Home World Ecosystem
Gravity
___ Zero gravity, 0-0.25g (1 AP,
extra agility)
___ Low gravity, 0.26-0.5g (0
AP)
___
___ High gravity, 1.31-2.5g (1 AP,
extra strength)
___ Jovian gravity, 2,51+g (2 AP, extra strength and durability)
Atmosphere
___ No
atmosphere (1 AP, ignore hull breach crits)
___ Thin
atmosphere (0 AP)
___
___ Thick
atmosphere (0 AP)
___ Jovian atmosphere (1 AP, can colonize some uninhabitable worlds)
Note: Water-breathing races fall under the heading of thick atmosphere. Creatures from the very bottoms of large oceans would qualify for the Jovian atmosphere advantage.
Climate
___
Plutonian climate, -200+ deg. (0 AP – race is built as extremophile cold-world
natives, below))
___ Cold
climate, -101-200 deg. (1 AP – treat as one level of radiation resistance, under
the normal four level cap, but only applicable to cold Class Z terrestrial
worlds)
___
___ Hot
climate, 131-200 deg. (1 AP – treat as one level of radiation resistance, under
the normal four level cap, but only applicable to hot [not molten rock] Class Z
terrestrial worlds)
___ Venusian climate, 201+ deg. (0 AP – race is built as extremophile hot-world natives, below)
Body
Type/Morphology
___ Arthropod (spider-like)
___ Avian (bird-like)
___ Canine (dog-like)
___ Crustacean (crab-like)
___ Feline (cat-like)
___ Humanoid (human-like)
___ Insectoid (insect-like)
___ Marsupial (kangaroo-or
platypus-like)
___ Mustelinae (otter-or
weasel-like)
___ Piscine (fish-like)
___ Pithecine (ape-like)
___ Ratite (ostrich-like)
___ Saurian (warm-blooded
lizards)
___ Ungulate (hoofed cattle,
deer, camels)
___ Ursoid (bear-like)
___ Other (including non-terrestrial forms)
Racial
Traits
___
Adaptable (10 AP, functions as 3 levels of radiation resistance but only on
habitable worlds)
___
Carnivore (0 AP)
___
Chameleon (1 AP)
___
Combat reflexes (10 AP, +10% targeting) - Note: Incompatible with standard
Battle Computer Technology
___
Defensive tactical aptitude (5 AP per level; 5 point DEFENSE bonus)
___
Ergovore (0 AP)
___ Extra
Agility (2 AP, Allows DEFENSE 5/10 tag for gunboats/fighters, limited to two
levels)
___ Extra
Durability (1 AP, Allows +1 Hl for infantry-type ground forces only)
___ Extra
Intelligence (5 AP, Allows +20% to RPs spent on R&D)
___ Extra
Strength (1 AP, Allows +1 Bm or Tp rating for infantry-type ground forces
only)
___
Flight, advanced (2 AP, psionic or gravitic ability
___
Flight, natural (1 AP, wings, gas bags, swimmers)
___
Fruitivore (0 AP)
___
Fungivore (0 AP)
___
Herbivore (0 AP)
___
Hivemind (15 AP)
(no SR figured; not normally subject to any form of civil unrest; functions at a
100% tax rate continually without economic penalty; cannot engage in deficit
spending; +30% against hostile espionage attempts; 100% break off level for all
ground units; ground units cannot surrender; colonies cannot be conquered but
only exterminated or driven into the hills; must set a tax rate for conquered
planets but suffer an additional –100 SR penalty on those colonies; cannot
normally make use of flag officers or graded crews)
___
Assimilation (5 AP, available only for races with Hivemind) (allows conquered
populations to be treated as normal populations of that species)
___
Metavore (10 AP, available only for races with Assimilation) (allows for
Assimilation in a matter of hours or so, with benefits at GM discretion)
___
Likable (10 AP; one shift toward Peaceful for Neutral through Xenophobic NPR
reactions)
___
Metamorph (2 AP, can shift into many forms at will) - Note: Metamorphs also
require the Chameleon advantage.
