Uncle Jimbo's Bug Huntin' Range
High character High concept High violence |
The Space Opera game defines non-humans in a series of more-or-less broad categories, such as "canines" and "felines", which it doesn't assume to be single species. In some ways, this could simplify the game rules as a basic assumption from which a designer or GM could describe specific creatures in a campaign setting. On the whole, though, it loses a lot of potential to describe unique aliens. Generally, I'd prefer to write up some of the particular alien cultures described in Space Opera supplements. Certainly, it might speed up the process to keep some common tendencies for different species that fall under a Space Opera "race", just as a design trick.
A series of avians might be a good design exercise and fill in useful statistics for Vault of the Ni'er Queyon. I've included statistics below for Blarads and Klackons. WhistlersThe founders of the multi-system Avann Oligarchy, whose own name for their species most humans cannot pronounce, resemble smaller versions of Earth's long-extinct terror birds, with feet and legs more sturdy than a true flier, forward-angled feathered arms, large rag-like body feathers and an eagle-like head with a beak shaped like a broad knife blade. Ability Score Limits
Free Broad Skills
Species Abilities Dash: A Whistler increases his Sprint and Run movement rates by 50%. KreeeeThough their Azuriach conquerors call these heavily-built, somewhat parrot-like sentients "Space Turkeys", other human societies deplore the nickname as grossly offensive and use only their pre-conquest appellation as an independent space-travelling nation, not least due to the Azuriach's barbarous use of culled Kreeee as a food source. Ability Score Limits
Free Broad Skills
Add STR - Unarmed Attack and DEX - Vehicle Operation to independent Kreeee. Species Abilities Dash: A Kreeee increases his Sprint and Run movement rates by 50%. Gwahh(See Vault of the Ni'er Queyon for details) Ability Score Limits
Free Broad Skills
Species Abilities Dash: A Gwahh increases his Sprint and Run movement rates by 50%. BlaradsThe Blarad subjects of the StarKingdoms fall within a theorised "ursine" xenobiological trope (a category of convergent evolution claimed to be observable across multiple unrelated life systems - distantly similar to an ecological niche) of relatively large, semi-omnivorous sentients who have retained significant muscle mass and natural weapons from an ancestral evolutionary path developing from near- or actual apex predators, comparable to Terran bears, great apes or great cats. Blarads display a slightly pointed head on a flexible neck intermediate between an actual bear and a wolverine in appearance. They prefer a relatively warm environment and have demonstrated their ability to adapt and survive off a broad range of dryland, jungle and mountain habitats. Their aristocratic society favours ornate dress in richly dyed broadcloths trimmed with gilt, braids and lace. They habitually smoke, chew or ingest via the nose a richly-flavoured herb-based luxury product, as well as enjoying a range of alcoholic beverages. Ability Score Limits
Free Broad Skills
Species Abilities Superior Durability: A Blarad is better able to withstand physical
damage than members of other species. When determining a Blarad's durability
rating, use the character's Constitution score x 1.5 (rounding down if necessary
to produce a whole number). KlackonAlthough not related to any Earthly biological grouping, a Klackon slightly resembles an immense copepod, a smooth, semi-tubular, curved body supported by numerous legs on its underside, with the addition of two large chelae (pincers). Females are roughly two metres in length excluding limbs and antennae, with moderately stout bodies. Males are considerably heavier, more colourful and have more prominently spiked extremities, particularly their pincers. Despite their seemingly irrepressible craving to stalk and eat smaller soft-bodied prey, which their quasi-military structures of authority make no visible effort to curtail (particularly on worlds under Klackon control), they are capable of reason, complex science and negotiation (under the protection of abundant weaponry) with other species. Elixi V Snack-Hunter Game Data This Ordinary non-professional male Klackon SCM represents a common danger that any free-trader who ventures a run to a Klackon stronghold world might have to discourage by violence, even on an ostensibly guarded trading island. When not out on a hunt to snatch a morsel of delicious pink man-flesh, the snack-hunter works as a holo-store clerk. STR 9 (2d4+4) Attacks
Defenses
Skills Equipment: Carrying harness, cellular phone pin Klackons as Heroes
Klackons receive Unarmed Attack, Stealth, Movement, Knowledge, Awareness and Interaction as free broad skills. All Klackon heroes have the natural armour carapace shown in the statistics above and can attack with their pincers for increased damage (male: d6+1s/d4+2w/d4+4w, female: d6+1s/d4+1w/d4+3w plus any applicable Strength modifier). Their Easy Swim and Swim movement rates are triple those listed in Table P8. They can breathe water freely, but must succeed in an exhaustion challenge for each two hours that they breathe fresh water. |