Uncle Jimbo's Bug Huntin' Range

High character
High concept
High violence


Bug Huntin' Home
Aliens

To cover the basics of the Nebuleon setting, I'd probably just need to describe the Gren, Baleks, Dremin, Kirans, Andromedaeans and Haga, which might give some idea of the complexity of politics in this setting. J'hat Itar and Dras are each interesting and might come into play on their homeworlds or through roving individuals.

Understanding the setting's history adequately might also require mention of AI (such as the Tiradi example character) and Thri-T'Kree.

I've discussed possible connections between the Nebuleos and the Star*Drive setting in the context of Humans and added some details for the Trigannitaroes, mentioned in Rehendi Prison: The Grave.

Gren

The five sub-species of Gren, descended from carnivorous ancestors with many traits that humans might recognise from large felines, share a basic conflict between their violent, impulsive, atavistic personalities and the philosophies of reason and respect for others that underpin their higher society. Numerous institutions of Gren culture express this striving for better conduct, particularly their veneration of the teachings of Jara Lek Tsun.

Common Gren Traits

Free Broad Skills
STR Athletics
STR Unarmed Attack
INT Knowledge
WIL Awareness
PER Interaction
Add one other broad skill as specified for each sub-species.

Leap: All Gren have the ability to jump long distances, multiplying all distances listed in the Athletics-jump skill by a factor that varies for different sub-species.

Claws: Gren natural weapons cause significant damage on a successful Unarmed Attack-brawl check. Refer to the specific sub-species for damage ratings.

Enhanced Senses: All sub-species of Gren have excellent hearing, sight (especially in low light) and smell. Sensations that are difficult for other species to perceive are one step less difficult for a Gren (Slight sound, lighting or faintness of odour becomes Marginal, Moderate becomes Slight and Extreme becomes Moderate). Particular sub-species may have more acute senses. The GM should decide, for things particularly difficult to sense, whether the Gren can make an attempt at Extreme difficulty or the situation simply presents no stimulus to detect (such as a sealed and lightless room).

Emperor Gren

Ability Score Limits
STR 6-15
DEX 5-14
CON 4-13
INT 4-12
WIL 4-15
PER 7-15

Free Broad Skill: Add Stamina (CON).
Leap: Multiply jump distances by 5.
Claws: Damage d6+1s/d4+1w/d4+2w

Rager (Kezzeren) Gren

Ability Score Limits
STR 6-15
DEX 5-14
CON 6-14
INT 4-12
WIL 4-13
PER 4-13

Free Broad Skill: Add Stamina (CON).
Leap: Multiply jump distances by 10.
Claws: Damage d6w/d6+1w/d6+2w

Digger (Tezzreck) Gren

Ability Score Limits
STR 5-14
DEX 5-14
CON 4-13
INT 5-15
WIL 4-15
PER 4-13

Free Broad Skill: Add Stamina (CON).
Leap: Multiply jump distances by 5.
Claws: Damage d6s/d4w/d4+1w
Enhanced Senses: Due to their exceptional sense of smell, faint odours are enhanced by two steps, up to Marginal difficulty, for a Tezzreck Gren.

Swift (Chemise) Gren

Ability Score Limits
STR 5-13
DEX 6-16
CON 4-13
INT 4-13
WIL 4-12
PER 4-13

Free Broad Skill: Add Stealth (DEX).
Leap: Multiply jump distances by 8.
Claws: Damage d6s/d4w/d4+1w

Black (Shea-T'Kar) Gren

Ability Score Limits
STR 4-13
DEX 6-16
CON 4-12
INT 4-13
WIL 5-14
PER 4-13

Free Broad Skill: Add Stealth (DEX).
Leap: Multiply jump distances by 15.
Claws: Damage d6s/d4w/d4+1w
Enhanced Senses: Due to their exceptional low-light vision and hearing, poorly lit areas and faint sounds are enhanced by two steps, up to Marginal difficulty, for a Shea-T'Kar Gren.

