A buttload of new races for CODA
The Orion and Andorian ones came from other guys, they were just on the list I've been putting together, so I just pasted the whole lot in.
ANDORIAN
SPECIES ADJUSTMENTS: +2 Vitality, -1 Intellect, +1 Perception, -1 Presence. Andorians are hardy and perceptive, but tend to react emotionally making them a bit intimidating.
SPECIES ABILITIES:
BONUS EDGE: SKILL FOCUS (KEEN HEARING): Andorians have ôantennaeö that enhance their ability to detect sounds and pinpoint their source. Andorian begin with the Edge Skill Focus (keen Hearing). See pages 137-138.
BONUS SKILL: ANDORIAN TRADITIONAL WEAPONS: All Andorians learn to use the weapons traditional to their culture. They gain the Armed Combat skill Andorian Traditional Weapons at skill level 1. Andorian characters can treat this skill as a professional skill for purposes of skill acquisition (see page 98) and advancement (see page 153).
CARTILAGINOUS SKELETON: The Andorian skeleton is compartmentalized, and very resistant to blunt attacks. This grants Andorians the benefits of 3 points of armor against blunt attacks, such as clubs. However, once broken, a bone takes twice the normal time to heal.
GHELOID CRICULATION: Andorians have a dual circulatory system that transfers oxygen and blood more efficiently than in other life forms. Andorians gain a +4 bonus to all Stamina tests made to resist fatigue or the effects of cold.
HONOR: Andorians place a high value on their honor, and will seek to avenge any slight upon it, normally through the ushaan, or ritual duel. Andorians with a high personal Honor (measured by Renown) can persude other Andorians more easily and have great respect among the clans. When making Influence, Negotiate, and Persuade tests involving other Andorians, the character adds his Renown modifer automatically to the skill test.
If an Andorian has a stain upon their honor, they cannot add their Renown modifier automatically, and other Andorians will react poorly to the character, reducing all social interaction stance categories towards the character by one step worse (see Social Tests, page 101).
TOXIN SUSPECTIBILITY: Due to their dual circulatory system, most toxins work very quickly on Andorians, resulting in reducing the Base Time for poisons by one-half.
ARIOLO’CREA
SPECIES ADJUSTMENTS: +2 Strength, -1 Agility. Ariolo are large, centaur-forms with the great strength of but lower stamina than an equine.
SPECIES ABILITIES:
QUADRUPED: Ariolo are centaur-like in form, with an equine body and humanoid upper torso. They are capable of carrying heavy loads and moving quickly. They double their speed in movement.
BONUS TRAIT: SHERPA: Ariolo can carry great mass. See ‘Traits’ in the PG.
ARTISTIC: The Ariolo are an artistic people who often excel in various artistic endeavors. Cooking is part of their religious tradition; nearly all Ariolo cook extremely well. The gain an art skill and may advance in it as a professional skill. Most have the cooking speciality.
ARCADIAN
SPECIES ADJUSTMENTS: +1 Vitality, +1 Strength, -2 Agility
SPECIES ABILITIES:
AQUATIC: The Arcadians are mammalian, air-breathers, but live in the oceans of their homeworld, Arcadia. They can remain submerged for 10 mins x their stamina modifier. They must also keep their skin moist; most wear long garments that prove special moisturizing films to the skin.
BONUS TRAIT, RESISTENCE: Arcadians are highly resistant to cold and pressure, and stamina checks versus cold and higher presure are conducted at a -5TN.
BONUS TRAIT, SONAR: Arcadians have sensitive nerve endings that allow them to ‘see’ using sound. +2 PER in water, +1 in air.
ARKENITE
SPECIES ADJUSTMENTS: -2 Agility, +2 Perception
SPECIES ABILITIES:
MAGNETIC SENSE: Arkenites live on a world with a peculiar magnetic field. As a result, they are capable of feeling magnetic fields. They also use the magnetics of their homeworld for balance. Away from their world, they suffer from vertigo and loss of balance unless wearing the anlec’ven. Wihtout it, they suffer a -5 to agility rolls. The can distinguish magnetic fields and flows at a 10TN.
BONUS TRAIT, SKILL BONUS: KEEN HEARING: As in the PG, under traits.
POOR SIGHT: Arkenites receive a -2 to their observe.
BOLIANS
SPECIES ADJUSTMENTS: +1 Presence, -1 Vitality. Bolians are a race that work well in groups.
SPECIES ABILITIES:
BONUS TRAIT: COORDINATOR: As per the PG. Bolians work well in groups and are adept at organization.
STRENGTH OF WILL: Bolians are taught to ‘stick to their guns’ in an argument, when they know they are right. +3 to Will rolls (+5 with CP)
SOCIAL AWARENESS: Bolians natural ability to work in groups gives them strengths in the field of Social Science. They gain a +2 to social rolls and a +2 to social science tests.
DELTAN
SPECIES ADJUSTMENTS: +2 Perception, +1 Intelligence, -2 Strength. Deltans are sensual, empathic humanoids.
