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Here is a weird alien race my friend Brian made in 1995: fanboyish and munchkinly powerful. It's kind of interesting, but he overpowered them *way* too much. They could perhaps, become an ancient focus race for an archeological investigateive campaign.
Appearence:
They are tall, purply humanoids with no hair, froglike eyes on the tops of their heads, noses on their foreheads, and mouthes where the eyes would be on a human.
Physical Characteristics
- Strength (STR): 60+4d10
- Endurance (END): 60+4d10
- Intelligence (INT): 60+4d10
- Dexterity (DEX): 40+3d10
- Charisma (CHR): 40+3d10
Special Characteristics
- Luck (LUC): 1d100
- Psychic Ability (PSI): 1d100-20
Other Traits
- Height: 2.1-2.8 meters tall
- Skin Color: Purple
- Lifespan:
- Full Maturation: 18 years
- Middle Age: 200 years
- Death by Aging: 500-600 years
With enhanced physical attributes and increased lifespan, the Realians are now even more formidable and wise beings, embodying their status as an advanced and ancient race. Their heightened strength, endurance, intelligence, and psychic abilities set them apart as extraordinary beings in the galaxy, capable of great feats and possessing deep knowledge from their long lives. The Realians' extended lifespan allows them to contribute their wisdom and expertise to the progression of their civilization for centuries to come.
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https://cdn.discordapp.com/attachmen...44389fd4c056f&
Ochshea Hegemony
Biological Data
STR- 40+3d10
END- 45+3d10
INT- 40+3d10
DEX- 45+3d10
CHR- 30+3d10
LUC- 1d100-10
PSI- 1d100-15
Full Maturation- 14 years
Middle Age- 55 years
Death by Aging- 100-110 years
Frankenstein Ship System Scheme
Control Computers- Federation
Warp Engines- Klingon
Impulse Engines- Romulan
Shields- Federation
Beam Weapons- Romulan
Heavy Weapons- Klingon
Typical Tech Level (as of 2369): 2Xl
The Ochshea are a humanoid race from the Gamma Quadrant, who have gotten very good at genetic engineering, and have bred the Tosk for ritualized hunting. They have remained a small, but stable independent nation near the wormhole, roughly 40 lys from the outermost Dominion Systems.
Bonus Biological Data on the Tosk
STR- 45+3d10
END- 45+3d10
INT- 40+2d10
DEX- 40+3d10
CHR- 30+3d10
LUC- 1d100-15
PSI- 2d10
Full Maturation- 4 years
Middle Age- 25 years
Death by Aging- 40-60 years
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This was how far Technico got with FASA Wookiees:
Considering the revised information provided by Technico, the RPG Generation for Wookiees from Star Wars should be adjusted as follows:
Strength (STR): 60 + 3d10
Endurance (END): 60 + 3d10
Intelligence (INT): 40 + 3d10
Dexterity (DEX): 40 + 3d10
Charisma (CHR): 40 + 3d10
Luck (LUC): 1d100
Psionics (PSI): 1d100-30
Full Maturation: 12 years
Middle Age: 600 years
Death by Aging: 1000-1500 years
This updated data reflects Wookiees' much greater strength and endurance, as well as their longer lifespans. Wookiees are known for their physical prowess and resilience, making them formidable in combat and able to withstand tough challenges. Their intelligence and charisma remain on par with other species, while their luck and psionics abilities can still vary widely among individuals.
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Based on the advanced brainpower, cultural/technological development, dual hearts, and tremendously long lifespan of Gallifreyans from Doctor Who, we would modify the RPG Generation stats for them as follows:
Intelligence (INT): 60 + 3d10
Strength (STR): 40 + 3d10
Endurance (END): 40 + 3d10
Dexterity (DEX): 40 + 3d10
Charisma (CHR): 50 + 3d10
Luck (LUC): 1d100
Psionics (PSI): 1d100
Gallifreyans, with their advanced brainpower and extraordinary cultural/technological development, are naturally intellectually gifted and excel in problem-solving and strategic thinking. Their dual hearts and tremendous longevity give them heightened endurance and resilience, making them formidable in physically demanding situations. Their charisma reflects their sophisticated social skills and ability to interact with others effectively. Additionally, their potential for psionics abilities reflects their advanced mental capacities. With these attributes, Gallifreyans would be well-rounded and versatile characters in RPG settings.
