Vosan (SNLU) (Vosan, Milky Way Galaxy) (-72 points)
Another extremophile species, this time from the extreme cold end of the temperature scale. They are another NPC species, due to their severe physical limitations. They are generally played for comedy, since despite being a literally icy cold species they are described as carrying on like characters in a soap opera.
Unfortunately, they are one of the most implausible species in the books due to the author's complete disregard for biochemistry, biophysics, and continuity. I blame Mr. White's editors for blowing off basic fact checking like the critical point for methane. (You can't have methane "breathers" who can only exist at temperatures where it's solidly frozen.)
Description
Spoiler:
Psychologically, Vosan are an emotional, volatile species with strong personalities and a penchant for dramatic behaviors. The "soap opera" atmosphere of the Vosan ward provides a steady flow of juicy gossip for the rest of the hospital staff.
Physically, they are diamond-like, crystalline starfish-like bodies with eight long, flexible legs which double as manipulators. No head or facial features. The mouth is likely located on the underside of the body. The body is covered by crystalline “scales.”
Clothing and equipment aren’t typically carried, although lightweight protective envelopes are sometimes worn.
Native “speech” “sounds” like beautiful tinkling chimes, “like the amplified sound of snowflakes colliding.”
They are a methane-based crystalline species native to an ultra-cold, geologically dead, rogue terrestrial planet which retained the frozen remains of a methane-based atmosphere. They evolved deep in interstellar space, far from the light of any sun. It is said that they “breathe” methane, but that is impossible given the temperatures at which they operate. It is more likely that they somehow metabolize solid frozen methane via sublimation or some chemical process.
They have four genders and at least two sexes. Like Earth-humans, they are always capable of sexual activity.
It is possible that different sexes or genders have slightly different metabolic requirements from the norm, requiring them to wear lightweight protective suits when operating in standard Vosan environments.
It is possible that their supercooled crystalline structure makes them natural computers.
Template
Spoiler:
Attributes: ST 6 [-40]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
Optional Attributes: Altered ST [±10/lvl]; Increased DX or IQ [±20/lvl]; Increased HT [±10/lvl]. Secondary Characteristics: Damage 1d-4/1d-3; BL 5 lbs.; HP 5 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]; Basic Speed 5.0 [0]; Basic Move 5 [0]; Size -3.
Optional Secondary Characteristics: Altered HP [±2/lvl]; Increased Will or Per [5/lvl]; Altered FP [±3/lvl]; Reduced Basic Speed or Move [-5/lvl].
Advantages: Acute Sense (Vibration Sense) 4 [8]; Arms (Enhancements: Extra Flexible, +50%; Long (Size +1), +100%, Limitations: Foot Manipulators, -30%; No Physical Attack, -50%.) [7]; Appearance (Attractive, Enhancement: Universal, +25%.) [5]; Damage Resistance 1 (Limitation: Cannot Wear Armor, -40%.) [3]; Dark Vision [30];
Doesn’t Breathe [20]; Extra Arms (6 Extra Arms. Enhancements: Extra Flexible, +50%; Long (Size +1), +100%. Limitation: Foot Manipulators, -30%; No Physical Attack, -50%.) [102]; Extra Legs (8 legs, Limitations: Accessibility (Manipulative Feet), -10%; Cannot Kick, -50%.) [6];
Injury Tolerance (No Blood, No Head, No Groin, No Neck, No Vitals) [27]; Resistant (+8, Metabolic Hazards) [20]; Vibration Sense (Enhancement: Extended Range 3 (x10), +30%, Sound detection, +50%.) [18]; Voice (Limitation: Accessibility (Affects aliens only), -40%.) [6]; Vacuum Support [5].
Optional Advantages: 3-D Spatial Sense or Absolute Direction [5 or 10]; 360-Degree Vision or Peripheral Vision [15 or 25]; Absolute Timing or Chronolocation [5 or 10]; Acute Vision [2/lvl]; Altered Time Rate [100/lvl]; Common Sense [10]; Damage Resistance (Limitation: Cannot Wear Armor, -40%) [3/lvl];
Detect [Varies]; Digital Mind [5]; Empathy or Sensitive [5 or 15]; Enhanced Time Sense [45]; Extra Mouth [5 each]; Extended Lifespan [2/lvl]; Improved G Tolerance [Varies]; Infravision [10]; Intuition [15]; High TL [5/lvl]; Lightning Calculator or Intuitive Mathematician [2 or 5]; Longevity [2];
Features: Crystalline body structure. Immune to cold. Four genders. Methane-based. Radial symmetry. Suffer burn damage rather than the effects of heat.
