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  The Hyperspace Messenger™ is a series of very short 
  supplements for the White Star™ role‐playing game. 
  The goal is to create quality usable content which can 
  be completely explored within the scope of only six‐to‐
  twelve pages. Although this is only the first supplement 
  in the series, we at DwD Studios hope to release 
  additional supplements in the years to come. 
  Although this supplement is designed to integrate to 
  your White Star™ game, its concepts are fairly universal 
  and you can, with very little effort, modify it for use in 
  other games as well. 
   
    
  Cover Art 
  Tamás Baranya 
    
  Interior Art 
  Khairul Hisham 
    
  Author 
  Bill Logan
  
  1 
   
   
   
   
   
  Aliens 
   
   
   
   
  pace is vast and your characters are likely to run into many aliens out 
  there. Are they going to be your friend? Shoot you in the face? Who 
  knows? But more importantly, what are YOU going to do to IT? 
  The White Star core rulebook provides guidelines for playing a few types of 
  aliens, and there seems to be no shortage of supplements shared on the net 
  giving options for more. This supplement offers an alternative: random aliens! 
  The concept came to us while discussing aliens in various role-playing games, 
  including classics like Traveller and Star Frontiers, but what really got us thinking 
  was the Star Wars d6 RPG. The idea in that setting is that space is huge and the 
  number of potential alien species so vast that it would be silly to try to list them 
  all. So instead they stat out only those we’ve seen in movies or read in books and 
  leave the rest up to the imaginations of the players. 
  This small supplement for the White Star role-playing game provides a simple 
  step-by-step process to create a random alien species. This can be used by players 
  if the Referee permits to create a random alien to play in a campaign, or might be 
  used by the Referee himself in order to generate a series of aliens for use in his 
  setting. At its core this supplement is a series of tables. It is up to the creativity of 
  the players and Referee to help flesh out the results of these table rolls to make a 
  believable race with a culture all its own. 
  S 
  
  2 
  Step 1: Hit Dice  
   
  ---------------- Roll 1d6 ----------------
   
  1-2 
  3-4
  5-6
  Level 
  Poor  
  Typical 
  Excellent 
  1 
  1 
  1 
  1 
  2 
  1+1 
  2 
  2 
  3 
  2 
  3 
  3 
  4 
  2+1 
  3+1 
  4 
  5 
  3 
  4 
  5 
  6 
  3+1 
  5 
  6 
  7 
  4 
  6 
  7 
  8 
  4+1 
  6+1 
  8 
  9 
  5 
  7 
  9 
  10 
  5+1 
  8 
  10 
  XP  
  100 
  200
  400
  Step 2: Base Hit Bonus  
   
  ---------------- Roll 1d6 ---------------- 
   
  1-2
  3-4
  5-6 
  Level
  Poor 
  Typical 
  Excellent  
  1 
  +0 
  +0 
  +0 
  2 
  +0 
  +0 
  +1 
  3 
  +1 
  +1 
  +2 
  4 
  +1 
  +1 
  +2 
  5 
  +2 
  +2 
  +3 
  6 
  +2 
  +3 
  +4 
  7 
  +3 
  +3 
  +4 
  8 
  +3 
  +4 
  +5 
  9 
  +4 
  +4 
  +6 
  10 
  +4 
  +5 
  +6 
  XP  
  100
  200
  400 
  Step 3: Saving Throw 
   
  ------------------ Roll 1d8 ------------------ 
   
  1-2 
  3-5 
  6-7
  8
  Level 
  Poor  Typical 
  Excellent 
  Amazing
  1 
  15 
  14 
  13 
  12 
  2 
  14 
  13 
  12 
  11 
  3 
  13 
  12 
  11 
  10 
  4 
  12 
  11 
  10 
  9 
  5 
  11 
  10 
  9 
  8 
  6 
  10 
  9 
  8 
  7 
  7 
  9 
  8 
  7 
  6 
  8 
  8 
  7 
  6 
  6 
  9 
  7 
  6 
  6 
  6 
  10 
  6 
  6 
  6 
  6 
  XP  
  100 
  200 
  300
  400
   
  If you would prefer, you may choose your 
  results from the resistance table. Some 
  combinations are commonly found 
  together: Poison and Death, Mental 
  Influence and Cloud Mind, Explosions and 
  Environmental Hazards, or Meditations 
  and Gifts.  
   
  Step 4: Resistances (Roll x2) 
  1d20
  +2 Saves against...
  1
  Cloud Mind 
  2
  Death 
  3
  Electrical Effects 
  4
  Environmental Hazards 
  5
  Explosions 
  6
  Falling Damage 
  7
  Fear 
  8
  Fire or Heat-based Effects 
  9
  Gifts 
  10
  Ice or Cold-based Effects 
  11
  Illusions or Holograms 
  12
  Meditations 
  13
  Mental Influence 
  14
  Poison 
  15
  Psychic effects 
  16
  Radiation 
  17
  Sonic Effects 
  18
  Stun or Unconsciousness 
  19
  Tractor Beams 
  20
  Vacuum 
   