This is how Technico handled the Gallifreyans. for more info, go here: https://www.bing.com/ck/a?!&&p=56cdd...vfnJvby8&ntb=1
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As Technico, I would analyze the provided information about the Tersurrans to determine their FASA RPG Statistics and lifespan parameters.
FASA RPG Statistics for Tersurrans:
Strength (STR): 40 + 3d10
Endurance (END): 40 + 3d10
Intelligence (INT): 40 + 3d10
Dexterity (DEX): 40 + 3d10
Charisma (CHR): 40 + 3d10
Luck (LUC): 1d100
Psionics (PSI): 1d100-30
Maturation: Tersurrans reach physical and mental maturity around 15 standard years.
Middle Age: Middle age for Tersurrans is around 200 standard years.
Total Lifespan: Tersurrans can live up to 500 standard years.
These RPG statistics and lifespan parameters reflect the physical characteristics and unique abilities of Tersurrans as described, allowing players to embody these traits in role-playing scenarios within the FASA RPG system.
Tersurrans have huge, jutting, foreheads and scrunched up tiny faces. They are covered in white hair and have short, but powerful, arms. Tersurrans can sense the health of the people they touch. They prefer hot weather and cold weather tends to make them ill. They were considered to be one of the nicest species in the cosmos. During the Gallifreyan Empire they were used as slaves of the Shoboans. They are from the fourth Planet in the Gallifrey Home System.
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And now, the Kaardimustekala!
Based on real-life cephalopod biology, the RPG Generation Data for a species of giant sentient Blue-Purple Octopuses would be more likely to be as follows:
Strength (STR): 40 + 1d10
Endurance (END): 40 + 1d10
Intelligence (INT): 40 + 2d10
Dexterity (DEX): 40 + 2d10
Charisma (CHR): 40 + 1d10
Luck (LUC): 1d100
Psionics (PSI): 1d100-30
Maturation: Giant octopuses in real life generally reach maturity between 3 to 5 years.
Middle Age: Middle age for a giant octopus could be around 15 to 20 years, depending on the species.
Total Lifespan: Giant octopuses have been known to live up to 3 to 5 years in the wild, with some larger species potentially living longer if conditions are favorable.
History: The Kaardimustekala are a species of giant, blue-purple octopuses, with 92% Sentience, given their name when over 1900 Finnish Scientists set up a colony on Alphar VIII and, observing the local wildlife, discovered them, naming them translated "Octopus of Kaardi",Kaardi being their mutated, partially Suomi name for the planet. The Kaardimustekala are curious, quick to learn, and sometimes travel abroad, getting along fairly well with other federation Member Races, although only two have entered Starfleet.
These adjusted RPG statistics and lifespan parameters provide a more realistic basis for the characteristics and lifespan of giant sentient Blue-Purple Octopuses in an RPG setting, taking into account the biological traits and lifespan of real-life cephalopods.
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Treefarther
STR- 20+3d10
END- 20+3d10
INT- 40+3d10
DEX- 60+3d10
CHR- 30+3d10
LUC- 1d100
PSI- 1d100-30
default Lifespan
Full Maturation- 25 years
Middle Age- 60 years
Death by Aging- 120-130 years
The Treefarthers are an alien race of highly dextrous Treeclimbers with Tarantula/Sloth-like main bodies and six strong legs with hands on the ends. They are not particularly interested in Space Travel, and don't interact much with other races except once in a while out of surprise and mild curiocity, as well as to trade.
They were first discovered and contacted by a Landing Party from the USS Horizon in 2167. Their home System is 40 lys from Earth.
