Home >Races >Races by Other Publishers >

Legendary Games

In addition to the traditional game-related statistics of each alien species, there is abundant room to explore the specific nature of your character’s body and appearance. If you have a specific vision for your character’s height, weight, age, and coloration of eyes, skin, hair, or other features, feel free to design those features within whatever limits your GM sets. Such details do not have direct mechanical game effects, though you and your GM may decide that certain characteristics have a social impact within the society where your characters live and have their adventures.

Android: Synthetic lifeforms with artificially created bodies but fully developed consciousness.

Asquenti: Asquenti live in the shallow and upper reaches of a world’s oceans, using their innate sense of the waters around them to hunt for prey with their sonic lance. Once a foe is stunned, asquenti swarm them and finish them off with pincers, hoping to keep them stunned and non-resistant. As apex predators, they have undisputed dominance of their territories.

Astomoi: A strange race of solid shadow, breathing in the psychic static of the universe with

Auttaine: Cybernetically modified partially organic creatures with interchangeable mechanisms from hydraulics and electronics to high-tech clockworks.

Bahgra: A race of dog-like hunters bereft of the power of speech and recently freed from the yoke of slavery.

Benthonir: Endemic to deepest parts of the ocean, benthonir are transparent humanoids with an undifferentiated biology. Each drop of the condensed slime that makes up a benthonir’s body is interchangeable with the rest so long as enough of the body remains viable to maintain life. This extends to the beginning of their lives, with vast fields of benthonir buds growing on the walls of ocean trenches.

Bil’djooli*: A sinister and savage tentacled race blending magic and technology to purge and purify all they encounter to fulfill their destiny as conquerors.

Catfolk: Clever and lucky feline explorers and adventurers, stealthy and quick.

Chlorvian: Friendly verdant humanoids living in symbiosis with alien seed pods and harmonic connection with the environment around them.

Deep One: Mysterious ichthyic hybrids taken in by eldritch cults devoted to the Great Old Ones and crossbred from human and monstrous stock to form a servitor race awaiting an apocalyptic awakening.

Divymm*: Wholly robotic bodies infused with the downloaded mental engrams of a long-dead race.

Elali*: A benevolent race of ancient psychic intermediaries between the elder beings of creation and the younger mortal species they have seeded across the universe.

Erahthi: Pod-born botanical engineers tapping into the deep roots of an ancient world to create new life.

Erebus: A long-splintered fragment of humanity, erebuses have joined into a vast psychic collective known as the Overmind.

Garil: A scholarly species of intelligent apes from a jungle world filled with colossal kaiju.

Gnoll: A savage species of hungry hyena-like predators and warriors, always eager to shed blood.

Hetzuud*: A race of sinister shape-shifting oozes that are devious and stealthy in the extreme, and also able to conjoin themselves into deadly amalgams greater than the sum of their parts.

Infused: Artificially created super-soldiers infused with psychically bonding aetherite energies that awakened their mental faculties but left them no longer truly human.

Jagladine*: The ghastly geneticists and super-scientists of the Ultari Hegemony, no research subject is too repellent or reprehensible for their cold steel scalpels and colder intellect.


Klaven*: Genetically warped super-soldiers created by the jagladine from the captive races of their masters’ conquests, klaven are adaptable to many environments and deadly warriors who ask no questions on their march to the death.

Krang: A long-armed species of honor-bound ape warriors, rebels against manipulative tyrants.

Lizardfolk: Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright.

Locathah: Finned technocrats and traders, these amphibious fish-folk are perhaps the most well-traveled aquatic race, always willing to barter goods and information with any they meet.

Loran: Created as the solemn guardians of ancient antediluvian secrets lying hidden by ancient progenitor races, lorans master body and mind as they carry out their endless vigil.

Nagaji: The nagaji are a race of ophidian humanoids with scaled skin that mimics the dramatic appearance of true nagas. Like serpents, they have forked tongues and lidless eyes, giving them an unblinking gaze that most other races find unnerving. Their physical forms are otherwise humanlike, raising wary speculation about their origins. It is widely believed that true nagas created them as a servitor race, through crossbreeding, magic, or both, and indeed nagaji revere nagas as living gods. Nagaji often inspire awe and fear among other humanoids, as much for their mysterious ancestry as for their talent for both swords and sorcery.

Okanta: A adaptable species of massively muscled and mutable animal-headed humanoids descended from giants.

