Here are some CODA write-ups for Andorians. I've done two versions. The first is based on the ICON version, whiel the second reflects details about Andorian anatomy gleaned from the Among the Clans sourcebook (I've been thinking out doing some Keth-base personal deveoplment packages as well).
ANDORIANS
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 “antennae” 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 sill 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).
• BONUS EDGE: HIGH PAIN THRESHOLD: Andorian physiology, combined with their dueling culture results in Andorians being better able to tolerate pain. See page 135.
• 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).
ANDORIANS (AMONG THE CLANS VERSION)
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 “antennae” 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.