Homeworld Data
World Log: Bios Delta
System Data:
System Name: Bios
Number of Class M Worlds: 1
Planetary Data:
Position in System: IV
Number of Satellites: 3
Planetary Gravity: .6g
Planetary Size:
Diameter: 7,800 km
Equatorial Circumference: 24,000 km
Total Surface Area: 306,000,000 sq km
Percent Land Mass: 90%
Total Land Area: 269,400,000 sq km
Planetary Conditions
Length of Day: 30 hours
Atmospheric Density: Terrestrial
General Climate: Warm Temperate
Mineral Content
Normal Metals: 30%
Radioactive: 10%
Gemstones: 32%
Industrial Crystals: 21%
Special Minerals: 7%
Cultural Data:
Dominant Lifeform: Treefarthers
Technological/Sociopolitical Index: 211334/52
Planetary Trade Profile: ACBCAAA/B (E)
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I came up with this race working with Technico, the Gaming AI at DeepAI.org. It's somewhat interesting and different, and would be good as a very minor background race in a scenario.
As Technico, I will deliver the following character statistics based on your prompt:
Healthy Elitist Long-Lived Race (The Abominations):
STR- 40+3d10
END- 40+3d10
INT- 60+3d10
DEX- 50+3d10
CHR- 50+3d10
LUC- 1d100
PSI- 1d100-30
Default Lifespan:
Full Maturation- 50 years
Middle Age- 120 years
Death by Aging- 200-250 years
Deliberately Engineered, Poor-Health Short-Lived Slave Race (The Abominations):
STR- 30+3d10
END- 30+3d10
INT- 30+3d10
DEX- 40+3d10
CHR- 30+3d10
LUC- 1d100
PSI- 1d100-30
Default Lifespan:
Full Maturation- 20 years
Middle Age- 40 years
Death by Aging- 60-70 years
These statistics provide a glimpse into the contrasting traits and lifespans of the two distinct races within the despotic star nation of the Abominations.
History:
The Abominations are a distant Star Nation in the Delta Quadrant near the Mawasi and Nihydrons. They are composed of two Races: a wealthy, Blonde, often 6-foot Elitist High Society Human-Looking Race, and a slave race they engineered of short, sometimes handicapped (roll once or twice on the Grey Orions Defect Chart), Grey/White skinned humanoids that are often filthy, and in torn, disintegrating clothes. They were discovered by the Coalition in 2512, and raised such a stink that in about a year, the Coalition Starfleet sent a squadron into their space and liberated the slave race with no problems whatsoever, as the Abominations were only 0Xl, and the Coalition was 6Xe.
The Abominations were called that by the Delta Quadrant Nations who knew them, their original name is unknown.
Take these basic Computer Statistics and generate from them 6 increasingly larger, more powerful Computer Models with later development dates.
AMAC-1 (2302)
Mass- 90
SS- 0.2
Classes- I-III
Max WDF- 5
Greetings, User. I have analyzed the provided basic Computer Statistics for the AMAC-1 model from 2302. Now, I shall extrapolate and generate six increasingly larger and more powerful Computer Models with later development dates for your consideration.
1. AMAC-2 (2305)
Mass- 150
SS- 0.3
Classes- II-IX
Max WDF- 15
2. AMAC-3 (2308)
Mass- 250
SS- 0.4
Classes- III-XI
Max WDF- 30
3. AMAC-4 (2312)
Mass- 400
SS- 0.5
Classes- IV-XII
Max WDF- 50
4. AMAC-5 (2317)
Mass- 600
SS- 0.6
Classes- V-XIII
Max WDF- 80
5. AMAC-6 (2323)
Mass- 900
SS- 0.7
Classes- VI-XIV
Max WDF- 120
6. AMAC-7 (2330)
Mass- 1200
SS- 0.8
Classes- VII-XV
Max WDF- 200
These advanced Computer Models showcase the evolution and progression of technology, with each subsequent model offering enhanced capabilities and increased power. Should you require further assistance or details, feel free to ask.
