[hider=Utaysi] Attribute Dice: 12D Dexterity: 0D* Knowledge: 1D/3D Mechanical: 2D/5D Perception: 2D/5D Strength: 0D* Technical: 2D/4D+1 Move: * *Adopts the Str, Dex, and move scores of the body containing the personality matrix. Traits: Digital nature: Utaysi receive +1D to Technical skill rolls involving interfacing with computer systems. Machine body: Utaysi do not make stamina rolls.[/hider] [hider=QV] Attribute Dice: 12D Dexterity: 1D/5D* Knowledge: 1D/4D Mechanical: 3D/6D Perception: 1D/3D Strength: 1D/6D* Technical: 2D/5D Move: 1 (on land), 13/16 (swimming) * *Str and Dex scores are only usable in water and when not using a gel suit. When using a gel suit, the QV adopts the Str, Dex, and Move scores of the gel suit. Traits: Poor eyesight: QV receive -1D to perception rolls using vision. Low-light vision: QV can see without additional penalties in low light conditions up to 20 meters. Natural sonar: The QV can use a natural sonar sense underwater to perceive the world at up to a distance of 200 meters. Most gel suits can convert this sense to echolocation to utilize it out of water at a range which depends upon the specifications of the suit. Aquatic nature: While underwater, the “Poor Eyesight” trait is ignored, and the QV receives +2D to perception rolls using their natural sonar sense. Social empathy: Due to their natural bio-luminescent communication, a QV receives +3D to perception rolls made to understand the emotional state of other QV which they can see visually, including emotions relating to deception. QV also receive -1D to any rolls made to deceive others.[/hider] [hider=Human] Attribute Dice: 12D Dexterity: 2D/4D Knowledge: 2D/5D Mechanical: 2D/4D Perception: 2D/4D Strength: 2D/4D Technical: 2D/5D Move: 10/12 Traits: Persistence hunters: Humans receive +2D to Stamina skill rolls. Innate throwing: Humans receive +1D to dexterity rolls for thrown weapons.[/hider] [hider=Tindrel] Attribute Dice: 12D Dexterity: 1D/2D+2 Knowledge: 2D/4D Mechanical: 2D/4D Perception: 1D/3D Strength: 3D/6D Technical: 2D/4D Move: 9/11, 5/6 (burrowing) Traits: Poor eyesight: Tindrel receive -1D to perception rolls using vision. Low-light vision: Tindrel can see without additional penalties in low light conditions up to 20 meters. Burrowing: Tindrel are capable of burrowing through stone or softer materials. Tremorsense: By feeling vibrations in the ground around them, Tindrel can sense the terrain and any object in contact with it within 20 meters. While burrowed underground, the range of this sense extends to 100 meters, and the Tindrel receives +2D to perception rolls using this sense. Sthrirad symbiotic respiration: Tindrel are capable of surviving in the vacuum of space, or similar conditions, for up to one week without life support, as long as their exoskeleton remains undamaged. Limited dexterity: Tindrel are mostly reliant on harnesses with artificial limbs for tasks requiring fine motor control. Without them, Tindrel have only a prehensile tongue. Dexterity rolls using this tongue are limited to a maximum of 2D+2, regardless of skill dice. Natural weapons: Tindrel have armored, spike-like legs that are suitable for melee combat. They deal STR+2D damage.[/hider] [hider=Tekeri] Attribute Dice: 12D Dexterity: 2D/5D+1 Knowledge: 2D/4D Mechanical: 1D/3D+1 Perception: 3D/6D Strength: 2D/4D+1 Technical: 1D/4D Move: 12/14 Strong, but Fragile: Tekeri receive +1D to Strength based skill rolls, but -2 to Strength rolls to resist physical damage. Nocturnal adaptation: Tekeri can see normally in low-light conditions. Hyperempathy: Tekeri receive +3D to perception rolls to discern the emotional state of any creature of a species with which they are reasonably familiar. Natural weapons: Tekeri may use claws which deal STR+1D damage. Agile: Tekeri receive +2 to dodge, melee parry, and brawling parry rolls.[/hider] --- Skills list: [hider=Dexterity] Kinetic Weapons Energy Weapons Heavy Weapons Thrown Weapons Blindfighting Melee Weapons Brawling Parry Melee Parry Dodge Pickpocket Running Vehicle/Mounted Weapons[/hider] [hider=Knowledge] Accounting Horticulture Alien Species Art Science (A)Fields of Science (Physics, Chemistry, Biology, etc.) Bureaucracy Business Culinary Arts Cultures Intimidation Languages Law History Planetary Systems Streetwise Survival Tactics Value Willpower[/hider] [hider=Mechanical] Astrogation Piloting Driving Nautical Piloting Capital Ship Piloting Capital Ship Systems Ship Systems Ground Vehicle Systems Nautical Ship Systems Beast Riding Personal Thruster Operations Powersuit Operations Communications Gunnery[/hider] [hider=Perception] Bargain Command Con Forgery Gambling Hide Investigation Persuasion Search Sneak[/hider] [hider=Technical] Vehicle Repair (A)Vehicle Engineering Nautical Ship Repair (A)Nautical Ship Engineering Armor Repair (A)Armor Engineering Ship Repair (A)Ship Engineering Firearm Repair Energy Weapon Repair (A)Weapon Engineering Capital Ship Repair (A)Capital Ship Engineering Electronics Repair Machinery Repair Computer Programming (A)Computer Engineering Prosthetic Repair (A)Cybernetics Demolition Robot Repair (A)Robot Engineering (A)Engineering First Aid (Medicine) Security Powersuit Repair[/hider] [hider=Strength] Acrobatics Brawling Climbing/Jumping Digging Lifting Stamina Swimming[/hider]