ZeroSpace 4e EN:Powers
At its height, the Commonwealth encompassed millions of populated worlds, and that is just a fraction of the populated worlds in the galaxy. Across these worlds is scattered a variety of sentient life forms, the diversity of which beggars the imagination. Rather than provide a comprehensive list of alien species, ZeroSpace provides you with a toolbox of powers, with which you can build any alien species you can think of (or nearly so).
That being said, the aliens in ZeroSpace can generally be categorized as one of three types: humanoid, exotic, or robotic.
Would you like to create a random alien? You can!
Roll 3d6 | Type |
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3-13 | Humanoid alien |
14-15 | Robot |
16-18 | Exotic alien |
Humanoid Aliens
Humanoid aliens are the most common, and resemble humans in size and physique. They may differ cosmetically (skin color, eye color, hair color, etc.), but they typically have the same number of arms and legs, the same facial features, and so on. A humanoid alien species might have pointed ears, exaggerated brow ridges, or they might have tentacles or horns in addition to (or instead of) cranial hair.
Would you like to create a random humanoid alien? You can!
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Optionally, a "pale grey" result can mean "snow white", and a "dark grey" result can mean "pitch black".
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Optionally, a "pale grey" result can mean "snow white", and a "dark grey" result can mean "pitch black".
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Optionally, a "pale grey" result can mean "snow white", and a "dark grey" result can mean "pitch black".
Skin color and eye color here are those of an individual, of course. An alien species may have lighter or darker tones among the population, or even a range of colors.
Robots
Robots are artificial beings designed to interact with biological sentients using ordinary conversation and social cues. Robots are usually constructed to serve a particular purpose. Due to the perennial threat of the Instrumentality, there are restrictions on how advanced a robot's behavioural heuristics may be. Robots might be humanoid in shape, or they might be shaped completely unlike humans, depending on their original purpose and the whims of the maker. Robots might be obviously artificial, or they may be lifelike and virtually indistinguishable from the species they have been constructed to resemble. Lifelike robots are illegal on some worlds. In most of known space, robots are hard-coded with Asimov's Three Laws Of Robotics:
- A robot may not injure an organic sentient or, through inaction, allow an organic sentient to come to harm.
- A robot must obey the orders given it by organic sentients except where such orders would conflict with the First Law.
- A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.
While robots are inorganic, and thus do not "eat", "sleep", or "heal" in the biological sense, they have functional requirements that serve the same purposes -- recharging, "powering down", "auto repair", and so on. As with exotic aliens, these requirements can be removed with the purchase of a suitable power.
However, all robots must purchase the following powers:
- Immunity To Suffocation
- Immunity To Poison
Some powers which are common for robots, but not required, are:
- Armor
- Data Jack
- Immortality
- Mental Calculator
- Perfect Recall
- Self-sustaining
Exotic Aliens
Exotic aliens might superficially resemble humans, or they might be utterly alien. What makes them a distinct group is that they possess traits beyond those possessed by humans and humanoid aliens. The line between humanoid alien and exotic alien is an arbitrary one.
Would you like to create a random exotic alien? You can!
Roll 1d6 | Type |
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1 | Animal-headed humanoid |
2 | Anthropomorphic animal |
3 | Anthropomorphic plant |
4 | Insectoid |
5 | Symmetrical organism |
6 | Weird biology |
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Powers
This is a list of typical powers found in a ZeroSpace game. This list is not exhaustive. A character may well have a trait not listed here, subject to GM approval. However, any new traits should be approximately as useful as these traits, in order to maintain a sense of fairness with other characters. Each power costs one character point. We suggest spending no more than 5 character points total on powers, gifts, and occult powers.
Cultural Motivations
The motivations of individuals are often at odds with the motivations of the culture to which they belong. Individually, a colonist may be kind and compassionate, even as her civilization systematically commits genocide and destroys entire ecosystems in their quest for expansion. This is a paradox; nonetheless, it is true.
Would you like to randomly generate the motivations of an entire culture? You can!
Roll 2d6 | Complexity |
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2 | Roll once on Table 2 |
3-9 | Roll twice on Table 2 |
10-11 | Roll three times on Table 2 |
12 | Schism: roll once on table 2, and see the note below |
Schism: The species' society is divided into two opposing and mutually antagonistic cultures. Roll on Table 2, and make a note of the roll and its opposite. The majority of the society has the first motivation rolled, but a significant minority has the opposing motivation. For example, the opposing motivation of "adventure" is "security".
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