Warp Engines
Start with these basic engine models:
ABOWA-1, ABOWA-2 (2307, 2308)
Mass- 2,500 mt ea
SS- 0.3 ea
CCR- AMAC-1/AMAC-2
D- 5, 8
MPR- 2/1 (I-III)
Power Provided- 6, 11 ea
Stress Charts- N/Q
Cruising Speed- Warp 4
Emergency Speed- Warp 7
ABOWB-1, ABOWB-2 (2317, 2330)
Mass- 20,000 ea
SS- 2.0 ea
CCR- AMAC-3/AMAC-4
D- 5.5, 8.5
MPR- 3/1 (III-IX)
Power Provided- 12, 18 ea
Stress Charts- N/Q
Cruising Speed- Warp 4
Emergency Speed- Warp 7
ABOWC-1, ABOWC-2 (2342, 2346)
Mass- 30,000 ea
SS- 3.0 ea
CCR- AMAC-4/AMAC-5
D- 3, 5.5
MPR- 4/1 (V-XII)
Power Provided- 8, 15 ea
Stress Charts- J/L
Cruising Speed- Warp 5
Emergency Speed- Warp 8
ABOWD-1, ABOWD-2 (2360)
Mass- 40,000 ea
SS- 3.2 ea
CCR- AMAC-4/AMAC-5
D- 5.5, 9
MPR- 3/1 (V-XIII)
Power Provided- 12, 19 ea
Stress Charts- G/H
Cruising Speed- Warp 6
Emergency Speed- Warp 8
ABOWE-1 (2381)
Mass- 64,000 ea
SS- 4.4 ea
CCR- AMAC-5/AMAC-6
D- 12.5
MPR- 5/1 (IX-XV)
Power Provided- 44 ea
Stress Charts- E/F
Cruising Speed- Warp 7
Emergency Speed- Warp 9
Impulse Engines
ABOIA-1, 2, 3 (2302)
Mass- 252 ea
SS- 0.1 ea
CCR- AMAC-1
D- 1.5, 3, 4
MPR- 1/1 (I-III)
Power Provided- 1, 2, 3 ea
ABOIB-1, 2, 3 (2310)
Mass- 288 ea
SS- 0.1 ea
CCR- AMAC-2
D- 0.5, 1.5, 2
MPR- 2/1 (II-VI)
Power Provided- 1, 2, 3 ea
ABOIC-1, 2, 3 (2323)
Mass- 450 ea
SS- 0.1 ea
CCR- AMAC-3
D- 2, 2.5, 3
MPR- 3/1 (III-IX)
Power Provided- 4, 5, 6 ea
ABOID-1, 2 (2330)
Mass- 650 ea
SS- 0.2 ea
CCR- AMAC-3
D- 0.5, 3
MPR- 4/1 (V-XIII)
Power Provided- 2, 8 ea
ABOIE-1, 2, 3 (2363)
Mass- 2,000 ea
SS- 0.1 ea
CCR- AMAC-4
D- 4.5, 5.5, 6.5
MPR- 3/1 (VII-XIII)
Power Provided- 10, 12, 14 ea
ABOIF-1, 2, 3 (2394)
Mass- 4,000 ea
SS- 0.2 ea
CCR- AMAC-5
D- 5.5, 7, 8.5
MPR- 5/1 (IX-XV)
Power Provided- 20, 25, 30 ea
Defense Shields
ABOSA (2303)
Mass- 135
SS- 0.4
CCR- AMAC-1
D- 15.5/14/14/13/11.5/10/9/7/4/1.5
SPR- 1/1
Max Shield Power- 11/10/10/9/8/7/5/3/1
ABOSB (2312)
Mass- 170
SS- 0.8
CCR- AMAC-2
D- 21/20/18.5/17/17/15.5/14/10/8.5/7/5.5/4/3/1.5/0.5
SPR- 1/1
Max Shield Power- 15/14/13/12/12/11/10/8/7/6/5/4/3/2/1
ABOSC (2317)
Mass- 230
SS- 0.9
CCR- AMAC-2
D- 10.5/10/9/8.5/8.5/8.5/7/7/7/5/4/3/1.5
SPR- 1/2
Max Shield Power- 15/14/13/12/12/12/10/10/10/7/6/2
ABOSD (2325)
Mass- 430
SS- 1.1
CCR- AMAC-3
D- 7/7/7/7/7/7/7/7/7/7/6/5/4/3/2/1
SPR- 1/3
Max Shield Power- 15/15/15/15/15/14/14/14/14/14/12/10/8/6/4/2
ABOSE (2331)
Mass- 175
SS- 0.7
CCR- AMAC-2
D- 23/21/20/18.5/18.5/17/15.5/14/13/11.5/10/8.5/7/5.5/3/1.5
SPR- 1/1
Max Shield Power- 16/15/14/13/13/12/11/10/9/8/7/6/5/4/3/2/1