Physiological Data: Physiological Classification: SNLU. Gravity: Unknown, presumably 1.0 G. Pressure: Unknown, presumably 1.0 ATM. Preferred Temperature: -459 to -441 °F. Comfort zone is presumably -467 °F (9 °F above absolute zero). Height: 2 feet. Length: 2 feet. Mass: 40-50 lbs. Size -3. Lifespan: ~100 years.
Variation: Hypothetical Second Species (-5 points).
Spoiler:
It is possible that there are two different Vosan species, one of which is pacifistic, coldly rational, and mostly celibate and another which is melodramatic and lecherous. This would reconcile conflicts in canon regarding differences in behavior and preferred living temperatures.
Assume that the “peaceful” species cannot survive above temperatures of -121 °F and prefers to live at temperatures of -130 to -140 °F. They suffer the effects of Heat above -120 °F and suffer half the normal effects of Weakness (Heat) above -100 °F. Every 20 °F in temperature rise beyond -120 °F multiplies damage.
Unless they have levels of Temperature Tolerance, the species also suffers normal effects of Cold when exposed to temperatures below -205 °F and suffers damage from Extreme Cold at -300 °F and below.
This species actually breathes methane. Note that the species might also suffocate if the temperature falls below the point where methane liquefies (-258 °F). If it has levels of Temperature Tolerance which allow it to survive below that point add the Gills special limitation to Doesn’t Breathe.
The species also has senses of hearing and smell. Hearing is extremely acute.
Advantages: Add Acute Hearing 4 [8]; Discriminatory Hearing [15]; and Parabolic Hearing 4 [16]. Remove Acute Vibration Sense [-8]; Doesn’t Breathe [-20]; and Vacuum Support [-5]. Remove enhancements from Vibration Sense [-8].
Optional Advantage: Temperature Tolerance [1/lvl].
Disadvantages: Add Pacifism (Total) [-30]. Remove Deafness [+6]; Mute [+10]; No Sense of Smell/Taste [+2]; Odious Racial Habit [+10].
Quirks: Add Sexless [-1]. Remove Fractional increases in temperature increase romantic activity [+1] and Restricted Temperature Range [+1].
Last edited by Pursuivant; 08-31-2022 at 10:41 AM.
Telfi (VTXM) (Telf, Milky Way Galaxy) (214 points)
Radioactive, superheated, hive-mind beetles, or are they lizards?
This is another NPC species, both due to its high template cost and its physical limitations.
Like the other extremophiles in the Sector General books, the Telfi suffer from both physiological implausibility and dreadful continuity.
Description
Spoiler:
Beetle-like or lizard-like. The beetle form is about 8 inches long. The lizard form is about 5’ long, has four stubby legs which can be bent double, a bulbous head with two tiny lidless eyes and a mouth, a vestigial tail, and a pair of tentacle-like arms which emerge from the base of the neck. The last are sufficiently long that individuals can rest their heads on their “arms” at the crossover point.
Skin is normally a pure light-absorbing black color and temperature is below room temperature. Starving or dead individuals have mottled and veined grayish skin which is reminiscent of marble and which is warm to the touch. Clothing and armor isn’t worn. Tools and other equipment aren’t typically carried by individuals.
Gestalts are typically formed from 100 to 500 individuals.
Native speech is a “staccato clicking and buzzing language.”
Telfi are a psionic, collective-intelligence species native to an intensely hot, radioactive, tide-locked world which occupies an orbit only thirty million miles from its sun. Telf’s flora and fauna are hybrids between animal and mineral-based life, and are capable of tolerating radiation and temperature levels which would be lethal to other species.
The ambient light level on their home planet is so intense that it will quickly blind anyone not wearing suitable protective eyewear. Theoretically, the light is intense enough that it will quickly cause severe sunburn and thermal burns to exposed flesh. Practically, lack of breathable atmosphere and intense radioactivity will kill aliens are more quickly than burns could.
Telfi are ergovores, capable of consuming all forms of radiant energy and are dependent on constant exposure to hot, bright, intensely radioactive environments. They can take one of two distinct forms, which might represent two different species or different life stages of the same species. One form is beetle-like, the other lizard-like. Certain Telfi are specialized to perform certain functions, much like cells within the Earth-human body, but they are capable of surviving indefinitely on their own. While individuals are very stupid, gestalt “collectives” are sapient. Large collectives can be highly intelligent.
