range

STR

6 -16

DEX

8 -18

CON

6 -16

INT

2 -12

WIL

2 -12

PER

2 -12

Free Broad Skills

Ability

Skill

Strength Athletics

Dexterity

Vehicle Ops

Constitution

Stamina
Intelligence

Knowledge

Will

Awareness

Personality  Interaction
Personality  Telepathy

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.  

Urtoran

Ability Score Range

Ability

Range

STR

9 - 18

DEX

3 - 12

CON

8 - 17

INT

4 - 14

WIL

3 - 13

PER

4 - 14

Free Broad Skills

Ability

Skill

Strength Athletics

Dexterity

Vehicle Ops

Constitution

Stamina

Will

Awareness

Personality  Entertainment
Personality  Interaction

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.

    •  -2 Step to all physical actions
    • No  Stamina - endurance checks on Amazing Damage 
    • Ignore Dazed effects from Stun and Wounds
    • Ignore Knockout result from Stun until end of combat. Once it is over, then the knockout takes effect.

    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.  

Wen'tri

Ability Score Range

Ability

Range

STR

4 - 12

DEX

8 - 15

CON

4 - 10 

INT

8 - 16

WIL

6 - 16

PER

4 - 13

Free Broad Skills

Ability

Skill

Strength Athletics

Dexterity

Manipulation

Constitution

Stamina
Intelligence Knowledge

Will

Awareness
Will Resolve
Personality  Telepathy

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).

    Distance Modifier
    1 - 5 ly +3 Step
    6-10 ly +4 Step
    11-50 ly +6 Step

    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.

Expanded Races

Creshian

Ability Score Range

Ability

Range

STR

 

DEX

 

CON

 

INT

 

WIL

 

PER

 

Free Broad Skills

Ability

Skill

Strength  

Dexterity

 

Constitution

 
Intelligence  

Will

 
   

Special Abilities

Ecreshian

Ability Score Range

Ability

Range

STR

 

DEX

 

CON

 

INT

 

WIL

 

PER

 

Free Broad Skills

Ability

Skill

Strength  

Dexterity

 

Constitution

 
Intelligence  

Will

 
   

Special Abilities

Frak'terian

Ability Score Range

Ability

Range

STR

 

DEX

 

CON

 

INT

 

WIL

 

PER

 

Free Broad Skills

Ability

Skill

Strength  

Dexterity

 

Constitution

 
Intelligence  

Will

 
   

Special Abilities

Hol'taerran

Ability Score Range

Ability

Range

STR

 

DEX

 

CON

 

INT

 

WIL

 

PER

 

Free Broad Skills

Ability

Skill

Strength  

Dexterity

 

Constitution

 
Intelligence  

Will

 
   

Special Abilities

Karian

Ability Score Range

Ability

Range

STR

 

DEX

 

CON

 

INT

 

WIL

 

PER

 

Free Broad Skills

Ability

Skill

Strength  

Dexterity

 

Constitution

 
Intelligence  

Will

 
   

Special Abilities

Karidians

Ability Score Range

Ability

Range

STR

 

DEX

 

CON

 

INT

 

WIL

 

PER

 

Free Broad Skills

Ability

Skill

Strength  

Dexterity

 

Constitution

 
Intelligence  

Will

 
   

Special Abilities

Orkra'an

Ability Score Range

Ability

Range

STR

 

DEX

 

CON

 

INT

 

WIL

 

PER

 

Free Broad Skills

Ability

Skill

Strength  

Dexterity

 

Constitution

 
Intelligence  

Will

 
   

Special Abilities

Sarginian

Ability Score Range

Ability

Range

STR

 

DEX

 

CON

 

INT

 

WIL

 

PER

 

Free Broad Skills

Ability

Skill

Strength  

Dexterity

 

Constitution

 
Intelligence  

Will

 
   

Special Abilities