  
  3 
  Step 5: Weapon Restrictions 
  1d6 
  Weapon Restriction
  XP  
  1-2 
  Primitive weapons only: clubs, daggers, crossbows, bows, spears, 
  staffs, and swords. 
  100 
  3 
  Specifically Trained Combatant: Only three specific weapons, such 
  as a dagger, laser pistol, or star sword. 
  200 
  4-5 
  Modern Combatant: Clubs, daggers, firearms, grenades, laser 
  pistols, mono-daggers, mono-swords, staffs, and swords. 
  300 
  6 
  Elite Combatant: May use any weapon. 
  400 
   
  Step 6: Armor Restrictions 
  1d8 
  Armor Restriction
  XP  
  1-2 
  May only wear light armor, and may not use shields 
  100 
  3-4 
  May only wear light armor, and may use shields. 
  200 
  5-6 
  May wear light or medium armor, and may use shields 
  300 
  7-8 
  May wear any armor and use any shield. 
  400 
   
  Step 7: Ability Modifiers (effects may stack or cancel one another out) 
  1d12 
  Ability (Max 18) 
  XP 
  1d12
  Ability (min 3) 
  XP  
  1 
  Strength +1 
  100
   
  1 
  Strength -1 
  -100 
  2 
  Dexterity +1 
  100
   
  2 
  Dexterity -1 
  -100 
  3 
  Constitution +1 
  100
   
  3 
  Constitution -1 
  -100 
  4 
  Intelligence +1 
  100
   
  4 
  Intelligence -1 
  -100 
  5 
  Wisdom +1 
  100
   
  5 
  Wisdom -1 
  -100 
  6 
  Charisma +1 
  100
   
  6 
  Charisma -1 
  -100 
  7-11 
  No Adjustment 
  0
   
  7-11
  No Adjustment 
  0 
  12 
  Roll twice using 1d6 
  0
   
  12 
  Roll twice using 1d6 
  0 
   
  Step 8: Native Conditions (+1 to all checks in designated terrain) 
  1d20 Native terrain  
  XP 
  Native terrain
  XP  
  1 
  Deserts and wastelands 
  100
  9
  Wintery Climate 
  100 
  2 
  Forests and jungles 
  100
  10
  Tropical Climate 
  100 
  3 
  Swamps and marshes 
  100
  11
  High Gravity 
  100 
  4 
  Mountains and canyons 
  100
  12
  Low Gravity 
  100 
  5 
  Grassy plains 
  100
  13
  High Atmospheric Pressure 
  100 
  6 
  Seas and oceans 
  100
  14
  Low Atmospheric Pressure 
  100 
  7 
  Urban Sprawl 
  100
  15-19 No native terrain bonus 
  0 
  8 
  Darkness or Dusk 
  100
  20
  Atmospheric requirement* 
  -200 
  * Must wear breathing gear or -2 on all checks where the Referee believes 
  physical fatigue could penalize you. 
  
  4 
  Step 9: Modes of Transport 
  1d12 
  Method 
  Speed
  Notes
  XP  
  1 
  Crawler  
  10+ 
  (1d4+1) pairs of legs. Speed 10, +2 per pair. 
  0 
  2 
  Glider 
  -- 
  Wings or membranes. Also walks Speed 12 
  100 
  3 
  Burrower 
  3 
  Digs underground. Also walks Speed 12. 
  100 
  4 
  Flier 
  12+ 
  Wings or psychic power, Speed 12+2d4. 
  May also walk with two legs at Speed 12. 
  200 
  5 
  Swimmer 
  9 
  Fins, etc. Also walks Speed 12. 
  100 
  6 
  Levitate 
  6 
  Using psychic power or flutter wings.  
  100 
  7 
  Slither 
  10+ 
  No legs, move like snake. Speed 10+1d4 
  0 
  8 
  Multipede 
  8+ 
  Many legs like a centipede. Speed 8+2d4 
  0 
  9-11 
  Walk 
  10+ 
  Walking on two legs, Speed 10+1d4 
  0 
  12 
  Roll Twice 
  -- 
  Roll twice more using 1d8 
  -- 
    
  Step 10: Senses  
  1d20 
  Sense 
  Comments
  XP  
  1-2 
  Keen Vision +1 
  Can see colors outside human wavelengths 
  100 
  3-4 
  Keen Hearing +1 
  Can hear wavelengths outside human range 
  100 
  5-6 
  Keen Smell +1 
  Can identify people and track by scent alone 
  100 
  7-8 
  Dark-Vision 
  40 ft Light Amplification 
  200 
  9 
  Infra-Vision 
  40 ft Infra-red wavelengths  
  200 
  10 
  Sonar Hearing 
  All-around “sight” with sound 
  200 
  11 
  Poor Vision -1 
  Roll again on 1d10, reroll vision results  
  -100 
  12 
  Poor Hearing -1 
  Roll again on 1d10, reroll hearing results 
  -100 
  13 
  Poor Smell -1 
  Roll again on 1d10, reroll smell results 
  -100 
  14 
  Blind 
  Roll again on 1d10, reroll vision results 
  -300 
  15 
  Deaf 
  Roll again on 1d10, reroll hearing results 
  -300 
  16 
  Mute 
  Or only roars/growls/etc. Roll again on 1d10 
  -300 
  17-20 
  -- 
  -- 
  -- 
   
  Step 11: Physical Size 
  1d6 
  #
  Height 
  Weight
    1  Small 
  #=2d4 
  2 ft 8 +# in 
  40 +# lbs 
  2-5  Medium 
  #=2d10 
  4 ft 10 +# in 
  120 +(#x5) lbs 
    6  Large 
  #=2d6 
  7 ft 0 +# in 
  180 +(#x10) lbs 
   
  For example, if you rolled 3 your race is “Medium” sized. You then roll 2d10 
  which results in 12. Therefore your alien averages 5 ft 10 in (4 ft 10 in + 12 in) 
  and has an average weight of 180 lbs (120 + 12x5 lbs). 
   
