Alpha Centaurians are hermaphroditic hexapods from the Alpha Centauri star system, the closest star system to the Sol system, and part of the Galactic Federation. They tend to be tall, green, have one eye, six arms, and high pitched voices. Since they are hexapods and have six arms they do not have legs but use their body for motion like a slug or inchworm. Alpha Centaurians are a peace loving people, though are sometimes branded as cowards because of their distaste for violence. They are also renowned for their skills of mediation and diplomacy.
Attributes
Fitness 2 [5]
Coordination 2 [5]
- Dexterity -1
Intellect 2 [5]
Presence 2 [5]
- Empathy +1
Psi 0 [5]
Skills
Culture (Alpha Centaurian) 2 (3)
Diplomacy (choose specialization) 1 (2)
History (Alpha Centaurian) 1 (2)
Language
- Alpha Centaurian 2
Science, Any (choose specialization) 1 (2)
World Knowledge (Alpha Centaurian) 1 (2)
Advantages/Disadvantages
Extra Limbs +4
Submitted by Noah Soudrette
Greetings
Welcome to Lug Who. To date, there have been two officially licensed Doctor Who RPGs. The best of the two has always (in my mind) been the game published by FASA, based on their Star Trek RPG. So, when Last Unicorn Games published a new Star Trek RPG, I felt its system (with its highly detailed character stats) was ideally suited to a Doctor Who RPG. Alas, this never came to pass. So, after thinking about it all these years, I've decided to create this site. Here I will post original species templates, advantages, disadvantages, skills, equipment, ships, etc. I will be accepting submissions from anyone who might be interested in roleplaying with the Icon system.
To submit content send an email to: lugwho@gmail.com
P.S. Feel free to submit alternate ideas for things already posted.
To submit content send an email to: lugwho@gmail.com
P.S. Feel free to submit alternate ideas for things already posted.
Tuesday, April 24, 2007
Vegan Species Template
The Vegans are a race of satyr-like humanoids from the Vega star system, located 25.3 light years from Earth, and are members of the Galactic Federation. They have reddish-gold skin, hairy legs, large eyes and long noses. The Vegans are a race of miners and engineers. They are highly rational and shun superstition.
Attributes
Fitness 2 [5]
Coordination 2 [5]
Intellect 2 [5]
- Logic +1
Presence 2 [5]
Psi 0 [5]
Skills
Culture (Vegan) 2 (3)
Engineering, Any (choose specialization) 2 (3)
History (Vegan) 1 (2)
Language
- Vegan 2
Science, Any (choose specialization) 1 (2)
World Knowledge (Vega) 1 (2)
Advantages/Disadvantages
Poor Sight -2
Submitted by Noah Soudrette
Attributes
Fitness 2 [5]
Coordination 2 [5]
Intellect 2 [5]
- Logic +1
Presence 2 [5]
Psi 0 [5]
Skills
Culture (Vegan) 2 (3)
Engineering, Any (choose specialization) 2 (3)
History (Vegan) 1 (2)
Language
- Vegan 2
Science, Any (choose specialization) 1 (2)
World Knowledge (Vega) 1 (2)
Advantages/Disadvantages
Poor Sight -2
Submitted by Noah Soudrette
Menoptra Species Template
The Menoptra are an intelligent, bipedal insectoid species from the planet Vortis. In appearance, they resemble a cross between giant butterflies, moths, and bees, with each Menoptra possessing four large wings. They have yellow and black stripes around their bodies and appear to be around six feet tall, but do not seem to have typical insect body parts such as mandibles or an abdomen. Peaceful and kindly by nature, the Menoptra move in a unique, stylised way and their vocal inflections are stilted. They are a very open and welcoming species, but tend to keep to themselves. Though they do have sophisticated space faring technology.
