Humanoids

FELAN ASSASSIN
Medium very rare sentient humanoid (7d6)  

Nimble street killers who strike from the shadows.

STR 4 (2d6)  AGI 12 (4d6)  END 4 (2d6)
INT 10 (4d6)  LOG 6 (3d6)  WIL 4 (2d6) CHA 6 (3d6)  LUC 6 (3d6)  REP 14 (4d6)                  

HEALTH 16    
MELEE DEFENSE 28; RANGED DEFENSE 25; MENTAL DEFENSE 14
SOAK 6 (high quality leather armor); VULN -          
STATUS IMMUNITIES -                      

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 7; CLIMB 4; JUMP 29'/9'
CARRY 80lb (max lift 200lb)                                            

ACTIONS 2
NATURAL DAMAGE 2d6+2     
REACH 5'                                                           

Claws 7d6 (2d6+2  damage)
High quality disruptor pistol 7d6 (2d6+2 heat damage; range 12)    

Skills stealth 6 (3d6), thievery 6 (3d6), pistols 6 (3d6), tracking 6 (3d6),  perception 4 (2d6),  climbing 4 (2d6), reactions 3 (2d6), acrobatics 6 (3d6), claws 3 (2d6)
Gear high quality disruptor pistol, high quality leather armor, thieves tools

Fast. Felans are fast and nimble, adding 1 to their SPEED (included, above).

Jumper. Felans are adept at jumping, adding 5' to both horizontal and vertical jump distances (included, above).

Land on your feet. When falling, a felan reduces the effective distance by 10' (included, above).

Claws. Accurately slashing with their sharp claws, a felan's unarmed damage is 2d6 slashing damage  (included, above).

Killing blow. Any attack the assassin make during the ambush turn gains a +2d6 bonus to attack.

Aim (1). Felan assassins gain +1d6 bonus to a ranged attack roll taken in the same turn that they spend an action aiming.

Deadly strike (m). The felan assassin spends 1d6 and inflicts an additional 1d6 damage with a successful hit (normally this would cost 2d6). For a ranged attack, this is likely a headshot. This can only gain  one bonus damage die per turn. 

Weak point (m). Once per enemy the assassin may ignore any SOAK score its target possesses by targeting a weak spot.


GOBBER    
Small common sentient goblinoid (5d6)    

Gibbering, scrappy little thieves which attack in packs.  

STR 3 (2d6)  AGI 12 (4d6)  END 4 (2d6)            
INT 8 (3d6)  LOG 3 (2d6)  WIL 3 (2d6) CHA 3 (2d6)  LUC 0 (0d6)  REP 7 (3d6)                

HEALTH 16                            
MELEE DEFENSE 20; RANGED DEFENSE 20; MENTAL DEFENSE 11
SOAK 4 (leather vest); VULN -
STATUS IMMUNITIES -
                
INITIATIVE 3d6                                    
PERCEPTION 3d6 (scent 5d6); darksight                       
SPEED 5; CLIMB+ 5; JUMP 24'/3'                        
CARRY 70lb (max lift 150lb)                                            

ACTIONS 2                            
NATURAL DAMAGE 2d6+2  
REACH 5'                                                              

Claws 5d6 (2d6+2 slashing damage)                    
Blaster 5d6 (2d6 heat damage; range 10)                                                            

Skills pistols 1 (1d6), appraisal 3 (2d6), stealth 3 (2d6), thievery 1 (1d6), scent 3 (2d6), climbing 4 (2d6), dodging 4 (2d6), brawling 2 (1d6)
Gear blaster pistol, leather vests                                                                          

Pack attack. Gobbers work together well. Any allies adjacent to the victim count as flanking, gaining the +1d6 bonus to attack. When 4 or more gobbers are adjacent to the victim, the victim becomes overwhelmed, and is pushed one step along the Tiredness status track at the beginning of their turn.  

Snatch (1). A Gobber can make an attack to snatch a weapon or item from an adjacent foe. 

Death from on high (m). Gobbers can pay 2d6 and drop down on their opponent from at least 5' above him, making a claw attack. This counts as a charge but knocks the opponent prone and does 2d6 extra damage instead of 1d6.


GREY                                        
Small rare sentient humanoid (5d6)     

Telepathic aliens who operate through influence rather than force. 