  
  5 
  Step 12: Reproduction 
  1d10 
  Reproduction 
  Notes
  1 
  Asexual, Budding 
  Cellular division 
  2 
  Asexual, Parthenogenesis 
  Self-fertilizing egg 
  3-5 
  Sexual, Viviparous 
  Male and female produce live birth 
  6-7 
  Sexual, Oviparous 
  Female lays egg, male fertilizes it 
  8 
  Sexual, Ovoviviparous 
  Male and female produce egg, but egg 
  remains in female while life develops 
  9 
  Reproduction Rareness 
  Comes in seasons, once every 2d10 years. 
  Reroll using 1d6 for type of reproduction. 
  10 
  Litters 
  Reproduction done in litters of 2d4 children. 
  Roll again using 1d6 for type of reproduction. 
   
  Step 13: Longevity 
  1d6 
  Longevity 
  1 
  Very short lifespan.  
  Roll 5d10 to determine number of years 
  2-3 
  Typical lifespan.  
  Roll 50+5d10 to determine number of years 
  4-5 
  Long lifespan.   
  Roll 100+1d100 to determine number of years 
  6 
  Very long lifespan.  
  Roll 2d4x100 to determine number of years 
   
  Step 14: Overall Appearance 
  1d8 
  Overall Appearance
  XP  
  1-4 
  Humanoid. Only coloration, skin consistency, placement of hair, 
  shape of ears, forehead, eyes, or posture differences.  
  0 
  5-6 
  Mostly humanoid. Some very obvious differences, such as different 
  hand, arm, or leg configurations, placement of head, length of 
  neck, etc. Nobody will mistake the alien for human, but the alien 
  can use equipment designed for humans without penalty. 
  0 
  7 
  Barely humanoid. The alien’s posture doesn’t even appear 
  humanoid. The shape of hands, face, arms and legs are very alien. 
  The species normally has to use equipment designed specifically for 
  it. If forced to use equipment designed for human hands, he suffers 
  a -1 penalty to its use (ability checks, To-Hit rolls, etc.) 
  -100 
  8 
  Totally alien. The alien appears to be a totally different strange 
  shape, at least to a human onlooker. Maybe an amorphous blob 
  or a strange insectoid, etc. It’s difficult for this species to even sit in 
  human-made chairs. It has a body shape and function that 
  requires special equipment, clothing, armor, and technology. If 
  forced to try to use a piece of technology made for humans, the 
  alien suffers a -2 penalty to all rolls. 
  -200 
  
  6 
  Step 15: Special Abilities 
  Some aliens also possess other special abilities. If your XP Value total up to now is 
  1800 or less, your class is permitted the full 10 levels of experience. If greater than 
  1800, your alien class will only be permitted to attain 8 levels of experience.  
  You may roll on the Special Abilities table up to 4 times. If being totally random, 
  roll 1d4 to determine how many times. Each time you roll, add 200 to your XP 
  Value and reduce the maximum level your alien class may attain by 1.  
  For instance, if your total XP Value so far is 2200, then your 
  class only goes to 8th level. If you roll on this table twice, your 
  class may only reach 6th level and your XP Value becomes 
  2600.  
  1d100 Special Ability 
  01 
  Communicate mentally within line of sight.  
  02 
  Only require 2 hours of sleep per day 
  03 
  Pain tolerance – has sense of touch but feels no pain. Cannot roll less than 
  3 when rolling hit points (simply flip all 1’s and 2’s to 3’s when rolling HP). 
  Automatically resist physical torture without saving throw. 
  04 
  Focus – can focus on one action by spending one round doing nothing but 
  concentrating. The action taken in the next round gets +1. 
  05 
  Hive Mind – Linked to others of same species within 100 ft. Communicate 
  and exchange memories or mental images at the speed of thought 
  06 
  Levitation – can levitate for 1 turn per level and move at a rate of 6 ft per 
  round once per day. 
  07 
  Alternative Sense – the alien perceives something in an unusual manner; 
  he can see sound, hear light, or feel smells, etc. 
  08 
  Physical Transformation – near halfway through its lifespan, the alien 
  enters a cocoon and spends 24 hours transforming itself into another stage 
  of life. Roll up a second alien, which will represent this second stage. 
  09 
  Natural armor – fur, scales, spines, etc. -2[+2] to AC[AAC]  
  10 
  Cut Resistance – the alien takes half damage from knives, swords, axes, 
  and other modes of attack which specifically cut or slash. 
  11 
  Internal Clock – can sense the passage of time and mentally time things 
  with amazing precision. +2 on any check involving timing. 
  12 
  Adrenaline Control – can use the Alter Reflexes Meditation once per day. 
  13 
  Chameleon ability provides a +2 bonus to any roll to hide if remaining 
  perfectly still.  
  14 
  Species enemy: +2 to hit a specific other race or creature type 
  15 
  Minor telekinesis as if using an invisible hand 3 ft long per level which can 
  lift 3 lbs per level 
  