Onaryx*: One-time overlords of swaths of space, these sonic-screaming bat-winged warriors grow larger and more powerful as they age, yet their race has been in a long decline, surpassed by younger species rising up in service to evil.

Oulbaene*: Tentacled and wholly inhuman, oulbaene nevertheless are gifted psychic emissaries, able to transcend interspecies prejudice or incite revulsion physically or psychically.

Penthe: A long-split offshoot of humanity that has dwelt so long in the shadow of the dreamlands that they live partially in the Dimension of Dreams.

Phalanx: Survivor soldiers bred as living reactors to fight an endless war, now discharged back into society with a soul- born curiosity but a dependency on their aetherite fuel.

Ratfolk: Small and cunning, with rodent features and acquisitive attitudes.

Syaandi: Syaandi are a hardy, nomadic race of lizard-like humanoids that tend to prefer warm, arid climates, though they are sufficiently adaptable to be make their homes in many different lands.

Taur: Another species in transition, these bestial bull-soldiers have had to rebuild their maze-ship society since the fall of their demon-god and his cultists. A rigid caste system still guides their blood-soaked hooves in the pathways of conquest.

Tengu: Flamboyant feathered adventurers, students of the sword and antiquity but always ready to seek new horizons.

Tretharri: A four-armed alien species with a grand meditative tradition that is only now awakening to the psychic potential latent in their minds.

Ultar*: A sinister counterpart to the elali, natural psychics who still can hear the whispered heresies of darkling patrons seeking to corrupt all life to their tyrannical dominion.

Zahajin: Born of the confluence of aetherite radiation and the rupturing veil of the fey realms, these hunters have risen from the bowels of the Darkwild to explore as long as their thirst for aetherite allows.

Zvarr: Zvarr are a race of winged, saurian humanoids with an eclectic range of ethnic distinctions displaying traits and similarities with salamanders, dinosaurs, and even dragons. Renowned for their cunning, greed, and subterfuge, zvarr enjoy longer than average lifespans and incubation periods, but much to their chagrin, their vestigial wings do not grant them the ability of true flight, leading them to more of an opportunistic society rather than a truly dominant one.

* Bil’djooli, divymm, elali, hetzuud, jagladine, karn-tor, klaven, onaryx, oulbaene, and ultar are monstrous races not appropriate for player characters.


For the player-character appropriate races (those not listed in the note above), you can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see the Random Starting Ages tables). Alternatively, roll the dice indicated for your class on the appropriate table and add the result to the minimum age of adulthood for your race to determine your character’s age.

With age, a character’s physical ability scores decrease and his mental ability scores increase (see the Aging Effects tables). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.

When a character reaches venerable age, secretly roll his maximum age (on the appropriate Aging Effects table) and record the result, which the player does not know. A character who reaches his maximum age dies of old age sometime during the following year.

