Alien Humanoids

DRAHZIK TROPHY SEEKER                                    
Medium sentient humanoid (9d6)   

Alien predators who hunt and kill prey for sport.

STR 21 (6d6) AGI 6 (3d6) END 21 (6d6)
INT 6 (3d6) LOG 6 (3d6) WIL 15 (5d6)
CHA 6 (3d6) LUC 1 (1d6)

MELEE DEFENCE 36
RANGED DEFENCE 18
MENTAL DEFENCE 18
VITAL DEFENCE 36

HEALTH 90
SOAK 18 (ceremonial battlesuit); VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 4d6
SPEED 5; CLIMB 3; JUMP 12'/12'
CARRY 420lb (max lift 1050lb)

REACH 5-ft
ACTIONS 2

Armblade 9d6 (5d6+6 slashing damage)
Plasma caster 7d6 (4d6 heat damage; range 14)

Skills rifles 6 (3d6), hunting 6 (3d6), stealth 6 (3d6), heavy armor 3 (2d6), computers 6 (3d6), hardy 15 (5d6), climbing 4 (2d6), tactics 3 (1d6), swords 6 (3d6), medicine 1 (1d6), law 3 (2d6)                                                            
Gear Exceptional plasma rifle, exceptional battlesuit with integrated cloaking technology, net, hand scanner, medkit                                                                

Cloak. Cloaking technology is integrated into the trophy seeker's amor. It renders the wearer almost invisible (+3d6 bonus to checks made to hide), although a perceptive viewer can make out a slight shimmering. It takes one action to activate the cloak; deactivating it is a free action.

Draw a bead. The trophy seeker suffers no penalty for firing at a foe engaged in melee.

Achilles heel. Identifying a weakness in its target, the trophy seeker bypass its soak score. This exploit can only be performed once per target.

Crippling strike. A leg wound Slows the trophy seeker's foe.

Seeker's challenge.  The trophy seeker can bellow out a challenge to a specific foe it considers honourable and worthy of combat. The trophy seeker can not attack another creature until that foe is defeated; however, it does +2d6 damage per attack to that foe.  The target must be able to see and hear the trophy seeker to be challenged in this manner.


FELAN ASSASSIN
Medium sentient humanoid (7d6)  

Lean, nimble street killers who strike from the shadows.

STR 10 (4d6) AGI 15 (5d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 1 (1d6)

MELEE DEFENCE 28
RANGED DEFENCE 21
MENTAL DEFENCE 14
VITAL DEFENCE 21

HEALTH 42
SOAK 7 (leather suit); VULN none
IMMUNE none

INITIATIVE 7d6
PERCEPTION 6d6
SPEED 8; CLIMB 4; JUMP 35'/15'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Claws 7d6 (4d6+4 slashing damage)
Disruptor pistol 4d6 (2d6 heat damage; range 11)

Skills stealth 4 (2d6), thievery 6 (3d6), pistols 6 (3d6), tracking 6 (3d6),  perception 3 (2d6),  climbing 4 (2d6), reactions 6 (3d6), acrobatics 6 (3d6), claws 6 (3d6), hardy 6 (3d6)
Gear high quality disruptor pistol, high quality leather armor, thieves tools.

Land on your feet. When falling, a Felan reduces the effective distance by 10'.

Killing blow. Any attack the assassin make during the ambush turn gains a +2d6 bonus to attack.

Weak point. The assassin may ignore any SOAK score its target possesses by targeting a weak spot. This can only affect a given target once.


GOBBER SCAVENGER  
Small sentient goblinoid (5d6)    

Gibbering, scrappy little thieves which attack in packs.  

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 1 (1d6)

MELEE DEFENCE 12
RANGED DEFENCE 22
MENTAL DEFENCE 15
VITAL DEFENCE 13

HEALTH 15
SOAK 3 (leather vest); VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 5d6
SPEED 5; CLIMB 5; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Bite/claw 3d6 (2d6+2 pircing damage)
Blaster 5d6 (3d6 heat damage; range 12)  

Skills pistols 1 (1d6), appraisal 3 (2d6), stealth 3 (2d6), thievery 1 (1d6), scent 3 (2d6), climbing 6 (3d6), brawling 1 (1d6), perception 3 (2d6), reactions 1 (1d6)
Gear blaster pistol, leather vest                                                                         

Pack attack. Gobbers work together well. Any allies adjacent to the victim count as flanking, gaining the +1d6 bonus to attack. When 4 or more gobbers are adjacent to the victim, the victim becomes overwhelmed, and becomes Fatigued at the beginning of their turn.  