___
Mutation (10 AP, the race can evolve new forms)
___
Natural armor (1 AP; Game effect is to allow +1 Sh rating to ground forces
only)
___
Natural bureaucrats (5 AP per level; +1 to graded administrator skill rolls;
limited to two levels)
___
Natural colonists (5 AP per level, 10% off colonization costs, included in
Expense Management Tech limit)
___
Natural factory workers (5 AP per level; 25% bonus to factory build rates or
output)
___
Natural fighter pilots (5 AP per level, maximum four levels, 5 point target and
DEFENSE bonuses for fighters)
___
Natural gunboat crews (5 AP per level, maximum four levels, 5 point target and
DEFENSE bonuses for gunboats)
___
Natural mecha pilots (5 AP per level, maximum four levels, 5 point target and
DEFENSE bonuses for mecha)
___
Natural officers (5 AP per level; +1 to graded officer skill rolls; limited to
two levels)
___
Natural researchers (5 AP per level, 10% off R&D costs, included in Expense
Management Tech limit)
___
Natural reverse engineers (5 AP per level; provides R&D bonus for reverse
engineering)
___
Natural scavengers (5 AP; can recover RP’s from battle sites)
___
Natural scientists (5 AP per level; +1 to graded scientist skill rolls; limited
to two levels)
___
Natural shipwrights (5 AP per level; +3 to shipyard build rate)
___
Natural soldiers (5 AP per level, maximum two levels, 10 point target and
DEFENSE bonuses for ground troops)
___
Natural spooks (5 AP per level; +1 to graded spymaster skill rolls; limited to
two levels)
___
Natural starship crews (5 AP per level, maximum four levels, 5 point target and
DEFENSE bonuses for starships)
___
Natural tinkerers (5 AP per level, 30% funding bonus to Development R&D)
___
Natural theorists (5 AP per level, 30% funding bonus to Discovery and most
Research R&D)
___
Natural weapons (1 AP; Game effect is to allow +1 to Bm or Tp rating to ground
forces only)
___
Omnivore (0 AP)
___
Psionic ability (10 AP, specify a major discipline, if any)
___
Radiation resistant (5 AP, can colonize worlds as if they were +1 Class “better”
(i.e. Class X as Class V, etc.); the maximum effect of this ability is to convert a
planet's class by +4 Classes (for 20 AP); minimum colonization multiple is
1.0x)
___
Shapeshifting (1 AP, single form)
___
Sneaky (5 AP) (+20% to espionage spending)
___
Tactical aptitude (5 AP per level; 5 point target bonus, 5% boarding combat AR
and DR bonus)
___ Wartime researchers (5 AP) (+40% to R&D spending, but only during wartime)
Biology/Physiology
___
Copper-based metabolism (-10 AP, natural habitats are rare - Effect on game
play would be to lower the frequency of inhabitable worlds by 50% (i.e., there
would be a 50-50 chance for any inhabitable world that it is suitable for races
with copper-based metabolisms))
___
Standard carbon-based biology, Standard earthlike DNA (0 AP)
___
Levo-twisted amino acid biology, Nonstandard, oppositely-twisted DNA (0 AP)
___
Mechanized metabolism (10 AP, any terrestrial, non-acid atmosphere world is a
potential colony -
Mechanized races treat all terrestrial planets as Class T worlds for
colonization purposes; Mechanized races may not possess psionics or psionic
abilities)
___
Methane-based metabolism (0 AP - Allows a race to colonize Gas Giants as Class S
worlds; terrestrial planets may not be colonized)
___ Silicon-based metabolism (10 AP, rocks are common - Silicon-based life forms are capable of using any type of terrestrial planet as if it were a Class V world; All terrestrial worlds, no matter their actual class are treated as Class V worlds in this regard)
Example: The Hee'Dra, a race that lives in the upper atmosphere of methane gas giants, are not Jovians. Their eco-system has a cold, thick atmosphere with normal gravity rather than Jovian gravity. The Hee'Dra would, however, possess methane-based biologies. On the Excel spreadsheet Technology page, the Hee'dra would have a listing as follows,
Home World Ecosystem
Gravity
-
Atmosphere - Thick
Climate - Cold
Racial Description
Octopoid
morphology
Methane-based metabolism/physiology (0 AP, allows
colonization of gas giants as Class S worlds; terrestrial planets may not
initially be colonized)
Omnivorous
Variant native environments:
Each of these may be taken as a
variant of copper-based, standard carbon-based, or levo amino acid based
biology. In the case of copper-based forms of these, 50% of inhabitable worlds
of any class are ordinarily inhabitable environments for this life form. All
others of any class are treated as if they were uninhabitable Class Z
terrestrials,
___
Aquatic species (0 AP, but requires 1 AP purchase of Jovian atmosphere native
pressure – All habitable terrestrial worlds – Class M through X – are treated as
Class P. Other terrestrial worlds are not colonizable at all by aquatic species,
absent special technology.)