STR 3 (2d6)  AGI 8 (3d6)  END 4 (2d6)                    
INT 12 (4d6)  LOG 16 (5d6)  WIL 8 (3d6) CHA 4 (2d6)  LUC 4 (2d6)  REP 7 (3d6)
PSI 8 (3d6)                                                        

HEALTH 20                                    
MELEE DEFENSE 15; RANGED DEFENSE 15; MENTAL DEFENSE 20
SOAK 0; VULN -          
STATUS IMMUNITIES charm, autonomy                                     

INITIATIVE 4d6                                    
PERCEPTION 4d6                                    
SPEED 4; CLIMB 2; JUMP 16'/3'                        
CARRY 70lb (max lift 150lb)                                    

ACTIONS 2                                        
NATURAL DAMAGE 1d6+2    
REACH 5'

Psi-blast 5d6 (3d6 psionic damage; range 2; cost 4 PSI)

Skills linguistics 4 (2d6),  concentration 6 (3d6)
Psionic skills telepathy 4 (2d6), telekinesis 4 (2d6)
Gear hand scanner, medkit

Empathy. Greys can automatically sense strong emotions in others within 30'.

Telepathic message (0). Greys can freely send short telepathic messages to other intelligent creatures with whom they have spent time.

Telekinesis (0). The grey can freely telekinetically move and manipulate single objects of size Small or smaller within 40'. It may only manipulate one such object at a time.

Telekinetic shield (1). The grey gains +5 DEFENSE from a telekinetic shield until its next turn.

Summon (2). The grey can telekinetically call a Small or smaller object within 20' to its hand by using two actions. If the object is held by someone else, it requires an opposed PSI vs. STR check.

Psi-blast (1). The grey can use an action and make a PSI vs. MENTAL DEFENSE attack to blast an opponent with a mental burst which does 3d6 psionic damage and has a range increment of 10'.

Combine (2). Three greys can combine their psi-blasts into a spherical burst which attacks all non-greys within 30'. The center of the burst can be at any point which is no further than 10' from all three greys. This costs them both of their actions.


OGRON ELDER
Large very rare sentient humanoid (11d6)

Ancient, strong, and ready to crush its enemies!

STR 30 (7d6)  AGI 6 (3d6)  END 10 (4d6)
INT 6 (3d6)  LOG 8 (3d6)  WIL 10 (4d6) CHA 6 (3d6)  LUC 6 (3d6)  REP 33 (7d6)

HEALTH 40    
MELEE DEFENSE 35; RANGED DEFENSE 10; MENTAL DEFENSE 18
SOAK 5 (thick skin); VULN -    
STATUS IMMUNITIES -
                
INITIATIVE 6d6
PERCEPTION 5d6
SPEED 11; CLIMB 6; JUMP 12'/30'
CARRY 900lb (max lift 3,375lb)                                                

ACTIONS 2
NATURAL DAMAGE 3d6+7          
REACH 5'                                                      

Brawling 11d6 (3d6+7 blunt damage)
Zweihänder 11d6 (2d6+11 slashing damage)  
Bearhug (2) 11d6 (3d6+7 blunt damage; grabbed)                  

Skills intimidate 8 (3d6), history 3 (2d6), leadership 6 (3d6), swords 10 (4d6), perception 3 (2d6), hardy 6 (3d6), tactics 8 (3d6), brawling 10 (4d6),                                         
Gear zweihänder    

Dull-witted. Ogron minds are hard to penetrate. They gain a +4 bonus to MENTAL DEFENSE, although elder organs more than make up for a slow start and develop acute mental faculties.

Smelly. No matter what they do, ogrons smell bad. They take a permanent -1d6 penalty to any attempts at stealth.

Brawny. Ogrons increase their carrying capacity by 50%.

Stronger with age. Unlike most species, ogrons can continue to increase their STR attribute into old age.  Ancient ogrons are incredibly strong.

Brush off (0). The elder contemptuously brushes aside a melee attack from a creature of size Medium or smaller, gaining the effect of cover from one melee attack. This is a free action.

Bearhug (2). Organ elders can grab a target with both arms, squeezing him. They can only bearhug a target of your size Medium or smaller. Once established, the elder causes its unarmed damage (3d6+7 blunt) each round for free, and can move at half speed, moving its victim with it. It takes a STR or AGI attack action to escape the bearhug.