Attributes
Fitness 2 [5]
- Vitality -1
Coordination 2 [5]
- Reaction +1
Intellect 2 [5]
Presence 2 [5]
Psi 0 [5]
Skills
Culture (Menoptra) 2 (3)
History (Menoptra) 1 (2)
Language
- Menoptra 2
Science, Any (choose specialization) 1 (2)
World Knowledge (Vortis) 1 (2)
Advantages/Disadvantages
Flight +5
Submitted by Noah Soudrette
Attributes
Fitness 2 [5]
- Vitality -1
Coordination 2 [5]
- Reaction +1
Intellect 2 [5]
Presence 2 [5]
Psi 0 [5]
Skills
Culture (Menoptra) 2 (3)
History (Menoptra) 1 (2)
Language
- Menoptra 2
Science, Any (choose specialization) 1 (2)
World Knowledge (Vortis) 1 (2)
Advantages/Disadvantages
Flight +5
Submitted by Noah Soudrette
Foamasi Species Template
Foamasi are stocky humanoids with shiny green skin, three claws on each hand and eyes that can move independently. Foamasi speak in a language of clicks and chirps and are physically incapable of speaking Human languages. However, they use a small device inserted into their mouth that translates their speech. Foamasi also have the highest radiation resistance in the Mutter's Spiral and can survive in heavily irradiated areas. The Foamasi fought and won a 20-minute nuclear war with their sworn enemies, the Argolin. This led to the people of Argolis becoming sterile and the planet highly radioactive. Although they are mostly a peaceful race (having learned the error of their ways from the devastating war) a renegade criminal faction called the West Lodge exists, and frequently attempts to arouse hostilities between the two races. Some Foamasi (members of the West Lodge included) disguise themselves as humanoids by fitting into skin-suits which are smaller than the Foamasi's own bodies. This is made possible by the Foamasi skeleton, which is hollow and collapsable.
Attributes
Fitness 2 [5]
Coordination 2 [5]
Intellect 2 [5]
- Perception +1
Presence 2 [5]
Psi 0 [5]
Skills
Culture (Foamasi) 2 (3)
History (Foamasi) 1 (2)
Language
- Foamasi 2
Science, Any (choose specialization) 2 (3)
Stealth (choose specialization) 1 (2)
World Knowledge (Foamas) 1 (2)
Advantages/Disadvantages
Excellent Sight +2
Double-jointed +2
Resistant (Radiation) +1
Submitted by Noah Soudrette
Attributes
Fitness 2 [5]
Coordination 2 [5]
Intellect 2 [5]
- Perception +1
Presence 2 [5]
Psi 0 [5]
Skills
Culture (Foamasi) 2 (3)
History (Foamasi) 1 (2)
Language
- Foamasi 2
Science, Any (choose specialization) 2 (3)
Stealth (choose specialization) 1 (2)
World Knowledge (Foamas) 1 (2)
Advantages/Disadvantages
Excellent Sight +2
Double-jointed +2
Resistant (Radiation) +1
Submitted by Noah Soudrette
Monday, April 23, 2007
Martian (Ice Warrior) Species Template
The Ice Warriors are reptilian humanoids, their scaly skin and features usually hidden under heavy armor. They have large, claw-like hands and their voices are usually a highly sibilant whisper when in atmospheres like that of Earth's. They prefer cold climates and can be killed by extreme heat. The are two classes of Ice Warriors, the rank and file Warriors, and an officer class, which are often referred to as Ice Lords. The main difference between the two is the design of their armor, with the Ice Lords wearing a lighter, more flexible version than those of the Warriors. Ice Warriors have a strong sense of honor. They also believe that in the case of a violent death, the victim will not rest in peace until the murderer has atoned for it. The name Ice Warrior is not the name of their species, but was applied to them by an Earth scientific team. Earth has had a rocky relationship with the Ice Warriors ever since hostile contact was accidentally made shortly after the Mars Probe missions in the seventies. Earth brokered an agreement to never return to Mars, with the British intelligence services covering up the fact that Mars had a breathable atmosphere so as to discourage further exploration attempts. Much of the Ice Warrior's early history/culture was defined by clans. The 1997 attempt at invading Earth was by the Argyre Clan. It was another breakaway clan which formed the attack force which sought to invade Earth in 2044. The events of 2044 led to what has become known as the Thousand Year War between Earth and Mars. Earth was victorious and the result was that most Martians were driven off of Mars. By the 40th century Ice Warriors had resettled on New Mars, renounced their violent, warlike ways (except in self defense), and became important members of the Galactic Federation. Because of their honed combat skills, Ice Warriors often serve as part of the Galactic Federation's peacekeeping force.