When healthy, both types absorb all available spectra of electromagnetic energy, making them appear to be inky black. After several days, starving individuals lose both their radiation-absorbing and radioactive Affliction powers, taking on a grayish appearance.
Template
Spoiler:
Attributes: ST 1 [-90]; DX 10 [0]; IQ 1 (Limitation: Mitigator (Emergent Intelligence), -60%; Psionic, -10%.) [-54]; HT 12 [20].
Optional Attributes: Increased ST [10/lvl]; Altered DX or IQ [±20/lvl]; Altered HT [±10/lvl].
Secondary Characteristics: Damage 1d-3/1d-2; BL 0.2 lb.; HP 1 [0]; Will 1 [0]; Per 5 [20]; FP 12 [0]; Basic Speed 5.5 [0]; Basic Move 1 [-20].
Optional Secondary Characteristics: Altered HP [±2/lvl]; Increased Will [5/lvl]; Altered Per [±5/lvl]; Altered FP [±3/lvl]; Increased Basic Speed or Basic Move [5/lvl].
Advantages: Allies (100% of cost, 51-100 individuals (x12), 15- (x3)) [180]; Damage Resistance 1 (Limitation: Cannot Wear Armor, -40%.) [3]; Detect (Radiation (Occasional)) [10]; Detect (Telfi (Rare)) [5]; Doesn’t Eat or Drink [10]; Enhanced Tracking 10 (Limitation: Accessibility (Levels Based on Current IQ), -70%.) [18];
Extra Legs (4 extra legs, Limitation: Cannot Kick, -50%.) [3]; Immunity (Metabolic Hazards) [30]; Injury Tolerance (Damage Reduction (Heat, x4), No Groin) [105]; Innate Attack 1 (Toxic (1d). Enhancements: Area Effect (8 yards), +150%; Radiation, +25%. Limitations: Accessibility (Not When Starving), -10%; Always On, -20%; Emanation, -20%; Dissipation, -50%.) [6];
Mind Probe (Limitations: Accessibility (Limited to Gestalt), -20%; Racial, -20%; Telecommunications, -20%; Telepathic, -10%.) [6]; Mind Reading (Limitations: Accessibility (Limited to Gestalt), -20%; Racial, -20%; Telecommunications, -20%; Telepathic, -10%.) [9];
Telecommunications (Telesend) (Enhancement: Broadcast, +50%. Limitations: Always On (Nuisance Effects - Unconsciously broadcasts emotions. Causes itching or headaches in psionically sensitive individuals of other species.), -10%; Psionic, -10%; Reduced Range 1, -10%; Temporary Disadvantage (Truthfulness, All the Time, Limitation: Only when using telecommunication, -65%), -10%; Weakened Outside of Species, -10%.) [30]; Temperature Tolerance 20 [20].
Optional Advantages: 360 Degree Vision or Peripheral Vision [25 or 10]; Acute Hearing [2/lvl]; Acute Smell & Taste [2/lvl]; Acute Vision [2/lvl]; Allies [Varies]; Combat Reflexes [15]; Common Sense [10]; Damage Resistance 1 (Limitation: Cannot Wear Armor, -40%.) [3/lvl]; Danger Sense [15];
Doesn’t Breath [20]; Eidetic Memory or Photographic Memory [5 or 10]; Empathy [15]; Extended Lifespan [5/lvl]; Fearlessness [2/lvl]; Hard to Kill [2/lvl]; Hard to Subdue [2/lvl]; High TL [5/lvl]; Indomitable [15]; Intuition [15]; Longevity [2]; Mind Shield [4/lvl]; Mindlink [Varies];
Pressure Support [5/lvl]; Protected Sense [5 each]; Racial Memory [5 or 40]; Rapid or Very Rapid Healing [5 or 15]; Recovery [15]; Regeneration [Varies]; Regrowth [40]; Shapeshifting (Morph - Body of Swarm) [190]; Single Minded [5]; Talent [Varies]; Terrain Adaptation [5]; Unaging [15];
Unfazeable [15]; Vacuum Support [5]; Vibration Sense [10].
Perks: Absorbs Visible Light [1]; Built-In Equipment (Geiger Counter) [1]; Can Speak and Think Even at Low IQ [1]; Low Stance [1].
Optional Perks: Acceleration Tolerance [1].
