Showing posts with label Movies. Show all posts
Showing posts with label Movies. Show all posts

Tuesday, January 29, 2013

Star Wars: Aliens, Fatu-Krey


Fatu-Krey
Attribute Dice: 12d
DEXTERITY: 2d/4d
KNOWLEDGE: 1d+1/3d+1
MECHANICAL: 2d/4d
PERCEPTION: 2d/4d
STRENGTH: 2d+2/4d+2
TECHNICAL: 2d/4d
Special Abilities:
Low-light vision: A Fatu-Krey can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Fatu-Krey can distinguish color in such conditions.
Armored Skin: The heavy, plated, hide of the Katu-Frey provides a natural armor of +2 physical and energy. 
Story Factors
Genocidal: The Katu-frey are violent and cruel. Their interactions with other species is generally limited to war and attempted genocide. Their reputation provides them a +2 bonus to all intimidation checks. 
Move: 10/12
Size: 1.5 to 2.0 meters

Fatu-Krey are a vicious race, hunting down and exterminating others in an attempt to gain power and for their own entertainment. They live as one society, pledging their servitude to the current Primarch General.

Fatu-Krey are extremely ruthless and vile. Most enjoy the pain of others, often torturing their victims and prisoners for entertainment. Individually most Fatu-Krey are violent and quick to anger.

Fatu-Krey are about the same average height as a human, typically slightly above between 5 and 6 feet tall. Fatu-Krey are somewhat heavier though, usually weighing from 150 to 250 pounds. Their skin ranges from a pale green to a dark brown green, but regardless is much thicker and harder than the average creatures' flesh. They usually wear clothing that demonstrates the Fatu-Krey ideology of military efficiency and intimidation, mostly dark and functional equipment and armor. Most Fatu-Krey also sport a multitude of battle-scars and militaristic markings or piercings.

Fatu-Krey Primarchs stand about half a foot taller than your average Fatu-Krey, with some physical additions that make them stand out at any time, primarily their stronger, nearly plated skin, the bent protrusions from the top of their head, and the bladed flaps on the base of their back which flip upward when they are angered.

The Fatu-Krey are an extremely violent race, and their relations with other races are usually simply a direct attempt and genocide or enslavement. Sometimes the Fatu-Krey will make an alliance with another species, if decreed by the Primarch General.

The Fatu-Krey do not take territory, usually roaming as a nomadic army, conquering a territory, enslaving or slaughtering its inhabitants, then stripping the land of all useful materials to expand and upgrade the equipment of the army before moving on.
Fatu-Krey worship their Primarch General as their only deific figure. They care not for others' religion, paying no attention to the gods of their victims.

Fatu-Krey speak their own language, Kren. It is a quick language of hisses and clicks, good for easy communication between soldiers, another example of the military efficiency their entire culture is based around.

Tuesday, September 25, 2012

Star Wars: Aliens, Green Barsoomians

Greens
Attribute Dice: 12D
DEXTERITY: 3d/5d
KNOWLEDGE: 1d/3d
MECHANICAL: 1d/3d
PERCEPTION: 2d/4d
STRENGTH: 4d/6d
TECHNICAL: 1d/3d
Special Abilities:
Multi-limbed: Greens have 4 arms. They can use one set to increase their running speed by +1, make an extra attack without penalty, carry a shield, or perform any number of other actions. 
Limited telepathy: Like all species on Barsoom, greens are mildly telepathic. This provides the greens with +2d on all languages checks.
Large: Greens are large creatures with considerable reach. Greens can strike opponents up to 3 meters away. Most equipment must be made to account for their large size. They usually cannot fit in vehicles or use equipment for smaller species. 
Move: 12/14
Size: 4.2 to 4.7 meters

Tharks are a tribe of fierce Green Martian warriors on the planet of Barsoom. Tharks are around 4.5 m tall, with tusks protruding from their mouths, green skin, and with double torso, each with two sets of arms.