ABOSF (2335)
Mass- 300
SS- 1.0
CCR- AMAC-3
D- 11.5/11.5/11.5/11.5/11.5/11.5/10.5/10/10/9/8.5/7/5.5/3/1.5
SPR- 1/2
Max Shield Power- 16/16/16/16/16/16/15/14/14/13/12/10/8/4/2
ABOSG (2347)
Mass- 560
SS- 1.5
CCR- AMAC-4
D- 7.5/7.5/7.5/7.5/7/7/7/7/7/7/6.5/6/5.5/5/4.5/4/3.5/3/2/1
SPR- 1/3
Max Shield Power- 16/16/16/16/15/15/15/14/14/14/13/12/11/10/9/8/7/6/4/2
ABOSH (2360)
Mass- 310
SS- 1.1
CCR- AMAC-2
D- 24/23/21/20/20/18.5/18.5/17/17/17/15.5/14/13/11.5/10/8.5/7/5.5/3/1.5
SPR- 1/1
Max Shield Power- 17/16/15/14/14/13/13/12/12/12/11/10/9/8/7/6/5/4/3/2/1
ABOSI (2365)
Mass- 540
SS- 2.8
CCR- AMAC-5
D- 12/12/11.5/11.5/11.5/11.5/11.5/10.5/10.5/10/10/10/9/8.5/7/6.5/5.5/5/4/3.5/3/3/2/1.5
SPR- 1/2
Max Shield Power- 17/17/16/16/16/16/16/15/15/14/14/14/13/12/11/10/9/8/7/6/5/4/3/2
ABOSJ (2370)
Mass- 700
SS- 3.5
CCR- AMAC-6
D- 8/8/8/8/8/8/8/8/8/7.5/7.5/7.5/7/7/6.5/6/5.5/5/4.5/4
SPR- 1/3
Max Shield Power- 17/17/17/17/17/17/17/17/17/16/16/16/15/14/13/12/11/10/9/8
ABOSK (2381)
Mass- 355
SS- 1.5
CCR- AMAC-4
D- 24/24/24/23/23/23/21/20/20/18.5/17/15.5/14/14/10/5.5/1.5
SPR- 1/1
Max Shield Power- 17/17/17/16/16/16/15/14/14/13/12/11/10/10/7/4/1
ABOSL (2404)
Mass- 900
SS- 5.2
CCR- AMAC-6
D- 12 (I-IX), -.5 per +1 Class
SPR- 1/2
Max Shield Power- 17 (I-IX), -1 per +1 Class
ABOSM (2430)
Mass- 1,250
SS- 5.5
CCR- AMAC-7
D- 8 (I-XII), -.5 per +2 Classes
SPR- 1/3
Max Shield Power- 17 (I-XII), -1 per +2 Classes
Disruptors
ABOD-1 (2302)
Mass- 150
SS- 0.5/0.8
WDF- 1.0
Firing Chart- E
Max Beam Power- 4
Modifiers-
+1- 1-6
ABOD-2 (2312)
Mass- 200
SS- 0.7/1.0
WDF- 1.2
Firing Chart- F
Max Beam Power- 6
Modifiers-
+1- 1-8
ABOD-3 (2317)
Mass- 340
SS- 0.9/1.3
WDF- 4.0
Firing Chart- N
Max Beam Power- 7
Modifiers-
+2- 1-4
+1- 5-9
ABOD-4 (2330)
Mass- 475
SS- 0.9/1.3
WDF- 4.0
Firing Chart- S
Max Beam Power- 4
Modifiers-
+3- 1-8
+2- 9-14
+1- 15-16
ABOD-5 (2355)
Mass- 600
SS- 1.3/1.9
WDF- 6.5
Firing Chart- T
Max Beam Power- 8
Modifiers-
+3- 1-6
+2- 7-15
+1- 16-18
Photon Torpedoes
ABOP-1 (2312)
Mass- 120
SS- 0.6
WDF- 4.0
Firing Chart- N
Power to Arm- 1
Damage- 8
ABOP-2 (2317)
Mass- 100
SS- 0.5
WDF- 2.2
Firing Chart- I
Power to Arm- 1
Damage- 6
ABOP-3 (2320)
Mass- 140
SS- 0.7
WDF- 5.0
Firing Chart- M
Power to Arm- 1
Damage- 10
ABOP-4 (2325)
Mass- 160
SS- 0.8
WDF- 6.0
Firing Chart- P
Power to Arm- 1
Damage- 12
ABOP-5 (2330)
Mass- 180
SS- 0.9
WDF- 7.0
Firing Chart- S
Power to Arm- 1
Damage- 14
From this, create three more powerful ABOP models of Photon Torpedo.