___ Cold
world natives (0 AP - These beings treat uninhabitably cold terrestrial worlds
as Class S for colonization. All other terrestrial worlds are considered
uninhabitable and are treated as Class Z for colonization.)
___ Hot
world natives (0 AP - These beings treat uninhabitably hot terrestrial worlds as
Class S for colonization. All other terrestrial worlds, including molten rock
worlds, are considered uninhabitable and are treated as Class Z for
colonization.)
___
Molten rock world natives (0 AP - These beings treat molten rock worlds as
habitable and their native environment, and colonize them at the Class T rate.
Other hot Class Z worlds are habitable worlds but colonized at the Class X rate;
they’re pretty marginal by their standards. Any other terrestrial world is
treated as uninhabitable and Class Z for colonization.)
___ Psionic ability (10 AP for the first ability, which may be Level I, Level II, or ESP; 5 AP for subsequent Level I or ESP abilities, 10 AP for subsequent Level II abilities)
Level I -
Listening
___
Harmonizing (halved SR penalties)
___ Translating (communication
bonuses)
___
Linking (psionic datalink)
___
Calling (interstellar psionic communication)
___ Intercepting (taps into Calling)
___
Shrieking (psionic ECM effect)
___
Cloaking (hides units prior to attack)
___
Masking (psionic disguise talent)
___
Casting (generates illusory duplicates)
___
Burning (increased ground combat ratings due to psionic torture of enemy)
___
Hushing (counters Shrieking)
___
Illuminating (counters Cloaking and Masking)
___
___
Scattering (counters Casting)
___ Quenching (counters Burning)
Level III –
Controlling
(Normally only available to monsters
and NPR “bad guys”)
___
Eating (consumes victims’ neurotransmitters)
___
Chilling (lowers enemy break off levels)
___
Twisting (psionic personality re-engineering)
___
Flaying (psionic enslavement in ground combat)
___ Breeding (contagious Flaying)
___
Dancing (DEFENSE bonus through spatial awareness)
___
Finding (psionic security/counter-intelligence operatives)
___
Seeking (psionic attraction to unusual phenomena)
___
Echoing (psychometry)
___ Dreaming (precognition, though not reliable)
On the
Technology page within the Hee’Dra workbook, there would be a listing as
follows,
Racial Traits
Psionics: Dreaming (10 AP, allows occasional glimpses of future events)
Racial
Attitudes
___ Total
Pacifism (-10 AP) (may never arm any units, conquer anyone, or engage in hostile
activities; must always attempt diplomatic solutions to conflict, retreat at
hostile action, and set any break offs at 25% or lower)
___
Pacifism (-5 AP) (may not arm more than 50% of their units, conquer anyone, or
initiate hostile activities; must always attempt diplomatic solutions to
conflict, retreat or surrender at hostile action, and set any break offs at 50%
or lower)
___
Peaceful (-2 AP) (may not arm more than 75% of their units, conquer anyone, or
initiate hostile activities; must always attempt diplomatic solutions to
conflict, retreat or surrender at hostile action, and set any break offs at 75%
or lower)
___
Cautious (0 AP) (no particular attitude-based restrictions)
___
Neutral (0 AP) (no particular attitude-based restrictions)
___
Belligerent (0 AP) (no particular attitude-based restrictions)
___
Hostile (-2 AP) (must arm 25% or more of their units, and set break offs at 25%
or more always; will usually fire first and rarely attempt peaceful
diplomacy)
___ Very
Hostile (-5 AP) (must arm 50% or more of their units, set break offs at 50% or
more always, and attempt firing first in first contact situations and conquest
or genocide before peaceful methods in diplomatic situations)
___
Xenophobic (-10 AP) (must arm 75% or more of their units, set break offs at 75%
