Racial TraitsInfo Meet your mate. Click Here. RACIAL TRAITS xx.xx.01 Racial Traits The Racial Traits are special abilities for the Starfire Campaign game. Special traits have been used in the Starfire game to create an interesting divergence between the various historical races in the game. This article is an attempt to bring that diversity to the Campaign 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. NOTE: 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 rolls twice on the Racial Traits Table (xx.xx.02). The first roll generates the race's advantage and the second roll generates the race's disadvantage. If the same result is rolled twice then the player has no special traits. If the SM, or all players in an unrefereed game, agree the player may reroll. As an option each player may have one, and only one, re-roll to use on EITHER the advantage or the disadvantage generated. This option is not recommended. Each player records their races traits. Players may roll in secret if a space master is present. Otherwise, all rolls must be viewed and if there is a need to discard a trait it must be announced which trait is being kept. 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. (xx.xx.02) Random Racial Traits Table Die RollType of TraitResults 01-04Special TraitEmpathic/Fanatic 05-11Combat traitExcellent Tacticians/Lousy Tacticians 12-17Combat traitGifted Pilots/Unskilled Pilots 18-23Combat traitTough/Weak 24-29Combat traitQuick Reaction Time/Slow Reaction Time 30-35Combat/Colonization traitRadiation Tolerant/Radiation Intolerant 36-41Industrial traitExceptional Ship Builders/Poor Ship Builders 42-47Economic traitStalwart/Greedy 48-53Economic traitSkillful Industrialists/Industrially Unsophisticated 54-59Economic/Political traitNatural Traders/Inferior Traders 60-65Political traitAdept Communicators/Poor Communicators 66-71Political traitPowerful Negotiators/Timid Negotiators 72-77Scientific traitScientifically Adroit/Scientifically Inefficient 78-83Social traitHigh Growth Rate/Low Growth Rate 84-89Colonial traitAdaptable/Mediocre Adaptability 90-95Colonial traitHardy/Frail 96-100Special traitWild Card/Cautious Notes: The traits listed are listed in the form - trait type: advantage/disadvantage. The special traits are only available in Space Mastered games. For un-mastered games rolls of 01-04 are treated as No Trait. Rolls of 96-100 are treated as roll again or Choose One Trait. All players must agree to the Choose One Trait option for it to be used. (xx.xx.03) Traits The descriptions that follow are grouped by advantage and disadvantage in the order that they appear on the table above with the exception of the special traits. Back. Excellent Tacticians: Your race can respond very quickly to rapidly changing tactical situations. You may add +2 to all initiative rolls for all units in tactical combat. In addition, any transfer of command during battle gains a -2 to the transfer time with a minimum of one turn. Your race gains NO benefits from CIC systems. Lousy Tacticians: Your race has difficulty responding to the rapidly changing nature of tactical combat. You must subtract 1 from all initiative rolls. In addition, any transfer of command during battle requires one turn more than normal. Back. Gifted Pilots: Your race are exceptionally gifted pilots, particularly 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 or starships have already spent two movement points. I.e., A first generation strikefighter with a speed of nine uses two points for evasive maneuvering, to get the maximum EM bonus of -2, and still has seven points left to move with. It could also move at full speed and receive a -1 bonus. At starship with TM1 receives -1 EM for FREE and -2 for 1 MP, -3 for 3 MP. Unskilled Pilots: Your race has difficulty with small craft and strikefighter piloting. All of your small craft and strikefighters, but not gunboats, are at a -1 penalty in all dogfights. They also must pay 1 extra movement point for the first point of EM. Back. Tough: Your race is amazingly strong and resilient. All of your PCFs and Marine Crew Points add an additional +1 when calculating your CFP. I.e., A tough HT1 PCF has a CPF of 5 instead of the 4 of most races. Weak: Your race are frail fighters and any PCF or MCP is at -.5 in CFP. Back. Quick Reaction Time: Your race is very quick to respond to new developments. You may add +1 to all activation rolls and perform transfers of command in one turn. Slow Reaction Time: Your race is slow to pick up on new situations. You must subtract -1 from all activation rolls. Back. Radiation Tolerant: Your race is hyper tolerant