Human races and Xenomorphs...

HASSII
Lizard-like species from the planet Wanassa VI. Wanassa VI is the only inhabited planet in the Wanassa system, which lies in the Mid rim. It is about three times as big as Tellus, and has quite low gravity. The terrain is mainly made out of great open plains, low mountains and small open forests. Little more than 15% of the planet’s surface is covered with water.

The Hassii is a quite primitive species that probably wouldn’t have developed space travel yet, unless they had been given it from off-worlders about 100 years prior to the destruction of the first Death Star. They live in large villages or small towns that are often in line of sight from each other. Some of them still live in huts on the plains, far from nearest sign of civilisation. The Hassii lives in tribes, both inside and outside the civilisation. Those who live in the towns however, have a less strict contact with their tribe and its customs. Before the space travel, which was a great turning point in their civilisations history, came to Wanassa, there was a lot of tribal disputes, and several great wars. This history has made the Hassii into fierce fighters, and good doctors… When the planet’s space ports multiplied, the towns grew and the frequency of off-world visitors increased, the Hassii built a representative city, Ssicanja, which soon became Wanassas official capital. For the Hassii, Ssicanja is only the cultural and interstellar capital, since all literature and universities are located in it. Internally, there is no real capital of Wanassa, but several tribal capitals. The Ssicanja medic academy is very respected. Especially among masseurs.

Since the tribes have a lot of influence in the Hassii’s lives, their internal politics and business are quite chaotic. Their relations to each other could be described like that of the samurais. Many disputes are solved with a hand-to-hand duel. Such a duel is a very spectacular sight, since the Hassii warriors are fluent in an extremely advanced martial art form, known as Ssarrinass. Since these duels outcome often will have a very noticeable effect on the involved tribes, and the Hassii loves physically advanced maneuvres, many Hassiis come to witness these duels, and thus the duellists tend to hold back and make the fight longer, in order to give the audience a show.

A Hassii is quite tall (compared to a human) and very thin. His thin skin changes color after the surrounding. The teeth are small and sharp, as well as the claws. Hassii has a short tail that varies in length from 0.5m to 1m from individual to individual. This tail is very sensitive to pain, and it works like a gyro. Thus it has become a very valuable body part, that is often decorated. To pull a Hassii’s tail is a very good way of picking a fight, and in many cases to get a good beat-up…

Quote: “.”

Attribute dice: 10D
Dexterity 3D/6D
Knowledge 1D+1/3D+2
Mechanical 1D/3D
Perception 2D+1/4D+2
Strength 1D/2D
Technical 1D+1/4D

Special abilities:
Teeth:
adds +1 to Brawling damage.
Claws: adds +2 to Brawling damage.
“Chameleon”: Hassii can change colour after their surrounding. If they are naked, they receive +1D to their Hide skill.
Tail: Makes clothing a bit more difficult. This short tail works like a stabilizer; whenever a hassii makes a dexterity roll to avoid falling, or to land on his feet when falling, add +1D. If a hassii for some reason looses his tail, or severely injures it, his Dexterity is reduced with 1D, and he get no bonus for balance maneuvres. When hit in the tail in combat (or the like), the pain adds 1D penalty to all actions for the rest of the round, and the next.
Direction sense: Hassii can sense the magnetic fields created by planets pools, and thus receives a +2D bonus when trying to find their way back to places where they have been. If exposed to strong electromagnetism, roll Perception. Difficulty varies from 5 to 15 depending upon the electromagnetism’s magnitude. Failed roll: Hassii is confused; -1D to all die-codes. Successful roll: Direction sense is nullified for as long as the electromagnetic fields are active or present. If roll beats difficulty by 10 or more: Hassii has located the centre of the field, and can use the Direction sense on it, with half effect.
Story factors:
Restless:
Hassii demands almost constant motion. They practically only relax when eating and sleeping. In “waiting” situations they tend to either sleep or practise on their physical skills, or simply play with something or someone around… Because of this, Hassii are often trained in, at least a few of the following skills: Acrobatics, Con, Climbing/jumping, Stamina or Martial arts.

Move: 12/16
Size: 1.7-2.1 meters tall

Common Advantages and Disadvantages:
Fast reflexes, Acute hearing, Acute touch, Ambidexterity, Obscure knowledge: Healing touch.
Deep sleeper, Mood swings.
Common skills:
Acrobatics, Brawling parry, Dodge, Martial arts: Ssarrinass, Survival, Hide, Climbing/Jumping, Stamina, Firs aid.

YISTONIANS
Elf-like species from the Arlien-system, which lies in the Truvard reach (Outer rim). The Arlien-system consists of 8 planets, of which 2 are inhabited, as well as 7 moons. One of the two inhabited planets, Yistonia is their original home planet. It is slightly bigger than Tellus and has practically the same terrain. The biggest differences are: Yistonia’s surface is covered to 50% by water (instead of 75), it has a bit more forest, and some of the mountains are blue or white. Most parts of the vegetation are green, white, blue or turquoise. However, when beheld in the Ultra-Violet spectrum, everything on this planet explodes in cascades and cascades of colors. This planet is held religiously sacred, and is heavily guarded. Practically no one but Yistonians are allowed to visit Yistonia. The Yistonians developed space travel on their own, and inhabited the inhabitable planet and moons in the Arlien-system before other species’ found their way to this system.