Snatch. A Gobber can make an attack to snatch a weapon or item from an adjacent foe. 

Death from on high. Gobbers can drop down on their opponent from at least 5' above him, making a claw attack. This knocks the opponent prone as well as doing the gobber's normal damage.


GREY TRAVELER                                   
Small sentient humanoid (8d6)     

Telepathic aliens who operate through influence rather than force. 

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 15 (5d6) LOG 15 (5d6) WIL 10 (4d6)
CHA 15 (5d6) LUC 3 (2d6) PSI 28 (7d6)

MELEE DEFENCE 18
RANGED DEFENCE 26
MENTAL DEFENCE 32
VITAL DEFENCE 14

HEALTH 24
SOAK 0; VULN none
IMMUNE none

INITIATIVE 8d6
PERCEPTION 8d6; insight 8d6
SPEED 8; CLIMB 4; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Brawling 4d6 (2d6+3 blunt damage)
Psi-blast 8d6 (4d6+4 psionic damage; range 12)

Skills combat 1 (1d6), perception 6 (3d6), movement 15 (5d6), tactics 6 (3d6), negotiation 6 (3d6), telepathy 1 (1d6), telekinesis 1 (1d6), linguistics 4 (2d6), insight 10 (4d6)

Gear hand scanner, medkit

Empathy. Greys can automatically sense strong emotions in others within 30'.

Telepathic message. Greys can freely send short telepathic messages to other intelligent creatures with whom they have spent time.

Telekinesis. The grey can freely telekinetically move and manipulate single objects of size Small or smaller within 40'. It may only manipulate one such object at a time. If the object is held by someone else, it requires an opposed PSI vs. STR check.

Telekinetic shield. The grey maintains a telekinetic shield (included in stats, above).

Combined blast. Two or more greys can combine their psi-blasts into a spherical burst which attacks all non-greys within 10' per grey. The center of the burst can be at any point which is no further than 10' from all participating greys. This costs them all of their actions.


NERON HEALER
Medium sentient humanoid (7d6)        

Aquatic medical geniuses.   

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 10 (4d6) LOG 15 (5d6) WIL 10 (4d6) 
CHA 10 (4d6) LUC 3 (2d6) 

MELEE DEFENCE 21
RANGED DEFENCE 21
MENTAL DEFENCE 28
VITAL DEFENCE 14

HEALTH 21
SOAK 4; VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 6d6; insight 7d6;  superior darksight
SWIM 7; CLIMB 4; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Trident 4d6 (2d6+3 piercing damage)

Skills polearms 1 (1d6), perception 3 (2d6), medicine 10 (4d6), psychology 6 (3d6), insight 6 (3d6), linguistics 10 (4d6), oceanography 6 (3d6)

Swimmers. Nerons have a natural SWIM speed, and can breathe in liquids. However, they cannot breathe in air, and need special apparatus to do so, and move at half SPEED on land.

Medical marvel. The Neron aptitude for medicine is legendary. A Neron can spend LUC dice to heal themselves or others by the amount rolled on the spent dice as long as they have a medical kit available.

Marine friends. Nerons can speak to all marine life.  This does not grant those animals intelligence or knowledge they would not already have.

Darksight. Nerons can see clearly in darkness as though it were daylight.


OGRON ELDER
Large sentient humanoid (11d6)

Ancient, strong, and ready to crush its enemies!