Attributes
Fitness 2 [5]
- Strength +1
Coordination 2 [5]
- Dexterity -1
Intellect 2 [5]
- Logic +1
Presence 2 [5]
- Empathy -1
Psi 0 [5]
Skills
Culture (Martian) 2 (3)
Energy Weapon (choose specialization) 1 (2)
History (Martian) 1 (2)
Language
- Martian 2
Science, Any (choose specialization) 1 (2)
World Knowledge (Mars or New Mars) 1 (2)
Advantages/Disadvantages
Medical Problem (susceptible to high temperature)
Poor Sight
Shrewd
Submitted by Noah Soudrette
Attributes
Fitness 2 [5]
- Strength +1
Coordination 2 [5]
- Dexterity -1
Intellect 2 [5]
- Logic +1
Presence 2 [5]
- Empathy -1
Psi 0 [5]
Skills
Culture (Martian) 2 (3)
Energy Weapon (choose specialization) 1 (2)
History (Martian) 1 (2)
Language
- Martian 2
Science, Any (choose specialization) 1 (2)
World Knowledge (Mars or New Mars) 1 (2)
Advantages/Disadvantages
Medical Problem (susceptible to high temperature)
Poor Sight
Shrewd
Submitted by Noah Soudrette
Cat Species Template
Cats resemble the non-humanoid cats of Earth, though closer to the size of a Human. They have cat-like faces and fur of a variety of lengths and colors. They have retractable claws which they can use for defense. Cats also have other feline characteristics such as slitted eyes and flat noses. They are capable of interbreeding with humans which results in quadrupedal kittens which resemble modern kittens. Humanoid features emerge after ten months into feline maturation, though before this they can learn to speak. Cats act like humans for the most part, and vary in personality. However, they maintain a somewhat haughty attitude towards other people.
Attributes
Fitness 2 [5]
Coordination 3 [6]
Intellect 2 [5]
- Logic -1
Presence 2 [5]
Psi 0 [5]
Skills
Culture (Cat) 2 (3)
History (Cat) 1 (2)
Language, Any 2
Science, Any (choose specialization) 1 (2)
World Knowledge (New Earth or other homeworld) 1 (2)
Advantages/Disadvantages
Claws +2
Excellent Balance +1
Excellent Chemoreception +1
Night Vision +2
Submitted by Noah Soudrette
Attributes
Fitness 2 [5]
Coordination 3 [6]
Intellect 2 [5]
- Logic -1
Presence 2 [5]
Psi 0 [5]
Skills
Culture (Cat) 2 (3)
History (Cat) 1 (2)
Language, Any 2
Science, Any (choose specialization) 1 (2)
World Knowledge (New Earth or other homeworld) 1 (2)
Advantages/Disadvantages
Claws +2
Excellent Balance +1
Excellent Chemoreception +1
Night Vision +2
Submitted by Noah Soudrette
Silurian Species Template
Silurians are a very diverse species, with at least two known phenotypes. In general, Silurians are cold-blooded, roughly the size as humans, with a large head, four digits on each hand and green scaly skin. Their mouths are small and somewhat sucker-like. The noticeable features of the Silurians are their three eyes. Their main eyes are bright yellow with cat-like pupils.