A yistonian look like a thin, pale and blond human. His hair, teeth and nails has a vague nuance of green, turquoise or blue. His eyes are strongly colored in the same way. Among his teeth are small tusks. Yistonians often use UV-reflective makeup and clothes. Their clothes are normally quite tight. When seen in the UV-spectrum, a yistonians appearance is totally changed; his hair turns into a strong color that are different from individual to individual. His eyes, teeth and nails starts glowing blood-red. His skin turns into some nuance of yellow-orange, with glowing purple leopard-rings.

Yistonians live in clans. Each clan has its own rules and laws, and individuals from different clans have a high respect for each others clans and their rules. These clans often live together in cities, where they buy their own streets. The clans symbol is placed at the entrance of the street. They never forbid anyone to enter their street, but they expect everyone who do so, to know what law this street is under. Every city has a council consisting of representatives from each clan. This councils task is to keep up the contact and peace between the clans, make laws for those parts of the city that are not bought by any clan, and handle off-planet business.

If a yistonian break his clans rules, he will be asked to change his attitude or leave the clan. The problem is often solved immediately. If he chose to leave, the clan-members will respect him just as much as before; he has taken his responsibility and left the clan, since he didn’t fit in. In rare cases the clan will have to kick him out. There are quite many yistonians that don’t belong to any clan. These so called “un-claned” individuals sometimes go together and creates new clans. The city council will then read the new clans rules aloud for the rest of the city, and people will go to the clan and greet them, and to learn more about their rules and customs. Those who have been “kicked” out from their clans, are treated with less respect, and a lot of suspicion, and are seldom welcome to join other un-claned as they create new clans.

Quote: “Do and think as you please, as long as you don’t break my rules in my territory.”

Attribute dice: 11D
Dexterity 3D/5D
Knowledge 2D/4D+1
Mechanical 1D+2/3D
Perception 2D+1/4D+1
Strength 2D/3D+2
Technical 1D+2/4D

Special abilities:
Teeth:
adds +1 to Brawling damage.
Natural resistance against poison: +1D to strength rolls versus the effect of poisons.
UV: Yistonians can se in the Ultra Violet spectrum.
Story factors:
Yistonians have a great respect for authorities and cultural customs.
Whenever they stay on a planet that have little or no UV-rays, they tend to feel boring and depressed, like some women without makeup…

Move: 11/14
Size: 1.8-2 meters tall

Common Advantages and Disadvantages:
Fast reflexes, Acute taste, Ambidexterity, Attractive appearance, Fearlessness, Natural resistance: Poison (even more), Observation.
Narcissist, Hatred of authority (kicked-out Yistonians), ID Trouble, Moral Qualms (rules from the clan).
Common skills:
Dance, Brawling parry, Martial arts: Yihatzto, Cultures, Law enforcement.

UW-B18
UW-B18 stand for Ultimate Worker Breed 18. UW [ju: vi] is a genetically engineered human race, made out of several human and near human races. They were created by the Ximble systems (Outer rim) government, about 40 years before the destruction of the first Death Star. After the clone wars, the Republic wanted to stop the Ximble’s breeding activities, since they experimented with cloning as well. This however proved to be very difficult, since the cloned and genetically enginered workers were extremely efficient, and Ximble were among few systems that where not members of the Republic. When the Republic finally started to get some influence on Ximble and an agreement to start cutting down on the cloning activities was at hand, the Republic fell. Since Ximble was still not a member of the Republic, they had no problems with the loss of it. More like the other way around… Ximble had started using standard Republic credits long ago, and had no problems with making business with members of the “X-Republic”. Just a little more paper work, but it was worth it, because there was customers and even more customers; the Ximble systems planets and moons where practically giant metal spheres. And the metals where of extremely high industrial value. There where also high amounts of rare gases.

A few years later, the chaos came to an abrupt end as the galactic Empire took control over the galaxy. They did not ask the Ximble to stop their cloning. They just told them to handle the equipment over. Since it is quite difficult to run a debate with a few thousand heavy turbo laser batteries, the Ximble made the best out of the situation and openly joined the Empire. The Empire was overjoyed by this response that made the planed discussions about metal dealings totally unnecessary. For the people in the Ximble system, the joining of the Empire made no noticeable change, since they had been living under the same disciplined conditions long before the Empire came.

The people of Ximble is made out of two races; Ximblians and UWs. The Ximblians are a race of humans. They are mainly scientists, doctors or bureaucrats, while the UWs are workers. The Ximblians have developed an indoctrination system for their society, in which they teach the UWs at an early state that their mission in life is to work hard, since they have been granted with an incredible toughness. The Ximblians sees the UWs as their children and respect them as the ultimate workers they are. Because of this, there are few revolts or even complaints from the UWs, even though they work under incredibly harsh and rough conditions. They find a great honour in hard work, since they know that they are put on the toughest tasks because no one else have what it takes to handle it. They are also encouraged to work hard by prices such as “Worker of the month”, “Worker of the year” or simply increase in salary.

