Last modified on March 19, 1997

(xx.xx.01) Racial Traits


-- [ From: Mavik Felna * EMC.Ver #2.5.1 ] --

The Racial Traits are special abilities for the Starfire New Empires game. Special traits have been used in the Starfire game to create an interesting divergence between the various races in the game. This addition is an attempt to bring that diversity to the New Empires game.

Racial traits may be seen as being racial advantages and disadvantages. This adds an interesting diversity to the races in the game and opens a much broader range of strategies to be developed.

All players must agree to allow the racial traits to be used. If any player does not agree to the use of racial traits then they may not be used. However, A player may agree to allow other players to use the racial traits but may themselves choose not to acquire any traits for their race. This is allowable but any player who chooses not to generate racial traits at the beginning of a game may not later choose to acquire any racial traits.

Racial traits may be selected only at the beginning of a game. They may not be changed, removed or altered after play has begun. Each player may select two traits. This may be done by either rolling twice on the Random Traits Table or, if the players agree, by selecting an advantage and a disadvantage.

When the random method is used, roll percentile dice twice and consult the table for the results. If two advantages or disadvantages are rolled then the player must discard one, of their choice, and no further rolls are allowed. Each player does this and records their advantages. Players may roll in secret if a space master is present. Otherwise, all rolls must be viewed and if a trait must be discarded it must be announced which trait is being kept.

If the selection method is used then the players must roll initiative. The highest value chooses the first advantage and then all other players choose their advantages in descending order. No advantage may be chosen twice unless there are more players than advantages, in which case no advantage may be chosen more than twice. When all the players have chosen their advantages then the player with the lowest initiative chooses the first disadvantage and it proceeds in reverse order from before.

In either method, if conflicting advantages and disadvantages are generated then the race looses both the advantage and disadvantage and no further traits may be selected to replace them. In the selection method if the last player is left with a choice that would invalidate their advantage then they may chose any disadvantage. All the special benefits and penalties for racial traits are not applied during the pre-game turn. They become effective at the beginning of turn 1.

Random Racial Traits Table
01-04 Hardy
05-09 Holocaust Survivors
10-13 Rapid Population Growth
14-19 Highly Adaptable
20-23 Stalwart
24-25 Excellent Pilots
26-30 Radiation Tolerant
31-35 Quick Thinking
36-40 Tough
41-45 Gravity Tolerant
46-50 Curious
51-56 Fanatics
57-62 Greedy/Corrupt
63-68 Unresponsive
69-74 Slow Population Growth
75-80 Poor Adapters
81-85 Weak
86-91 Gravidic Intolerance
92-95 Technologically Unsophisticated
96-99 Cautious
100 No Special Traits

The descriptions that follow are grouped by advantage and disadvantage. They follow in the order that they appear on the table above.

Advantages

Hardy:
Your race is very sturdy and can survive in many environments that other races would find unbearable. With this advantage the HD (habitability differential) of any world is reduced by one (to a minimum of zero) when calculating it for the purpose of colonization. This reduction affects all costs and space requirements relating to the colonization effort. Any type T and ST planets receives this benefit but planets that are hostile to your race remain hostile for all purposes. I.e., A hardy race from a type T planet with an HI 6 wants to colonize a type T planet with an HI 8. The HD is calculated as normal (8-6) for a total HD of 2, which is then reduced by one the give the new HD as 1. If the planet had been a type ST with an HI 8 then the HD would have been 10 (for a hostile planet) - 1 for at total HD of 9. It would remain a hostile planet but the cost to colonize it is reduced. Other planet types and system bodies do not receive this benefit.

Holocaust Survivors:

Your race has survived some terrible holocaust that has dramatically changed the nature of your home world. This has had the effect that your race's HI is different than that of your home world. You must reroll the HI for your race. Keep track of both your home world HI and your race HI separately. Use your race's HI in all cases where HI is used. When calculating the HD for colonization use your race's HI not your home worlds. Also, you may subtract half the difference (rounded down) between your race HI and your planet HI from the HD (minimum of zero) when determining the megacredit cost of the colony. I.e., Having recently suffered a massive nuclear war a race has an HI 5, the original HI, and the planet has been changed to an HI of 2. They are now trying to colonize a habitable world with an HI 2. The HD is calculated at 3 normally and is reduced when, calculating the cost of the colony, by 1 because of the difference between the race's HI and their planet's HI. Thus an outpost would cost only 2000 MCr. but still require xxx cargo holds and xxx Q systems.

Rapid Population Growth:

Your race reproduces very quickly. This has the benefit of reducing all colonization cost and requirement to habitable worlds by 10%. Also, your population on habitable world will reach their next population level in 10% less time than normal and your planets can produce 10% more personnel points than normal. I.e., A race with RPG has a large population home world that will reach very large size in 49.5 years verses the normal 55. They may also produce 825 personnel points instead of 750.

Adaptable:

Your race can adapt very well to new and extreme environmental changes. This allows your race to reduced the megacredit cost of any colonization effort by 10%. Also, all type T and ST planets are considered habitable by your race. However, planets of the opposite type as your homeworld still have an HD of 10. I.e., An adaptable race from a type ST planet sends an outpost to a type T planet. The HD is 10 resulting in a cost of 5000 MCr. Because the race is adaptable the cost is reduced to 4500 MCr. and the outpost will grow as if it were on an ST type planet.