The third eye is red and on their foreheads. Their third eye has various abilities, such as stunning or killing their opponents, signaling each other, or opening doors keyed to emanations from the third eye. All of these abilities appear to be psychic in nature. The eye glows when it is active. As mentioned, there are two major subspecies of Silurian. The first type have green, lumpy skin, a large mouth, rectangular ears and an inset third eye. The second have a stockier build, brown skin, a smaller mouth and the third eye on top of their heads.They also have ornate spikes on their head. At some point in Earth's history the Silurians were the rulers of the planet. They were led by the Triad and used the Sea Devils as soldiers. Eventually, they discovered a large planet coming dangerously close to Earth. This panicked the Silurians, who sent themselves into hibernation to protect their species. Though this planet was actually just the Moon, the hibernation technology was faulty. After millions of years they finally awakened. After this, in the late 20th century the Silurians clashed with Humans and attempted to reclaim the planet. They were repelled by UNIT. At the beginning of the 21st century the Silurians finally attempted to make peace with Humanity. They quickly develop close ties with UNIT and begin serving with UNIT by 2003. However, in the year 2084, a group of Silurians allied with the Sea Devils attempted to provoke war amongst humanity. By the 26th century Silurians have been fully accepted into Terran society and the term "Earth Reptile" is adopted as the politically correct racial term.
Attributes
Fitness 3 [6]
Coordination 1 [5]
Intellect 2 [5]
Presence 2 [5]
Psi 1 [5]
- Range +1
Skills
Culture (Silurian) 2 (3)
History (Silurian) 1 (2)
Language
- Silurian 2
Projective Telepathy 1
Receptive Telepathy 1
Science, Any (choose specialization) 2 (3)
World Knowledge (Earth) 1 (2)
Advantages/Disadvantages
Poor Sight
Submitted by Noah Soudrette
The third eye is red and on their foreheads. Their third eye has various abilities, such as stunning or killing their opponents, signaling each other, or opening doors keyed to emanations from the third eye. All of these abilities appear to be psychic in nature. The eye glows when it is active. As mentioned, there are two major subspecies of Silurian. The first type have green, lumpy skin, a large mouth, rectangular ears and an inset third eye. The second have a stockier build, brown skin, a smaller mouth and the third eye on top of their heads.They also have ornate spikes on their head. At some point in Earth's history the Silurians were the rulers of the planet. They were led by the Triad and used the Sea Devils as soldiers. Eventually, they discovered a large planet coming dangerously close to Earth. This panicked the Silurians, who sent themselves into hibernation to protect their species. Though this planet was actually just the Moon, the hibernation technology was faulty. After millions of years they finally awakened. After this, in the late 20th century the Silurians clashed with Humans and attempted to reclaim the planet. They were repelled by UNIT. At the beginning of the 21st century the Silurians finally attempted to make peace with Humanity. They quickly develop close ties with UNIT and begin serving with UNIT by 2003. However, in the year 2084, a group of Silurians allied with the Sea Devils attempted to provoke war amongst humanity. By the 26th century Silurians have been fully accepted into Terran society and the term "Earth Reptile" is adopted as the politically correct racial term.
Attributes
Fitness 3 [6]
Coordination 1 [5]
Intellect 2 [5]
Presence 2 [5]
Psi 1 [5]
- Range +1
Skills
Culture (Silurian) 2 (3)
History (Silurian) 1 (2)
Language
- Silurian 2
Projective Telepathy 1
Receptive Telepathy 1
Science, Any (choose specialization) 2 (3)
World Knowledge (Earth) 1 (2)
Advantages/Disadvantages
Poor Sight
Submitted by Noah Soudrette
Sunday, April 22, 2007
Tree Species Template
Trees are an intelligent, bipedal, arboreal species that are direct descendants of the Old Earth Trees. The trees were sold to the Brotherhood from the Panjassic Asteroid field, who experimented on the trees, and, after hundreds of years the trees grew arms and started walking. One night, the entire race of Trees got on their Barkships after they heard the Great Calling, traveling through space for five thousand years. Trees exhibit a respect for all forms of life. They neither respect nor understand technology, referring to computers as "metal minds" or "metal machines", being intelligent and not needy of electricity. They were also aware of the Time Lords and their fate in the Time War. They are one of the higher species who were aware of the course of the war and its history-changing effects and were mortified by the bloodshed.
