TEXT: Aliens
  Aliens
  A supplement for use with the Hero 8™ RPG/Dice Game
  By: Grant Graves
  Hero 8 is ™ trademark Grant Graves and Mind’s Eye
  Publishing. Hero 8 is ©1999 Grant Graves and Mind’s Eye
  Publishing. All rights reserved under the Universal Copyright
  Convention.
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  The Alien Character
  What would a superhero game be without aliens? This
  supplement is intended to allow you to create your own alien
  races. Alien characters may have any power, talent, or gear
  listed in any of the MEP Light System game books or
  supplements.
  In addition, the alien character may choose any of the
  racial traits listed in this supplement. These traits should be
  recorded on the character sheet under type as RT for Racial
  Trait.
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  Physiology
  This section deals only with the body whole and its
  general shape. Remember that the race may take on any
  humanoid shape desired, from something as familiar as near
  human appearance, to that of a feline-like race. Physical
  appearances are up to the creator of the race. This section
  merely discusses issues of how some common variations will
  affect the mechanics of the game.
  Serpent Quarters (2) Instead of legs, the race has a serpent’s tail.
  May entangle a single target leaving them partially immobilized,
  requires successful roll to escape, -1 turn per round.
  Wings (3) Race has some manner of wings, usually feathery or
  leathery. Can fly as the power.
  Angelic/Demonic Appearance (3) Any creature viewing the race, for
  the first time, must make a successful roll, or is stunned for 1 round.
  Amphibian-like (2) Receives the skill of swimming without cost.
  May go underwater, to any depth, without the need to breathe. May
  only stay out of water for 1d6+2 days. If outside water for more than
  the allotted amount of time, the creature will dry out and die.
  Rock/Mineral Façade (3) +10 points, -1 turn per round.
  Additional Arms (3) Two extra arms positioned directly below the
  first set. +1 turn per round when using the additional arms.
  Prehensile Tail (3) May use tail to grasp objects; +1 turn per round if
  using tail.
  Robust (2) Large body frame. +5 points.
  Thick Skin/Hide (1) +3 points.
  Scaly Skin (1) +3 points.
  Diverged Toes (2) can grasp objects with feet; +1 die to talent or feat
  rolls that require balance and agility.
  Body Weaponry
  Claws (1) scores +1 point.
  Tusks (1) scores +1 point.
  Fangs or canine teeth (1) scores +1 point.
  Horns (1) gore or butt scores +1 point.
  Hoofed Feet (1) scores +1 point from kicks.
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  Natural Abilities
  Enhanced Sight (1) X2 normal human.
  Enhanced Hearing (1) X2 normal human.
  Enhanced Smell (1) X2 normal human.
  Infravision (2) see infravision under the vision section in the Telling
  Your Story supplement.
  Sonicvision (2) see sonicvision under the vision section in the Telling
  Your Story supplement.
  Mega-Strong (4) same as power in Hero 8™ main rules.
  Enhanced Healing (4) same as the regenerate power in Hero 8™
  main rules.
  Sense Magic (2) same as the spell, Detect Magic.
  Speak Telepathically (3) race has the ability to use the psychic
  power of telepathy at will.
  Resistance to Heat (3) heat scores 1/2 normal points.
  Resistance to Cold (3) cold scores 1/2 normal points.
  Resistance to Toxins (3) toxins score 1/2 normal points.
  Resistance to Awe/Fear (3) immune to fear effects.
  Resistance to Magic (3) magic scores 1/2 normal points and has 1/2
  normal effect.
  Natural Magic-user (3) select any three one point magic abilities
  from Hero 8™: Magic.
  Latent Psychic (3) Race has developed minor psychic abilities.
  Select any three one point psychic powers from Hero 8™: Inner
  Mind.
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  Sociological
  Natural Engineer/Craftsman (3) +1 die to any talent rolls that
  involve using engineering or building skills.
  Natural Scientist (3) Race’s capacity for reasoning has lead them to
  socially evolve as a people of science. +1 die to talent rolls when
  using any math or science (the -logy and -nomy) skills.
  War-like (3) The race’s capacity for war has resulted in its social
  evolution into a race of warriors. Gains one combat oriented talent at
  no charge.
  Theological Society (3) Race’s society is based on the faith of a
  particular mythos. Select any three one point prayers from
  Placidhaven™.
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  Hindrances/Penalties: adds points
  Frail (+4) Small, light body frame; -3 points.
  Poor Sight (+1) 1/2 that of normal humans.
  Poor Hearing (+1) 1/2 that of normal humans.
  Poor Sense of Smell (+1) 1/2 that of normal humans.
  Slow Healer (+3) after a confrontation, it takes ten rounds for the
  character's points to return. Otherwise gains only one point per round.
  Vulnerable to Heat (+3) heat scores double normal points.
  Vulnerable to Cold (+3) cold scores double normal points.
  Vulnerable to Toxins (+3) toxins effect race with X2 potency.
  Vulnerable to Magic (+5) magic scores double points and effects last
  twics as long.
  Slothful Movement (+4) due to physiology, the race is naturally
  incredibly slow, -1 turn per round.
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  Longevity
  Race lives +100 human years per point alloted to longevity.
  Effectively Immortal (7) Does not die of natural causes, but may die
  by violence or accident.
  
SOURCE: textdata/thevault/Hero 8/Hero 8 Aliens.pdf