to radiation effects. You may use It with no crew loss. You also have a wider range of benign worlds with the difference in HI reduced by one when comparing compatible worlds. I.e., A radiation tolerant race from a T world with HI-4 treats all HI-1 through HI-7 type T worlds as benign. They may also use It systems for an unlimited time after they are developed. This includes strategic movement! Radiation Intolerant: Your race is hyper sensitive to radiation effects. You suffer double the effect from using It systems, 2 crew(system) loss per 20 tactical turns per week. You also have a much narrower range of benign worlds available to you. Your homeworlds HI is either 2 or 9. Normal player races should all start with an HI from 3 to 8 otherwise they have less benign worlds. Back. Exceptional Ship Builders: Your race is very skilled at ship building. Your build rate for SYx is 10+HTL*2.25 with fractions rounding UP(FRU). MSx rate is also 10+HTL*2.25 (FRU). I.e., An excellent ship building race builds 13 HS at HT1 and 20 HS at HT4. Poor Ship Builders: Your race has difficulty building hulls efficiently. You only receive a 3 HS bonus on completed hulls rather than the normal 4 HS (See 15.09.03.2.1b). Back. 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 as per the rule. 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. I.e., An HT1 stalwart race is at war. They 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 they 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. Greedy/Corrupt: Your race is horribly corrupt or unwilling to part with its wealth. All of your PU produce 1% less income than normal (subtract the 1% from the mineral content percentage. Thus Rich would be 124% not 125%). In times of active war you may negate this penalty. I.e., An HT3 corrupt race with 50 PU on a rich O2 moon with 4 IU and asteroid belt modifiers would calculate their income as follows. ((50*1.23*.7)+4)*1.3 = 61.62. {Feel free to round to the nearest minimum MCr unit agreed upon by all players, usually 2 decimal places for my group which would make this 61.62.} Back. Skillful Industrialist: Your race is very skilled at modern industrialization. You may build IU for 27 MCr each rather than the normal 30. They provide only 27 MCr when sold. Industrially Unsophisticated: Your race has difficulty with industrialization. You must pay 32 MCr for each IU built. They still pay 32 MCr when sold. Back. Natural Traders: Your race lives for trade and barter. You receive a +5% bonus when negotiating TRADE treaties (Trade and Military or partnership do not qualify for this bonus). You may also receive an additional 5% bonus to any trade income by paying 3x the bonus (in addition to the normal startup cost) of the trade value to start up the trade route (This bonus also applies to any Trade done through a Trade and military or Partnership agreement). I.e., A race of natural traders with a total income of 12,000 MCr enters into a trade agreement with another race who's total income is 5,000 MCr. The trade value would be 500 MCr to each race, with a 1500 MCr startup cost. But the trader race may up this to 525 MCr by paying an additional 75 MCr. The other agreement partner never receives this bonus and cannot help pay for it. In fact, they don't even know about the bonus. Inferior Traders: Your race does not trade well. When entering any trade agreements your trade income will be reduced by 3%. The cost to establish the trade route is affected if this is the lower income. I.e., A race of weak traders with an income of 10,000 MCr enters into a trade agreement with another race who's income is also 10,000 MCr. The trade bonus would normally be 1,000 MCr for both races but the poor traders only receive 970 MCr and the cost to establish the trade route is 2,910MCr. Once again, the other race doesn't know about this. Back. Adept Communicators: Your race is very skilled with language and communication theory. In all communications attempts, you receive a +4% bonus to your roll. (See 17.01.04b) Inept Communicators: Your race is unable to easily learn and decipher new languages. In all communications attempts, you receive a -2% penalty to your roll. (See 17.01.04b) Back. Powerful Negotiators: Your race is very politically adept. When negotiating any treaty you may modify the roll by 05 in either direction. (See 17.02.00.3b) I.e., A powerful negotiator is attempting to establish a Trade and Military Alliance with another race. The other race has an RC of 55 and a treaty of Non-Aggression with the negotiator. The chance for acceptance is then 45 or greater. (55 - 5 (non-aggression treaty) - 