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[null,"101: Character Race   "]
[7,"Human. Standard issue human being, possessed of all the foibles, faults and failings that have plagued humanity since the race's beginnings."]
[8,"Mutant Human. This is your basic genetically altered human. He's stronger (+1d3 Strength), smarter (+1d3 Intel­ligence), and faster (+1d3 Dexterity) than the standard issue human. He's also chock full o' problems. GM Only: see entry #101 on Table 967: GM's Specials."]
[10,"Alien being. The character is an exotic alien being. Roll a d4 twice. The first die result is the first digit and the second represents the second digit. The die results are not added but read like a two-digit number. Example: a 1 and a 4 are read as 14. Match the results against the subtable below. Select an alien race in your campaign that most closely resembles the race determined by this table. If nothing matches, roll again."]
[null,"Human-like. These beings so closely resemble human­kind that only a few characteristic features set them apart, such as pointed ears or an exotic skin color. Typi­cal of aliens from games based on TV shows."]
[null,"Amoeboid. Amorphous, malleable shape."]
[null,"Bestial. A \"humanized\" version of a common animal, such as wolf-like, cat-like or ape-like beings."]
[null,"Aerial. Flyers, often with bird-like or bat-like wings."]
[null,"Amphibian. Dwell in water or air equally well."]
[null,"Bipedal. An upright stance, walking on two feet. After that, just about anything goes."]
[null,"Insectoid. Closely resemble bugs or spiders."]
[null,"Radially symmetrical. A starfish is an example of a ra­dially symmetrical being."]
[null,"Multipedal. Many feet and possibly a corresponding number of manipulative limbs."]
[null,"Piscean. Fishlike beings. May or may not be restricted to water-filled environments."]
[null,"Reptilian. Reptile-like beings usually with scales and of­ten with tails. Includes snake-like beings."]
[null,"Humanoid. Though similar in form to a human, they may be vastly different in the specific details of physical appearance."]
[null,"Cetacean. Whale or dolphin-like beings."]
[null,"Botanic. Plant-like beings, including molds & fungi."]
[null,"Non-organic. This is a broad classification that in­cludes, mineral-based life forms, energy-based beings and even robots."]
[null,"Combined alien. Roll twice more on this table and com-bine the results. Example: multipedal reptilian."]
[null,"102A: Tech Level"]
[null,"1 Stone Age [Lit: 5%]. Fire has found its way into most homes, sharpened sticks and stones form the warrior's basic armament, the lever is the most complex machine, domesticated animals provide food and companionship and building villages is coming into vogue. This covers everything from the classic cave man upto pre-Columbian American Indians. Education Points:4."]
[null,"2 Bronze Age [Lit: 20%]. Metal working, walled cities, stone monuments, sailing ships, the wheel, and simple writing are the rage. Well-to-do warriors wear metal armor and wage war with spears, swords, bow and arrows. Ancient Greece and Egypt, the Celts of Europe and the peoples of the Biblical Middle East are examples. Education Points: 6"]
[null,"3 Iron Age [Lit: 30%]. Achievements include iron working (a harder metal than bronze), the keystone arch, and the use of concrete in building to encourage quick development of large cities. Common soldiers wear metal armor and huge stone-hurling, wall-bashing mechanical siege machines take some of theguesswork out of flattening enemy fortresses. Imperial Rome is the \"classic\" example of this Tech Level. Education Points: 8"]
[null,"4 Medieval Age [Lit: 10%]. Steel (a harder metal than iron) weapons and armor are used by the well-to-do warriors. Cross­bows make even poorly trained troops into deadly foes. This is a period noted for retrogression, even degeneration and loss of technical and social gains made in earlier ages. Medieval Europe and Feudal Japan typify this Tech Level. Education Points: 4"]
[null,"5 Renaissance [Lit: 35%]. Learning is rediscovered with a vengeance. Gunpowder makes major changes in the waging of war, movable type printing speeds the spread of information. Equivalent to 1350-1800 in western Europe. Education Points: 10"]
[null,"6 Industrial Revolution [Lit: 40%]. Steam engines drive boats and land transportation, while steam-powered machinery replaces hand-manufacturing, allowing mass production of goods. Cures are found for some diseases. Electricity is utilized to a limited extent for communication and illumination. Typified by Europe and the U.S.A. of the 1800's.Education Points: 10"]
