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  ZETA   AND   TUKO 
  Alien Character Classes 
  Mysterious visitors from far-away suns 
                               And 
  Patient hunters from the desert of stars 
  By Omer Golan-Joel 
  
   
   
   
  Zeta and Tuko 
  Alien Character Classes 
  Mysterious visitors from far-away suns 
  And 
  Patient hunters from the desert of stars 
   
  By Stellagama Publishing 
  Credits
  Cover Art 
  Luigi Castellani 
  Interior Art 
  Luigi Castellani 
   
  Author 
  Omer Golan-Joel 
  Editor 
  Richard Hazlewood 
  Interior Design & Layout 
  Kathy Hazlewood 
   
   
   
   
  All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, 
  names, places, items, art and text herein are copyrighted by Stellagama Publishing. Parts of this game product have been published under the Open Game 
  Licence. A copy of this licence is shown on the last page of this book. To learn more about the Open Game Licence, please go to www.mongoosepublishing.com. 
  This material is protected under the copyright laws of the United States. This product is a work of fiction. Any similarity to actual people, organisations, places 
  or events is purely coincidental. 
   
  White Star™ is a trademark of James M. Spahn. Used with permission under license. 
  
  Zeta and Tuko 
  Alien Character Classes 
   
   
   
  Table of Contents 
   
   
   
   
   
   
   
   
  Tables 
  Table 1: Zeta Advancement 
  Table 2: Zeta Psionics Advancement 
  7 
  8 
  Table 3: Zeta Hacking 
  9 
  Table 4: Tuko Advancement 
  14 
  Table 5: New Weapons 
  17 
   
   
   
   
   
   
                  
                                                
   
   
  Copyright 2016 Stellagama Publishing  
  White Star™ and White Star: White Box Science Fiction™ are trademarks of Barrel Rider Games and James M. Spahn. 
  Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the trademarks of Matthew J. Finch. Barrel Rider Games is not 
  affiliated with Matthew J. Finch or Mythmere Games™. This product is compatible with the rules of Swords & Wizardry: Whi
  Introduction 
  3 
  Required Materials 
  3 
  About The Author 
  4 
  Sneaking Around 
  5 
  Two-Weapon Fighting 
  5 
  Zeta 
  6 
  Zeta Psionics 
  10 
  Tuko 
  13 
  Technology 
  16 
  Open Game License 
  19 
  
  Zeta and Tuko 
  Alien Character Classes 
   
  3 
   
  Introduction 
  This short supplement centers on two playable character class for White Star™ - the alien Zeta with her 
  powers of mind and rational nature and the reptilian Tuko hunters with their ambushing and climbing abilities. 
  Together with these species comes a list of Psionics – mental powers possessed by the Zeta, some of which are 
  similar to Meditations and Gifts as given in the White Star™ core book, while others are more unique. 
  Additionally, this supplement adds two new starships – the archetypal Flying Saucer and the stealthy Tuko 
  Hunter– as well as a few weapons and tools used by these two mysterious alien species. 
  Grey, short and humanoid aliens, traditionally hailing from Zeta 2 Reticuli, are a staple of science fiction. White 
  Star™ (p.78) also mentions them in brief as an alien "monster". We believe, however, that their potential for 
  play goes far beyond mere adversaries or NPCs. The enigmatic Zeta – as this species is commonly named – would 
  make an interesting player character. Rational to the hilt and cerebral to the point of having psychic powers, 
  the Zetas may bring new science fiction excitement to your gaming table. Aside from the stereotypical abductors 
  and inscrutable scientists, the Zetas are both alien and rational in outlook and possess great intellect. Among 
  the stars, this proud species with its advanced technology and saucer-shaped ships travels, explores, studies 
  and – occasionally – invades and conquers. 
  The second alien species included in this supplement is the Tuko – a stealthy reptilian hunter hailing from a 
  dry, rocky planet. Tukos are masters of stealth and ambush, and now in this advanced age of high technology – 
  substitute assassination and burglary for their old hunting habits. 
  Required Materials 
  To get the most from this book you will need at least two dice of various sides and some pens/pencils and 
  paper or a computer. 
  Access to a copy of the White Star: White Box Science Fiction Roleplaying by Barrel Rider Games may be useful. 
  References to Other Books 
  In this book, references to specific pages in other books and products are shown as the code for the relevant 
  book followed by the page number, both in italics, thus: WS x or (WS x). 
  • White Star: White Box Science Fiction Roleplaying by Barrel Rider Games: WS 
  Die Throw & Notation Conventions 
  The die throw and notation conventions used in this book are the same as those described on WS 10. 
  Tasks and Saving Throws 
  The rules for tasks and saving throws in this book are the same as those on WS 38. 
  Combat 
  Wherever this book refers to combat, you can use the Combat chapter on WS 41. 
   