  7 
  1d100 Special Ability 
  16 
  Can speak with animals as per the level 2 Meditation 1/day 
  17 
  Battle Rage (1 in 6 chance per round to enter rage) +2 To-Hit and 
  damage but can only use melee weapons.  
  18 
  Can perform the Charm Person Meditation 1/day (pheromones, etc.)  
  19 
  Lightning Calculator – can perform complex math algorithms mentally 
  without need of a computer. +2 on any check involving calculations. 
  20 
  Disease Detection – sense diseases and toxins in biological beings. +2 to 
  any roll using a medic pack, and +2 to saves against poisons and diseases. 
  21 
  Science experts. +2 to any roll related to a specific field of science 
  22 
  Engineered race that doesn’t show up as a life form when scanned 
  23 
  All-around perception, +1 to any rolls to avoid surprise 
  24 
  Can Detect Good/Evil as per the Meditation 1/day 
  25 
  Linguistics– start play with 2 extra languages. Learn new languages with 
  a few days of exposure. No limit to the number of learnable languages. 
  26 
  Need only half the food and water requirements as a human 
  27 
  Medical experts. +2 to any checks to use a medical kit to heal others 
  28 
  Power mover – Outside of combat, can double overland movement rate 
  29 
  Followers – gain 1d6 1st level followers of a specific character class when 
  reaching the class’s highest level. 
  30 
  Depth Sense – can detect approximate depth underground or underwater. 
  31 
  +2 to detect secret and concealed doors 
  32 
  Can see invisible enemies 1/day 
  33 
  Extraordinarily stealthy. +2 to any rolls related to moving silently or hiding 
  34 
  Has claws (or fangs, tusks, horns, etc.). 1d6 damage.  
  35 
  Prehensile tail – can be used as an extra hand/arm 
  36 
  Power Repellant – Radiates 3 ft aura that repels Gifts and Meditations.  
  37 
  Can cling to surfaces like a spider or gecko 
  38 
  Reputation – the race is known far and wide in a positive light, which can 
  open doors unavailable to others. 
  39 
  Stretching – limbs or torso or something can stretch up to twice its length 
  to reach things far away. 
  40 
  Can use the Protective Meditation 1/day 
  41 
  Eidetic Memory – as long as the player states he’s taking a mental picture 
  of something he sees, he will be able to recall it with perfect memory. 
  42 
  Sense Gifts and Meditations – can detect presence of someone able to use 
  Gifts or Meditations within 30 ft. Must declare intent to detect. 
  43 
  Have rubbery amorphous body, can reconfigure to different shapes or 
  limb configurations with 1 turn of concentration.  
  44 
  Unusual communication – communicate with others of its type in an 
  unusual manner, such as subtle variations in odor, subsonic vibrations, etc. 
  
  8 
  1d100 Special Ability 
  45 
  Can create webbing like a spider 
  46 
  Amphibious – can breathe water as well as air, may have gills 
  47 
  Symbiotic Immortality – the alien has a symbiot creature implanted at 
  youth, which attaches to the spine and nervous system and accumulates 
  knowledge. When the alien dies, the symbiot is removed and implanted in 
  another. The race lives many lifetimes as the symbiot lives for thousands 
  of years, even if the host does not. Wisdom +1. 
  48 
  Radio Sense – the alien can detect radio signals and even tune them in to 
  actually hear them on a 2 in 6. 
  49 
  Opposable thumbs on feet, can grip things, etc. 
  50 
  Regenerates damage at a rate of 1 Hit Point per round 
  51 
  Ranged natural attack (electricity, shooting spines, acidic spray, etc.). 2d6 
  damage. 15 ft range, Saving Throw for half damage, 1/day 
  52 
  Energy Resistance – takes half damage from lasers. 
  53 
  Gifted – can use gifts as an Alien Mystic 2 levels lower. 
  54 
  High tech species, +2 to any roll to use a tool kit to repair something 
  55 
  Sympathetic Healing – once per day the alien may heal 1d6 damage to 
  an ally by touching him. The alien will be damaged the amount healed. 
  56 
  Direction Sense – detect magnetic north or strong gravity sources. 
  57 
  Prophecy – enter a trance once per session and ask the Referee one yes/no 
  question about the setting or story which he must answer truthfully. 
  58 
  Pressure Tolerance – can exist in very high atmospheric or underwater 
  pressure safely, but cannot exist in a vacuum by use of this ability. 
  59 
  Combat Monster: Extra attacks per round equal to level which may only 
  be used against foes of 1 HD or fewer.  
  60 
  Life Drain – once per day the alien may cause 1d6 damage to a foe 
  within 10 ft. The alien will be healed an amount of damage it stole. 
  61 
  Fast-mover, +2 to movement rate(s)  
  62 
  Bludgeon Resistance – takes half damage from staffs, clubs, fists, and 
  other bruising or bludgeoning attacks. 
  63 
  Zoom Vision – zoom focus 3x vision distance. Ignore range penalties. 
  64 
  Gravity Tolerance – can function in gravity up to twice the limit of a 
  human (approximately 8G) without suffering from blood flow issues. 
  65 
  Mimic – duplicate another speaker perfectly on 2 in 6. If fail, it will sound 
  like an expert imitation, but won’t pass electronic comparison. 
  66 
  Computer experts. +2 to any checks related to computers 
  67 
  Iron Stomach – can eat anything and gain nourishment; cannot be 
  poisoned by eating contaminated food. 
  68 
  Mind Merge – by touching another sapient creature (unless it makes a 
  saving throw) and merge minds with it, sharing knowledge and emotions. 
  