SPECIES ABILITIES:
PACIFIST: As per the PG. Deltans abhore violence and will try to avoid physical confrontation. Few Deltans would even consider killing.
PSIONIC: Deltans are empathic.
BONUS SKILL: Most Deltans are empathic and gain the skill Empathy at a 1. They may increase the skill as a professional skill.
VOW OF CELIBACY: The power of the Deltan empathic link during coitus makes them highly addictive to untrained or ‘sexual immature’ races. Though there is no law against Deltans mating with other races, it is generally frowned upon. In Starfleet, they are required to take an ‘oath of celibacy’, preventing them from taking advantage of sexually immature races. The receive a +2 WIL to resist seduction from non-Deltan races.
BONUS TRAIT: SEDUCTIVE: Deltans are renown for their sensuality and sexual prowess. As a result, they gain a +2 to seduction and charm rolls.
DENOBULANS
SPECIES ABILITIES: +1 Intellect. Denobulans are renowned as scientists and thinkers.
SPECIES ABILITIES:
AMIABLE: Denobulans are open and friendly people, with the exception f not liking physical intimacy with people outside of their family. They gain a +2 to social skills.
GLIB: Denobulans have a ‘gift of gab’ that makes them comfortable in social settings. They gain a +2 to pursuade and influence rolls.
WILLFUL: Once a Denobulan sets their mind to something, they rarely can be turned from their decision. They gain a +3 WIL roll (+5 with a CP.)
EFROSIANS
SPECIES ADJUSTMENTS: None. Efrosians are human-like in most aspects.
SPECIES ABILITIES:
PHOTOSENSITIVE: Efrosians come from a planet with low light conditions. They see well in darkness and ignore night modifiers, but they receive a -2 to perception and observe tests in bright conditions.
COLD RESISTANCE: Efros is a cold world, due to nuclear winter conditions. Efrosians resist cold effects at +2 stamina.
RADIATION RESISTANCE: Efrosians also have adapted to heightened radioactivity in their environment and receive a +2 stamina to tests against radiation.
SPIRITED: The Efrosians are a people that do not give up easily. They receive an extra courage point on creation.
HERMAT
SPECIES ADJUSTMENTS: +1 Perception, +1 Agility, -2 Presence. Hermats are fully-functioning hermaphrodytes. Their sexual duality makes them unsettling to single-sexed races.
SPECIES ABILITIES:
BONUS TRAIT – SKILL FOCUS: SENSE OF SMELL: Hermats have a heightened sense f smell and receive +2 to perception or tracking tests.
HERMAPHRODITE: Hermats can reproduce as males or females. They exhibit sexual characteristics from both males and females (they are usually mistaken for female). They have heightened emotional responses, and their dual-sex nature makes them unsettling to many single-sexed races. They receive a -2 to social tests.
NATURAL WEAPONS: Hermats have short claws at the ends of their fingers that can be used to do damage. (1d6+4+STR)
KASHEETA
SPECIES ADJUSTMENTS: +1 Strength, +1 Vitality, -1 Presence, -1 Agility. Kasheetas are a reptilian race.
SPECIES ABILITIES:
PERIPHERAL VISION: Kasheeta eyes are positioned to give a wider field f vision than stereoscopic vision. The gain a +4 to observe, but a -2 to skills requiring a high level of depth perception (like ranged combat.)
NATURAL ARMOR: Kasheeta have a thick hide that acts as a +3 to blunt attacks, and a +2 to edged attacks.
ORION
Species Adjustments: +1 perception, +1 presence
Adaptable: Orions have spread throughout the galaxy since the fall of their great empires forcing them to adapt to changing circumstances. +2 Savvy, Quickness, or Willpower reactions.
Seductive: A combination of specialized pheromones and training from youth to allure men either for their masters or to ensure a good marriage for her, Orion women gain +4 species bonus to Influence (Seduce) tests; males gain a +2 bonus.
Devious: Orion society forces men to scheme for power over their foes within and without. As such Orions get a +2 species bonus to influence tests.
Infamy: Orions as a whole are looked upon with mistrust by the galaxy. As a result all Orions begin with the infamy flaw in either criminal aspect for males or imorality for women.
REGULAN/CAITIAN (Regulan was what S John Ross was gonna call them in one of the dead suppliments.)
SPECIES ADJUSTMENTS: +1 Agility, +1 Perception, -2 Vitality. Regulans are a felinoid race.
SPECIES ABILITIES:
CATLIKE RELEXES: + to Quickness
BONUS TRAIT – SKILL FOCUS: KEEN HEARING/SMELL: Regulans receive a +2 to Perception-based tests using hearing or smell.
BONUS TRAIT: NIGHT VISION: Regulans ignore night modifiers.
"War is an ugly thing but not the ugliest of things; the decayed and degraded state of moral and patriotic feelings which thinks that nothing is worth war is much worse. A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."
John Stuart Mill