Balek

The slick-skinned Balek arise from a life-rich, swampy world, unfortunately also rife with dangerous diseases. Their loose, individualistic society has restricted the species' capacity for concerted interstellar efforts such as colonisation or empire-building.

Ability Score Limits
STR 4-13
DEX 4-15
CON 6-15
INT 4-13
WIL 4-12
PER 4-13

Free Broad Skills
DEX Manipulation
CON Stamina
INT Business
INT Knowledge
WIL Awareness
PER Interaction

Spit: A Balek can produce a highly acidic secretion that damages an enemy on a successful hit as an acid splash. The damage for each die rolled decreases by 1 point for each spit the Balek has already used that day, recovering its potency at a rate of 1 point per day. The range of a Balek's spit is 2/3/4 metres. Any Balek can make a spit attack as a DEX feat check or increase her skill by gaining ranks in the species-specific skill Primitive Ranged Weapons-spit attack.

Luminescent Eyes: A Balek's eyes emit a faint glow that counts as Moderate illumination in dark conditions, also allowing other individuals to see the Balek as if the lighting conditions were Marginal.

Mog

Almost every society in the Nebuleos, with the exception of the fanatical Haga, grants free movement and broad latitude to the peculiar little Mogs due to their amazing healing talents.

Ability Score Limits
STR 4-10
DEX 4-15
CON 4-12
INT 6-16
WIL 5-15
PER 4-13

Free Broad Skills
CON Stamina
INT Knowledge
INT Physical Science
WIL Awareness
WIL Investigate
PER Interaction

Healing Enzyme: Mogs have the remarkable ability to stimulate rapid recovery of injuries simply by the touch of their hands, applying an enzyme from glands near their wrists that appears to trigger cellular regeneration by supporting rapid, controlled protein replication. This substance seems to benefit almost any protein-based life-form, but its action may be mediated by the Mog's nervous system or even psionically active, as it is ineffective if extracted or synthesised. On a successful Resolve-physical resolve check, the Mog heals 1 Wound point of damage to a creature, including himself, or on an Amazing success may choose to heal either 2 Wound points or 1 Mortal point. A Mog can attempt this ability a number of times equal to his Fatigue score, regaining one attempt for each minute that he rests. Once a Mog has made a number of healing attempts equal to his CON in a day, he must succeed in a Stamina-endurance check for each further attempt or lose the ability to heal for that day.

Hand-Feet: A Mog can grip and manipulate objects with his hand-shaped lower limbs just as easily as his upper limbs. This does not grant any extra actions.

Starlight Vision: A Mog can see without penalty in any lighting conditions down to Extreme visibility, though not if there is literally no light in the environment at all. However, he must protect his vision with dark goggles or similar means in Marginal or better lighting conditions, or suffer a +2 penalty to any actions that require sight.


Though the sourcebook says, and I tend to agree, that Andromedaeans should remain NPCs only, it unfortunately doesn't give any NPC listings to work with, so I'll describe them as a playable species.

Andromedaeans

The thin limbs, bulbous heads and stark skull-faces of the Nebuleos's master traders and manipulators mark an influence that few species, however militant or bizarre, can brush aside. The beings from Andromeda use no common name for their species, beyond purely biological jargon, regarding themselves modestly as persons in the primary tier of importance among sentients (a position occupied only by Andromedaeans) above the 'Dangerous Races', currently the Balek, Gren and Toaffi, and the Ginti, or 'Lesser Races'.

Ability Score Limits
STR 4-11
DEX 5-13
CON 6-14: Though lacking in sheer body mass, Andromedaeans are tenacious of life and can afford the very best of preventive medicine.
INT 6-15
WIL 5-14
PER 4-15

Free Broad Skills
CON Stamina
INT Business
INT Knowledge
WIL Resolve
PER Interaction

Medical Augmentation: The Andromedaean lifestyle makes them intimately familiar with systems that support and enhance biological functioning. An Andromedaean pays 1 skill point less for the Life Science, System Operation and Medical Science broad skills and their specialty skills (this adds to the cost reduction for a Tech Op), and requires only 5 skill points to use cybergear.