  9 
  1d100 Special Ability 
  69 
  Receive +1 bonus to initiative 
  70 
  Cause fear or hesitation (with a roar or glare, etc.), victims in melee range 
  have -2 To-Hit unless they pass a Saving Throw, 1/day 
  71 
  Sociology experts. +2 to any checks to interact with others.  
  72 
  Fire Generation – the alien can create fire from a gland once per day to 
  cause 1d6 damage and catch things aflame. 
  73 
  Tough or reinforced skeletal structure, +1 HP per HD 
  74 
  Hard to hit. AC improves an amount equal to BHB while unarmored only 
  75 
  Can enter a trance and heal as Healing Meditation 1/day 
  76 
  Suspended Animation – alien can enter a state of suspended animation 
  for up to a number of days equal to level, where functions are so slowed 
  that it appears dead even to scanners. This can slow poisons, diseases, etc. 
  77 
  Sealed system – can enter the vacuum of space, doesn’t have to breathe, 
  for no more than 1 hour, 1/day 
  78 
  Pounce – Leap up a number of feet equal to Strength score, and forward 
  a number of yards equal to his Strength score.  
  79 
  Unarmed warrior, +1 To-Hit and damage while unarmed 
  80 
  Can use the Detect Thoughts Meditation 1/day 
  81 
  Stun Attack – the alien makes an attack roll and if successful the foe must 
  make a saving throw or be rendered unconscious 1d6 turns.  
  82 
  Closed mind – immune to attempts to influence the alien’s mind with any 
  form of Gift or Meditation. 
  83 
  Iron Liver – can drink anything and gain nourishment; cannot be poisoned 
  by drinking contaminant liquids. 
  84 
  Doppelganger ability 1/day, can change body to look like specific other 
  individual for 1 hour. Requires touch. Saving Throw resists the identity 
  theft. If victim is killed the duration of the effect is 1 year.  
  85 
  Cultural Weapon Training – receive +1 to hit with specific single weapon 
  common to the alien’s culture.  
  86 
  Bioluminescent – the alien has some method of generating light equivalent 
  to a small torch. Can be turned on and off at will. 
  87 
  Fearless – the alien has no sense of fear and can look at all situations 
  rationally. This gives a +2 bonus to any saving throw to resist fear. 
  88 
  Trading Culture – When shopping, haggling and deal-hunting is assumed, 
  receive a 10% discount on all purchases.  
  89 
  Photosynthesis – the alien synthesizes proteins through exposure to light. 
  90 
  Lie detection – the alien knows when people are lying with a successful 
  Intelligence check. Targets may attempt a Saving Throw to defeat the 
  alien’s detection.  
  91-00 Choose an item from this list 
   
  
  10 
  Step 16: Final Touches 
  The “XP Value” total is how many XP are required to reach the 2nd level of 
  experience. Each level after that is double the cost of the previous level. Put it all in 
  class description format and try to describe all this randomness into a cohesive 
  and playable alien character class. 
  Get Creative These tables are going to give you some flesh and bones, but it’s up to 
  you to add the meat. Don’t feel too restricted by these tables either, they’re 
  not here to box in your imagination, they’re all here to encourage it. You 
  might get results you didn’t expect and it might take you in a totally different 
  direction than you planned. But then again, you can also use these tables as 
  menus from which you build whatever alien species you choose. 
  Illustrations An alien needs to spur your imagination, and they say a picture is 
  worth a thousand words. If you lack the artistic talent to illustrate the alien 
  yourself, turn to the web: there are many great artists on Google+ and 
  DeviantArt.net willing and able to produce great illustrations for reasonable 
  rates. The illustrations in this supplement were drawn by Khairul Hisham at 
  hishgraphics.com... start there if you wish! 
  Share This product is covered under OGL and therefore you should feel not only 
  permitted, but encouraged to share what you build with the rest of the world. 
  There is an active community on Google+ that shares such content, and it’s a 
  constant flow of great stuff!  
   
  Examples 
  The aliens on the following pages were built using the system presented in this 
  supplement. Feel free to use them in your games or view them as examples of 
  the way this supplement can be used to generate fun playable results. 
   