[null,"7 Engineering Age [Lit: 60%]. Internal combustion engines or electricity power most forms of transportation, including per­sonal cars, war machines, and fixed-wing aircraft. Radio, televi­sion, suborbital rockets and small automatic weapons are devel­oping. This is the late 19th century through pre-WWII 20th century, just before atomic escalation. Education Points: 12"]
[null,"8 Technologic Age [Lit: 80%]. Nuclear power is used to create both electricity and deadly weapons. Orbital spacecraft visit nearby satellites and \"unmanned\" probes explore other planets in the solar system. Industrial lasers, small computers, and organ transplants are commonplace. Education Points: 16"]
[null,"9 Fusion Age [Lit: 90%]. Energy is created through the combining, not destruction of matter. Laser weapons replace projectile weapons in most armies. \"Manned\" exploration of the solar system, establishment of orbital space cities and scientific colonies on other planets within system. \"Cold sleep\" used for long interplanetary trips. Most manufacturing is completely auto­mated. Education Points: 20"]
[null,"10 Spacefaring Age [Lit: 95%]. Unself-aware artificial intelli­gence is now found in some large computers. Most planets and majorsatellitesinthesolarsystemcontainautonomouscolonies or independent \"nations.\" Sublight \"manned\" exploration of near-bye stars begins. Education Points: 20"]
[null,"11 First Stellar Age [Lit: 95%]. Faster-than-Light (FTL) drives drastically reduces travel time between stars, but months, even years are still needed for interstellartravel. Exploration/coloniza­tion of the galaxy begins. Fully sentient, self-aware computers and artificially intelligent robots perform tasks formerly only possible by humans. Education Points: 20"]
[null,"12-13 Second Stellar Age [Lit: 95%]. Most stellar colonies are independent of home planet. Faster-than-Light (FTL) drives now capable of rapid jumps between stars, crossing the gaps be­tween stars in a matter of weeks. FTL communication allows in­formation to travel between stars. Powerful non-laser energy weapons found on large ships and battle machines. Education Points: 20"]
[null,"14 Third Stellar Age [Lit: 95%]. Warriors wield hand-held non-laserenergy weapons. Antimatter used to produce power. Faster-than-Light (FTL) communication exceeds speed of starships. Small ships have interstellar capability. Robots are commonly hu-manoid (or alienoid) in form. Education Points:22"]
[null,"15 Fou rth Stellar Age [Lit: 95%]. Energy shields protect large vehicles and craft. Gravitic repulsors negatethe effects of gravity. Personal force screens possible. Education Points: 24"]
[null,"16 Ultratech Age [Lit: 95%]. Worlds are completely terra-formed, and/or moved from their orbits into more suitable ones. Robots are often physically indistinguishablef rom life forms (and are often classed as life forms). Totally synthetic life forms are commonplace. Education Points:30"]
[null,"17 Transmatter Age [Lit: 95%]. Matter can be coded, broken down into energy and then transmitted to a receiver. Unlimited Faster-than-Light (FTL) communication now possible. Education Points: 30."]
[null,"18    DysonianAge[Lit: 95%]. Actual manufacture of worlds, in­cluding impossibly large Dyson spheres that enclose suns and ring worlds that whirl about them is possible. Education Points: 30"]
[null,"19 Superculture [Lit: 95%]. This is usually not part of a common culture, but is or was an advanced alien race that flour­ished and then disappeared long before current spacefaring races really understood that banging rocks together could make fire. Their artifacts, if workable, are based on mental interaction, most with no moving parts or visible power sources. Literally anything is possible. Education Points: 40+"]
[null,"20+ Mixed technology. Roll again (but do not add the FutMod). The result is the culture's base technology. Next roll a d6 on the table below:"]
[null,"1-2     A key aspect of the culture's technology is more typi­cal of a higher Tech Level (such as Transmatter being used by a Federation starship to beam crew planetside). "]
[null,"3-5     Akey aspect of the culture'stechnology is more typical of a lower Tech Level (say, steam-powered space ships)."]
[null," 6        Hi and lowtechnological achievements are intermixed. This is going to be more true for alien cultures that have developed along different lines than humanity."]

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