Foment: Andromedaeans have a knack for inducing the lesser races to fight against each other while ignoring the seemingly harmless merchants. An Andromedaean can use an encounter skill on members of another species to worsen their attitude by one step towards another target (in place of its usual effect) and gains a -1 bonus on Leadership checks towards other species for the purpose of encouraging them to attack or continue fighting.

Fractious: Lack of empathy towards their own species and xenophobia towards aliens imposes a +1 penalty on any character attempting to use Leadership skills on an Andromedaean.

Haga

Er-Hataar Agent Game Data

The Er-Hataar society much resemble organised criminals of other civilisations and indeed the Haga think of them in the same terms, and worse. However, by taking on themselves the sin of associating with other, unclean species and ritual removal of their taint from useful produce, for which they will surely feel endless punishment in the afterlife, they have performed a vital economic and strategic function for the Theocracy throughout recorded history. This Good SCM is a typical hedonistic, vicious, but commercially skilled denizen of the trading fringe world of Kobi.

STR 12 (3d4+4)
DEX 11 (3d4+2)
CON 10 (2d6+2)
INT 11 (3d4+2)
WIL 11 (2d6+3)
PER 10 (d4+d6+2)
Action Check*: 16+/15/7/3
Durability: 10s/10w/5m/5f
Move*: Sprint 26, Run 16, Walk 6

* Swiftness: Haga can move deceptively fast and fluidly for such powerfully-built beings, calculating Action Check and movement rates as if their Dexterity was 4 points higher.

Attacks
Needler pistol 13/6/3 d4+1w/d4+2w/d6+2w LI/O and Neurotoxin (CON feat at +2) if primary damage taken

Defenses
+1 STR resistance modifier vs. melee attacks
+3 DEX resistance modifier vs. ranged attacks
+1 INT and WIL resistance modifiers vs. encounter skills
CF softsuit d6LI/d6HI/d6-1En

Skills
Athletics (12), Stamina (10), Acrobatics (11) - dodge 4 (15), Modern Ranged Weapons (11) - pistol 2 (13), Business (11) - small business 4 (15), illicit business 3 (14), Knowledge (11) - Er-Hataar rituals 3 (14), Haga language 3 (14), Standard language 3 (14), Security (11) - protection protocols 3 (14), security devices 3 (14), Investigate (11) - search 3 (14), interrogate 3 (14), Deception (10) - bluff 3 (13), Interaction (10) - intimidate (11)

Equipment: Modified military mesh CF softsuit, needler pistol, sensor gauntlet, comm gear

 

Kiran

The Kolkesh Empire of Kiros, built from top to bottom on principles of militarism, nevertheless forms one of the more stable and reasonable members of the Republic of Free Worlds, as its nobles exercise a subtle and strategic restraint - little understood by the brawling lesser ranks in their society - focused on obtaining the resources that the Empire requires by economic expansion and colonisation.

Kirans impatient with such inglorious labour have offered their services as soldiery to many other nations of the Nebuleos, notably the famed Andromedaean Marine Divisions.

Ability Scores
STR 7-16
DEX 5-13
CON 6-15
INT 4-12
WIL 4-13
PER 4-13

Free Broad Skills
STR Melee Weapons
STR Unarmed Attack
CON Stamina
INT Knowledge
WIL Resolve
PER Interaction

Grim: The importance, close to obsession, placed upon physical combat and endurance in Kiran culture conditions their minds to exceptionally brutal and effective hand-to-hand tactics. A Kiran may choose any one of these skills to receive a -1 bonus to all broad and specialty skill checks: Melee Weapons, Unarmed Attack, Stamina or Resolve. A Kiran Combat Spec does not stack this bonus with that provided by his profession, but may apply both a species bonus and a profession bonus to different broad skills.