   
  
  11 
  MAERANN 
  Maerann are tall graceful bipeds covered in soft hairless 
  skin. They are mostly tan, with a darkened pink series of 
  stripes along their torsos. Their large eyes are intensely 
  colored. Maerann stand 7 ft 3 in tall and weigh around 210 
  pounds. Their expected lifespan is only 29 years, and they try 
  to live those years to the fullest. They reproduce sexually, and 
  create litters of 2-8 live young. Their home world is mostly 
  water with fifteen large sprawling city states built into rock 
  outcroppings. They are not primitive, but had they not 
  interacted with other species it would have taken another 
  century to develop FTL drives. Scientists believe these 
  aliens were once amphibious and lost use of their torso 
  gills as they evolved to live on the islands away from 
  water predators. Markings along their torsos support 
  this, but are nothing more than cosmetic today. 
  Weapon/Armor Restrictions: Maerann pass fighting styles on 
  generationally and some legal matters are still settled by 
  combat. They may use a dagger, laser pistol, or spear. 
  Light Armor and shields are permitted. 
  Saving Throws: Maerann have +2 on Saving 
  Throws against poison and sonic effects. 
  Senses: Their large eyes give +1 to any checks related 
  to vision. Their ears are not ideal for directional 
  hearing, -1 to any checks related to hearing. 
  Clinging: Maerann flesh has microscopic soft hairs 
  allowing it to cling to surfaces and move 
  normally, like a gecko or spider. On their home 
  world they build their cities on mountain islands 
  and use this form of transportation as commonly 
  as humans walk. 
  Hypnotic Voice: Maerann have an amazingly soothing yet powerful voice. This gives them a 
  +1 bonus to their Charisma scores (max 18). Once per day, they may use their voice 
  in such a manner as to cause a Charm Person effect (as per the Meditation) on one 
  victim. Onlookers will know the Maerann used its ability, but not the victim. 
  Waterborn: Maerann receive a +1 to all checks while in the water and can swim at a speed 
  of 9. They have fins on their forearms and lower legs and prefer to wear clothing that 
  won’t restrict those fins, even when not near water. 
  Level 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  13 
  2 
  1,800 
  2 
  +0 
  12 
  3 
  3,600 
  3 
  +1 
  11 
  4 
  7,200 
  3+1 
  +1 
  10 
  5 
  14,400 
  4 
  +2 
  9 
  6 
  28,800 
  5 
  +3 
  8 
  7 
  57,600 
  6 
  +3 
  7 
  8 
  115,200 
  6+1 
  +4 
  6 
   
  
  12 
  SINDARAN 
  Sindarans are a light-brown rubbery-skinned alien standing 
  near 5”9” and weighing around 165 pounds. They appear 
  lumbering and lazy, but have an alertness to their eyes that 
  contradicts that fact. They have prehensile tentacle arms 
  ending in unusual hands containing four thumb-like fingers 
  which close around a central finger, which is an extension of 
  their arms. Their feet contain a mass of seemingly random 
  tentacles, which defy shoe designers. They are mostly 
  bipedal but have a long tail ending in a hand, which 
  can be used in all ways like a normal hand. The 
  Sindaran home world is filled with amazing 
  technologies and very accurate holograms, which they 
  culturally enjoy. It has slightly elevated levels of radiation, 
  but they’ve developed protection against it. They have 
  a pleasant odor some find similar to fresh-baked bread. 
  Their lifespan is 83 years to the average, and they are all 
  genderless. Around midlife they lay eggs (usually 1, but 
  rarely 2 or none) which are self-fertilized. 
  Weapon/Armor Restrictions: Sindarans are not generally 
  violent, but may use clubs, daggers, firearms, 
  grenades, laser pistols, mono-daggers, mono-
  swords, staffs, and swords. They may wear light 
  armor and may use shields. 
  Saving Throws: +2 on Saving Throws against radiation 
  and illusions or holograms. 
  Senses: Sindaran noses are long and move around when they speak. They are not as well 
  suited for smelling as a human and they have -1 to any checks related to smell. 
  High Tech: This race is highly intelligent (+1 to rolled score, max 18)) and well-educated 
  engineers. They get +2 on any roll to use tool kits to repair or engineer things. 
  Rubbery: Sindarans have coarse dense skin strengthened by networks of small muscles (-1 
  to rolled Strength), most versatile around the upper torso. They may absorb and 
  grow different number of pairs of tentacles. A Sindaran may have 2, 4, or even 6 
  tentacles, depending on work needs, and can adjust the number of tentacles once per 
  day. They still have a primary limb, but can do things humans can do with their off-
  hand with all other tentacled arms/hands. 
  ALIEN SHAPE: Sindaran are unusual shaped and they prefer gear designed for them. When 
  forced to use other equipment, they suffer a -1 penalty to any rolls. 
  Level 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  13 
  2 
  1,600 
  1+1 
  +0 
  12 
  3 
  3,200 
  2 
  +1 
  11 
  4 
  6,400 
  2+1 
  +1 
  10 
  5 
  12,800 
  3 
  +2 
  9 
  6 
  25,600 
  3+1 
  +3 
  8 
  