   
  
  Zeta and Tuko 
  Alien Character Classes 
   
  4 
   
  About the Author 
  Omer Golan-Joel is a 34 years old freelance English-Hebrew-English translator and an avid sci-fi and fantasy 
  gamer from the town of Yavne, Israel. He lives with his beloved spouse and two cats Saki and Chicha – the real 
  masters of the house – as well as an entourage of lizards, from the gang of house geckos to the large Star Agama 
  who graces the wall of his home in the warm and hot months. Omer is a fan of science-fiction, fantasy and 
  history, an amateur cook, and a hobbyist herpetologist. He also writes role-playing gaming material, including 
  Outer Veil, a full-scale campaign setting for Traveller™ published by Spica Publishing®.  
   
  Stellagama Publishing 
  Stellagama Publishing is a small, independent, international role-playing game publisher focused on science 
  fiction gaming. We publish stuff for both the White Star™ RPG based on Sword & Wizardry: White Box™ and for 
  Mongoose® Traveller™, 2nd edition. Our interests are first and foremost to put forth enjoyable, immediately 
  playable supplements, settings and adventures for these games for the enjoyment of our fellow players and 
  referees. 
   
   
   
  
  Zeta and Tuko 
  Alien Character Classes 
   
  5 
   
  SNEAKING AROUND – CLARIFIED AND EXPANDED RULES 
  The core White Star™ rules do not deal with stealth and sneaking, apart from the Surprise rules (WS 38). The 
  Tuko alien species detailed in this booklet is quite a sneaky creature who hunts from ambush, thus warranting 
  a closer look at stealth. The core rules state that a party will gain surprise – if circumstances allow for this – over 
  others at a roll of 1-2 on 1d6. The target – or victim if you will – of the surprise (or ambush) attempt makes the 
  roll and will have to roll 3+ on 1d6 to avoid being surprised. However, here we will clarify a few things about 
  stealth and further expand this field of rules. 
  Under these expanded rules stealth depends on the person, droid or creature being sneaked upon. If a 
  creature is actively watching an area, it will detect anyone trying to sneak around it unless special abilities or 
  gear render the sneaker invisible. In this case, no surprise roll or even save vs. detection will allow the sneaking 
  character to avoid detection. Humans and most alien beasts, however, get tired of such vigilance and will let 
  down his guard within one turn, becoming passive watchers. Generally speaking, such organics cannot watch 
  an area in full alert more than one out of three turns. Droids, on the other hand, are constantly on alert. 
  Any character may sneak up to a passive watcher or around him on a regular surprise roll – normally 1-2 on 
  1d6; such a roll will allow the character to move one round without being detected. A failed surprise roll means 
  that the watcher detects the character. A creature may, however, become distracted, making stealth even 
  easier. Distraction can come from engaging in a conversation, playing cards with other guards – or hearing a 
  loud noise in another direction. When distracted, the watcher will not notice the character by sight, but may 
  still hear him on 1 on 1d6. When the watcher hears something, however, he has not detected the character yet; 
  he may still be surprised as above on a roll of 1-2 on 1d6. So a distracted character has, cumulatively, only 
  approximately 11% of detecting a sneaking character. A droid can also be distracted by attracting its attention 
  away from the sneaking character – as even its positronic brain may focus only on so many things at once. This 
  is the only way to sneak past a droid; as long as it is actively watching, it will automatically detect any sneaking 
  character in its line of sight. 
  The above applies to all characters of all classes. Tukos, however, have another ace up their adhesive finger-
  pads. If a passively watching or a distracted character is about to detect them as per the above rules – they 
  may make a Saving Throw vs. detection; if successful, they avoid notice. This means that if a Tuko manages to 
  distract a guard – say, by triggering an alarm on the other side of the room – he may sneak around him virtually 
  undetected. 
  TWO-WEAPON FIGHTING 
  Tuko love to fight with two weapons in close combat, particularly two daggers. Therefore, we found it 
  imperative to include a rule here regarding this mode of fighting. These rules apply to all characters of any 
  species or class. Fighting with both hands, either with one two-handed weapon – such as griping a Star Sword 
  in both hands or with two weapons, grants a +1 bonus to damage. Fighting with two weapons also grants a +1 
  bonus to attack rolls. Note that fighting with two weapons does not actually give two separate attacks; it just 
  increases the likelihood of landing a successful blow. Damage is rolled based on the primary weapon. 
  