or more always, and attempt to conquer or destroy all other species without any
peaceful option under any circumstances; may not back down from any
confrontation)
___
Totally Xenophobic (-20 AP) (must arm every single unit, set break offs at 100%
always, and attempt to conquer or destroy all other species without any peaceful
option under any circumstances; may not back down from any confrontation)
___ Merely political attitudes (any attitude above may be taken so as only to have the political and diplomatic restrictions without those on break off levels or unit design for one half the AP bonus)
On the Technology page of the Hee'dra workbook would be a listing as follows,
Racial Attitude - Hostile (-2 AP, must arm 25%+ of all units, set break off levels to 25%+, will usually fire first and rarely attempts peaceful diplomacy)
Racial
Starting Bonus (variable AP
costs)
___ +25%
starting fleets (10 AP)
___ +25%
starting bases (10 AP)
___ +25%
starting colonies (10 AP)
___ +25%
starting ground forces (10 AP)
___
Additional starting surveys/sector maps (1 AP per additional 10 non-empty
sections surveyed, 1 AP per adjacent sector mapped, 5 AP per standard sector
fully surveyed (ie, every non-empty section in it is either colonized and
surveyed or not colonized and surveyed), 10 AP per additional sector (one you
don't normally start off occupying at all) fully surveyed)
___
Cultural optimism (5 AP per level - +5 SR)
___
Flexible society (5 AP; easier changes in long-term SR modifiers)
___
Linguistically “vague” (-3 AP, alien races must learn to communicate with race
through R&D)
___
Linguistically “impossible” (-10 AP, alien races simply cannot learn to
communicate with race)
___
Natural general economics (5 AP per level; +5% to RP production)
___
Natural productivity (5 AP per level - +5% RP production)
___
Natural psions (5 AP; -1 AP cost for each psionic ability, psionics research
boosts; 5 more AP for second level – reduced psionic ability surcharges)
___
Natural traders (5 AP per +1% of partner’s base income in trade relations)
___
Pacifist sentiments (0 AP – different SR modifiers for military size and
political state)
___
Psionic latency (5 AP; race counts as psionic for later research or trade, even
without pregame psionic abilities)
___
Saurian trade advantages (20 AP, allows trade through war zones; trade blocked
only by war on your state itself)
___
Sneaky (5 AP per +20% to espionage funding)
___
Societal resignation (10 AP – all SR penalties halved)
___ SRP
source homeworld (10 AP)
___ “Tight lips” (5 AP - The race has a native
sense of civic responsibility that complicates espionage attempts against it
which come into any contact with the natives. Such espionage attempts receive a
20% penalty to effective funding. Counter-espionage funding receives a bonus of
10% to effective funding. However, this sense of civic responsibility tends to
insure an active public participation in government, which will translate into
more effective popular protest of unpopular government policies.)
___
Virulent isolationism (5 AP – SR bonus from avoidance of trade relations)
Technological
Achievements (10 AP ea.)
Each technological achievement costs 10 AP. Many technologies may have some prerequisite technology which requires obtaining that (by spending 10 AP) before the follow-on technology may be purchased.
There are far too many Technological Achievements to be fully listed and or even party defined here. Players are encouraged to consult on the technological achievements they wish their race to possess in order to obtain full definitions and functions or to obtain any (or all) of the Fire On The Suns New Technologies handbooks (Volumes 1-5) which are available for purchase as pdf files.