5 (negotiator's bonus)). (See 17.02.00.3b) Timid Negotiators: Your race are feeble negotiators. When negotiating any treaty you are at a +03 modifier to the target RC. I.e., If the race from above were timid negotiators the acceptance chance would have been 53. (55 - 5 (non-aggression treaty) +3 (negotiator's penalty)) Back. Scientifically Adroit: Your race is very skilled in the area of scientific inquiry. On any turn in which you pay the startup cost for TL advancement, you receive 5 points towards that tech level. I.e., When a scientifically proficient HT1 race pays the startup cost for HT 2, they receive 5 points towards the 50 required for that TL. Scientifically Inefficient: Your race is very cautious when exploring new technology. On any turn in which you pay the startup cost for TL advancement, you must add 3 points to the total needed to develop that TL. I.e., A cautious race starting HT 3 development pays 4000 MCr and must achieve a total of 63 research points to attain that level. Back. High Growth Rate: Your race reproduces very quickly. This has the benefit of producing +5% greater growth (FRU) during all growth turns and producing extra PTU when converting PU. The extra PTU created are equal to the free PTU that would be created by the population size. (I.e. medium gains 1 PTU per PU converted for 19 PTU per PU.)Your race may also produce 1 PCF per 40 PU rather than per 50. (For per turn growth, the bonus is +0.5% per turn to growth) I.e., On a growth turn a Colony on a Harsh world with 30 PU would normally grow 15 PU (50%). With Rapid Population Growth that becomes 17 (55% - 16.5 FRU). Low Growth Rate: Your race suffers from an inability to breed quickly. All your populations will grow 3% slower than other races each growth turn. Your race may also only create 1 PCF for each 60 PU. (For per turn growth, subtract -0.3% from growth) I.e., A medium population on a Benign world with 500 PU would normally grow 25% (125 PU). A Slow Population Growth race would only grow 22% (110 PU). Back. Adaptable: Your race can adapt very well to new and extreme environmental changes. This allows your race to treat all compatible worlds as benign for colonization, though not for maximum population. Your homeworld automatically has an HI of 5. I.e., A world with an HI of 1 would normally be Harsh for your race. This become Benign for colonization but the maximum population is still limited to Medium. NOTE: SM#2 gives this ability to all ST world races if using the optional rule for all ST worlds being HI-5. If the optional rule is being used than ST races who receive this ability may treat Hostile T worlds as Harsh. Mediocre Adapters: Your race cannot stand great variances from their home world. Your homeworlds HI is either 2 or 9. Normal player races should all start with an HI from 3 to 8 otherwise they have less benign worlds. Back. Hardy: Your race is very sturdy and can survive in many environments that other races would find unbearable. Your race treats all Extreme worlds as Desolate for colonization. Maximum population size remains unchanged. I.e., A hardy race from a type T planet wishes to colonize an I planet moon. The moon is treated as Hostile and each PTU costs 30 MCr rather than 35. The population will still top out at 16 PU. Frail: Your race cannot stand great variation in environment. Consequently it is more difficult for you to colonize worlds of a type different than your own. You must ship an additional 10 HS of equipment Per PTU for all non compatible (benign and harsh worlds are compatible) worlds you colonize. For in system colonization the additional fee is 2.5MCr. I.e., A frail race is trying to colonize a Hostile world 2 StMP away. The cost per PTU is 50MCr + 5MCr for the additional equipment. If they were colonizing a Desolate moon in their home system the cost would be 30MCr + 2.5 MCr per PTU. Back. The special traits on the racial traits table should only be used when a space master is running the game. The special traits can be very powerful if not carefully monitored and lead to unbalanced situations. Empaths: Your race is empathic. This gives you a great advantage when dealing with other races. You have the Powerful Negotiators advantage. In addition, all War Delays (see 16.02.06.3.1b) are made at 1d10 turns rather than 1d10 + 2 and all war type (see 16.02.06.3.2b) checks are made at -10%. Whenever a war check (see 16.02.06.3b) roll indicates that a war occurs against your race, there is a chance that your empathic abilities have actually diverted the war. Roll 1d10 and if the roll is a 1-3, then the war becomes a non-Intercourse