Making an Alien: In a superhero campaign, not all characters are humans or human-derived beings. Extraterrestrial aliens are another popular type of character. Any player may have a character from another planet or dimension. The particular powers and abilities the alien character has are considered normal for a member of his species, though usually more powerful than average.If the player wants a "standard" alien, however, he creates the character with the package deals in this supplement. Few alien races in the local group possess super powers. Homo Sapiens Solaris is the only local species known to have such a wide range of naturally occurring powers and abilities.
About The Standard Aliens: The local group consists of most of the star systems within approximately 1,000 light years of Earth. By a lucky coincidence, Earth lies within a roughly spherical zone defined by the borders of the five largest political units in the group. This was formerly a neutral zone that served as a buffer between the various empires. Since the discovery of Earth, the surrounding empires modified the treaty to permit exploration within the zone as long as the Earthlings don't find out. Exploitation of the Earth is forbidden, but that hasn't prevented some of the surrounding empires from secretly attempting to do so.
Earth�s governments are vaguely aware of extraterrestrials, but publicly maintain that nothing out of the ordinary is going on. The official "line" is that extraterrestrials don't exist. Beings who claim extraterrestrial origins are "explained away" as metahumans with psychotic delusions. A few of these "aliens" have settled on Earth, married, and interbred with humans. This tends to lend credence to this explanation.
In actuality, some of the humanoid aliens are genetically very similar to humans, possibly due to interference by an outside agency. The ICS/SED is a particularly good example. Its natives share more genetic similarity with Earth humans than any of the anthropoid apes. The Earthly governments wish to keep knowledge of extraterrestrial beings a secret. This is to prevent panic, but also eases recovery of alien artifacts with military or economic potential.
About the package deals: The package deals are chiefly for the creation of "normal" aliens. Except where noted, the species-wide average for a base characteristic is half the maximum. Alter figured characteristic maximums by the difference between the average base (for the race in question) and the average base (for humans). Thus, an Amakung, with a STR and BODY Max of 15 (average = 8), would have the same maximum PD and REC as humans, while maximum STUN drops to 47 (from 50).
Powers such as Growth and Density Increase raise the maxima for all affected characteristics by the amount it added to the base amount. Example: Komanii have 5 points of growth as part of their package deal, so STR Max increases by 5, while BODY and STUN Max increase by 1.
Except for unusual characters, most non-Earthling aliens have the "Normal Characteristic Maxima" disadvantage. Most aliens have advanced technology and (occasionally) more powerful versions of abilities their fellow aliens possess. With GM permission, some of the alien races might produce a "super" (player character) individual. These races are marked with a 4. Alien "supers" have few, if any, characteristics below the average for their species, and don�t require the "Normal Characteristic Maxima" disadvantage. Alien supers must spend increased maxima points on the assigned characteristic despite having no characteristic maximums.
The Amakung Cooperative (Orynthorhincus Sapiens): The Amakung culture revolves around commerce. The Amakung Cooperative is more an alliance of businesses than a government. Corporations provide services and functions normally assigned to the government in other cultures. ("Pesky pirates cutting into your profits? Call SecureSystems� for fast relief! Call now! Our Heavy Cruisers are standing by!") The profit motive defines the Amakung culture.
Amakung freely trade with most other races except the Komanii, whom they consider dangerously violent. They are fully aware of the political dynamics between the empires in the local group and play each against the other to maximize profits, minimizing the possibility of a general war. The attitude is that border skirmishes stimulate business, but wars restrict trade.
Amakung are small (about 4' 8" in height) humanoid duck-billed monotremes. Monotremes are mammalian creatures that lay eggs (like the platypus or the echidna of Earth). They have similar proportions to humans, but have disproportionately large skulls. Their bodies have short white, blond, brown, or reddish-brown hair. Their "bill" isn�t a rigid structure like a duck�s, but a flexible, prehensile structure similar to flattened lips. Most Amakung possess talents suited to interstellar traders, especially their knack for languages.
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The Cygnan Empire (Homo Sapiens Cygnii): Cygnans are a race of humans descended from refugees from ancient Earth. Their knowledge of the Earth has vanished over the millennia, but their mastery of mystical technology has given them an edge over most of their neighbors. Cygnans are nearly identical to humans except that they all tend to be tall and relatively slender. Hair, skin and eye color vary more than terrestrial humans. For example, the Skyhome Clan tends to exhibit bluish hair that varies from midnight blue to iridescent white, lemon yellow irises, and pale tan skin. The Nightwing Clan tends to exhibit gray or white hair, jet black or deep mahogany-colored skin, and blood red irises. The Cygnan Imperium includes several powerful clans, each specializing in a particular mystical or technological specialty, as well as several near-human and non-human subject races.