On the Technology page of the Hee’Dra workbook there would be a listing as follows,
Technological
Achievements
Biotechnology (10 AP, allows baseline biotechnology (see
below))
Conventional Ship Photovore Arrays (10 AP, allows
conventional ships to use photovores to satisfy supply needs)
Techno-organic Interfaces (10 AP, allows interfaces between
conventional and biotechnology systems)
Nanoswarms (10 AP, allows allows Nanoswarm Class Weapon
System (NS))
Nanite Glands (10 AP, allows replacement of Nanoswarms
aboard ship)
Mecha (10 AP, allows mecha type units)
Racial
Disadvantages:
During the species creation process players may choose to give their races additional disadvantages for an AP bonus. There are general disadvantages, and then there is the selling off of acquired technology, taking instead a lower tech level.
While all race design is subject to GM approval, disadvantages can make it very easy to create a seriously unbalanced race. These are often of the sort that either can’t sensibly have made it to space at all, or would represent long-term unplayability that a player might not realize.
Racial
Disadvantages
___ -50%
starting fleets (+10 AP)
___ -50%
starting bases (+10 AP)
___ -50%
starting colonies (+10 AP)
___ -50%
starting ground forces (+10 AP)
___
Bellicosity (+5 AP; SR and PSR penalty if not at war)
___ Blasé
society (+5 AP; SR bonuses divided by 3)
___
Compulsive traders (+5 AP, suffers PSR penalties for failure to get trade
agreements with all possible trade partners)
___ Compulsive interventionism (+5 AP; suffers SR and PSR penalties for non-involvement in known wars)
___ Cultural mercantilism (+5 AP; cannot have any trade or free communications relations)
___ Cultural pessimism (+5 AP - -20 SR)
___ Culturally “tight” (+5 AP, cannot assimilate conquered colonies into own state (not available to Hiveminds))
___ Exceptional activism (+5 AP; increased PSR penalties)
___ Fixed economy (+5 AP; tax rate changes treated as long-term SR modifier changes)
___ Free Society (+5 AP, susceptible to spying, +20% to hostile espionage funding)
___ Highly Territorial (+10 AP; 50% or more of fleet must
remain inside borders; 75% or higher break offs inside territory; no defensive
alliances; no free trade agreements or free trade agreements traced through
one’s territory)
___
Intolerant taxpayers: doubled SR penalties for high taxes, halved SR bonuses for
low taxes (+5 AP)
___
Irritable society (+5 AP; doubled SR penalties)
___
Limited psionics (+2 AP; available only to races that take a psionic ability;
race does not otherwise count as psionic for later psionics research or
trade)
___
Linguistically Vague (+5 AP; communications with other species require research
efforts)
___ Loss sensitivity (+2 AP per type; SR penalties from loss of fleet units, ground forces, bases and infrastructure, or colonies)
___ Low Industry (+5 AP, colony RP output reduced by 20%)
___ Low Military Initiative (aka Clueless) (+5 AP, any
enemy has a first-strike effect in combat)
___
Nasty: SR penalties to states with relations with the race (+5 AP)
___ No graded entities (+5 AP; cannot ever raise graded officers, administrators, scientists, etc.)
___ Non-academic (+5 AP, RPs dedicated to R&D funding are reduced 20%)
___ Obsessive expansionism (+5 AP - -20 SR and –20 PSR in any turn without a 10+% increase in base economic size from previous turn)
___ Obsessive reearchers (+5 AP; SR and PSR penalties if less than 50% available RP’s spent of R&D)
___ Poor starship crews (+5 AP; 10 point target and defense penalties for spacecraft with crews)
___ Prime directive (+2 AP; cannot have relations with non-space-faring cultures)
___ Unstable government (+5 AP - -40 PSR)
___ Weak (+5 AP, -20% on ground combat die rolls)
On the Technology page of the Hee'dra workbook there would be a listing as follows,
Racial Disadvantages
Culturally 'tight' (-5 AP, contact with other races is
strictly limited)
Highly territorial (-10 AP, race defends its territory and
space aextremely aggressively)
Linguistically 'vague' (-3 AP, alien races must learn to communicate with race through R&D).