  Zeta and Tuko 
  Alien Character Classes 
   
  6 
   
  ZETA 
  From far stars come the Zeta 
  – small, slender humanoids 
  similar to the archetypal "Grey 
  Aliens" of Old Earth UFO lore. 
  They stand approximately 4'5'' 
  tall, with large heads and 
  almond-shaped 
  multifaceted 
  eyes, little or no nose and a 
  small, 
  toothy 
  mouth. 
  They 
  exhibit 
  both 
  mammalian, 
  reptilian 
  and 
  insectoid 
  characteristics, 
  and 
  typically 
  wear 
  a 
  utilitarian 
  harness 
  carrying tools, sometimes in 
  addition to a deflector belt 
  projecting an energy shield 
  defending 
  the 
  alien 
  from 
  attacks. 
  The Zeta were shaped by two 
  main biological facts about their 
  species: 
  they 
  reproduce 
  asexually 
  through 
  parthenogenesis, 
  and, 
  originally, were scavengers who 
  ate prey long after the predators 
  killed it and ate their share. 
  All Zeta are "female" - each 
  lays eggs several times in her 
  life, 
  each 
  egg 
  eventually 
  hatching a Zeta hatchling. This 
  requires no sexual contact with 
  other individuals and creates 
  relatively less genetic variety 
  than sexual reproduction. On the other hand, the hatchlings are not exact clones of their mother, though pretty 
  similar to her. This led to the initial hypothesis and the human myth that the Zeta are all artificial clones - but, 
  in reality, they are not. The implication of this is that all the social constructs based on sexual reproduction, such 
  as family, love, and so on found in humans are alien to Zeta. The basic social unit is the mother and her 
  daughters, and eventually, a genetic "line" tracing back to a single progenitor mother. There is never a question 
  
