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Racial Templates for Sci-Fi Games

The document provides examples of racial templates for various fictional races that include abilities, skills, hindrances, and other attributes. For example, the Android template includes the Asimov Circuits hindrance that reduces Charisma and prevents natural healing. The Vulcan template gives a starting die in Smarts, includes the Emotionless hindrance, and allows for mind melding with an opposed Smarts roll. The document aims to mechanically represent various fictional races within a roleplaying game system.

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Xavier Cabanne
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0% found this document useful (0 votes)
493 views5 pages

Racial Templates for Sci-Fi Games

The document provides examples of racial templates for various fictional races that include abilities, skills, hindrances, and other attributes. For example, the Android template includes the Asimov Circuits hindrance that reduces Charisma and prevents natural healing. The Vulcan template gives a starting die in Smarts, includes the Emotionless hindrance, and allows for mind melding with an opposed Smarts roll. The document aims to mechanically represent various fictional races within a roleplaying game system.

Uploaded by

Xavier Cabanne
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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.

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