CHARACTER TYPES
--Sun salamanders: mysterious. manipulative. Hate the shades. Agoraphobic.
--Mercury rock men
--Venus frogmen, leaping, wall-crawling (but not ceilings)
--Earthers:
----Animals
----normal humans
----geners
----psi
--Lunar bat-men
Martians, 4 types:
--Smart ones
--Gardeners (canals)
--4 arms
--the scavengers
Belters, clingers
Jupiter jellyfish... the babies are human-sized and smart
Saturnian ice mantas: the babies are humanoid
Neptunian octopoids
Uranian blobs
Pluto robots
Planet x shades
--Sun salamanders: some old-timers leave. psi/forceful
--Mercury rock men: Forceful.
--Venus frogmen, leaping, wall-crawling (but not ceilings): agile
--Earthers:
----Animals: varies, usually no psi
----normal humans: varies
----geners: varies, usually no psi
----psi: psi
--Lunar bat-men: agile
Martians, 4 types:
--Smart ones: insightful
--Gardeners (canals): psi/charming
--4 arms: forceful
--the scavengers: agile
Belters, clingers: forceful
Jupiter jellyfish... the babies are human-sized and smart: psi/insightful
Saturnian ice mantas: the babies are humanoid: psi
Neptunian octopoids: insightful
Uranian blobs: forceful
Pluto robots: insightful
Planet x shades: insightful
No psi: 9, 10, 11, 12
Psi: 8, 9, 10, 11, 12
All characters start by distributing these numbers among their four stats: 9, 11, 12, 14.
The Four Stats:
--Forceful
--Agile
--Insightful
--Charming
UNLESS... they have a psi ability. In THAT case, they have FIVE stats:
The Five "Psi-Track" Stats:
--Forceful
--Agile
--Insightful
--Charming
--Psi
And they distribute these numbers among their five stats: 8, 9, 11, 12, 14.
Either way, if your stat score is on the left, then when you roll with that stat, modify the result of your roll with the modifier on the right:
1 ... -5
2–3 ... -4
4–5 ... -3
6–7 ... -2
8–9 ... -1
10–11 ... +0
12–13 ... +1
14–15 ... +2
16–17 ... +3
18–19 ... +4
Your starting stat scores are also sometimes (okay, often) adjusted depending on your character type (see below).
Your starting Health Points (HP) is the same as your starting Forceful score.
--Salamander: Psi build. -3 when really hot (like, hotter than humans can stand). Pyrokinetic. Infrared vision. Poor sense of smell (except for something burning). Gets anxious going farther than Earth/Luna, +1 penalty.
--Mercury Rockfolk: +2 to the Forceful stat, -2 to the Agile stat. +2 natural armor points. No psi stat.
--Venus Frogfolk: +2 to the Agile stat. Can walk on walls at up to 90 degree angles. -3 bonus to jumping. Psi talents available: TK, Precog, Healing, TK-Armor
--Normal human: normal build. No psi (because that's a whole other category).
--Genetic: +1 to a stat, -1 to a stat. No psi.
--Cyborg: +1 to two stats, -1 to two stats, or +2 to one stat and -2 to two stats. No psi-- but light hacking abilities are possible if you add +1 to two stats and -1 to three. Like humans, Genetic Cyborgs just count as Cyborgs. No Psi track.
--Psionic: Psi build only. +1 to Psi stat.
* TK
* Precog-- may reroll a roll of yours with +1 penalty
* Healing
* Whispered (Science Genius): -3 bonus to science insights (use Psi, not Insightful for that)
* TK-Armor: 1 Armor point (stacks)
--Uplift: Animals given humanoid form and mentation. Psi-track or non, then add 2 to one stat and remove 2 from another. Name two special abilities that each give you a -2 bonus, and two weaknesses that each give you a +2 penalty. Typical psi abilities available.
--Lunar Mothfolk: +1 Agile, -1 Forceful. -1 bonus to everything in 50% gravity or lower, +1 penalty to everything if they haven't spent at least 8 hours of the last 24 in low grav. Psi available: TK, Precog, Healing, TK-Armor.
--Martian Grey: Always Psi track (TK, Precog, Whispered, TK-Armor). +1 to Psi, +1 to Insightful, -2 to Forceful, -1 to Agile in normal gravity.
--Martian Gardener: +1 to Charming. If you choose Psi track, talents available are Healing and Vegekinesis-- making plants grow (or shrink).
--Martian Nomad (4-arms): +1 to Forceful, -1 to Charming. Psi available: Precog, Healing, TK-Armor.
--Martian Scavenger: Psi available: TK, Precog, TK-Armor. -2 bonus to stealth. +2 penalty to Charming rolls with other types of Martians.
--Belter: +1 Agile, -1 to either Insightful or Charming. Psi available: TK, Precog, Healing, TK-Armor. Can survive just fine in vacuum of space
--Jovians: Psi available: TK, Precog, Healing, Whispered, TK-Armor
--Saturnian Manta: Psi available: TK, Precog, Healing, TK-Armor
--Neptunian Octopoids: -1 Forceful, -2 Agile. -3 to Agile rolls in water environment, and -1 to Forceful rolls in (non-confining) water environment. Psi available: TK, Precog, Healing, Whispered, TK-Armor
--Uranian Blobs: -1 Forceful, -1 Agile, +2 Natural Armor points. Psi available: Healing, TK-Armor.
--Robots: No Psi available. -1 bonus to attempts to remotely hack things. Can trade stats around at level-up.
--Shades: -1 Forceful, -2 Charming, chill touch (but causes damage to self, too). Psi available: TK, Precog, TK-Armor, Cryokinesis (distance freezing effect that doesn't harm you).
REGAINING HEALTH:
--REST:
When you rest for at least 4 hours in a place safe enough to rest, you may roll with your Forceful modifier.
--Successful roll: You get 2d4+1 HP back.
--Land on your target number perfectly: You get 1d4+1 HP back.
--Fail the roll: you get 1 HP back.
When the GM tells you can rest in somewhere safe enough to do so for a full 24 hours: Roll Forceful:
--Successful roll: You get all your HP back.
--Fail the roll: you get half your missing HP back (round up if necessary).
LEVEL UP: When any PC accomplishes one of their goals, or any time you fulfill a mission that anyone has given you (* Anything that an NPC asks you to do that requires facing danger should be fine as far as counting toward a Level Up), the whole party levels up. Each PC:
--adds 1 point to a stat (max 18) (and yes, if you increase Forceful, your max HP goes up, too)
OR
--Gets a new ability...
This message was last edited by the GM at 21:24, Wed 11 Oct 2023.