Dremin

Great size, limited speech and an undeveloped culture once gave a mistaken impression of the reptilian Dremin as little more than smart animals, kept by the Haga as useful servitors, until their revolt in the Years of Pain and seizure of a swathe of planets cast them as the sector's newest interstellar power.

Ability Score Limits
STR 8-16
DEX 5-13
CON 6-15
INT 4-11
WIL 4-12
PER 4-12

Free Broad Skills
STR Athletics
CON Movement
CON Stamina
CON Survival
WIL Awareness
PER Culture

Leap: Double the distance that a Dremin can cover using the long jump application of Athletics-jump.

Heat-Sensing Tongue: A Dremin's thermal sense is almost as detailed as sight.

Natural Armour: Flexible but tough, smooth overlapping scales provide an armour value of d4LI/d4-1HI/d4-1En.

Body Language: Dremin have only a limited range of vocalisations and most find it difficult to form spoken language without using computerised translators (speak other languages as if they had a maximum of rank 2, regardless of the Dremin's actual rank in the language). They communicate between themselves by complex body language, governed by the Culture-Dremin body language skill, in which all Dremin start with 3 ranks as a native language. Other species can learn this skill, but those who lack a tail to form many of the more advanced expressions can only use Dremin body language as if they had a maximum of rank 2, regardless of the alien's actual rank in the language.

 

Humans

The timeline given in the sourcebook gives me some concern, since humans played a prominent role in the Second Millennium, which, as the name suggests, places them in the Nebuleos at least 1100 years before the present day.

They're described in an interesting fashion: "Humans range in appearance greatly from world to world and species to species. These hominids also have .. wide racial specifications that allow anything from primitive trained monkeys to homo sapiens." So it would be easy to say that the "humans" of Es Tova and Pa Elat were not the modern Homo sapiens who (re)invented the stardrive in 2160, but a separate population, removed biologically as far as seems useful to the story. How did they get there? Brought in by the Thri-T'Kree, who collected their ancestors as hosts an unknown time ago? Some other Elder, Ancient or Precursor species did it? Another lot of Larry Niven's Pak breeders migrating from the inner galactic arms? Whatever you want really. It could be a useful mystery. It might even have lent credence to the sesheyans of Grith in the Verge, who also claim to be a separate population mysteriously transported across the galaxy by unspecified ancient aliens.

I note also the stretch between 2533 and 2744, more than two hundred years in the timeline, when absolutely nothing seems to have happened - even the political climate looks surprisingly similar from one side of this gap to the other. It would be simple to whack this period out of the timeline, allowing the next significant mention of humans (the settlement of Brin's World) to line up nicely with the first era of colonial expansion in Star*Drive, then introduce Brin Kent, cousin once removed to Gregor, as the masterful organiser of this effort. That gives two distinct (though interfertile) groups of "humans", the hominids spread throughout the region and the recent settlers from Earth.

If the colonists of Zantoni were pre-Thuldans, most likely the Nebuleos is somewhere in the same quadrant of the Stellar Ring, say in Concord Taurus, and at the fringe of Old Space in terms of distance. The territory may never have been integrated into a stellar nation, first due to the existing strength of the Gren and Andromedaeans, then due to ferocious Haga attacks as their holy war got started.

 

The Thri-T'Kree, whose complex and learned culture and still-unfathomable technology once reduced the sentients of the Nebuleos to slaves and brood-hosts, are described in the core rules only as hidden, devolved pockets of savages. The smaller Seeker mutants have developed functional wings.