STR 28 (7d6) AGI 10 (4d6) END 28 (7d6)
INT 10 (4d6) LOG 10 (4d6) WIL 21 (6d6)
CHA 10 (4d6) LUC 3 (2d6)

MELEE DEFENCE 42
RANGED DEFENCE 18
MENTAL DEFENCE 22
VITAL DEFENCE 46

HEALTH 110
SOAK 22 (tough skin; armor); VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 6; CLIMB 3; JUMP 20'/20'
CARRY 840lb (max lift 1400lb)

REACH 5-ft
ACTIONS 2

Zweihander 11d6 (6d6+7 slashing damage)
Brawling 9d6 (5d6 blunt damage)

Skills intimidate 8 (3d6), history 3 (2d6), leadership 6 (3d6), swords 10 (4d6), perception 3 (2d6), hardy 21 (6d6), tactics 3 (2d6), brawling 10 (4d6)                                        
Gear zweihänder, Ogron armor   

Smelly. No matter what they do, Ogrons smell bad. They take a permanent -1d6 penalty to any attempts at stealth.

Brawny. Ogrons increase their carrying capacity by 50%.

Bearhug. Ogron elders can grab a target with both arms, squeezing him and inflicting the Restrained condition. They can only bearhug a target of size Medium or smaller. Once established, the elder causes 5d6 blunt damage each round for free (the victim suffers the damage automatically at the start of each of its turns), and can move at half speed, moving its victim with it. It takes a melee attack to escape the bearhug.

Burst. The Ogron attacks all adjacent targets. Any targets hit are pushed back 10’.


OGRON SLAVER
Large sentient humanoid (8d6)

Cruel, strong bullies.

STR 15 (5d6) AGI 6 (3d6) END 15 (5d6)
INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6)
CHA 6 (3d6) LUC 1 (1d6)

MELEE DEFENCE 30
RANGED DEFENCE 12
MENTAL DEFENCE 16
VITAL DEFENCE 34

HEALTH 80
SOAK 16 (thick skin; Ogron armor); VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 4d6
SPEED 4; CLIMB 2; JUMP 12'/12'
CARRY 450lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Laser rifle 8d6 (4d6+5 heat damage)
Energy whip 6d6 (3d6 electricity damage; range 8)

Skills rifes 6 (3d6), tracking 3 (2d6), law 3 (2d6), stealth 3 (2d6), computers 3 (2d6), perception 1 (2d6), piloting 3 (2d6), tactics 1 (1d6), brawling 4 (2d6), whips 6 (3d6), hardy 10 (4d6), dodging 3 (2d6)
Gear laser rife, long kevlar coat, hand scanner

Smelly. No matter what they do, Ogrons smell bad. They take a permanent -1d6 penalty to any attempts at stealth.

Come Here! A target struck with the Ogron's energy whip with a range of 8 squares is pulled adjacent to the creature. The target must be medium-sized or smaller.


ORANGE MONKEY        
Medium sentient humanoid (7d6) 

Beautiful, charismatic bouncers with a weakness for gambling.

STR 10 (4d6) AGI 15 (5d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 1 (1d6)

MELEE DEFENCE 28
RANGED DEFENCE 21
MENTAL DEFENCE 14
VITAL DEFENCE 21

HEALTH 42
SOAK 7 (thick fur); VULN none
IMMUNE none

INITIATIVE 7d6
PERCEPTION 6d6
SPEED 7; CLIMB+ 7; JUMP 30'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Electro-mace 7d6 (4d6+4 blut/electricity damage)                         

Skills linguistics 4 (2d6), computers 4 (2d6), carousing 4 (2d6), gambling 3 (2d6), climbing 8 (3d6), reactions 6 (3d6), acrobatics 6 (3d6), clubs 6 (3d6), zero-g 8 (3d6), perception 3 (2d6), stealth 3 (2d6)
Gear elecro-mace

Quickstand. Once per turn an orange monkey can stand immediately from prone as a free action.

Leaping charge. As a single action, the orange monkey jumps up to 30' straight line and then attack with its electro-mace at the end of it. It gains +1d6 damage to this attack, and knocks the target prone.

Whirlwind frenzy. The orange monkey attacks all adjacent targets. Any target struck takes 1d6 blunt damage and is pushed back 5'.


SPARTAN BERSERKER
Medium sentient humanoid (7d6)                                                           

Fierce sword-wielding warriors bred only for battle.