A UW-B18 Looks just like a thickset human. The difference is all inside him… Practically all organs and some of the muscles are double. Two hearts and two double lungs gives them an incredible stamina, and makes them hard to kill. Their skin is thick like leather, and their skeleton don’t grow fragile with age.

Since the Ximblians needed a smaller version of ultimate workers for some tasks at places with lack of space, they made the female UW-B18 smaller. They also made the females more apt to driving vehicles.

Quote: “Let’s have this work finished. Then we can sleep.”

Male UW-B18

Attribute dice: 10D
Dexterity 1D+2/4D
Knowledge 1D+1/3D+2
Mechanical 1D+2/3D+2
Perception 1D+1/3D+2
Strength 2D+1/4D+2
Technical 1D+2/4D

Special abilities:
Toughness:
Strength versus damage is +2D. Stamina is +2D. Cost to increase Stamina is x0.5.
When mortally wounded, roll 4D instead of 2D at the end of each turn.
Deep sleeper: UWs need half as much sleep as normal humans, but sleep deeply during those few hours. Double the difficulty to arouse them from sleep.
High metabolism: UWs only eat once a day (normally on the morning), but when they do, they need almost twice as much as a normal human of the same size eat on an entire day.
Story factors:
Performance agony:
UWs tend to suffer from performance agony due to the competitive forms in which they are normally working.
Politeness: UWs seldom have a very advanced vocabulary, but they are used to respect and co-operation. They are often very helpful beings and are quite thorough with such details as saying “thanks for the food”.
Move: 8/12
Size: 1.85-1.95 meters tall.

Common Advantages and Disadvantages:
Ambidexterity, Athletic ability (Str), Education (Tec), Fearlessness, Good night-vision, Mechanical aptitude, Natural resistance, Toughness (even more), Regeneration, Strong hands.
Unattractive appearance, Unmistakable features, Bad liar, Hearing impairment, Illiterate, ID-trouble, Traumatic flashbacks, Vision impairments.
Common skills:
Melee parry, Melee combat, Survival, Powersuit operation, Repulsorlift operation, Brawling, Lifting, Stamina, Capital starship repair, Space transports repair, Walker repair.


Female UW-B18

Attribute dice: 10D
Dexterity 2D/4D
Knowledge 1D+1/3D+2
Mechanical 2D/4D
Perception 1D+2/3D+2
Strength 2D/4D
Technical 1D+2/4D

Special abilities and Story factors:
Se “Male”

Size: 1.6-1.7meters tall

Common Advantages and Disadvantages:
Ambidexterity, Athletic ability (Str), Education (Tec), Fearlessness, Good night-vision, Natural resistance, Spatial awareness, Toughness (even more), Regeneration, Strong hands.
Unattractive appearance, Unmistakable features, Bad liar, Hearing impairment, Illiterate, ID-trouble, Traumatic flashbacks, Vision impairments.
Common skills:
Melee parry, Survival, Ground vehicle operation, Powersuit operation, Repulsorlift operation, Space transports piloting, Brawling, Lifting, Stamina, Capital starship repair, Space transports repair, Walker repair.

Ximblian

When experimenting with different races (in order to create the UWs), the Ximblians experimented with their own race as well, and some times they found DNA that fitted theirs perfect, and inserted it while genetically engineering their offspring. Since they live together with the UWs, it has also occurred from time to time that Ximblians and UWs have fallen in love with each other, and had offsprings. These factors have strengthened the Ximblians and made them tougher. The original Ximblians are practically extinct.

Quote: “.”

Attribute dice: 11D
Dexterity 1D+1/3D+2
Knowledge 2D+2/4D+2
Mechanical 1D+2/4D
Perception 2D/4D+1
Strength 1D+2/3D+1
Technical 2D/4D+1

Special abilities:
Toughness:
Strength versus damage is +1D.
Perfect mathematics sense: +1D to Business. Can make almost any calculations in the head.
Good simultaneous capacity: +1D to Bureaucracy, Business, First aid and Medicine.
Story factors:
Distrust:
Because the Ximblians openly joined the Empire, people (mainly aliens) who do not like the Empire, have come to se them as less worthy of trust, and receive +1D when making opposed Perception checks against Ximblians.
Need of order: Ximblians have developed a strong addiction to order. If presented with a chaotic situation, they will get very confused and nervous, and have all their die-codes reduced with –1D.

Move: 8/11
Size: 1.65-1.85 meters tall.

Common Advantages and Disadvantages:
Ambidexterity, Attractive appearance, Education, Good night-vision, Mechanical aptitude, Observation, Toughness (even more), Regeneration.
Addiction (coffee or other light stimulator), Cowardice, Curiosity, Narcissist, Shortwinded.
Common skills:
Alien species, Bureaucracy, Business, Psychology, Value, Communications, Bargain, Investigation, Computer programming/repair, First aid, (A) Medicine.


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