Attributes
Fitness 2 [5]
Coordination 2 [5]
- Dexterity -1
Intellect 2 [5]
Presence 2 [5]
- Empathy +1
Psi 0 [5]
Skills
Artistic Expression (choose specialization) 2 (3)
Culture (Tree) 2 (3)
History (Tree) 1 (2)
Language
- Tree 2
Science, Any (choose specialization) 2 (3)
World Knowledge (Cheem or other homeworld) 1 (2)
Advantages/Disadvantages
Extra Limbs (prehensile vines)
Medical Problem (susceptible to high heat)
Slow Healing
Strong Will
Submitted by Noah Soudrette
Attributes
Fitness 2 [5]
Coordination 2 [5]
- Dexterity -1
Intellect 2 [5]
Presence 2 [5]
- Empathy +1
Psi 0 [5]
Skills
Artistic Expression (choose specialization) 2 (3)
Culture (Tree) 2 (3)
History (Tree) 1 (2)
Language
- Tree 2
Science, Any (choose specialization) 2 (3)
World Knowledge (Cheem or other homeworld) 1 (2)
Advantages/Disadvantages
Extra Limbs (prehensile vines)
Medical Problem (susceptible to high heat)
Slow Healing
Strong Will
Submitted by Noah Soudrette
Thal Species Template
Thals appear identical to Humans. However, all Thals have blonde hair, tend to be very good looking, and have naturally honed physiques. The Thals and the Kaleds became engaged in a Thousand Year War. By the end of the conflict, both Thals and Kaleds sheltered themselves in domed cities overlooking a barren, war torn, wasteland. After the creation of the Daleks, and the destruction of the two domes, the Thals managed to drive the Daleks off of Skaro. Soon after the Thals developed into a spacefaring race. Eventually, the Thals abandoned Skaro.
Attributes
Fitness 2 [5]
- Vitality +1
Coordination 2 [5]
Intellect 2 [5]
Presence 2 [5]
Psi 0 [5]
Skills
Artistic Expression (choose specialization) 2 (3)
Culture (Thal) 2 (3)
History (Thal) 1 (2)
Language
- Thal 2
Science, Any (choose specialization) 1 (2)
World Knowledge (Skaro or other homeworld) 1 (2)
Advantages/Disadvantages
Species Enemy (Daleks)
Sexy
Submitted by Noah Soudrette
Attributes
Fitness 2 [5]
- Vitality +1
Coordination 2 [5]
Intellect 2 [5]
Presence 2 [5]
Psi 0 [5]
Skills
Artistic Expression (choose specialization) 2 (3)
Culture (Thal) 2 (3)
History (Thal) 1 (2)
Language
- Thal 2
Science, Any (choose specialization) 1 (2)
World Knowledge (Skaro or other homeworld) 1 (2)
Advantages/Disadvantages
Species Enemy (Daleks)
Sexy
Submitted by Noah Soudrette
Draconian Species Template
The Draconian Empire is vast spacefaring feudal civilisation of reptilian humanoids, centered on the planet Draconia, with a society stratifed along class and gender lines (for example, females were not permitted to speak in the presence of the Emperor at one time) that was bound by a strong code of honour. The Earth Empire's first contact with the Draconian Empire was in the year 2520. The ship sent by the Draconians for the peace mission was a battlecruiser, as befitted a noble of Draconia, although (as agreed) its missile banks were empty and it was otherwise unarmed. However, both Draconian and Earth ships were caught in a neutron storm, damaging the Earth ship and destroying the Draconian ship's communications systems. As a result, the Draconian ship was unable to respond to the Earth ship's signals. The commander of the Earth ship saw what he perceived to be a battlecruiser bearing down on his crippled vessel and gave the order to attack, destroying the battlecruiser and triggering off a brief but bloody war in which millions of lives were lost. An uneasy peace was negotiated in the end, leading to two decades of cold war and the carving out of a frontier between the two empires. In 2540, several incidents involving attacks on cargo freighters along their respective borders nearly led to the war turning hot once more, with both sides accusing the other of piracy and violating the frontier. These attacks turned out to be the work of the Daleks, who were launching another bid for galactic conquest and hoped to pick up the pieces after a new Earth-Draconia War. The plot failed, and instead of going to war against each other, the two empires united against the Daleks.
