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Space War 84
Space War 84
by Matthew Celis Based on story concepts by Matthew Celis & Shawn Gregg All images 2010 Matthew Celis
Coordination Specialties Conceal, Dodge, Electroblade Fighting, Hide/Sneak, Sleight of Hand, Throw Objects/Weapons, Zip Gun Knowledge Specialties Counterfeit & Forgery, Cultures/Races, Languages, Red Tape, Search/Find, Star Systems, Survival, Technology, Track, Zoology Strength Specialties Brawling, Climb/Jump, Lifting, Stamina, Swimming Mech Specialties Astrogation, Beast Riding, Hovercraft Operation, Spaceship Gunnery, Spaceship Piloting, Spaceship Shields, Submersible Operation Tech Specialties Computer Program/Repair, Demolitions, Hovercraft Repair, Medicine, Robot Program/Repair, Security Systems, Spaceship Repair, Submersible Repair, Weapons Repair Savoir Faire Specialties Bargain, Command, Con/Bluff, Disguise, Etiquette, Flirt, Gamble, Persuade, Streetwise
Humanoids are upright bipeds who resemble nearly hairless apes. They come in practically all shapes, sizes, and colors, and are the most frequently encountered of all the races in the galaxy. Their greatest asset is their adaptability. Accordingly, Humanoids may select one additional Specialty as a bonus. Space Munkies are fuzzy brown-furred simians equally at home in the treetops as they are on the ground. They have prehensile tails and can use their feet and hands with equal ability. Space Munkies must assign at least 2D to their Coordination Trait. They also get the Climb/Jump Specialty at
no cost. If youve already selected Climb/Jump, choose a different Specialty as your bonus instead. Space Kats are furry bipedal felines with long tails and whiskers. They can see in the dark and are able to nap anytime, anywhere. Space Kats must assign at least 2D each to their Coordination and Savoir Faire Traits. They also get the Hide/Sneak Specialty at no cost. If youve already selected Hide/Sneak, choose a different Specialty as your bonus instead. Space Bots are sentient robots who may either walk on two legs or roll about on retractable wheels (choose one or the other). They have excellent recall due to their reliance on memory chips rather than brain cells. As such, Space Bots must assign at least 2D to their Knowledge Trait and may select a second Knowledge Specialty at no cost. Space Bots do not heal as organic beings do, but rather rely on built-on self-repair mechanisms. Self-repair rolls are made on the healing chart, but anyone rendering aid must use the Robot Program/Repair Specialty rather than Medicine.
Space Bugs are six-limbed insectoids with compound eyes, feelers protruding from their heads, and exoskeletons. Space Bugs are not penalized for taking two actions in one round. (They are, however, penalized as normal when taking three or more actions in one round.) Space Bugs must assign at least 2D to their Strength Trait. Being insectoids, they get the Lifting Specialty at no cost. If youve already selected Lifting, choose a different Specialty as your bonus instead. Space Dawgs are bipedal canines whose ears may be floppy or pointy, and whose tails may be bobbed or long. Space Dawgs can use their highly sensitive noses to sniff out and locate almost anything theyve previously smelled. They get the Track Specialty at no cost. If youve already selected Track, choose a different Specialty as your bonus instead. Space Dawgs must assign at least 2D to their Strength Trait. Space Gremlyns are one-eyed, pointy-eared, orange-skinned bipeds most at home in space. They have an incredible knack for tinkering with and repairing machinery, and love to be surrounded by scrap parts and tools. As such, Space Gremlyns must assign at least 2D to their Tech Trait and may select a second Tech Specialty at no cost. Space Burds are bipedal fowl with keen eyesight and a nearly infallible sense of direction. They get the Search/Find or Astrogation (not both)
Specialty at no cost.
STEP 4 Choose a goal Choose an advantage Choose a drawback CHAPTER: ACTION RESOLUTION OPPOSED ACTION RESOLUTION CHAPTER: IMPROVING SPECIALTIES CHAPTER: SPACESHIPS