Primary Alien (d100)

d100 Result

1-10

Name: Roll on "Engineer First Names" Roll on "Engineer Last Names" 
Species: Engineer

Slim humanoids with a fragile physique. They have an innate talent for interfacing with machinery, making them highly desirable crew companions.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 2
Savvy: +1

Engineers have the following characteristics and advantages:
• If rolling to repair a damaged item, Engineers may add +1 to the roll.
• Engineers cannot ever have a Toughness score exceeding 4. This applies even to equipment bonuses.

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

11-25

Name: Roll on "Feral Names" 
Species: Feral

Humanoid-animal hybrids, typically patterned on Earth predators such as wolves or large cats. Originally engineered for military purposes, they are considered an independent species in Unified Space.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +0

Feral have the following characteristics and advantages:
• If a Feral crew member takes part in a battle, all enemy-imposed penalties to Seize the Initiative rolls are ignored.
• When making a Reaction Roll at the start of a battle round, if the dice only score a single 1, it must be given to a Feral crew member, if possible.

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

26-40

Name: Roll on "K'Erin First Names" Roll on "K'Erin Last Names" 
Species: K'Erin

Proud and warlike aliens with a penchant for brutality and a peculiar sense of honor.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 4
Savvy: +0

K’Erin have the following characteristics and advantages:
• When Brawling, K’Erin characters may roll twice, picking the better of the dice.
• If a K’Erin character begins their round within base movement speed of an enemy, they MUST move to engage them in Brawling combat.

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

41-50

Name: Roll on "Krag First Names" Roll on "Krag Last Names" 
Species: Krag

Krag are a species of short, stocky humanoids. After their home-worlds were destroyed in a cataclysmic disaster, many fled, while other survivors have become expert asteroid miners, scraping out a living in the remnants of their home systems.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 4
Savvy: +0

Krag characters are subject to the following special rules:
• Due to their stocky nature, they cannot take Dash moves under any circumstances.
• Krag are famously belligerent and prone to getting into fights. When fighting Rivals, Krag may reroll a natural 1 once on either the firing or Brawl dice. The downside is that they often have a long chain of prior enemies. If the character creation rolls generate a Krag with one or more Patrons, you must add one Rival to the list (regardless of the number of Patrons gained).
• If a random party member gets into a fight or argument, it will always be a Krag if one is present in the crew. Any such event cannot be bypassed or rerolled using Story Points.
• Armor acquired from a Trade table roll must be selected by the player to be Krag-armor or not. Krag-armor is designed to fit Krag only, although Skulkers and Engineers can wear both Krag and non-Krag armor without modification.
• Armor found from other sources will not fit Krag. Armor can be modified to fit Krag for 2 Credits (and reversed for the same cost), while doing your shopping during Post-battle Step 11: Purchase Items (core rulebook, p.125)

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

51-65

Name: Roll on "Precursor First Names" Roll on "Precursor Last Names" 
Species: Precursor

Graceful and refined alien humanoids who were traveling the stars when other species were still lingering in caves.

Reactions: 1
Speed: 5"
Combat Skill: +0
Toughness: 2
Savvy: +0

Precursors have the following advantage:
Because their life-span supplies greater opportunity for past experience, if a Precursor is the subject of a Character Event, you may roll for 2 events and pick which one you prefer. If you would prefer avoiding the event altogether, you may do so by spending 1 story point after rolling twice.

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

66-80

Name: Roll on "Skulker Names" 
Species: Skulker

Skulkers are rodent-like humanoids living at the edge of Unity-controlled space. While they only control a few systems, they have spread far and wide, particularly in the chaotic Fringe sectors. Skulkers are the only organic species known to have absolutely no concept of instinctual prejudice, making them an easy hire for space-faring missions where getting along in confined spaces is required.

Reactions: 1
Speed: 6"
Combat Skill: +0
Toughness: 3
Savvy: +1

Skulker characters are subject to the following special rules:
• Due to their agility, Skulkers do not suffer movement reductions due to difficult ground and are not subject to groundbased penalties such as mud, slippery ground or similar.
• Because of their peculiarly flexible skeletal structure, they can use all armor and equipment designed for playable species without significant adaptation, either by making a hole for their tail or by tucking their tail around their body.
• When moving, they may ignore any obstacle up to 1” in height and do not count the first 1” of any climb for movement reduction purposes.
• Skulkers have strong biological resistance. If exposed to any poison, toxin, virus, gas, or similar biological hazard, a Skulker may shrug off the effect on a D6 roll of 3+. During continued exposure, the roll must be made every round or for each instance of exposure. This protection applies to all hazards triggered by Points of Interest in a Salvage mission.
• Unfortunately, this also applies to any drug they are subjected to, including Booster Pills, Combat Serum, Rage Out, and Still. Stim-packs work just fine, however, as these merely buff a Skulker’s inherent resistances. • Skulkers’ natural hardiness means they respond extremely well to genetic immunization therapies

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

81-90

Name: Roll on "Soulless Names" 
Species: Soulless

A species of cybernetic organisms, connected into a combined hive-intelligence.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 4
Savvy: +1

Soulless have the following characteristics and advantages:

• Soulless receive a 6+ Armor Saving Throw due to their metallic construction.
• Soulless cannot use consumables or receive implants. They use the Bot Injury table.
• Unlike Bots, they can learn from experience and receive XP normally.
• They may also have Bot Upgrades installed, but must pay 1.5 times the normal cost (rounded up).

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

91-100

Name: Roll on "Swift Names" 
Species: Swift

Diminutive, winged, lizard people, the species received the nickname “Swift” due to their erratic, jerky motions.

Reactions: 1
Speed: 5"
Combat Skill: +0
Toughness: 3
Savvy: +0

Swift have the following characteristics and advantages:

• During a battle, Swift may use their Movement Action to glide down to a lower position. They can land on a position below them safely at a distance equal to the difference in height (see p.42).
• They can leap gaps up to 4” wide when moving, and as a free action can jump from any height without damage.
• When firing a weapon with multiple shots, Swift must direct every shot at the same target

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"