Alien Database (SwN).pdf

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I
NDEX
I
NTRO
A
RCHER
B
USH
A
RCTIC
W
ORM
A
UTOMATON
, S
CORPIO
B
LUE
O
OZE
B
RAIN
S
PIDER
C
AVE
L
URKER
C
HITIN
W
ORM
C
ROCODILE OF THE
S
ANDS
D
RAGON
C
ENTIPEDE
E
AR
S
EEKER
F
ISH
, H
EATFISH
F
ISH
, W
HIRLFISH
F
UNGUS
H
EART
T
ICK
H
OOK
H
ORROR
H
YENA
W
ORM
L
EECH
, giant
L
IVING
F
LESH
L
IVING
M
ETAL
L
URKER
M
OLD
M
UD
S
TALKER
P
LANT
, W
ARPLILY
P
ROTOPLASM
R
USTPHAGUS
S
POREBAT
S
TONE
S
NAKE
S
TYGIAN
M
OSQUITO
T
ENTACLES OF THE
D
EPTH
W
EBBING
B
IRD
4
8
10
12
16
20
22
24
26
28
30
32
34
36
38
40
42
44
46
48
50
52
54
56
58
60
62
64
66
68
70
W
HIPSTING
X
ENO
W
YRM
72
74
C
REDITS
This compendium
is published by
Angry Golem Games
Author
Davide Tramma
Editing
Frank MacKenzie
This compendium
requires the
Stars Without Number
Revised Edition
Core Rulebook
Stars Without Number
is published by
Sine Nome Publishing
Background images by
Jeff Brown
Christof Grobelski
Norah Khor
Aaron Lee
Joyce Maureira
Nick Ong
Grzegorz Pedrycz
Tan Ho Sim
I
NTRO
The creatures described in the Stars Without Number Alien Database are inspired by
classic fantasy monsters and fictional creatures found in literature, mythology, and
movies. The content of this compendium will be constantly updated with new creatures.
Your feedback and suggestions are welcome.
Each alien has the following variables:
HD, hp, AC, Attack, Damage, Move, ML,
Saves, Skills, Special, Organization, Climate/Terrain, Senses, Physiology.
Hit Dice and Hit Points (HD & hp)
Each alien has hit dice and hit points. Larger aliens have more hit dice than smaller
ones. Hit Points represent the alien's resistance to wounds, harmful conditions, stressful
situations, and all those effects that impact the health of a living being in general. Hit
Dice also influence the ability of the alien to score a successful hit roll, much as it works
for characters according to the SWN core rule-book.
Armor Class (AC )
Armor class is a combination of agility in dodging blow and hardness of the skin, scales,
or chitin covering the alien. If a type of weapon can ignore part of the armor class is at
the Game Master's discretion.
Attack
Attack specifies both the hit roll and the body part the alien employs to deliver the attack.
It also specifies how many attacks per round the alien delivers with a specific body part.
For example, +2 (hooks x2), +1 (beak) means the alien delivers two attacks with the
hooks with a +2 hit roll, and one attack with the beak with a +1 hit roll.
Damage
Damage specifies how much damage the alien does for each type of attack. This variable
is complementary to the attack variable.
For example, 1d8 (hook), 2d6 (beak) means the alien deals 1d8 damage with the hook
and 2d6 damage with the beak.
Move
This variable specifies how many meters the alien move in one round of combat and
how it performs its movement. Not all aliens move in the same way, most living beings
evolve and develop a creative way to move in their environment.
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For example 9
wk,
6
cl
means the alien can move 9 meters by walking and 6 meters by
climbing.
The types of movement are the following:
Burrowing (br).
The alien is capable of digging through solid matter.
Climbing (cl).
The alien can climb difficult terrains and steep surfaces thanks to limbs,
appendages, or other dedicated organs.
Crawling (cr).
The alien employs its body or mass to move on the ground. This is a
rare and exotic type of movement and it is usually employed by fungus, oozes, and other
amorphous creatures. This kind of movement usually emerges on planets with high
gravity and/or high atmospheric pressures.
Flying (fl).
The alien possesses wings or wing-like organs that allow it to move through
gaseous fluids with agility and skill.
Gliding (gl).
The alien possesses a limited ability to move through gaseous fluids. This
kind of movement may emerge on creatures living on low-gravity planets with at least
an average atmospheric pressure.
Sneaking (sn).
The alien moves like snakes do. It may possess limbs or vestigial limbs,
but they are no more functioning. Sneaking is a common evolutionary trait, especially
on those worlds undergoing the early stages of life formation.
Springing (sp).
The alien is capable of springing several meters in a single round. This
kind of movement provides a speed bonus that stacks with any other move the alien
possesses. For example 12 sp, 5 wk means the alien can spring 12 meters and then move
5 meters by walking.
Swimming (sw).
The alien can move through liquid fluids in harmony with its
environment. Liquid fluids include water, water compounds, liquid ammonia, liquid
hydrocarbons, and so on.
Walking (wk).
The alien employs its limbs or limb-like organs to move, as much as
humans and terrestrial animals do.
Morale (ML)
Living creatures do not fight to the death unless hunger or extreme circumstances make
the combat a life and death situation. When and why rolling for morale check is at
Game Master discretion, and morale checks are made with 2d6. Only multi-cellular
aliens have morale 12 (the maximum possible), due to the fact they do not possess a
meaningful self-awareness that allows them to “know” they are alive.
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