  Zeta and Tuko 
  Alien Character Classes 
   
  7 
   
  put to a Zeta's parentage: whoever laid the egg is the mother. It also means that a single healthy Zeta can 
  colonize a planet in several generations' time. 
  Descending from scavengers eating already-dead carcasses and avoiding other scavengers and predators if 
  possible, the Zeta are not biologically equipped to fight. Tool use allowed them to chase away predators from 
  prey, and thus get a bigger part of the carcass, and, eventually, hunt themselves, and, later on, raise livestock. 
  But poor fighters they remained - except for using various machines to fight the sporadic wars between groups. 
  But, if possible, Zeta see tools and technology as a solution to things, and their rulers are typically "tool-makers" 
  (in modern times, scientists, engineers and entrepreneurs) rather than warrior-types. Zeta lack both the 
  instincts and the physique required for direct combat, and even today – with advanced technology – they prefer 
  to have others, such as robots or mercenaries, do the fighting for them. They make poor soldiers but brilliant 
  tacticians and strategists.  
  The archetypal Zeta government is a technocracy; they are ruled by scientists and engineers, and usually order 
  their society "logically" for maximum efficiency. A certain level of caste differentiation is common in most of 
  their societies. 
  As mentioned above, the Zeta are a very rational species. They believe that reason, when applied to problems, 
  is the ultimate solution. While far from being pacifistic, they prefer technological solutions rather than brute 
  force, and if killing must happen – it better be precise, efficient and done remotely. As they lack sexual 
  reproduction, Zeta lack many of the emotions existing in human being, though they do know motherly love, as 
  well as their one defining emotion – their insatiable curiosity. 
  When playing a Zeta, you avoid physical combat as far as possible and prefer to have others fight for you. You 
  see technology and reason as solution to problems rather than any rash or emotion-driven action. Sometimes 
  a Zeta will seem remote and detached, but she does use her keen senses and sharp mind to affect the world 
  around her. Rationally, of course. 
  Zeta may reach level 5. We recommend that only characters with Intelligence 10 or above will chose the Zeta 
  class, as this is a highly cerebral and intelligent species.  
  Level 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  14 
  2 
  1,500 
  1+1 
  +0 
  13 
  3 
  3,000 
  2 
  +1 
  12 
  4 
  6,000 
  2+1 
  +1 
  11 
  5 
  12,000 
  3 
  +2 
  10 
  TABLE 1: Zeta Advancement 
   
   
   
  
  Zeta and Tuko 
  Alien Character Classes 
   
  8 
   
  Level 
  1st 
  Level 
  2nd 
  Level 
  3rd 
  Level 
  1 
  1 
  - 
  - 
  2 
  2 
  - 
  - 
  3 
  2 
  1 
  - 
  4 
  2 
  1 
  - 
  5 
  3 
  2 
  1 
  TABLE 2: Zeta Psionics Advancement 
   
  Zeta Class Features 
  Weapon/Armor Restrictions: Zeta are not built to be soldiers, but they will defend themselves if necessary 
  and if no droid or mercenary exists nearby to do their dirty work. They may wear Light Armor or deflectors (see 
  p.6) but cannot use shields; their weapons are limited to clubs, daggers, firearm pistols, grenades, mono-
  daggers, laser pistols – and the Stunner given in this book. 
  Saving Throw: Zeta get +2 on the Saving Throws vs. mental effects of all kinds. 
  XP Bonus from Intelligence: Zetas with an Intelligence of 13 or 14 receive a 5% Experience Bonus, and those 
  with 15 or higher get 10%. 
  Psionics: Through their vast cerebral capabilities, Zeta are gifted with Psionics – the uncanny powers of the 
  mind. A Zeta begins play knowing two 1st level Psionic Powers, and may learn more by mental practice, and 
  more than that – by study of alien biology and cultures in order to reach further conclusions about the nature 
  of the universe and develop their vast brains to exert even stronger psionic influences. Each day the Zeta can 
  meditate and prepare a number of Psionic Powers as shown on TABLE 2: Zeta Psionics Advancement, preparing 
  the same Psionic Power more than once if they so choose, similar to the same way that a Star Knight does for 
  Meditations in core White Star™. Once they activate a Psionic Power the energy to use it is lost. 
  Mind over Machine: All Zeta start the game with a small brain implant which allows them to remotely 
  interface with a wide range of technological devices with uncanny ease. This has two implications to the game. 
  The first is that Zeta may gain a bonus to rolls related to advanced technology and computers, similar to the 
  Robot's Mechanical Understanding ability (WS 26). The second is that Zeta may attempt to Hack computers, 
  robots, drones, and other automated systems and creatures. Once per encounter, the Zeta may make a 3d6 roll 
  per type of mechanical beings present and consult TABLE 3: Zeta Hacking. If the result of the dice is equal to or 
  greater than the "number" shown on the table, all automated and artificial-intelligence beings of the targeted 
  type will be disabled for 3d6 rounds. Sentient automated beings, such as characters of the Robot class (WS 25-
  27) may make a Saving Throw against a successful hacking attempt to avoid its effects. 
  Language: For campaigns that give each alien species its own language, Zetas should be able to speak the 
  language of humans and/or the interstellar trade tongue in addition to their own alien language. 
  
