Alien species may have different criteria for Social Standing: Caste or Charisma. When dealing with a race that has a different concept of Social Standing, all DMs from Social Standing or its alien equivalent – whether positive or negative – are halved.
In addition to their characteristics, aliens may have one or more alien traits.
: The alien possess thick fur, scales, a bony exoskeleton or other natural protection that gives it one point of natural armour.
: The alien is adapted to life underwater. It can breathe underwater, or hold its breath for a long period (Endurance x 10 minutes on average). If amphibious, its Dexterity is halved on land. If the species is not amphibious, then it cannot operate out of water without mechanical aid or telepresence.
: The species requires an unusual combination of gasses to breathe, and cannot survive in most atmospheres without artificial aid.
: The species has been altered by some external factor to adapt to changed circumstances or a different environment. Medical treatment of Engineered species by a facility of a lower Technology Level than that at which the species was created receives a negative DM equal to the difference.
: Creatures with a fast metabolism require more food than most species, and their life support costs are doubled. In combat, fast-metabolism creatures gain a +2 initiative bonus. Fast-metabolism creatures halve their Endurance for the purposes of determining fatigue.
: Feral species are uncivilised, regardless of their technological knowledge. Feral species roll Education on 1d6 only.
: The species can fly using wings, glider membranes, gasbags or other means. Characters of this species gain the Athletics (flying) skill at Level 0 and can travel at a speed noted in their description. Flying creatures who are aloft must spend one minor action every round on movement or stall and fall out of the air.
- Winged flight is tiring and can only be sustained for a number of rounds equal to the creature’s Endurance before requiring a like amount of rest. Some specialised avians can increase this to minutes or even hours equal to Endurance.
- Species with glider membranes cannot gain altitude while flying. They descend one metre every time they move forwards and cannot use more than one minor action for flying movement in a round.
- Species that float using gasbags or some other method do not need to move to remain aloft.
: The species is considerably larger than the average for sophonts. Large creatures generally have a Strength and Endurance of 3d6 or even 4d6, and a Dexterity of 1d6. Life support requirements for Large creatures are doubled.
- Some Large creatures are described as Huge. Attacks against Huge creatures receive a +1 DM to hit.
: The species has a natural weapon, such as claws, a strong bite or a poisonous stinger. Such weapons are usable at Personal range and deal +1 damage. The creature gains Melee (natural weapons) at level 0.
No Fine Manipulators
: The species has no fingers or other prehensile appendages, preventing them from easily picking things up, pushing small buttons, reaching into tight spaces, and so on.
: Some species are notably dextrous, intelligent, tough or strong. Characters from such races have a positive Dice Modifier when rolling for that characteristic (+2 unless otherwise specified), and their racial maximum for that characteristic is increased by the same amount.
: All members of the species are Psionic, and may determine their Psionic Strength and talents at the start of character generation.
: Small species generally have a Strength and Endurance of only 1d6, and a Dexterity of 3d6. The minimum size for a sophont is about half that of a human, Some Small creatures are described as Tiny. Attacks against Tiny creatures receive a -1 DM to hit.
: Creatures with a slow metabolism require less food than most species, and their life support costs are halved. In combat, slow-metabolism creatures suffer a -2 initiative penalty.
: This species was originally non-sentient, but has been raised to a higher intelligence by another species. Uplifted races generally become client species of their patron. Two common uplifted animals are apes and dolphins:
- Uplifted apes have Notable Strength and Endurance (+2) but all other characteristics are Weak (-2). They have the Uplifted trait.
- Uplifted dolphins have Notable Strength (+4) and Notable Endurance (+2) but Weak Intelligence, Education and Social Standing (-2). They have the Uplifted, Aquatic (fully aquatic, air-breathers) and No Fine Manipulators traits.
: The opposite of Notable (Characteristic), some species are weaker, less resilient or less well educated than others. Characters from such races have a negative Dice Modifier when rolling for that characteristic (-2 unless otherwise specified), and their racial maximum for that characteristic is decreased by the same amount.