Racial Template examples
Android ● Asimov Circuits: Pacifist (Major) hindrance (-2). Comentado [1]: Even though the example I used would
(Various ● Construct: +2 to recover from Shaken, no Wound modifiers, have the Curious hindrance instead.
movies & TV immune to poison & diseases. Cannot heal naturally; requires
shows) Repair skill (+2).
● Outsider: -2 Charisma (-1).
● Programming: Free d6 in any Skill (+1).
● Recharge: Determine power source; if unable to access
source once per day, he is Fatigued until he is incapacitated.
The day after that he goes “off-line” and needs 4 hours charge
& a Repair roll to be revived. This replaces need for food &
water (0).
● Unnatural: Arcane powers (beneficial & detrimental) are at -2
penalty. Does not apply to damaging powers (+2).
Asari ● Biotic Affinity: Begins with +10 Power Points for AB: Biotics
(Mass Effect) (+2).
● Desirable: +2 Charisma (+2).
● Slender: Strength requires 2 points per step to raise during
character creation (-2).
Atlanteans ● Aquatic: Cannot drown in water; Swim pace equal to
(DC Comics) Swimming die, free d6 in Swimming Skill (+2)
● Dehydration: Must Immerse self in water one hour out of every
24 hours or becomes automatically Fatigued until
Incapacitated; the day after that, they die (-2).
● Strong: Starts with d6 Strength (+2)
● Telepathy: Atlanteans may make telepathic contact with any
other Atlantean. Range is line of sight. (+2)
Atlanteans ● Aquatic: Cannot drown in water; Swim pace equal to
(Marvel Swimming die, free d6 in Swimming Skill (+2)
● Dehydration: Must Immerse self in water one hour out of every
Comics) 24 hours or becomes automatically Fatigued until
Incapacitated; the day after that, they die (-2).
● Strong: Starts with d6 Strength (+2)
● Tough: Brawny edge (+2)
Betazoid ● Attractive: +2 Charisma (+2).
(Star Trek) ● Empathic Abilities: Begins with +10 Power Points for AB:
Psionics (+2).
● Uncomfortably Honest: Code of Honor (Major) hindrance (-2).
Chimpanzee ● Intelligent: Begins with d6 Smarts (+2)
(Planet of ● Scholars: Begin with 1 Knowledge skill and Investigation at d6
the Apes) (+2).
● Scientific Curiosity: Curious (major) hindrance (-2).
Gorilla ● Brutish: Smarts requires 2 points per step to advance during
(Planet of character creation (-2).
the Apes) ● Hunters: Begins with Fighting d6, Riding d6, Shooting d6 (+3)
● Strong: Starts with d8 Strength; may raise up to d12+2 via
normal advancement (+3)
● Warlike: Bloodthirsty (Major) hindrance (-2).
Human (Flash ● Adaptable: Free Edge (+2).
Gordon) ● Benevolent: Heroic (major) hindrance (-2).
● Resolute: d6 Spirit (+2).
Human (Mass ● Adaptable: Free Edge (+2)
Effect) ● Cunning: Free d6 Skill of player’s choice (+1)
● Outsiders: -2 Charisma with all non-Humans (-1).
Human ● Always on the Run: pace 10 (+2)
(Planet of ● Animal Instinct: Begins with Climbing d6, Survival d6, Stealth
d6 (+3)
the Apes) ● Dumb Animal: Smarts requires 2 points per step to advance
during character creation; and two advances per step thereafter
(-3).
Human (Star ● Adaptable: Free Edge (+2)
Trek) ● Explorers: Curious (major) hindrance (-2).
● Luck: One additional Benny per session (+2).
Klingon (Star ● “A Good Day To Die”: Nerves of Steel edge. (+2)
Trek) ● Born Warriors: Begins with d6 in Fighting. (+1)
● Ruthless: -2 Charisma. (-1)
● Tough: Brawny edge (+2)
● Warrior’s Honor: Code of Honor (Major) hindrance (-2).
Kree (Marvel ● Military Culture: begins with Shooting d6 (+1)
Comics) ● Nitrogen Breather: Must take Breathing Serum or be in a
Nitrogen-rich environment once every 24 hours or becomes
automatically Fatigued until Incapacitated; the day after that,
they die (-2).
● Racial Enemy: -4 Charisma to Skrulls (-1)
● Strong: d6 Strength (+2).
● Strong Willed: +2 to resist Intimidation & Taunt; +2 vs. Tests
of Will (+2).
Krogan (Mass ● Hearty: Immune to Poison (+1)
Effect) ● Mean: -2 Charisma (-1).
● Redundant Organs: Begins with d6 Vigor (+2).
● Slow: 5 Pace (-2)
● Strong: Starts with d8 Strength; may raise up to d12+2 via
normal advancement (+3)
● Thick-Headed: Smarts requires 2 points per step to advance
during character creation; and two advances per step thereafter
(-3).