Technological Disadvantages:
___
Armor: Race does not possess Ablative Armor Technology (+2 AP)
___ Basic
Datalink: Race does not possess Datalink Technology and suffers a handicap
researching it (+2 AP)
___ Basic
Multitargeting: Race does not possess Multitargeting Technology and suffers a
handicap researching it (+2 AP)
___ Basic
Point Defense Systems: Race does not possess Point Defense Systems Technology
and suffers a handicap researching it (+2 AP)
___ Beam
Weapons (+2 AP, Race does not possess simple beam weapons, species has a 0 Gen
beam-type weapons systems)
___ Cargo
Bays: Race does not possess
___
Fighters (+5 AP, Race does not possess the capability to construct space-capable
fighters, limits race to Aerospace Fighters only)
___
Graded entities (+2 AP, Race cannot raise graded officers, administrators, or
scientists initially)
___
Gunboats (+5 AP, Race does not possess the ability to construct gunboats)
___ Heavy
Industry: Race does not possess Heavy Industry or Light Industry (+2 AP)
___
Magazines: Race does not possess Magazines (+2 AP) – no missile stowage, one
round worth of missile combat only.
___
Minefields (Small & Large): Race does not possess Mine Warfare technology
(+2 AP)
___
Mining Technology: Race does not possess Mining Technology (+2 AP)
___ No
FTL (+10 AP, this species has not achieved FTL capabilty, each section traveled
requires 50 turns to cross; Note: This is one of the most fundamentally
crippling disadvantages in the game and, though it should probably be worth 20
AP rather than only 10, has been set at this level intentionally so as to not
encourage players to take it)
___ No
Missile Technology: Race does not possess simple rockets, missiles, missile
launchers – this means species has 0 Gen rocket launchers and missile weapons
(+5 AP).
___ No
Non-Biotech (+5 AP; A species with this disadvantage has simply not developed
conventional spacecraft systems. It does not have the technology for
conventional starships, fighters, gunboats, bases, or any system for any such
unit that cannot be used on the biotech equivalents of such units. (Note: this
disadvantage assumes the race does have biotechnology.) Most likely, the general
look and feel of that culture will also be radically different, but this is not
strictly reflected in game mechanics.
___ No
Nuclear Technology: Race does not possess nuclear technology -- this means the
race possesses 0 Gen weapons and power system (+10 AP)
___ Railguns/Mass Drivers (1000): Race does not possess Railgun/Mass Driver Technology (+2 AP)
___ Reduced FTL Speeds (+2 AP per –1 WF equivalent, Race's
Cruise/Max speeds reduced by 1 WF equivalent, if this is taken to 0 then use the
no FTL disad instead)
___
Suppressed Science: Race does not possess simple R&D Technology (+2 AP) –
i.e. no labs, science stations, etc.
___
Shields (ablative): Race does not possess Shields Technology (+2 AP)
___
Ship/Base Construction Rate (standard 1st Gen starting rate is 3 hull points per
turn (2nd Gen is 6 hull pts/turn)): Race's starting Construction Rate is reduced
(+1 AP per each –1)
___
Shipyards: Race does not possess Shipyards Technology (+2 AP) -- race cannot
build ships until Shipyards Technology has been developed.
___
Smaller Bases: Maximum base hull sizes reduced (+2 AP per 15 hull pts reduction
in starting sizes allowed)
___
Smaller Ships: Maximum ship hull sizes reduced (+1 AP per 3 hull pts reduction
in starting sizes allowed)
___ Training Camps: Race does not possess Training Camps (+2 AP) -- Ground Forces cannot be produced without Training Camps.
On the Technology page of the Hee'dra workbook would be a listing as follows,
Technological Disadvantages
None
Followed by a short accounting statement,
APs Spent: 50
APs Remaining: 0
Note that the AP spent are totaled at the bottom of the list. The GM checks these totals for authenticity and may require a player to take more or less disadvantages if necessary.
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