Table 3-1: Random Starting Ages
Race Adulthood Intuitive1 Self-Taught2 Trained3
Android 1 year
Astomoi 40 years +4d6 +5d6 +6d6
Auttaine 15 years +1d4 +1d6 +2d6
Bahgra 14 years +1d4 +1d6 +2d4
Catfolk 15 years +1d4 +1d6 +2d6
Chlorvian 40 years +2d6 +4d6 +6d6
Dwarf 40 years +3d6 +5d6 +7d6
Elf 110 years +4d6 +6d6 +10d6
Erahthi 40 years +4d6 +6d6 +8d6
Erebus 100 years +5d6 +7d6 +9d6
Garil 20 years +1d4 +2d4 +3d4
Gnoll 12 years +1d4 +1d6 +2d6
Gnome 40 years +4d6 +6d6 +9d6
Half-elf 20 years +1d6 +2d6 +3d6
Half-orc 14 years +1d4 +1d6 +2d6
Halfling 20 years +2d4 +3d6 +4d6
Human 15 years +1d4 +1d6 +2d6
Infused 15 years +1d4 +1d6 +2d6
Krang 20 years +1d4 +2d4 +3d4
Lizardfolk 60 years +4d6 +6d6 +8d6
Locathah 20 years +1d6 +1d8 +2d8
Loran 110 years +4d6 +6d6 +10d6
Nagaji 60 years 90 years 120 years 120+3d20 years
Okanta 6 years +1d3 +1d4 +1d6
Penthe 25 years +1d6 +2d6 +3d6
Phalanx 1 year
Ratfolk 12 years +1d4 +1d6 +2d6
Tengu 15 years +1d4 +1d6 +2d6
Tretharri 20 years +1d6 +2d6 +3d6
Zahajin 40 years +4d6 +6d6 +8d6
Zvarr 60 years +4d6 +6d6 +8d6
Table 3-2: Aging Effects
Species Middle Age1 Old2 Venerable3 Maximum Age
Astomoi 150 years 200 years 250 years 250 + 6d% years
Auttaine 35 years 54 years 75 years 75+3d12 years
Bahgra 20 years 30 years 40 years 40 +2d12 years
Catfolk 35 years 53 years 70 years 70 + 2d20 years
Chlorvian 80 years 120 years 180 years 180+2d20 years
Dwarf 125 years 188 years 250 years 250 + 2d% years
Elf 175 years 263 years 350 years 350 + 4d% years
Erahthi 100 150 200 200+4d% years
Erebus 150 years 250 years 350 years 350 + 5d% years
Garil 35 years 53 years 70 years 70 + 2d20 years
Gnoll 20 years 30 years 40 years 40 + 1d20 years
Gnome 100 years 150 years 200 years 200 + 3d% years
Half-elf 62 years 93 years 125 years 125 + 3d20 years
half-orc 30 years 45 years 60 years 60 + 2d10 years
Halfling 50 years 75 years 100 years 100 + 5d20 years
Human 35 years 53 years 70 years 70 + 2d20 years
Infused 20 30 45 45+1d10 years
Krang 30 years 45 years 60 years 60 + 2d10 years
Lizardfolk 150 years 200 years 250 years 250 + 6d% years
Locathah 35 years 53 years 70 years 70 + 2d20 years
Loran 175 years 263 years 350 years 350 + 4d% years
Nagaji 60 years 90 years 120 years 120 + 3d20 years
Okanta 15 30 35 35+2d10 years
Penthe 62 years 93 years 125 years 125 + 3d20 years
Ratfolk 20 years 30 years 40 years 40 + 1d20 years
Tengu 35 year 53 years 70 years 70 + 2d20 years
Tretharri 60 years 90 years 120 years 120+3d20 years
Zahajin 100 years 150 years 200 years 200 + 1d% years
Zvarr 100 years 150 years 200 years 200+5d20 years

1 At middle age, characters gain –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

2 At middle age, characters gain –2 to Str, Dex, and Con; +2 to Int, Wis, and Cha.

3 At venerable age, characters gain –3 to Str, Dex, and Con; +3 to Int, Wis, and Cha.

Height And Weight

As with your age, you also can choose or randomly generate your character’s height and weight. If you choose your height and weight, this does not change your character’s size category unless your GM chooses to allow you to play an exceptionally small or large member of your species.