Disadvantages: Arms (Limitations: Short, -50%.) [-5]; Dependency (Hot, bright, radiant environments (Occasional), Constantly (x5)) [-60]; Gregarious [-10]; Honesty [-10]; Horizontal [-10]; Increased Life Support (Radioactive) [-10]; No Sense of Humor [-15];
Phobia (Autophobia) (12-) [-10]; Reputation (-1, “Dangerous to be around.” Aliens (Almost Everyone), All the Time) [-4]; Restricted Diet (Radiation (Occasional)) [-30]; Sense of Duty (Gestalt Family) [-10]; Truthfulness (12-) [-5].
Optional Disadvantages: Bad Sight [-25]; Bestial [-10 or -15]; Blindness [-50]; Callous [-5]; Clueless [-5]; Cowardice [-15*]; Deafness [-20]; Fearfulness [-2/lvl]; Hidebound [-5]; Incurious [-5*]; Low Empathy [-20]; Mute [-20]; No Sense of Humor [-10]; Numb [-20]; Oblivious [-5]; Odious Racial Habit [-5 or -10];
Pacifism [Varies]; Selfless [-5*]; Short Lifespan [-10/lvl].
Quirks: Dislike Cold and Dark [-1]; Dislike the presence of the dead and dying [-1]; Gestalt entity feels grief when individual units die [-1]; Like Heat and Light [-1]; Nudity Preferred [-1]; Sexless [-1].
Features: Can have beetle or lizard form. Don’t absorb energy when starving or dead. Healthy individuals have a body temperature below room temperature. Prefer to die alone. Vulnerable to metabolic disorders caused by excessive or insufficient amounts of radiation.
Secondary Traits: HP 8 [0]; Will 2 [+0]; Per 6 [+0]; Basic Move 3 [+10]. Size -1.
Disadvantages: Arms (Enhancements: Extra Flexible, +50%. Limitation: Short, -50%) [+5].
Telfi Medicine
Spoiler:
Individuals can be sickened by exposure to too much or too little radiation, or radiation of the wrong type. This might prevent them from absorbing further radiation, causing the equivalent of Starvation. In extreme cases, injury or illness might cause individuals to lose their connection to the collective, making them the equivalent of “hopeless cripples,” and causing severe distress to the other members of their gestalt.
Telfi exposed to too extreme levels of radiation can suffer a severe condition where their metabolisms become hyperactive, forcing them to consume three or more times the normal amount of energy. Suddenly stopping their energy intake burns out the communication centers of their brains within just a few hours, severing affected individuals from their gestalt. Continued excessive metabolism will literally burn out their bodies within a week. As long as medical treatment is initiated with 100 hours of the onset of symptoms, most individuals affected by this condition stand a good chance of survival. Treatment consists of either briefly isolating patients from radiation and “starving” them or else placing them in an environment with carefully controlled levels of radiation, heat, and light and tapering down the total levels of radiation.
Injured or badly irradiated individuals are likely to die, even with the best medical care. Treatment for such individuals consists of first aid, simple surgery, and supportive treatment while they heal. Mortally wounded individuals receive palliative care and psychological support as they withdraw from the collective and prepare themselves for death. People experienced with Telfi medicine can easily determine an individual’s chances of survival.
Except when dealing with dead or starving individuals, non-Telfi medics must don special protective suits and use remote manipulation and sensor equipment when treating Telfi patients. Robots and similar equipment are used to search Telfi shipwrecks and evacuate casualties.
Sector General’s Telfi ward is close to its power piles and is isolated from other sections by multiple airlocks and layers of radiation shielding. The hospital also maintains an old-fashioned fission reactor solely for the purpose of providing food and medical treatment to Telfi patients.
Since Telfi medicine relies heavily on radiation therapy, it is as much work for physicists as for physicians. The GM can rule that Physician (Telfi) defaults to Physics-3 and vice-versa. Environmental Suit (NBC Suit) and Hazardous Materials (Radioactive) skills might also be prerequisites for non-Telfi who specialize in Telfi medicine.
Euril (MSVK) (Euril, Milky Way Galaxy) (-57 points)
Low-gravity, three-legged, stork-like aliens. Because of their low ST and serious physiological limitations, they're another NPC species.
Because they are damned-near identical to the Nallajim and only appear as "background players," there are many continuity errors in the books. Any trait ascribed to the Euril might apply to the Nallajim, and vice-versa.