ORANGE MONKEY        
Medium rare sentient humanoid (7d6) 

Beautiful, charismatic bouncers with a weakness for gambling.

STR 12 (4d6)  AGI 12 (4d6)  END 6 (3d6)                
INT 4 (2d6)  LOG 4 (2d6)  WIL 4 (2d6) CHA 10 (4d6)  LUC 4 (2d6)  REP 14 (4d6)                

HEALTH 20                                    
MELEE DEFENSE 25; RANGED DEFENSE 25; MENTAL DEFENSE 10
SOAK 3 (thick fur); VULN -      
STATUS IMMUNITIES -                                                  

INITIATIVE 3d6                                
PERCEPTION 2d6
SPEED 8; CLIMB+ 11; ZERO-G 6; JUMP 24'/12'            
CARRY 180lb (max lift 600lb)                                                            

ACTIONS 2                                
NATURAL DAMAGE 1d6+4      
REACH 5'                                                         

Brawling 4d6 (1d6+4 blunt damage)                    
Electro-mace 7d6 (3d6 electricity damage)      
Bearhug (2) 4d6 (1d6 +4 blunt damage; grabbed)                                                         

Skills linguistics 4 (2d6), computers 4 (2d6), carousing 4 (2d6), gambling 3 (2d6), climbing 8 (3d6), reactions 2 (1d6), acrobatics 6 (3d6), clubs 6 (3d6), zero-g 8 (3d6)
Gear elecro-mace 

Quickstand (0). Once per turn an orange monkey can stand immediately from prone as a free action.

Charge (1). As a single action, the orange monkey moves its speed in a straight line and then attack with its electro-mace at the end of it, paying 2d6. It gains +1d6 damage to this attack.

Bearhug (2). The orange monkey grabs its target with both arms, squeezing him. It can only bearhug a target of Medium size or smaller. Once established, it causes its unarmed damage per round for free, and can move at half speed, moving its victim with it. It takes a STR or AGI attack action to escape the bearhug.

Great leap (2). The orange monkey can spend both its actions to make a single giant leap.  This doubles its jump distances to 48'/24' for that leap only.

Whirlwind frenzy (2). The orange monkey attacks all adjacent targets, but only does 1d6 damage to each. This costs it 3d6. It must still make an attack roll against each target. If it hits every target, all targets are pushed back 5', clearing a space around it.


SPARTAN BERSERKER
Medium rare sentient humanoid (6d6)                                                           

Fierce sword-wielding warriors bred only for battle.

STR 8 (3d6)  AGI 8 (3d6)  END 10 (4d6)
INT 4 (2d6)  LOG 3 (2d6)  WIL 3 (2d6) CHA 6 (3d6)  LUC 3 (2d6)  REP 10 (4d6)

HEALTH 36    
MELEE DEFENSE 11; RANGED DEFENSE 11; MENTAL DEFENSE 10
SOAK 4 (leather tunic); VULN -
STATUS IMMUNITIES fear

INITIATIVE 5d6
PERCEPTION 2d6    
SPEED 9; CLIMB 3; JUMP 16'/8'    
CARRY 180lb (max lift 400lb)    

ACTIONS 2    
NATURAL DAMAGE 1d6+3        
REACH 5'                                                        

Brawling 6d6 (1d6+3 blunt damage)    
Spartan longsword 6d6 (2d6 slashing damage)    

Skills swords 6 (3d6), brawling 6 (3d6), carousing 6 (3d6),  hardy 6 (3d6), running 6 (3d6), reactions 6 (3d6)
Gear spartan longsword, leather tunic

Redundant organs. Spartans have a number of redundant organs and heal fairly rapidly. They can spend five minutes to heal 2d6 HEALTH once per day.

Regenerate. Every time a Spartan berserker deals a killing blow while frenzied they gain +1d6 HEALTH.

Fearless. While frenzied, Spartan berserkers are completely immune to the Fear status track.

Berserker (1). Spartans can enter a berserker rage by tasting their own blood when they are below half HEALTH. This grants them a +1d6 bonus to all attack rolls. The rage only ends when all foes are dead, or the Spartan is rendered unconscious or restored to above half HEALTH. When berserk, they must attack the closest enemy, and move on to the next closest thereafter. They gain SOAK +5 (even when wearing armor) and +1d6 damage. Each round they rage for, they take 1d6 damage; they do not stop raging until they pass out or until all enemies are dead.