Table 3-3: Random Height And Weight
Species Base Height Base Weight Modifier Weight Multiplier
Android 5 ft. 4 in. 150 lbs. 2d8 x 5 lbs.
Astomoi 5 ft. 3 in. 50 lbs. 2d6 x 2 lbs.
Auttaine, male 4 ft. 10 in. 140 lbs. 2d10 x 5 lbs.
Auttaine, female 4 ft. 5 in. 110 lbs. 2d10 x 5 lbs.
Bahgra, male 4 ft. 3 in. 75 lbs. 2d6 x 5 lbs.
Bahgra, female 4 ft. 5 in. 85 lbs. 2d6 x 5 lbs.
Catfolk, male 4 ft. 10 in. 120 lbs. 2d8 × 5 lbs.
Catfolk, female 4 ft. 5 in. 85 lbs. 2d8 × 5 lbs.
Chlorvian, male 5 ft. 2 in. 110 lbs. 2d8 x 4 lbs.
Chlorvian, female 5 ft. 0 in. 90 lbs. 2d8 x 4 lbs.
Dwarf, male 3 ft. 9 in. 150 lbs. 2d4 × 7 lbs.
Dwarf, female 3 ft. 7 in. 120 lbs. 2d4 × 7 lbs.
Elf, male 5 ft. 4 in. 100 lbs. 2d8 × 3 lbs.
Elf, female 5 ft. 4 in. 90 lbs. 2d6 × 3 lbs.
Erahthi 5 ft. 5 in. 150 lbs. 2d10 x 7 lbs.
Erebus, male 4 ft. 8 in. 190 lbs. 2d8 x 10 lbs.
Erebus, female 4 ft. 10 in. 210 lbs. 2d8 × 10 lbs.
Garil, male 4 ft. 10 in. 155 lbs. 2d8 × 5 lbs.
Garil, female 4 ft. 6 in. 130 lbs. 2d8 × 5 lbs.
Gnoll, male 6 ft. 2 in. 175 lbs. 2d10 × 5 lbs.
Gnoll, female 5 ft. 10 in. 155 lbs. 2d10 × 5 lbs.
Gnome, male 3 ft. 0 in. 35 lbs. 2d4 × 1 lb.
Gnome, female 2 ft. 10 in. 30 lbs. 2d4 × 1 lb.
Half-elf, male 5 ft. 2 in. 110 lbs. 2d8 × 5 lbs.
Half-elf, female 5 ft. 0 in. 90 lbs. 2d8 × 5 lbs.
half-orc, male 4 ft. 10 in. 150 lbs. 2d12 × 7 lbs.
half-orc, female 4 ft. 5 in. 110 lbs. 2d12 × 7 lbs.
Halfling, male 2 ft. 8 in. 30 lbs. 2d4 × 1 lb.
Halfling, female 2 ft. 6 in. 25 lbs. 2d4 × 1 lb.
Human, male 4 ft. 10 in. 120 lbs. 2d10 × 5 lbs.
Human, female 4 ft. 5 in. 85 lbs. 2d10 × 5 lbs.
Infused, male 4 ft. 10 in. 120 lbs. 2d10 x 5 lbs.
Infused, female 4 ft. 5 in. 85 lbs. 2d10 x 5 lbs.
Krang, male 5 ft. 5 in. 190 lbs. 2d12 × 7 lbs.
Krang, female 5 ft. 1 in. 150 lbs. 2d12 × 7 lbs.
Lizardfolk, male 5 ft. 2 in. 165 lbs. 2d8 × 5 lbs.
Lizardfolk, female 5 ft. 0 in. 145 lbs. 2d8 × 5 lbs.
Locathah, male 5 ft. 10 in. 145 lbs. 2d10 × 5 lbs.
Locathah, female 5 ft. 8 in. 135 lbs. 2d10 × 5 lbs.
Loran, male 5 ft. 4 in. 90 lbs. 2d6 × 3 lbs.
Loran, female 5 ft. 4 in. 100 lbs. 2d8 × 3 lbs.
Nagaji, male 5 ft. 9 in. 180 lbs. 2d10 × 7 lbs.
Nagaji, female 5 ft. 6 in. 160 lbs. 2d10 × 7 lbs.
Okanta, male 6 ft. 6 in. 270 lbs. 2d12 x 7 lbs.
Okanta, female 6 ft. 8 in. 310 lbs. 3d6 x 7 lbs.
Penthe, male 5 ft. 4 in. 90 lbs. 2d6 × 4 lbs.
Penthe, female 5 ft. 2 in. 80 lbs. 2d6 × 4 lbs.
Phalanx 6 ft. 0 in. 560 lbs.
Ratfolk, male 3 ft. 7 in. 65 lbs. 2d4 × 3 lbs.
Ratfolk, female 3 ft. 4 in. 50 lbs. 2d4 × 3 lbs.
Tengu, male 4 ft. 0 in. 65 lbs. 2d6 × 3 lbs.
Tengu, female 3 ft. 10 in. 55 lbs. 2d6 × 3 lbs.
Tretharri, male 5 ft. 4 in. 150 lbs. 2d8 x 6 lbs.
Tretharri, female 5 ft. 4 in. 130 lbs. 2d6 x 6 lbs.
Zahajin, male 5 ft. 4 in. 135 lbs. 2d8 x 5 lbs.
Zahajin, female 5 ft. 2 in. 115 lbs. 2d8 x 5 lbs.
Zvarr, male 4 ft. 5 in. 120 lbs. 2d6 x 3 lbs.
Zvarr, female 4 ft. 2 in. 105 lbs. 2d6 x 3 lbs.


Language is an interesting topic in a sci-fi game, as the notion of a single “common” language is at first a seeming impossibility. Compared to modern Earth where a single species on a single world has around 6,500 languages, how could disparate species across uncounted worlds possibly have a common speech? At the same time, the existence of magic to help solve problems on top of the advancement of sci-fi technology each offer avenues to overcome language barriers without violating suspension of disbelief. Still, it is really that shared participation in a joint story that makes common languages for whole races, and common trade languages that span across the panoply of alien races, an essential buy-in for navigating a universe of adventure. The ability to communicate with alien species is not only a trope of the genre, but a practical necessity to propel the narrative of our shared adventure along. Any world your heroes encounter may be the exception to the rule, where