Attributes
Fitness 2 [5]
Coordination 2 [5]
- Dexterity +1
Intellect 2 [5]
Presence 2 [5]
- Empathy -1
- Willpower +1
Psi 0 [5]
Skills
Artistic Expression (choose specialization) 1 (2)
Athletics (choose specialization) 2 (3)
Culture (Draconian) 2 (3)
History (Draconian) 1 (2)
Language
- Draconian 2
Sciences, Any (choose specialization) 1 (2)
World Knowledge (Draconia) 1 (2)
Advantages/Disadvantages
Code of Honor
Rapid Healing
Submitted by Noah Soudrette
Attributes
Fitness 2 [5]
Coordination 2 [5]
- Dexterity +1
Intellect 2 [5]
Presence 2 [5]
- Empathy -1
- Willpower +1
Psi 0 [5]
Skills
Artistic Expression (choose specialization) 1 (2)
Athletics (choose specialization) 2 (3)
Culture (Draconian) 2 (3)
History (Draconian) 1 (2)
Language
- Draconian 2
Sciences, Any (choose specialization) 1 (2)
World Knowledge (Draconia) 1 (2)
Advantages/Disadvantages
Code of Honor
Rapid Healing
Submitted by Noah Soudrette
Time Lord Species Template
Time Lords appear human, but differ from them in many respects. Time Lords are extremely long-lived, routinely counting their ages in terms of centuries. It is not known how long a Time Lord can live. Other physiological differences from humans include two hearts (which normally beat at 170 beats a minute), an internal body temperature of 15 degrees Celsius and a "respiratory bypass system" that allows them to survive strangulation. Time Lords can also survive full exposure to the vacuum of space with no ill effects, though in such cases, even with their respiratory bypass boosting the length of time they can go without air, when in vacuum for an extended period a Time Lord must take a supply of air along, or else suffocate. If severely injured, Time Lords can go into a healing coma which lowers their body temperature to below freezing. Time Lords can also communicate by telepathy. They are also "time sensitive" being able to sense anomalies in time that others wouldn't or be able to move in time distortions when other might be slowed, sped up, or frozen. Time Lords also have the ability to regenerate their bodies when their current body is mortally wounded. This process results in their body undergoing a transformation, gaining a new physical form. Regenerations can be traumatic events. The Time Lord's personality also sometimes goes through a period of instability following a regeneration. A Time Lord can regenerate twelve times before dying (thirteen incarnations in all). There have been exceptions to this rule. The Time Lord homeworld, Gallifrey, is an Earth-like planet in the "constellation" of Kasterborous. Its capital city is referred to as the Citadel, and contains the Capitol, the seat of Time Lord government. At the centre of the Capitol is the Panopticon, beneath which is the Eye of Harmony. Outside the Capitol lie wastelands where the "Outsiders", Time Lords who have dropped out of Time Lord society, live in less technologically advanced communities, shunning life in the cities. In general, the Time Lords are an aloof people, with a society full of pomp and ceremony. The Time Lord penchant for ceremony extends to their technology, with various artifacts given weighty names like the Hand of Omega, the Eye of Harmony or the Key of Rassilon. Time Lord children are taken from their families at the age of 8 and admitted into the Academy. Novices are then taken to an initiation ceremony before the Untempered Schism, a gap in the fabric of reality that looks into the time vortex. Of those that stare into it, some are inspired, some run away and others go mad. Each Time Lord belongs to one of a number of various colleges or chapters, such as the Patrexes, Arcalian, Prydonian, Dromeian, Cerulean chapters, which have ceremonial and political significance. Each chapter also has its own colours; the Prydonians wear scarlet and orange, the Arcalians wear green and the Patrexeans wear heliotrope. The Prydonian chapter has a reputation for being devious, and tends to produce renegades; the Doctor, the Master and the Rani are all Prydonians. The colleges of the Academy are led by the Cardinals. Ushers, who provide security and assistance at official Time Lord functions, may belong to any chapter, and wear all-gold uniforms. The executive political leadership is split between the Lord President, who keeps the ceremonial relics of the Time Lords, and the Chancellor, who appears to be the administrative leader of the Cardinals and who acts as a check on the power of the Lord President. The President is an elected position and on Presidential Resignation Day, the outgoing President usually names his successor, who is then also usually confirmed in a non-contested "election". However, it is still constitutionally possible for another candidate to put themselves forward for the post. The President and Chancellor also sit on the Time Lord High Council, akin to a legislative body, composed variously of Councillors and more senior Cardinals. Also on the High Council is the Castellan of the Chancellory Guard, in charge of the security of the Citadel. According to the constitution, if while in emergency session the other members of the High Council are in unanimous agreement, even the President's orders can be overruled.