STR 15 (5d6) AGI 6 (3d6) END 15 (5d6)
INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6)
CHA 6 (3d6) LUC 1 (1d6)

MELEE DEFENCE 28
RANGED DEFENCE 14
MENTAL DEFENCE 14
VITAL DEFENCE 28

HEALTH 70
SOAK 14 (armor); VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 5d6
SPEED 4; CLIMB 2; JUMP 12'/12'
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Spartan longsword 7d6 (4d6+5 damage)

Skills swords 3 (2d6), brawling 3 (2d6), carousing 6 (3d6),  hardy 15 (5d6), running 6 (3d6), reactions 1 (1d6), perception 1 (1d6)
Gear spartan longsword, leather tunic

Redundant organs. Spartans have a number of redundant organs and heal fairly rapidly. They can spend five minutes to heal 2d6 HEALTH once per day.

Regenerate. Every time a Spartan berserker deals a killing blow while frenzied they gain +1d6 HEALTH.

Fearless. While frenzied, Spartan berserkers are completely immune to fear-based abilities, attacks, and conditions.

Berserker. Spartans can enter a berserker rage by tasting their own blood when they are below half HEALTH. This grants them a +1d6 bonus to all damage rolls. The rage only ends when all foes are dead, or the Spartan is rendered unconscious or restored to above half HEALTH. When berserk, they must attack the closest enemy, and move on to the next closest thereafter, using melee attacks only.  Each round they rage for, they take 1d6 damage; they do not stop raging until they pass out or until all enemies are dead.


VENETIAN RANGER    
Medium sentient humanoid (9d6) 

Serene, but deadly monks.

STR 15 (5d6) AGI 21 (6d6) END 15 (5d6)
INT 15 (5d6) LOG 15 (5d6) WIL 15 (5d6)
CHA 15 (5d6) LUC 1 (1d6) PSI 10 (4d6)

MELEE DEFENCE 36
RANGED DEFENCE 27
MENTAL DEFENCE 18
VITAL DEFENCE 27

HEALTH 54
SOAK 9 (ranger mesh); VULN none
IMMUNE none

INITIATIVE 9d6
PERCEPTION 7d6
SPEED 9; CLIMB 9; JUMP 42'/15'
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Extendible quarterstaff 9d6 (5d6+5 blunt damage)
Martial arts 5d6 (3d6+5 blunt damage)

Skills martial arts 10 (4d6), law 10 (4d6),  perception 3 (2d6), religion 10 (4d6), running 6 (3d6), climbing 6 (3d6),  reactions 10 (4d6),  staves 10 (4d6), hardy 10 (4d6), stealth 6 (3d6)
Gear extendable staff, mesh lining

Flying kick. The ranger moves his SPEED, and ends it in a flying kick; this does his martial arts damage and knocks the target prone.

Psychic leap. The ranger can channel psychic energy to leap 30' vertically or horizontally from standing.

Quickstand.  Once per turn, the ranger can stand as a free action.

Whirlwind frenzy. The ranger attacks all adjacent targets. If he hits every target, all targets are pushed back 5'. The attack only does 1d6 damage to each target.


 ZOUKLAN WARRIOR   
Medium sentient humanoid (6d6) 

Territorial, primitive apes.

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 3 (2d6) LOG 4 (2d6) WIL 6 (3d6) 
CHA 3 (2d6) LUC 1 (1d6)

MELEE DEFENCE 24
RANGED DEFENCE 12
MENTAL DEFENCE 12
VITAL DEFENCE 24

HEALTH 60
SOAK 12 (leather armor); VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 6; CLIMB+ 6; JUMP 24'/20'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Spear 6d6 (3d6+4 piercing damage)
Rifle 5d6 (3d6 ballistic damage; range 9)                                              

Skills hunting 6 (3d6), nature 6 (3d6), spears 3 (2d6), rifles 3 (2d6), riding 3 (2d6), acrobatics 6 (3d6), hardy 3 (2d6), perception 1 (1d6), reactions 1 (1d6)
Gear spear, leather amor, rifle

Great leap. Zouklans can leap great distances (24' horizontally and 20' vertically) from standing. It can make an attack against one foe it can reach during the leap while doing so.