The Cygnan Empire is ruled by a council of the chief nobles of the several clans. The emperor is the noble with the greatest combination of political, mystical, and technological clout. The emperor ascends to the throne by successfully challenging the current emperor, or defeating all other challengers if the recent emperor has died of "natural" causes. In former times, the challenge was a one-on-one duel of mystical power, but this process has evolved into a more political system where the might of the prospective emperor�s clan is a factor. The emperor isn�t the noble with the greatest amount of personal magic, but the one with the backing of enough clans to force the others to submit.
Cygnans consist of three social classes, defined by their mystical talent. Nobles have great mystical power and rule the empire. Common Cygnans are physically similar to the nobility, but have insignificant mystical talent. They are essentially normal humans with unusual coloration. Common Cygnans who display mystical talent are "adopted" into the noble families. The last social class is the warrior class. Warriors are bred to serve the nobility as bodyguards, police, etc. They are physically tough, resistant to mental tampering, and loyal. Warriors are trained from birth to be expert fighters in both armed and unarmed combat.
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The Drrk-t'k (Mantimorphis Sapiens): The Drrk-t'k are a race of large (3' tall) insectoids that resemble preying mantises. They are logical and orderly thinkers, and highly intelligent. The Drrk-t'k and the Keltans are allies. Drrk-t�k are native to the Keltan Hegemony.
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The Solar System (Homo Sapiens Solaris): Terrestrial humans (Earthlings) are unique. Although confined to only one planet, Earthlings have an incredible diversity of cultures, languages, governments, and physical types. The Earth�s population (roughly 5 billion) is more than half that of any of the surrounding empires. The Earth�s population is greater than that of any other planet in the local group.
Earthlings vary widely in both size and mass. The normal range of human characteristics is greater than any other known sentient species except the anthropomorphs of the ICS/SED. Many off-worlders have a difficult time grasping that the small, dark Pygmies of equatorial Africa are members of the same species as the tall, pale Scandinavians. When one considers the metahuman population, it is quite possible that Earth represents more physical types than the rest of the entire local group.
Compared to the other races, Earthlings are pathologically insane; equally prone to gullible openness and homicidal paranoia. Humans are dangerously unpredictable. Add to this planet of psychotics a sizable population of even more deranged individuals with incredible powers (metahumans) and you have a planet where only the foolhardy care to venture.
Interstellar Community of Species/Society for Evolutionary Dominance: The 15 anthropomorphic species of the ICS and the recently formed SED have one thing in common. Three hundred years ago, they suddenly realized that they had no logical explanation for their origin. Their archaeological record extends back only about 7,000 years. None of the member species seem to have evolved from any of their home planets' native species. The main reason they began exploring space was to seek answers to this puzzle.
Approximately 200 years ago, a sizable faction of ideological fanatics seceded from the ICS, forming the Society for Evolutionary Dominance (SED). The SED�s cornerstone is the right of the strong to rule the weak. Covertly aided by the Cygnans, the SED seized control of about 20% of the ICS's planets. The SED and the ICS are not presently at war.
Culturally, the ICS is similar to a confederacy, with several independent states but a common economic and military system. The SED is similar in many respects to Nazi Germany. They are dominated by the rodent species, and have developed an elaborate Darwinian philosophy which rigidly assigns each species a place in society.
The ICS and the SED are very advanced, technologically, but with odd gaps, both militarily and culturally. Their ships have the fastest hyperdrives in the local system, but they have no artificial gravity technology. They have no laser weaponry, unlike their neighbors, but they do possess advanced projectile technology. They don�t have formal martial arts, but they do have primitive forms of boxing (+1d6 HA) and a precursor to fencing, performed with baton-like weapons (combat levels w/clubs).
Canine Species: All canines have a sense of smell so sensitive they can recognize individuals by odor as easily as humans recognize each other by sight. The Dogs and Wolves depend less on sight than other races. They trust their olfactory sense more than their vision, and usually sniff something when they wish to examine it closely.
Dogs (Canis Sapiens): Their ancestors left Earth after domestication had begun. Many physical types are possible. The majority have pointed ears with floppy tips, like terriers; some have wolf-like ears and others have "hound-dog" ears. Some dogs have tails, while others do not. Fur length varies but is generally short and comes in a variety of colors ranging from pale blonde to dark brown or black. Some sub-types have a mane of scalp hair that grows longer and straighter than the overall body fur. This seems to be a secondary sexual characteristic, as it is only seen in females. Dogs tend to have shorter muzzles than foxes or wolves, but do not have "pug" noses. Dogs retain much of their domesticated behavior, tending to act before they think, and behave in a rather enthusiastic and unrestrained manner. The other species agree that dogs consistently produce more courageous individuals than any other species. Dogs tend to develop strong bonds of loyalty and affection. A common saying in the ICS is: "Befriend a dog and you have all the kin you need."
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Foxes (Vulpes Sapiens): Fur length and coloration are similar to their Earthly ancestors. They invariably have long, bushy tails. Unlike foxes in European fairy tales, the foxes of the ICS aren't perceived as crafty and sly but, rather, as the most graceful and beautiful of the canine species.