Description
Spoiler:
Thin stork-like bodies with three long, thin legs, two vestigial wings, a long flexible neck, and a long, narrow sharp beak. The beak was a “wrinkled” texture and is lined with tiny pointed teeth. The head is relatively large compared to the rest of the body. Two large, wide-set eyes. Bodies are covered in feathers. Clothing isn’t worn. Their native speech consists of high-pitched twitters which get louder and faster when they are angry.
Euril (AKA Eurilians) are omnivorous, warm-blooded, bird-like, oxygen-breathers. They are native to a dim, foggy environment on a world with just 0.25 G but an atmospheric pressure of at least 1 ATM. They have two fast-beating hearts and two sexes. The two sexes are nearly identical in size, coloration, and appearance making it difficult for non-Euril to tell them apart. They move by hopping, sleep in circular nests, and prefer to sit on perches. When angry they raise the feathers on the back of their neck and hop rapidly.
Template
Spoiler:
Attributes: ST 4 [-60]; DX 11 [20]; IQ 10 [0]; HT 10 [0].
Optional Attributes: Altered ST or HT [±10/lvl]; Altered DX or IQ [±20/lvl].
Secondary Characteristics: Damage 1d-4/1d-3; BL 3.2 lbs.; HP 3 [2]; Will 10 [0]; Per 12 [10]; FP 10 [0]; Basic Speed 6.0 [15]; Basic Move 3 [-15]; Size -2.
Optional Secondary Characteristics: Altered HP [±2/lvl]; Increased Will or Per [5/lvl]; Altered Basic Speed or Move [±5/lvl].
Advantages: Altered Time Rate (Limitation: Accessibility (Only to perform fine manipulative tasks), -40%.) [60]; Extra Attack (Limitation: Beak Attacks Only, -20%) [20]; Extra Legs (3 legs, Limitations: Cannot Kick, -50%.) [3]; High Manual Dexterity 1 [5]; Night Vision 3 [3]; Peripheral Vision [15]; Reduced Consumption 1 [2]; Striking ST 2 [10]; Teeth (Sharp Beak, Born Biter) [1].
Optional Advantages: 3-D Spatial Sense or Absolute Direction [2 or 5]; Acute Hearing [2/lvl]; Acute Smell & Taste [2/lvl]; Acute Vision [2/lvl]; Allies [Varies]; Claim to Hospitality [1 to 10]; Chameleon (Limitation: Natural Environments Only, -40%.) [3/lvl]; Combat Reflexes [15];
Common Sense [10]; Contact Group [Varies]; Contacts [Varies]; Danger Sense [15]; Discriminatory Smell [15]; Discriminatory Vision [15]; Empathy or Sensitive [5 or 15]; Extended Lifespan [5/lvl]; Firm Grip [5/lvl]; Infravision [5]; Intuition [15]; Parabolic Hearing [15]; Silence [5/lvl];
Disadvantages: Arm Disadvantages (Cannot Parry, Cannot Use Melee Weapons, Nuisance Effect (Beak Manipulator), Short) [-10]; Cowardice (12-) [-15]; Curiosity (15-) [-2]; Dependency (Microgravity (Common), Constantly) [-50]; G-Intolerance (0.2G increment) [-10]; Increased Life Support (Massive) [-10]; Odious Racial Habit (-1, “Sneaky.” Aliens (Large Group), All the Time) [-2];
One Arm [-20]; Susceptible 2 (Radiation (Common)) [-4]; Vulnerability (Crushing Attacks (Common), x2 damage) [-30].
Optional Disadvantages: Bad Temper [-10*]; Bully [-10*]; Chummy or Gregarious [-5 or -10]; Compulsive Behavior [Varies]; Intolerance [-10]; Odious Racial Habit (-1 or -2) [-5 or -10]; Phobia (Teratophobia) [-15*]; Selfless [-5]; Selfish [-5*]; Susceptible [Varies]; Vulnerability (Radiation Attacks (Occasional), x2 damage) [-20].
Quirks: Cannot Swim [-1]; Large Head [-1]; Long Legs [-1]; Long Neck [-1]; Non-Adaptable Hands [-1]; Nudity Preferred [-1]; Reduced Skull DR [-1]; Thin Legs [-1]; Vestigial Wings [-1].
This variation represents a remarkably brave Euril who is willing to leave its planet and explore the galaxy. Euril staff at Sector General are likely to fall into this category. The template represents the minimum qualifications for a Euril adventurer. It should be combined with at least one other occupational template.