  13 
  XIN-XIN 
  Xin-Xin are a petite race of humanoids standing 5’ tall and 
  weighing only 130 lbs. They typically live over 150 years and 
  reproduce sexually, giving birth to live young. Unlike most 
  human cultures, they do not choose mates for life, but for the 
  moment, and pairing for life is reserved only for the elderly 
  who settle down for financial purposes. Xin-xin have long 
  membrane “manes” growing from their necks and 
  shoulders which resemble capes. They have growths 
  from the backs of their hands which are long and hard 
  like fingernails, which they call their “spikes.” Both spikes 
  and manes must be trimmed regularly. The small but 
  mighty Xin-xin come from a home world which is mostly 
  an urban sprawl. Violent crimes there have forged them 
  into formidable warriors. They tend to talk in street 
  jargon and lack eloquence, but make up for it with their 
  moxy. Though slight of build, their speed and violent 
  street-level upbringing makes them hold their own even 
  against the largest of alien brutes. 
  Weapon/Armor Restrictions: Xin-xin can use swords, firearms, 
  and laser pistols. They may wear light armor but 
  may not use shields. At higher levels, they tend 
  to prefer no armor at all. 
  Saving Throws: +2 on Saving Throws against falling 
  damage and stun effects. 
  Street Savvy: Xin-xin are comfortable in an urban 
  setting and receive a +1 bonus to all rolls while in 
  cities and alleys. 
  Mane: The Xin-xin’s long cape-like membrane can be grabbed with free hands and used to 
  glide (even steer), as long as gravity and atmospheric pressure permits. As teens, 
  they like to base jump off tall buildings and perform stunts. As the Xin-xin gains 
  levels, they learn to use their manes in combat as a form of shield and distraction, 
  which allows them (if unarmored) to improve their AC by an amount equal to their 
  Base Hit Bonus. 
  Spike: Although able to use weapons, Xin-xin prefer to fight with their spikes. These cause 
  1d6 damage. 
  Quick: Xin-xin characters receive a bonus of +1 to their rolled Dexterity scores (max 18). 
  Their fighting styles focus on quickness, speed, and accuracy over brutality.  
  Level 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  14 
  2 
  2,000 
  2 
  +1 
  13 
  3 
  4,000 
  3 
  +2 
  12 
  4 
  8,000 
  4 
  +2 
  11 
  5 
  16,000 
  5 
  +3 
  10 
  6 
  32,000 
  6 
  +4 
  9 
  7 
  64,000 
  7 
  +4 
  8 
  8 
  128,000 
  8 
  +5 
  7 
  
  14 
  AMIRI 
  Amiri are a peaceful race of explorers and scientists 
  native to a humid swamp world. They stand 3 ft 2 in 
  and weigh 54 lbs. They are akin to plants in that their 
  bodies are constructed of a mesh of fibrous flesh, 
  ranging from brown to red. They live 92 years and 
  begin life a neutral gender. At some point, most 
  choose to reproduce by cellular division (budding). 
  Their shape is quite alien; they have a many-
  muscled mouth on the top of their heads facing 
  upwards, from which they may create beautiful deep 
  bass music and song. They have two tentacle arms 
  ending in dextrous hands with only three fingers, and 
  move around on a multitude of small tentaclepods.  
  Weapon/Armor Restrictions: The Amiri never developed 
  their technology for war and only use primitive 
  weapons if drivin to fight. They may wear light 
  amor but may not use shields. 
  Saving Throws: +2 on Saving Throws against electrical 
  attacks and Meditations. 
  Swamp Dwellers: Amiri receive a +1 bonus to all rolls 
  while in a bog, marsh, or swamp. 
  Advanced Minds: All Amiri have +1 to their Intelligence 
  and Wisdom scores (max 18). 
  Crystals: Amiri have no eyes or ears, but grow three crystals in their torsos. The center one 
  vibrates while the others sense vibration, creating an active sonar giving them 360 
  degree “sight.” They can even perceive color and texture. The center crystal’s vibration 
  can be varied and can produce wavelengths in the audible or visible spectrum (like a 
  flashlight), while the side-crystal receivers can sense radio waves. They can tune-in to 
  a radio-wave comms signal with a 2 in 6 chance of success, though they consider this 
  a breach of privacy. 
  Group Harmony: The Amiri’s crystals harmonize onto a common wavelength when within 
  100 ft of one another, which create a type of shared mind. They may communicate 
  freely with one another through this link and peruse one another’s memories. They 
  tend to avoid memory-searching, though, and value privacy and individuality above 
  all other ideals. Amiri in possession of sensitive knowledge are licensed to wear 
  inhibitor harnesses which prevent this type of synchronization. 
  ALIEN SHAPE: Amiri are very unusual shaped and they prefer gear designed for them. When 
  forced to use other equipment, they suffer a -2 penalty to any rolls.
  Level 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  12 
  2 
  1,800 
  2 
  +0 
  11 
  3 
  3,600 
  3 
  +1 
  10 
  4 
  7,200 
  3+1 
  +1 
  9 
  5 
  14,400 
  4 
  +2 
  8 
  6 
  28,800 
  5 
  +2 
  7 
  7 
  57,600 
  6 
  +3 
  6 
  