offer from the NPR per 16.02.06.3b. The player should never know that a war check, or a check verses their race's empathic ability, has been made. I.e., An HT 3 empathic race with RC 45 manages to annoy an HT 4 race with RM 77, RD 66 and RC 88. The HT 4 race rolls on 16.02.06.2b and receives a war check result. The check is 83 (82.5 FRU) (4/4)*((77+88)/2) (perceived HTL / known TL)*((RM+RC)/2). Rolling a 02 the SM determines the race wants war. However, the empathic race will stave off war if the SM can roll a 3 or less on a 1d10. Unfortunately, this time the SM rolls a 4 and the NPR resolves on war. Checking verses the average of RD and RM (77) the roll is a 75, meaning the race decides to delay the start of the war. Rolling 1d10 the result is a 5, giving 5 turns till the start of the war. Checking 13.02.06.3.2b, the war type table, we roll an 18 and add 77 (RO) and -10 (Empathic bonus) getting a result of 85, Very Limited War. Fanatics: Your race is absolutely fanatical about something. You must decide on a goal for your race and then do everything possible to attain that goal. Only ICCs and your race's Imperial Capital may make decisions that violate your race's goals and they must show proof that the decision is in the race's best interest and only temporary. A roll verses your RD or less must be successful for the decision to be accepted. If the decision is not accepted it must be revered immediately or your race will protest by halving the effectiveness of all PU! Your people may double their force points for surrender checks when pursuing their goal. Acceptable goals are such things as, total galactic conquest, peaceful integration of all creation into your political union, total destruction of all other life, the largest military, colonizing all worlds and moons, or anything else the SM and the player can agree upon. I.e.,, The race that best represents a fanatical race is the Rigelians. A fanatical player race should pursue their goal with this kind of single-mindedness. Back. Wild Card: Your race has developed technology ahead of their time. You have one randomly determined tech system up to 3 TL above your current tech level. There is also a 5% chance than when you start research on a given tech level that you may also begin development of one random system of that tech level before that tech level is reached. The space master must make all rolls and may choose the initial system. Any system that requires other systems to function also receives those systems. I.e., CM requires Rc. Any system that is a follow-on system does not get the previous system. I.e., Fc does not get F. I.e., The space master may choose a system by rolling 1d3 and taking the result as the number of TL above the player's current one. Then an appropriate die may be rolled against that TL. If a HT1 race rolled a 3 than HT4 items may be chosen. There are 9 HT4 systems, alliance and AD, so rolling a d10 (rerolling 0's) we get a 7, the EDM. Cautious: Your race is very cautious. You must keep 1/3 of your ships within 1 WP of your home system at all times. You may never explore a warp point until all survey work has been completed in the current system up to portion 3 (portion 4 need not be done) and you may never explore more than one warp point from a given system at any give time. (This rule is not in effect for the home system. You MUST explore all WP from your home system as soon as possible.) You must probe systems before you enter them to survey and may make the probe at any time. I.e., A cautious race with three WP from it's home system must explore those three systems first. After they are completed the race is limited to 3 systems in which it can explore (one per system) before exploring further. Back. Historical Examples From the historical background of Starfire we do have examples of many of these traits, though they are slightly altered. The TERRAN FEDERATION: The humans have the advantages of Skillful Industrialists and Scientifically Adroit. They have the disadvantage of Greedy/Corrupt, twice. They have shown a great ability to build spacecraft as well but it is mostly due to their industrial ability. The KHANATE OF ORION: The Orions have shown no advantages or disadvantages other than slow reaction time on a strategic scale. The OPHIUCHI ASSOCIATION: The Ophiuchi have the advantage of Gifted Pilots and no disadvantages that are noted. The EMPIRE OR GORMUS: The Gorm have the Radiation Tolerant advantage and the Scientifically Inefficient disadvantage. The PROTECTORATE OF RIGEL: The Rigelians seem to only posses the disadvantage of Fanatics. Back. Starfire Home.