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6. Species Templates

6.1 The Microverse

Game examples within these rules are set in the Microverse, the setting ofmost of the Micronauts comics. This section of this guide will describe Micronauts mechanics for the species and weaponry of the Microverse setting, and at the back of the guide can be found three sample personas from this setting.

The Gamesmaster and players are encouraged to play using whichever Space Opera setting they are most comfortable with.

6.2 Creating a Species Template

This is mostly just a matter of achieving some sense of balance. The following mechanics will help.
  1. Start with 10 template points.
  2. Chose 5 traits to be the Racial Batch. Each costs 1 template point, except for Enigma and any of the Identity traits (Calling, Fate, Weapon, Armour) which cost 3 template points, and Species which costs 5.
  3. Chose 3 or less traits for the species die to apply to. The same costs as above apply.
  4. If there are not enough template points, introduce limitations:
    • Trait limited to D8 or less; +1 template point
    • Trait limited to D6 or less; +2 template points
    • Trait limited to D4 or less; +3 template points
  5. Common weapons and common armour represent suggestions, and not limits for that species. Adjust the template until completely satisfied, keeping in mind the One Rule.

6.3 Homeworlders

These look remarkable like humans, and are the inhabitants of First Zone on the planet Homeworld. They make excellent heroes, with great hairstyles than never become messed up.

Species die: Role
Racial batch: Agility, Precision, Enigma, Pilot, Fly
Limitations: None
Common Weapons: Lasersonic pistol (D6 or D8)
Common Armour: None (D4 or D6)

6.4 Acroyear

Battle hardened warriors from the rock planet of Spartak. Acroyears are rarely seen by non-Acroyear outside of their magnificent suits of armour. Strong, honourable and emotionless, the Acroyear are a major power in the Microverse.

Species die: Strength, Endurance, Armour
Racial batch: Strength, Endurance, Duel, Armour, Weapon
Limitations: Max Precision D8, Max Fly D8, Max Agility D6,
Must be Fate: Honourable or Fate: Outcast
Common Weapons: Force Hammer (D10) or Energy Sword (D12)
Common Armour: Acroyear armour (D10 or D12)

6.5 Insectavorid

Humanoid insects from Kaliklak, they are agile, and devious. The antenna on their head are their primary sense organ, and without them they are practically lobotomised. Insectavorid can stick to almost any surface.

Species die: Agility, Precision, Blast
Racial batch: Agility, Precision, Enigma, Blast, Calling
Limitations: Max Fly D6
Common Weapons: Lasersonic pistol (D6) or Rocket Lance (D10)
Common Armour: Carapace (D4, D6 or D8)

6.6 Biodroid

The mechanical servitors of Homeworld, these strong but usually gentle robots make excellent sidekicks.

Species die: Stength, Armour, Technical
Racial batch: Precision, Strength, Endurance, Pilot, Technical
Limitations: May only fight to defend
Common Weapons: Arms (D8) or Chest Cannon (D10)
Common Armour: Biodroid plating (D8 or D10)

6.7 Devils

The feisty, fun loving devils of Tropica (a region on Homeworld) are huge furry animals with a loveable temperament. Most of the time, at least.

Species die: Agility, Strength, Endurance
Racial batch: Agility, Strength, Endurance, Fate, Calling
Limitations: Max Fly D8, Max Weapon D8
Common Weapons: None (D4)
Common Armour: Fur (D4 or D6)


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