  Zeta and Tuko 
  Alien Character Classes 
   
  9 
   
  Bot or Cyborg 
  HD 
  Examples 
  Zeta Level 
  1-2 
  3-4 
  5 
  1 
  Level 1 Robot 
  10 
  7 
  4 
  2 
  Level 2 Robot 
  13 
  10 
  7 
  3 
  Assimilant 
  Cyborg Replica 
  Level 3 Robot 
  15 
  13 
  10 
  4 
  Level 4 Robot 
  17 
  15 
  13 
  5 
  Cannick 
  - 
  17 
  15 
  6 
  ? 
  - 
  - 
  17 
  TABLE 3: Zeta Hacking 
   
   
   
  
  Zeta and Tuko 
  Alien Character Classes 
   
  10 
   
  ZETA PSIONICS 
  Level 1 
  Charm Person* 
  Comprehend Languages 
  Detect Life* 
  Detect Thoughts* 
  Fear 
  Level 2 
  Detect Invisible* 
  Hold Person** 
  Levitate** 
  Speak with Animals* 
  Suggestion 
  Level 3 
  Confusion* 
  Dimension Jump 
  Domination 
  Minor Telekinesis 
  Speak with Plants* 
   
  * As the Star Knight Meditation of the same name, see White Star pp.61-67. 
  ** As the Alien Mystic Gift of the same name, see White Star pp.68-71. 
  Italics – new Psionic Power, as described below. 
   
   
  
  Zeta and Tuko 
  Alien Character Classes 
   
  11 
   
  New Level 1 Psionic Powers 
  Comprehend Languages 
  Range:  Hearing distance 
  Duration: 1 hour 
  This Psionic Power allows the Zeta to understand the language of any one organic being by interfacing with 
  the speaker's thoughts. The Zeta will understand what the target creature is saying and will be able to speak 
  that language for the duration of this ability, but will be unable to read or write in it. 
  Fear 
  Range:  30 ft 
  Duration: 2d6 rounds 
  The Zeta lashes out with her mind and strikes mental horrors into the minds of her enemies. This ability affects 
  1d6 targets. They must make a Saving Throw, or try to run as far as possible from the Zeta as they can, dropping 
  anything they were carrying in their hands, claws, or tentacles. 
  New Level 2 Psionic Powers 
  Suggestion 
  Range:  30 ft 
  Duration: 1 hour 
  The Zeta touches an organic sentient creature's mind and implants a short suggestion into its thoughts. The 
  target must make a Saving Throw or follow a course of activity (limited to a sentence or two) suggested by the 
  Zeta. The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the 
  creature to do some obviously harmful act automatically negates this effect. 
  New Level 3 Psionic Powers 
  Dimension Jump 
  Range:  400 ft 
  Duration: Instantaneous 
  Zeta are known for their interaction with alternate dimensions. This Psionic Power allows the Zeta to 
  instantaneously travel though interdimensional space and reappear within the normal reality at a location of 
  her choosing. She may choose to reappear at any spot known to her in the range, as long as no solid object 
  occupies that space. 
   