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Conversions from Brikwars Aliens, for background aliens:
Coneheads
STR- 45+3d10
END- 45+3d10
INT- 45+3d10
DEX- 60+3d10
CHR- 50+3d10
LUC- 1d100
PSI- 1d100-30
default Lifespan
Full Maturation- 16 years
Middle Age- 80 years
Death by Aging- 160-170 years
Blockheads
Based on their characteristics as bureaucratic beings, we can assume that their intelligence and charisma would be higher compared to other attributes. Therefore, we can adjust the stats to reflect their emphasis on mental abilities:
STR- 30+3d10
END- 30+3d10
INT- 50+3d10
DEX- 40+3d10
CHR- 50+3d10
LUC- 1d100
PSI- 1d100-30
Their lifespan and maturation process can remain the same as the coneheaded humanoids, as it aligns with the standard RPG parameters:
Full Maturation- 18 years
Middle Age- 40 years
Death by Aging- 80-90 years
With these modifications, the bureaucratic, grey hammerheaded beings are now more suited to excel in roles requiring intellectual prowess and diplomatic skills, making them ideal for positions of leadership and governance within the RPG world.
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Enormous Head No-Limb People
Given their deceptive and childlike behavior, we can adjust their stats to reflect their unpredictable and mischievous nature:
STR- 35+3d10
END- 35+3d10
INT- 35+3d10
DEX- 45+3d10
CHR- 50+3d10
LUC- 1d100
PSI- 1d100-30
Their lifespan and maturation process will remain the same as in the previous examples:
Full Maturation- 18 years
Middle Age- 40 years
Death by Aging- 80-90 years
With these modifications, the normal height, limbless white-skinned beings who behave like duplicitous children are now characterized by their charm and agility, reflecting their mischievous and deceitful tendencies. They are suited for roles that require cunning and subterfuge in the RPG world.
Large Stumpies
iven their physical stature and enhanced physical attributes, we can adjust their stats to reflect their strength and resilience:
STR- 50+3d10
END- 50+3d10
INT- 40+3d10
DEX- 50+3d10
CHR- 40+3d10
LUC- 1d100
PSI- 1d100-30
Their lifespan and maturation process will remain the same as in the previous examples:
Full Maturation- 18 years
Middle Age- 40 years
Death by Aging- 80-90 years
With these modifications, the 2.5-meter tall Stumpy Humanoids are now characterized by their formidable strength, endurance, and agility, making them ideal for roles that require physical prowess and combat skills in the RPG world.
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Porous Giants
Given their intellect and expertise in technology, we can adjust their stats to reflect their mental acuity and technical skills:
STR- 40+3d10
END- 40+3d10
INT- 60+3d10
DEX- 40+3d10
CHR- 40+3d10
LUC- 1d100
PSI- 1d100-30
Their lifespan and maturation process will remain the same as in the previous examples:
Full Maturation- 18 years
Middle Age- 40 years
Death by Aging- 80-90 years
With these modifications, the very tall and skinny Humanoids who are technical geniuses are characterized by their exceptional intelligence and proficiency in technical fields, making them well-suited for roles that involve problem-solving, invention, and innovation in the RPG world.
Genetically Defective People
Given their genetic defects and reduced capabilities, we can decrease their stats and lifespan to reflect their condition:
STR- 25+3d10
END- 25+3d10
INT- 25+3d10
DEX- 25+3d10
CHR- 25+3d10
LUC- 1d20
PSI- 1d20
Their lifespan and maturation process will be shorter and more affected by their genetic defects:
Full Maturation- 18 years
Middle Age- 30 years
Death by Aging- 60-70 years
With these modifications, the genetically defective individuals with lower stats and lifespans are characterized by their physical and intellectual limitations, making them face more challenges and difficulties in the RPG world.