Stalwart:

Your race is very willing to make sacrifices in times of need. During any period where your race is actively at war with a high tech opponent you may choose to use the Stalin Approach for economics. If you do use this approach you may reduce the check for revolt by 5% (round remaining fractions up) each turn even if the Stalin Approach is still in effect. You may generate no more than 50% additional income with this approach. Also, you may generate additional personnel points equal to your racial militancy when using 15.01.02.8. These effects may not be used when your race is not at war. Nor may allied or amalgamated races use this effect or allow this effect to be use on them. If more than three turns pass without combat you may not be considered to be at war until combat resumes. I.e., An HT1 stalwart race is at war. They may normally produce 750 personnel points but their RM of 25% allows them to generate a total of 937 PP. They also choose to use the Stalin Approach for a total of 150% of normal income. This is 50% over the normal so the chance for revolt is 25% - 5% = 20%. Fortunately, the roll is a 55 so no revolt occurs. The following turn the choose to only use the Stalin Approach for 110% of normal. This adds 5% to the chance for revolt but since this reduced by 5% the total remains 20%. Unfortunately the revolt roll is 07 and our stalwart race devolves into civil war.

Gifted Pilots:

Your race is exceptionally gifted in the realm of strikefighter combat. Your pilots receive a +1 bonus in all dog-fights. In addition, you may use evasive maneuvering as if your strikefighters have already spent the one movement point required to meet the turn mode requirement. I.e., A first generation strikefighter with a speed of nine may use eight points for evasive maneuvering, to get a bonus of -4, and still have one point left to move with.

Radiation Tolerant:

See Gormus for radiation tolerance.

Quick Reflexes:

Your race can respond very quickly to rapidly changing situations. Any time a ranked officer is present you may add +1 to all initiative rolls for the units under his command. Only one officer in any group may add this bonus at any one time. In addition, any transfer of command during battle is accomplished in 1/2 (round up) the time rolled. I.e., A race with quick reflexes has 3 ranked officers in a battle. When rolling for initiative they get to add +1 for a CIC on the command ship they get a +1 for having ranked officers present (plus any benefits provided by the ranked officers themselves). During the battle the flag ship is destroyed. Command is transferred to one of the surviving officers ships and a 7 is rolled. This is reduced to 4 turns until the command is fully transferred. The officer does continues to get his +1 for initiative.

Tough:

Your race is amazingly strong and resilient. All of your PCFs and Boarding Parties add an additional +0.3 when calculating your CFP. I.e., A tough HT1 PCF has a CPF of 1.3 instead of the 1 of most races.

G Tolerant:

Your race can withstand great variation in gravity. This ability allows you to colonize world of the opposite type as your home world as if they were a habitable world of the same type with a +1 added to the HD when it is calculated. I.e., A G tolerant race from a type T planet with an HI of 4 colonizes a type ST planet with an HI of 10. The HD is calculated as 10 - 4 + 1 = 7 and the world is considered a habitable world for population growth.

Curious:

Your race is very curious about everything. You must maintain an exploration fleet that is at least 1/3 of your current military fleet . Any technology that your race discovers Through exploration may be developed for 10% less cost in both time and credits. This bonus applies to assisted and perceived threat development.

Disadvantages

Fanatics:
Your race is very fanatical about something. Your people will not surrender as long as they are pursuing your races goal. You must pick a racial goal and you may only go against that goal if the senior flag admiral or an ICC gives orders otherwise. The types of goals that would be acceptable are those such as the total conquest of the galaxy, to form a galactic empire of peace, total destruction of all other races, or any other goal that the space master agrees to. I.e., The race that best represents the lengths that fanatics will go to is the Regelians. A fanatical race should be played with this kind of single mindedness.

Greedy/Corrupt:

Your race is horribly corrupt or unwilling to part with its wealth. Your race generates 5% less GPV than normal. In times of exterior threat, i.e. active war, if you make a successful roll versus your races Racial Determination you may negate this penalty. However, you must be actively pursuing the war to gain this benefit. If at anytime no combat has occurred for 3 months your race reverts back to its greedy state.

Unresponsive:

Your race is very slow to respond to changing situations. If a fleet or unit does not have a ranked officer present then that fleet or unit is at -1 to all initiative rolls. In addition any time command must be changed during combat an addition turn is added to the time required to transfer command. Also, any message that passes trough an ICC will take an additional +1d5 hours to be responded to.

Slow Population Growth:

Your race suffers from an inability to breed quickly. All your populations will require an additional 10% longer to move up to the next size category. Also your populations will generate 5% fewer population points and any time you draw off population for colonization the reduction in GPV last for 4 turn not the normal 3.

Poor Adapters:

Your race cannot stand great variances from their home world. Any colonization effort requires an additional 10% in cost and any world with an HD of greater than 5 is considered hostile for your race.

Weak:

Your race are frail fighters and any PCF or BP is at -.2 in CFP.

Graviticly Intolerant:

Your race is unable to deal well with extremes in gravity. Any colony you send to a world of different type will cost an additional 10% in cost and cargo holds. I.e. A race from a type T planet attempts to settle a type ST planet. The cost for the outpost will be 5500 MCr. and use xxx cargo holds.

Technologically Unsophisticated:

Your race is not very talented at designing new technology. You must add an additional 1d5 to the time required to develop any tech system. Time for assisted or perceived threat development is not affected.

Cautious:

Your race is very timid or precise. You must maintain a home fleet that is at least one fourth of your total fleet strength. This fleet may never be more than one worm hole jump away from the home system unless at war. Additionally, no warp point may be explored until after a full survey of the current system has been created. No more than one system per survey fleet may be explored at any one time.

--Mav (Mark.Anderson2@PSS.boeing.com)

PS.. Please make any suggestions or comment that you think will help improve this and please feel free to playtest it and let me know how it went. I have no idea how to submit things to TFG but if this turns out to be something that people like I would like to submit it. Any help in that direction would be appreciated.


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