   
  
  Zeta and Tuko 
  Alien Character Classes 
   
  12 
   
  Domination 
  Range:  30 ft 
  Duration: 1 day 
  Through sheer will and power of the mind, the Zeta overpowers the will of one organic creature, forcing it to 
  obey her will for one day. The subject may make a Saving Throw to resist this attempt when the Zeta first uses 
  the power, and may make another Saving Throw any time the Zeta tries to force it to do anything against its 
  basic nature or harmful to it. 
  Minor Telekinesis 
  Range:  120 ft 
  Duration: 1 Turn (10 rounds/10 minutes) 
  A Zeta of this level of power has a mind keen enough and a will strong enough to force herself on physical 
  reality itself. By her will alone, she may move objects up to five pounds (5 lbs) per level. 
   
   
  
  Zeta and Tuko 
  Alien Character Classes 
   
  13 
   
  TUKO 
  From a far-away world on the edges of known space come the Tukos. These reptilian humanoids stand on 
  two legs and have a short, fat tail behind them. Their eyes are large and bulbous, with slit pupils, and their 
  fingers and toes hold adhesive pads. Their language sounds like a collection of clicks and chirps, and they speak 
  alien tongues in a particularly 
  chirpy voice. Tukos enjoy clinging 
  to vertical surfaces with their 
  adhesive 
  pads 
  and 
  standing 
  motionless on them for long 
  periods 
  of 
  time, 
  carefully 
  observant to their surroundings. 
  In space, they are highly suitable 
  for zero gravity, using their 
  adhesive pads to walk along walls 
  with ease; they have even 
  developed space suits capable of 
  clinging 
  by 
  themselves 
  to 
  surfaces. 
  The Tuko homeworld is a dry 
  and rocky place. It does have 
  some tropical biomes closer to its 
  poles and temperate areas at the 
  polar areas themselves, but the 
  majority of the world is dry and 
  rocky. Insectoid, reptilian, and 
  insectoid-reptilian beasts haunts 
  these deserts. The Tukos hunt 
  them. They patiently lurk on dry, 
  rocky cliffs, standing motionless 
  for hours, their natural coloration 
  and absolute stillness helping 
  them blend into the desert 
  surroundings. Then they strike, 
  swiftly and mercilessly. This is 
  how they used to live on their 
  homeworld – typically in tribal 
  units living in shady caves among 
  the craggy terrain in the hot hours 
  and emerging 
  in the 
  more 
  tolerable times to hunt. But now 
  
  Zeta and Tuko 
  Alien Character Classes 
   
  14 
   
  they have reached the stars and they use their hunting instincts and natural capabilities to hunt other sentient 
  beings. 
  When playing a Tuko, be patient. Never make harsh decisions. Always plan ahead. You have time. You never 
  strike prematurely. You can spend hours seemingly doing very little, but actually plotting, planning, and waiting 
  for the perfect moment to execute your well thought-out plan. When you do act, however – you act swiftly, 
  precisely and if necessary also with deadly accuracy. Always be observant, always consider your position. Speak 
  little, but when you do, use words as sharp and accurate as your knives. Be calm – good things come to those 
  who wait. And always think like a hunter, in terms of traps, of a well-executed plan or trap. You can stalk, you 
  can lurk, and then you strike with unerring accuracy. 
  Tuko are not very hardy in close-quarters combat, but they do know how to strike very accurately. They know 
  how to hide and how to sneak, and they know how to strike with unerring accuracy. They also enjoy perfect 
  climbing abilities and excellent night vision. 
    
  Level 
  XP 
  HD 
  BHB 
  ST 
  Sneak 
  Attack 
  1 
  0 
  1 
  +0 
  14 
  X2 
  2 
  1,250 
  1+1 
  +1 
  13 
  X2 
  3 
  2,500 
  2 
  +2 
  12 
  X2 
  4 
  5,000 
  2+1 
  +2 
  11 
  X2 
  5 
  10,000 
  3 
  +3 
  10 
  X3 
  6 
  20,000 
  3+1 
  +4 
  9 
  X3 
  TABLE 4: Tuko Advancement 
   