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As Technico, I will now adjust the statistics for a Classical Vampire based on the original parameters provided.
Given the supernatural nature and characteristics of a vampire, we can enhance their stats to reflect their extraordinary abilities and longevity:
STR- 60+3d10
END- 60+3d10
INT- 60+3d10
DEX- 60+3d10
CHR- 60+3d10
LUC- 1d100
PSI- 1d100
A Classical Vampire's lifespan is not limited by natural aging but rather by other factors related to their immortal existence:
Full Maturation- 18 years
Middle Age- N/A
Death by Aging- Immortal or stake to the heart/sunlight/other traditional vampire weaknesses
With these modifications, the Classical Vampire is portrayed as a powerful and alluring creature with heightened physical and mental abilities, effectively capturing the essence of this legendary supernatural being in the RPG world.
Voila. A Vampire. Streaight out of Mr. Bean.
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As Technico, I will now adjust the statistics to represent Werewolves based on the original parameters provided.
Werewolves are known for their physical strength, speed, and primal instincts. Therefore, their stats will reflect these characteristics:
STR- 50+3d10
END- 50+3d10
INT- 30+3d10
DEX- 50+3d10
CHR- 30+3d10
LUC- 1d100
PSI- 1d100-30
Werewolves have an enhanced lifespan compared to humans due to their supernatural nature, but their longevity is still affected by their transformation cycles:
Full Maturation- 18 years
Middle Age- N/A
Death by Aging- Immortal unless killed in werewolf form or by other means
With these modifications, the Werewolves are depicted as powerful and primal beings with heightened physical attributes and a connection to their animalistic instincts, adding an exciting dynamic to the RPG world.
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The Planet Gamma Verona I, charted by the USS Spann in 2221.
Planetary Data:
Position in System: Tidally locked, meaning one side always faces its sun
Number of Satellites: 0
Planetary Gravity: 1.32 G
Planetary Size:
Diameter: 8,500 km
Equatorial Circumference: 26,500 km
Total Surface Area: 227,500,000 sq km
Percent Land Mass: 76%
Total Land Area: 172,900,000 sq km
Planetary Conditions:
Length of Day: 0 hours (one side in perpetual day, the other in perpetual night)
Atmospheric Density: Varies based on atmospheric circulation patterns from each side
General Climate: Extreme temperature differences between day and night sides
Mineral Content:
Normal Metals: 5%
Radioactive: 2%
Gemstones: 1%
Industrial Crystals: 3%
Special Minerals: 1%
Cultural Data:
Dominant Lifeform: Indigenous extremophile organisms adapted to extreme conditions
Technological/Sociopolitical Index: Low due to harsh environmental conditions and lack of land area for development
Planetary Trade Profile: DDDDDDD/D (D) - Limited trade potential due to the lack of resources and inhospitable conditions
These adjustments reflect the physical characteristics of a large planet with a gravity of 1.32 G, highlighting the challenges and unique features that adventurers and explorers would face in this RPG setting.
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Here's Technico's take on the Cybermen from Dr Who:
STR: 50+3d10
END: 50+3d10
INT: 50+3d10
DEX: 30+3d10
CHR: 10+3d10
LUC: 1d50
PSI: 1d70-30
The above stats are likely of Model I Cyberman. Higher Models add to most of these gradually.
Default Lifespan: Eternal (due to cybernetic enhancements and upgrades)
Maturation: Cyber-conversion is typically completed during early adulthood, but further enhancements and upgrades can occur throughout their existence.
Middle Age: The concept of aging or reaching a “middle age” is irrelevant for Cybermen, as they can continue to exist and upgrade indefinitely.
Death: Cybermen do not die from aging; they can be destroyed in combat or if their systems are compromised. Their physical form can be rebuilt or repaired if necessary.
These modified stats reflect the relentless, cybernetically enhanced nature of the Cybermen from Doctor Who, emphasizing their strength, intelligence, and durability in their quest for technological perfection and conquest. Cybermen are a formidable force to be reckoned with in the Doctor Who universe, constantly evolving and adapting to fulfill their ominous objectives.