Thri-T'Kree Savage Warrior

Game Data
STR 12
DEX 11
CON 12
INT 7
WIL 9
PER 6
Action Check: 12/11/5/2
#Actions: 2
Durability: 12s/12w/6f/6m

Attacks
Claws (5)* 13/6/3 d4+1s/d4+1w/d4+2w LI/O
Bite 13/6/3 d4+1w/d6+1w/d6+3w LI/O
Stinger** 16/8/4 d6w/d8w/d6+2w LI/O

* The Thri-T'Kree warrior can make two claw attacks together with a bite or sting without incurring penalties to its checks.
** A victim that suffers primary damage from the warrior's stinger is implanted with eggs. A Good success in Medical Science-surgery removes all of the eggs, otherwise they will mature in several months (the offspring in most cases will be deranged mutants). A warrior will not attempt to infect a target smaller than 40kg, but will instead try to kill such smaller prey for food.

Defences
+1 STR resistance modifier vs. melee attacks
+1 DEX resistance modifier vs. ranged attacks
-1 INT resistance modifier vs. encounter skills
Dark brown segmented natural armour: d6+1LI / d6+1HI / d6En

Skills
Unarmed Attack (12) - brawl (13), Stealth (11) - hide 2 (13), sneak 3 (14), Investigate (9) - track 2 (11), Deception (6) - bluff 3 (9)

 

 

After the mayhem of the Trade Wars and AI Insurrection, societies throughout the Nebuleos - particularly the Andromedaeans - restrict and monitor robots closely to ensure that such events cannot recur, though in some measure they also respect and consider the interests of artificial lifeforms to a new degree. The obscure 'Masters' within the AI ranks who instigated and kept alive the great revolt still strive for the ascendancy of artificial beings.

Robot Systems:
Toaffi Personality Matrix (Processor)

The Toaffi's advanced experience in artificial intelligence systems has produced a processing architecture of inexact logic, noted for its capacity for rapid computation and adaptability to unpredictable environments, though programs for these processors are much more complex.

(Base Qualities)
WIL: (Marginal) 4-9 (Ordinary) 5-10 (Good) 7-11 (Amazing) 9-13
PER: (Marginal) 3-7 (Ordinary) 3-8 (Good) 6-9 (Amazing) 8-11
Cost (SP): Unchanged
Cost ($): (Marginal) 1000 (Ordinary) 3000 (Good) 5000 (Amazing) 8000
INT, Actions per Round, Action Check: as standard processor

(PL 7)
Active Memory: (Marginal) 4 (Ordinary) 6 (Good) 9 (Amazing) 12
Situation Die Modifier: (Marginal) +d4 (Ordinary) +d0 (Good) -d4 (Amazing) -d6

Holo-Projectors (Casing, PL 7)

Cost (SP): 8
Cost ($): 12000
Weight: 2

This network of small projectors, casting coordinated 3-dimensional images around the robot's form, allows for various artistic or informational displays, as well as allowing the robot to appear as a different robot model, or even a living creature or other object, of the same or greater dimensions. An onlooker who has reason to suspect the robot's appearance is fake may attempt an Awareness-perception check, applying a -2 bonus if the robot moves in an uncharacteristic way or otherwise gives itself away. The holoprojectors alter only visible light unless adapted for other spectra. They do not alter the robot's feel, sound, smell, heat signature, or response for a variety of other sensors.

Tiradi Game Data
Good SCM

These insidious infiltrators and perpetrators of brutal acts of destruction hide among ordinary working robots, reprogramming them to kill the disgusting fleshies.