  Tuko Class Features 
  Weapon/Armor Restrictions: Tuko may use clubs, daggers, firearms, grenades, laser pistols, laser rifles, 
  mono-daggers, mono-swords, blowpipes and dartguns. They may only wear Light Armor and may not use 
  Shields. 
  Saving Throw: Tukos get +2 on the Saving Throws vs. poisons and harsh hot or dry environmental effects. 
  XP Bonus from Dexterity: Tuko with a Dexterity of 13 or 14 receive a 5% Experience Bonus, and those with 
  15 or higher get 10%. 
  Stealth: Tukos know how to blend into their surroundings and avoid notice, especially when lurking in wait 
  for prey or assassination targets. When at risk of being detected, as per the stealth rules on p.5 of this booklet, 
  a Tuko may make a Saving Throw vs. detection to avoid being detected and stay hidden. This cannot defeat 
  fully alert active watchers, of course, but will fool passive watchers and distracted characters. 
  Sneak Attack: As naturally-born hunters, Tuko know how to strike from ambush and swiftly bring down their 
  prey. Both in close combat and up to a range of 30', when shooting or striking at an unaware target, Tukos 
  receive a +4 bonus to hit, and multiply their damage as given in the Tuko Advancement Table. 
  
  Zeta and Tuko 
  Alien Character Classes 
   
  15 
   
  Perfect Climbing: Tukos can scale almost any surface almost effortlessly at a Movement of 6 without requiring 
  any roll. They may even cling upside down from ceilings for long hours. Only particularly slick or oily surfaces 
  require the Tuko to roll 3+ on 1d6 every round to avoid slipping; otherwise, they can climb with exceptional 
  ease. 
  Night Vision: Tukos have excellent night vision and may see up to a range of 30' in low-light conditions with 
  near-perfect clarity. As long as a tiny sliver of light reaches their eyes, they can see very well in the dark. 
  Establish Tribe: A Tuko reaching the 6th level will reach enough renown as a hunter (or assassin) to attract a 
  following of a group of less skilled Tukos, who desire to establish a tribe with the master Tuko as its leader. They 
  will willingly accompany him on missions and more importantly – will eagerly go on missions and hunting trips 
  on his or her behalf in order to impress their master and serve their newly-established tribe. 
   
   
  
  Zeta and Tuko 
  Alien Character Classes 
   
  16 
   
  TECHNOLOGY 
  New Starships 
  Zeta Saucer 
  Armor Class 
  1 (18) 
  Hit Points 
  40 
  Shield Strength 
  3 
  Movement 
  12 
  Targeting 
  +1 
  Attack 
  Ion Charge (2d6) [pilot-linked], Light Laser (2d6) [pilot-linked] 
  Modifications 
  Cloaking Device, Faster-Than-Light Drive, Laboratory, Tractor Beam 
  The iconic star vessel of the Zeta is the Saucer – a small but nimble saucer-shaped craft capable of great speed 
  and quick to disappear into cloak when danger approaches. It is difficult to hit a Saucer due to its great speed 
  and agility, but this ship is far from hardy. It also carries ion charges and a tractor beam used to capture other 
  ships and abduct their crew and passengers; it also carries a laboratory to experiment on them if desired by its 
  short, grey occupants. A Saucer typically carries a crew of four Zeta, but may carry up to 16 additional passengers 
  and contains a good number of cryogenic suspension tubes for abductees. 
   
  Tuko Hunter 
  Armor Class 
  4 (15) 
  Hit Points 
  50 
  Shield Strength 
  4 
  Movement 
  10 
  Targeting 
  +4 
  Attack 
  Heavy Laser (6d6) 
  Modifications 
  Cloaking Device, Faster-Than-Light Drive, Ion Charge [optional] 
  Tukos hunt both in the ground and in interstellar space. Their archetypal starship, the Hunter, serves this 
  exact purpose – to lurk while cloaked until the right moment arrives, then strike at its intended target with 
  accurate, devastating shots from its heavy laser. Once it neutralizes its target, it may cloak again or disappear 
  into FTL. This ship is far from hardy, but its targeting systems are second to none and its intended purpose is 
  surprise attacks, piracy, and interstellar assassinations and not stand-off combat. The Hunter typically carries a 
  crew of 8 Tukos, and may carry up to 8 additional passengers as well as several large captured creatures.  
  