Sociologically, the Tharks are an interesting study in contradictions. On the one hand, they, like all Greens, are warlike and cruel, and there were serious considerations about the effectiveness of rape as a tactic for demoralizing female captives. On the other hand, they have a strong code of honor to which even Jeddaks (leaders) must adhere.

The Tharks have long been at war with the Warhoons, whose savagery is unparalleled even among the Green hordes. 

Tuesday, September 18, 2012

Star Wars: Aliens, Na'vi

Na'vi
Attribute Dice: 11d
DEXTERITY: 2d+2/4d+2
KNOWLEDGE: 2d/4d
MECHANICAL: 2d/4d
PERCEPTION: 2d/4d
STRENGTH: 3d/5d
TECHNICAL: 1d+1/3d+1
Special Abilities:
Type II breathers: The Na'vi cannot breath Type I atmospheres without a breathing device. They have no problems in Type II atmospheres. 
Biochemical Connection: The Na'vi can connect to other species on their homeworld (including plants) via a tendril on the back of their heads. When connecting to species native to Pandora, they gain a +2d bonus on skills like Beast Riding.
Large:  Na'vi are large creatures with considerable reach. Na'vi can strike opponents up to 3 meters away. Most equipment must be made to account for their large size. They usually cannot fit in vehicles or use equipment for smaller species. 
Move: 11/13
Size: 2.7 to 3 meters

The Na'vi live on Pandora. They are humanoid in appearance and are tall, having pairs of eyes, ears, arms, legs and feet like humans, as well as a nose, a mouth, and expressions recognizable to humans. The Na'vi differ from humans in having blue, striped skin, pointed and mobile ears, large eyes, catlike noses and teeth, tails, and four fingers. While taller than humans, they have narrower proportions in body frame. Their bones are reinforced with naturally occurring carbon fibre. The Na'vi also have a distinctive tendril feature protruding from the back of their heads, surrounded by hair (resembling a long braid or queue), feeding directly into the brain. This organ allows them to connect with other organisms around them, transferring electrochemical signals such as thoughts and memories to the trees, plants, and other creatures.

The Na'vi can commune with animals on their planet by literally plugging their braid into the creatures' nerve systems. To become a warrior, a Na'vi must tame and ride a flying creature known as a Banshee. The Na'vi also use a neural bonding system, called "tsaheylu", to mate, a bond that when made, cannot be broken in the Na'vi's lifetime.

On religion, the chief and possibly sole deity of the Na'vi is a benevolent goddess known as Eywa. The Na'vi are able to "connect" to Eywa when they use their braids to connect to the Tree of Souls and other similar flora. Eywa is said to have a connection to all things Pandoran.

Tuesday, September 11, 2012

Star Wars: Aliens, Tatopoulos

Tatopoulos
Attribute Dice: 10D
DEXTERITY: 2d/4d
KNOWLEDGE: 2d/4d
MECHANICAL: 2d/4d
PERCEPTION: 2d/4d
STRENGTH: 2d/4d
TECHNICAL: 3d/5d
Special Abilities:
Telepathy: The tatopoulos communicate using telepathy. While this ability is generally limited to their own species (and they rarely communicate with others), they can use an unconscious member of another species to "speak" for them. 
Story Factors
Invaders: The tatopoulos invade other worlds, strip it of resources, and move on to the next. As such, they are almost universally reviled by other species. 
Move: 10/12
Size: 1.4 to 1.7 meters

Physically, they are no more durable than a Human, but they do possess far superior technology, including enormous fleets of ships; defense fields to prevent attacks from reaching their ships' hulls; highly destructive weaponry and protective biomechanical suits.