PL: 7
Parts:
Processor: Ordinary (-)
Actuators: Hydraulic (3)
Casing: Attack Armour (4), Holo-Projectors (see above, 8)
Chassis: 2-3m (2)
Data ports: Uplink (2), Wireless (-)
Manipulators: Hands, 2 (2), Professional Tool (concealed blaster rifle, 2), Professional Tool (concealed blaster pistol, 2), Professional Tool (blade, 2)
Propulsion: Tracks (-)
Sensors: Holo (2), pickup/voicebox (-), rangefinder (5)

STR 16
DEX 8
CON 14
INT 13
WIL 8
PER 7
#Actions: 3
Action Check (+d4): 14+/13/6/3
Movement: Sprint 24, Run 16, Walk 6
Durability: 14s/14w/7m/-
Mass: 800kg

Attacks
Blaster rifle 11/5/2 d8+1w/d8+3w/d4+1m En/O
Blaster pistol 10/5/2 d6+1w/d6+2w/d4m En/O
Combat blade +d4 17/8/4 d4+4w/d6+4w/d8+4w LI/O
Punch/Ram +d6 8/4/2 d8+3s/d6+4w/d8+4w LI/O

Defenses
+3 STR resistance modifier vs. melee attacks
+2 INT resistance modifier vs. encounter skills
Attack armour casing: d4+1LI/d6+1HI/d6-1En

Skills
Active Memory: 7
Skill points: 69 + 40 - 34 = 75
Armor Operation (16) - combat armor (17), Melee Weapons (16) - blade (17), Stamina (14), Modern Ranged Weapons (8) - pistol 2 (10), rifle 3 (11), Computer Science (13) - programming 3 (16), Knowledge (13) - Standard language 3 (16), Medical Science (13) - xenomedicine (human) 2 (15), xenomedicine (Gren) (14), System Operation (13), Investigate (8) - interrogate 2 (10), Deception (7) - bluff (8)

 

Trigannitaroes

A minor species, subjects of (or refugees from) the Grou-Lynn Empire.

Ability Scores
STR        6-14
DEX        4-13
CON        6-15
INT        4-13
WIL        5-13
PER        4-12

Free Broad Skills
STR        Athletics
CON        Stamina
CON        Survival
INT        Knowledge
WIL        Awareness
Either DEX: Stealth or INT: Business

Species Traits
Burrowing: A Trigannitaroes can dig rapidly into loose soil or sand using the large claws on his hands. Creating a burrow shelter is a complex skill check using an appropriate Survival specialty, 4 checks required, one check per 5 minutes in dry loose soil (one check per 20 minutes in moist loose loam, increasing to one check per hour or per 2 hours in worse conditions). Species without natural digging ability require suitable tools to attempt this, make at best one check per hour and may suffer a +1 to +3 penalty for inadequate or improvised tools.


Trigannitaroes Raider Game Data
Ordinary SCM

Bands of Trigannitaroes, driven from their homeworld to lightly-settled desert worlds in and around the Empire, have in many senses reverted to a more primitive, tribal way of living, equally content to live by petty trading or banditry as their sub-chieftains and tribe-mothers lead them. They occasionally eat their slain enemies.

STR 10
DEX 10
CON 12
INT 9
WIL 10
PER 7
Action Check: 12+/11/5/2
#Actions: 2
Durability: 12s/12w/6m/6f
Move: Sprint 20, Run 12, Walk 4

Attacks
Omegastar Typ-3000 projectile rifle        11/5/2        d6+1w/d6+3w/d6+1m        HI/O
Combat knife        11/5/2        d4+1w/d4+2w/d4+3w        LI/O
Unarmed        11/5/2        d4s/d4+1s/d4+2s        LI/O

Defenses
Mixed CF and hide cladding        d4-1LI/d4-1HI/d6-3En

Skills
Armor Operation (10) - combat (11), Athletics (10), Melee Weapons (10) - blade (11), Unarmed Attack (10) - brawl (11), Stamina (12), Survival (12), Manipulation (10), Modern Ranged Weapons (10) - rifle (11), Stealth(10), Vehicle Operation (10) - space (11), Knowledge (9), Security (9) - security devices (10), Awareness (10), Investigate (10), Deception (7) - bluff 2 (9)

Equipment: Soft e-suit, civilian mesh and animal hide clothing, Omegastar Typ-3000 projectile rifle, combat knife