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Wolves (Lupus Sapiens): Coloration is similar to that of Earthly wolves, but fur length is generally short. Scalp and tail fur are slightly longer than body fur, but not to an excessive degree. Most wolves have long tails, but some have no tail at all, a recent mutation. The largest of the canines, wolves are renown for their self-discipline. When faced with overwhelming odds, a wolf is not likely to hang around unless its necessary or unavoidable. They are known more for their sense of duty than for raw courage.
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Feline Species: All felines have superior night vision and are capable of seeing into the ultraviolet spectrum. As a rule, felines are more dexterous, but have slightly less stamina than other species.
Cats (Felis Sapiens): Like Dogs, some sub-types have a mane of scalp hair that is longer and usually a different shade than the overall body hair. This seems to be a secondary sexual characteristic, as it is only seen in females. Cat fur is generally short and coloration is normally grayish to black, occasionally reddish with lighter patches on some individuals. White fur is extremely uncommon except in the case of albinos. Cats are the only feline species that doesn't normally have a long tail. Due to the mutation of a dominant gene, most cats have only a vestigial tail about 3" in length.
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Pumas and Jaguars (Concolor Sapiens and Onca Sapiens): Larger than the cats, Pumas have short, sandy blond fur, with no mane. Jaguars are usually larger than pumas, with either spotted yellow fur or black fur. Pumas and Jaguars have long tails about the length of their torso.
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Lions and Tigers (Leo Sapiens and Tigris Sapiens): Lions tend towards light brown or blonde fur, and only males have manes. Tigers are reddish orange with black stripes, with white hair on the abdomen, chest and chin. Tigers do not have manes. Lions are somewhat shorter, but more muscular than tigers.
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Rodent Species: Derived from small, herbivorous creatures, the rodents, as a group, are the most numerous of the ICS/SED species.
Mice (Mus Sapiens): Their senses are the keenest of the ICS/SED species. They are often, though not exclusively, employed in positions where this sensitivity is advantageous.
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Rats (Rattus Sapiens): Rat fur is short and coloration varies from white through various shades of brown to black. Rats have hairless tails.
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Rabbits (Lepus Sapiens): The most numerous of the rodents, the rabbits are the largest, as well. Their long, mobile ears grant them the ability to pinpoint sound sources with uncanny accuracy.
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Mustelid Species: There are only two mustelid species in the ICS/SED: the weasels and the otters. Both have quick reflexes and flexible bodies. Of the ICS/SED species, these are the least humanoid, possessing the elongated bodies and relatively short limbs of their Earthly ancestors. The mustelids are the only ICS/SED species capable running on all fours.
Weasels (Mustela Sapiens):
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Otters (Lutra Sapiens):
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Ursine Species: The ursine species are similar in appearance to their Earthly ancestors, but are still quite humanoid.
Raccoons (Procyon Sapiens): For their size and mass, raccoons are fairly dexterous. Raccoons retain the characteristic markings of their ancestors, though their fur is shorter. Unlike their parent species, these raccoons have functional saliva glands.
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Bears (Ursus Sapiens): This is the largest and most powerful of the ICS/SED species. Fur coloration ranges from pale blonde to dark brown.
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Keltans (Canis Sapiens Keltanus): The Keltans are a humanoid canine species that evolved from dog-like ancestors. Keltan society centers around the Clan or extended family. Keltans have a natural defense against mental attacks. Some Keltans possess other Psionic abilities [Tedious triviata removed], but most do not. The Keltans and the Drrk-t'k are allies for mutual defense against the Cygnans and Komanii.
Keltans evolved on a planet with high gravity and thin atmosphere (Keltanus' sea level pressure is equivalent to 8,000 feet above sea level on Earth). Keltan senses are somewhat more acute than those of humans.
Keltans have a fairly sophisticated martial art called "Olupgad". The art is designed to be used by a team of two or more fighters, and can be very effective when used against larger opponents. The art is rarely practiced, although some clans have preserved the knowledge to this day. It is not included as part of the package deal, but presented separately. Keltan characters may buy this art if they desire.
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Komanii (Panthera Sapiens Horribilis): Komanii are a feline species that, like the Keltans, evolved independently of Earthly species. Physically similar to the ICS/SED tiger species (but much larger), the Komanii culture values physical prowess and courage in battle above all else. Unlike the ICS/SED felines, Komanii have no special night vision adaptations.
Unlike the ICS/SED felines, Komanii are not omnivorous, but entirely carnivorous. They have fur, retractable claws, and excellent senses. Their martial arts take full advantage of their natural weaponry. Komanii physical characteristics more than 10 points less than maximum are almost unheard of. Such a weak individual would probably die in one of the frequent duels that these aggressive felines indulge in.
The average INT score for Komanii is 8, with scores as low as three being considered "normal." Fortunately for the Komanii, intelligence varies widely throughout the population, so they do not lack leadership. Yes, the average EGO score for Komanii is 6. Why else do you think they haven't taken over the galaxy yet?
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