Attributes
Fitness 2 [6]
- Vitality +1
Coordination 2 [5]
Intellect 4 [6]
- Logic +1
Presence 2 [5]
- Willpower +1
Psi 1 [5]
- Range -1
Advantages/Disadvantages
Healing Coma
Regeneration
Respiratory Bypass
Species Enemy (Daleks)
Species Enemy (Vampires)
Submitted by Noah Soudrette
Attributes
Fitness 2 [6]
- Vitality +1
Coordination 2 [5]
Intellect 4 [6]
- Logic +1
Presence 2 [5]
- Willpower +1
Psi 1 [5]
- Range -1
Skills
Culture (Gallifrey) 2 (3)
History (Gallifrey) 1 (2)
Language
- Gallireyan 2
Projective Telepathy 1
Receptive Telepathy 1
Sciences, Any (choose specialization) 2 (3)
World Knowledge (Gallifrey) 1 (2)
Advantages/Disadvantages
Healing Coma
Regeneration
Respiratory Bypass
Species Enemy (Daleks)
Species Enemy (Vampires)
Submitted by Noah Soudrette
Saturday, April 21, 2007
Human Species Template
Human beings, are bipedal primates belonging to the mammalian species Homo sapiens in the family Hominidae. Humans are probably one of the more influential races in the universe. Humans are an astonishingly long lived species, lasting for trillions of years, despite numerous wars, battles and conflicts. Though not as well traveled as the Time Lords or as powerful as the Daleks, the Human influence was felt throughout the universe. They spread across the universe, setting up colonies, meeting new races and making many advances technologically. In fact, one of the era of the universe (Humanian Era) is named after the Humans. Some Humans have evolved abilities such as psychometry and telepathy.
Attributes
Fitness 2 [5]
Coordination 2 [5]
Intellect 2 [5]
Presence 2 [5]
- Willpower +1
Psi 0 [5]
Skills
Artistic Expression (choose specialization) 1 (2)
Athletics (choose specialization) 2 (3)
Culture (Human) 2 (3)
History (Human) 1 (2)
Language, Any 2
World Knowledge (Earth or other homeworld) 1 (2)
Advantages/Disadvantages
2 extra Courage Points
Submitted by Noah Soudrette
Attributes
Fitness 2 [5]
Coordination 2 [5]
Intellect 2 [5]
Presence 2 [5]
- Willpower +1
Psi 0 [5]
Skills
Artistic Expression (choose specialization) 1 (2)
Athletics (choose specialization) 2 (3)
Culture (Human) 2 (3)
History (Human) 1 (2)
Language, Any 2
World Knowledge (Earth or other homeworld) 1 (2)
Advantages/Disadvantages
2 extra Courage Points
Submitted by Noah Soudrette
Subscribe to:
Posts (Atom)