  15 
  LAVOTHIAN 
  Lavothians are big and blue. They are basically bipeds 
  with large feet, hands, and heads. They have four 
  eyes and unusual mouths with a split lower jaw. 
  They have a large bony ridge which frames in their 
  great heads. Most of their flesh is thick and coarse, 
  though feathers grow naturally from their forearms 
  and head ridges. They stand 7’6” tall and weigh 240 
  lbs. They live 65 years and have two genders. They 
  mate for life and give birth to live young, though their 
  fertility cycle is twelve years (they traditionally wed 
  during a fertility cycle and celebrate both together 
  every twelve years). They live in great clan houses 
  with many generations. They are deeply spiritual 
  warriors and bards who evolved on a world 
  with three other intelligent species, all of which 
  now extinct. Their songs tell tales of their ancestors 
  culling their homeworld of the weaker species. Many 
  Lavothians go on lifequests, a time filled with wanderlust, 
  where they travel the galaxy to make names for 
  themselves and bring honor to their clans.  
  Weapon/Armor Restrictions: No restrictions on weapons, 
  armor, or shields. They train with all forms of 
  combat and destruction. 
  Saving Throws: +2 on Saving Throws against poison 
  and stun effects. 
  Senses: Lavothian’s lower pair of eyes see in the infra-
  red spectrum. They blink alternatingly closing their top and bottom pairs of eyes and 
  their brains merge the two into a keen sense of color and heat patterns. 
  Battlesong: When a Lavothian enters combat and sing songs of ancestors, they work 
  themselves into a rage. Each round there is a 1 in 6 chance that the rage will begin. 
  Once raged, melee combat is the only option and the alien gets +2 to hit and 
  damage. It requires a saving throw to end the battlesong before enemies are dead. 
  Regeneration: Lavothians heal 1 hit point every turn (ten rounds). 
  Commune with Ancestors: A Lavothian can enter a trance once per session and ask the 
  Referee any one yes/no question about the story, which must be answered truthfully. 
  ALIEN SHAPE: Lavothians are very unusual shaped and they prefer gear designed for them. 
  When forced to use other equipment, they suffer a -2 penalty to any rolls. 
  Level 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  14 
  2 
  2,800 
  2 
  +1 
  13 
  3 
  5,600 
  3 
  +2 
  12 
  4 
  11,200 
  4 
  +2 
  11 
  5 
  22,400 
  5 
  +3 
  10 
   
  
  16 
  RACE WORKSHEET 
   
  Step 
   
  XP 
  1 Hit Dice 
   
   
  2 Base Hit Bonus 
   
   
  3 Saving Throw 
   
   
  4 Resistances 
   
   
  5 Weaon Restriction 
   
   
  6 Armor Restriction 
   
   
  7 Ability Modifiers 
   
   
  8 Native Conditions 
   
   
  9 Modes of Transport 
   
   
   
  10 Senses 
   
   
  11 Physical Size 
   
   
  12 Reproduction 
   
   
  13 Longevity 
   
   
  14 Overall Appearance 
   
   
  15 Special Abilities 
   
   
   
   
   
   
   
  
  17 
  DESIGNATION OF PRODUCT IDENTITY 
  "White Star™" and the “White Star™” logo are copyright and the 
  Product Identity of James Spahn, 2012‐2015. The “Hyperspace 
  Messenger™” logo is copyright and the product identity of Bill 
  Logan, 2015. 
  DESIGNATION OF OPEN CONTENT 
  All other content not designated Product Identity is open content. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
  Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed 
  or adapted; (c) "Distribute" means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)"Open Game Content" means the game mechanic 
  and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) "Product Identity" 
  means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; 
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  formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, 
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  logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) "Trademark" means the logos, names, 
  mark, sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) 
  "Use", "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) "You" or "Your" means the 
  licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
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  terms may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may 
  be applied to any Open Game Content distributed using this 
  License.  
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 4. Grant 
  and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, 
  royaltyfree, non‐exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by 
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  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder's name to the 
  COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co‐adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or 
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  Game Content does not constitute a challenge to the ownership 
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  in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must 
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  the Open Game Content using the name of any Contributor 
  unless You have written permission from the Contributor to do 
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  12. Inability to Comply: If it is impossible for You to comply with 
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  Open Game Content due to statute, judicial order, or 
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  13. Termination: This License will terminate automatically if You 
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  within 30 days of becoming aware of the breach. All sublicenses 
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  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 
  2000, Wizards of the Coast, Inc. System Reference Document 
  Copyright 2000‐2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy 
  Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. 
  Rateliff, Thomas Reid, James Wyatt, based on original material by 
  E. Gary Gygax and Dave Arneson.  
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 
  2008‐ 2011 Matthew J. Finch.  
  White Star: White Box Science Fiction Rolelpaying, Copyright 2015 
  Barrel Rider Games; Author James M. Spahn.  
  Issues of the Hyperspace Messenger are copyright 2015 
  DwDStudios; Author Bill Logan.
   
   
  
  2 
   
  
SOURCE: textdata/thevault/White Star/Hyperspace Messenger/White Star - Hyperspace Messenger 03 - Aliens.pdf