The tatopoulos have a slender, quasi-humanoid body with three-jointed limbs and only two digits on their hands and feet. Their head is enlarged. They have large, pupil-less eyes (or eye-like organs) and a number of long, grasping tentacles protruding from their suits' backs. Lacking both ears and vocal chords, they communicate using a sophisticated form of telepathy. They are also able to control other beings, at least partially, by attaching tentacles to their necks. They apparently do this in order to communicate with non-telepathic species.

They travel around the galaxy in a single, massive Mothership that is around 550km in diameter. This ship can deploy numerous smaller, city-sized spacecraft. When invading an inhabited planet, the aliens' military tactics consist of large-scale attacks, destroying the major cities around the globe simultaneously and then heading to the next largest, presumably going on until there is nothing left. This species breathes oxygen and requires similar environmental conditions to humans.

Tatoloulos are rarely seen outside their biomechanical combat suits. These suits increase their strength by +1d, have 4 tentacles they can make attacks independently (2d to attack, 3d damage) and can control a creature they are attached to. The suit gives the tatopoulos 3d physical and 1d energy armor. 

Tuesday, September 4, 2012

Star Wars: Aliens, Yautja-Hish

Yautja-Hish
Attribute Dice: 10D
DEXTERITY: 2d/4d
KNOWLEDGE: 2d/4d
MECHANICAL: 2d/4d
PERCEPTION: 2d/4d
STRENGTH: 4d/6d
TECHNICAL: 
Special Abilities:
Climbers: Yautja-Hish are remarkable climbers and enjoy a +1d to all climbing checks
Move: 10/12
Size: 2.1 to 2.3 meters

Yautja-Hish are physically distinguished from humans by their greater height, arthropod-like mandibles and long, hair-like appendages on their heads that are set into their skulls. Their bodies are resilient to damage, capable of recovering from multiple wounds and radiation doses which would be fatal to humans. They are much stronger than humans, easily capable of outmatching a conditioned adult human male and shattering solid concrete with their bare hands. They are also skilled climbers, and will readily move through trees or across rooftops in pursuit of prey. Though capable of surviving exposure in extremely low temperatures for an extended period of time, it is believed that Yautja-Hish have a preference for hot equatorial climates. Their blood is luminescent phosphor green in color. Their vision operates mainly in the infrared portion of the electromagnetic spectrum; they can easily detect heat differentials in their surroundings but are unable to easily distinguish among objects of the same relative temperature. A Yautja-Hish hunting helmet increases its ability to see in a variety of spectrums, ranging from the low infrared to the high ultraviolet, and also filters the ambient heat from the area, allowing them to see things with greater clarity and detail. While they are capable of breathing typical (Type I) atmosphere, they suffer -1d to all actions when doing so. Typically, Yautja-Hish use the breathing systems of their hunting helmet to overcome with problem. In Type II atmospheres, they breath normally. Yautja-Hish are strict carnivores, but only need to eat every two standard days.

Yautja-Hish culture revolves around the hunting and stalking of dangerous lifeforms. After making a kill, Yautja-Hish typically skin or decapitate the carcass, converting it into a trophy. Failure in a hunt results in the Yautja-Hish involved committing an honorable suicide. It is often alluded to that the reason for the hunt is not for sustenance or elimination of threats, but as entertainment or rite of passage, as they will only attack life forms that have the ability to provide them with a challenge. There are at least two different Yautja-Hish tribes, which are engaged in a long lasting blood feud.

When hunting humans and other sentient species, Yautja-Hish normally avoid certain individuals such as children and some adults if they are unarmed, though they will spare armed ones if they happen to be pregnant or sickly. A human who has managed to kill a Yautja-Hish in single combat or has fought alongside one is usually spared by the deceased hunter's comrades and given a gift (often a rare or exotic weapon) as a sign of respect.

Yautja-Hish have a longstanding and violent relationship with a species of xenomorph (Giger) creatures. A learner's first successful Giger hunt is completed with the marking of his helmet and forehead with the blood of his kill. Yautja-Hish apparently keep Giger Queens in captivity in order to maintain a supply of eggs.