Optional Secondary Traits: Increased Will [+5/lvl];
Advantages: Choose one of the following: Reduce Cowardice to 15- [-7] or replace Cowardice with Careful [-1]; Controllable Disadvantage (Cowardice) [1]; and Reputation (-3 Cowardice, Those who value physical courage (Large Group), All the Time) [-7]. [+8].
Add Reputation (+1, Bravery, Euril (Large Group), All the Time) [3].
Nallajim (LVSO) (Nallaji, Milky Way Galaxy) (14 points)
Another low-gravity, three-legged, bird-like alien species. Almost interchangeable with the Euril, but with more potential surgical talent. Again, another NPC species due to their considerable physical limitations.
Description
Spoiler:
Thin stork-like bodies with three clawed, spindly legs, two wings, a long flexible neck, and a long, thin, flexible, sharp beak. Two tiny, wide-set eyes. Bodies are covered with brightly-colored feathers. Clothing isn’t worn. Native speech sounds like extremely rapid cheeping, chirping, or twittering. They raise their voices when they are angry.
Nallajim (AKA Nallajimians) are primarily-herbivorous, warm-blooded, bird-like, oxygen-breathers. They are native to a large, rapidly-spinning world with just 0.25 G but an atmospheric pressure of at least 2 ATM. They have two fast-beating hearts and two sexes.
They evolved in the dense atmosphere and low gravity of the equatorial regions of their world, initially surviving by avoiding the large airborne predators which once roamed the Nallaji skies by hiding in the caves, cliffs, and trees below. There, they learned to survive alongside a community of small ground-dwelling animals and insects. Unfortunately, these environments also harbored large number dangerous insectoids. The most deadly were parasitic burrowing insects which laid their eggs deep within the bodies of their sleeping victims. The Nallajim adapted by evolving communal mutual grooming rituals which allowed them to remove parasites from each other using their beaks.
Over time, the Nallajim lost the ability to maintain sustained flight, but learned to assist other creatures by pecking parasites from their bodies gaining food in exchange for their “surgery.” This lead to tool use and then sapience. Even modern Nallajim do almost all tasks with their beaks or with specialized beak-adapted tools.
Especially when removing foreign objects from wounds or when working in confined areas, Nallajim are the fastest surgeons in the galaxy.
Template
Spoiler:
Attributes: ST 3 [-80]; DX 11 [20]; IQ 10 [0]; HT 10 [0].
Optional Attributes: Altered ST or HT [±10/lvl]; Altered DX or IQ [±20/lvl].
Secondary Characteristics: Damage 1d-4/1d-3; BL 3.2 lbs.; HP 3 [2]; Will 10 [0]; Per 12 [10]; FP 10 [0]; Basic Speed 6.0 [15]; Basic Move 3 [-15]; Size -3.
Optional Secondary Characteristics: Altered HP [±2/lvl]; Increased Will or Per [5/lvl]; Altered Basic Speed or Move [±5/lvl].
Advantages: Altered Time Rate 2 (Limitation: Accessibility (Only to perform fine manipulative tasks), -40%.) [120]; Extra Arm (1 Extra Arm, Limitation: Foot Manipulators, -30%; No Physical Attack, -50%; Short, -50%) [2];
Extra Arm (1 Extra Arm, Enhancement: Extra Flexible, +50%. Limitations: Cannot Parry, -10%; Cannot Use Weapons, -30%; Nuisance Effect (Beak Manipulator), -10%.) [10]; Extra Attack (Limitation: Beak Attacks Only, -20%) [20];
Extra Legs (3 legs, Limitations: Cannot Kick, -50%.) [3]; Flight (Limitations: Accessibility (Only in environments with 0.25 G or lower and 2.0 ATM or higher), -60%; Costs Fatigue (1 FP), -5%; Winged, -20%.) [8]; High Manual Dexterity 2 (Limitation: Beak only, -20%.) [8]; Peripheral Vision [15];
Reduced Consumption 1 [2]; Striking ST 1 [5]; Teeth (Sharp Beak, Born Biter) [1].
Optional Advantages: 3-D Spatial Sense or Absolute Direction [2 or 5]; Acute Hearing [2/lvl]; Acute Smell & Taste [2/lvl]; Acute Vision [2/lvl]; Allies [Varies]; Claim to Hospitality [1 to 10]; Combat Reflexes [15]; Common Sense [10]; Contact Group [Varies]; Contacts [Varies];
Features: Historically surgeons were paid in flesh. Immune to effects of nutmeg poisoning. Only eat foods which resemble bird seed or live arthropods. Two hearts.