● Thick Hide: +1 Toughness (+2)
Mutant ● Human origins: free Edge (+2)
(Planet of ● Nihilist: Bloodthirsty (Major) hindrance (-2)
● “Weapons of Peace”: +10 Power Points for use with AB:
the Apes) Psionics (+2).
Orangutan ● Defenders of the Faith: Stubborn (minor) hindrance (-1).
(Planet of ● Political Caste: Begins with Persuasion d6 (+1).
the Apes) ● Respected: +2 Charisma (+2).
Quarian ● Enviro-Suit: +2 Armor; Immune to Disease (loses this ability
(Mass Effect) when taking a wound, requires Repair roll to reinstate) (+3).
● Outsider: -2 Charisma with all non-Quarians. (-1)
● Sickly: Vigor requires 2 points per step to advance during
character creation; and two advances per step thereafter (-3).
● Technical Aptitude: free d6 in Repair skill (+1).
● Weak Immune System: Anemic (minor) hindrance (-1).
Romulan ● Devotion to the Empire: Loyal (minor) hindrance (-1).
(Star Trek) ● Strong: d6 Strength (+2).
● Treacherous: Assassin edge (+2)
● Xenophobic: -4 Charisma (-2).
Salarian ● Amphibious: Cannot drown in water; Swim pace equal to
(Mass Effect) Swimming die, free d6 in Swimming Skill (+2)
● Intellectual: Starts with d6 Smarts (+2)
● Quick: Begins play with the Quick edge. (+2)
● Slight Build: Strength requires 2 points per step to raise during
character creation (-2).
● Slight Build: -1 Toughness. (-2)
Shi’ar ● Cold-Blooded: -4 to resist Cold (-1).
(Marvel ● Genetic Diversity: free Edge (+2)
Comics) ● Super Strength: Begins with d8 Strength, may raise to d12+2
through normal advancement (+3).
● Hollow Bones: -1 Toughness (-2).
Skrull ● Racial Enemy: -4 Charisma with Kree (-1).
(Marvel ● Shapeshifters: With a successful Smarts roll, may adopt the
Comics) appearance of anything roughly humanoid sized. Opponents
can attempt to see through Disguise at -2 if they are familiar
with the person/item that Skrull is imitating (-4 if not). (+3)
Tamaranean ● Beautiful: +2 Charisma (+2)
(DC Comics) ● Flight: Can Fly at Pace (+2)
● Solar Sustenance: Must spend one hour out of every 24 in
direct sunlight or becomes automatically Fatigued until
Incapacitated; the day after that, they die (-2).
Thanagarian ● Bird-Like Vision: +2 to Notice rolls with sight (+1)
(DC Comics) ● Fascist Culture: -2 Charisma (-1)
● Hearty: d6 Vigor (+2).
Turian ● Culture of Public Service: Code of Honor (Major) hindrance (-
(Mass Effect) 2)
● Metallic Carapace: +4 to resist radiation (+1).
● Natural Predators: Starts with a d6 in Fighting (+1).
● Steadfast: Starts with d6 Spirit (+2).
Vulcan (Star ● Devoted to Logic: Starts with d6 Smarts. (+2)
Trek) ● Emotionless: Per Vow (Major), Vulcans never betray
emotions; stressful situations may require a Spirit roll to
maintain composure or be Shaken. (-2)
● Keen Hearing: +2 Notice with hearing (+1)
● Methodical: Per Cautious (Minor) hindrance (-1).
● Mind Meld: Vulcans may make telepathic contact with any Comentado [2]: The Vulcan Neck Pinch would
other organism, provided they are touching the target and probably be a race-specific Edge. I believe all Vulcans
spend a full round initiating the contact. Success on an can meld, though.
opposed Smarts roll allows Vulcan to read Surface thoughts.
Raise allows to read deeper thoughts. The Vulcan suffers a
level of Fatigue after each attempt and is Shaken if he rolls a 1
on his Smarts roll.(+2)
● Nonviolent: Pacifist (minor) hindrance (-1).
● Outsider: -2 Charisma to all non-Vulcans. (-1)
● Pon Farr: At the beginning of each session, draw a card; on a
Joker, character must mate or engage in one-on-one melee
combat by the end of the session or they will die. He is at -2 to
all Trait rolls for the session, as he is consumed with emotion. If
character survives, he does not need to draw again for another
7 years in game time.(-1).
● Strong: Starts with d6 Strength (+2)
Wookiee ● “Big Furry Oaf”: +1 Size, +1 Toughness, requires custom
(Star Wars) armor & clothing.
● Can Tear a Droid’s Arms Off: Starts with d6 Strength; may
raise up to d12+1.
● Cannot Speak: Wookiees can learn to understand other
languages, but can only speak in growls and grunts.
● “Let The Wookiee Win...”: begins play w/ Intimidation d4 (max
d12+1)
● “Where are you taking this… thing?”: begins play w/
Outsider (minor) Hindrance.