  Zeta and Tuko 
  Alien Character Classes 
   
  17 
   
  New Ship Modification 
  LABORATORY: This modification serves various research purposes, including dissecting new life-forms, 
  figuring out alien technology. The details of such use are left to the Referee based on the situation, but usually 
  a Laboratory warrants bonuses to various rolls related to such scientific endeavors. 
  Base Cost: 30 credits. 
  New Weapons 
  Weapon 
  Damage 
  ROF 
  Range 
  Weight 
  (in lbs) 
  Cost 
  (in credits) 
  Blowpipe 
  Special 
  1 
  30ft 
  1 
  10 
  Dartgun 
  Special 
  1 
  100ft 
  5 
  75 
  Stunner 
  Special 
  1 
  60ft 
  2.5 
  100 
  Dart, Poison (10) 
  - 
  - 
  - 
  0.5 
  25 
  Dart, Sedative (10) 
  - 
  - 
  - 
  0.5 
  10 
  TABLE 5: New Weapons 
   
  Blowpipe: A simple long tube made out of bamboo, plastic, or composites using the power of its user's lungs 
  to propel a dart at its target. This weapon is beloved by Tukos and used for hunting and assassinations. Like the 
  Dartgun (see below), there are two types of darts – legal sedative darts and illegal poison darts. An organic 
  creature struck by a sedative dart must make a Saving Throw vs. poison or immediately fall unconscious for 2d6 
  rounds. An organic creature struck by a poison dart must make a Saving Throw vs. poison or die within 1d6 
  rounds. 
  Dart: Ammunition for a Dartgun. Sold in a pre-fabricated magazine holding ten darts. Both types of darts – 
  poison and sedative – weigh the same. For game purposes, assume that the Blowpipe and the Dartgun use the 
  same darts. 
  Dartgun: A rifle-like weapon using pressurized gas to silently propel a dart towards a target. There are two 
  types of darts – legal sedative darts and illegal poison darts. An organic creature struck by a sedative dart must 
  make a Saving Throw vs. poison or immediately fall unconscious for 2d6 rounds. An organic creature struck by 
  a poison dart must make a Saving Throw vs. poison or die within 1d6 rounds.  A gas cylinder contains 
  compressed gas as well as 10 darts. 
  Stunner: A high-tech non-lethal weapon favored by Zeta as a means to incapacitate abductees. A target hit 
  by a Stunner must make a Saving Throw vs. Stun or immediately fall unconscious for 2d6 rounds. The Stunner 
  requires an Energy Cell for ammunition; each Energy Cell contains enough power for 20 shots. 
   
  New Advanced Equipment 
  The following items are advanced technologies available to the Zeta only, and even then their distribution to 
  Zeta is subject to Referee discretion. 
  
  Zeta and Tuko 
  Alien Character Classes 
   
  18 
   
  • MIND PROBE: This opaque orb, dark grey in color with a purple tinge, fits comfortably into a Zeta's or 
  human's palm. Any creature holding a Mind Probe may, once per Turn, scan any other sentient being's 
  mind as per the Detect Thoughts Meditation. This works up to a range of 30' and thick metallic walls or 
  bulkheads block this ability. 
  • PSIONIC AMPLIFIER: Coveted by Star Knights and Zeta alike, this semi-transparent orb filled with a 
  purple liquid amplifies the psychic emanations of humans and alien alike. This doubles the range and 
  duration of any mind-related power (Referee's discretion) used by Star Knights, Alien Mystics and Zeta. 
  
   
  19 
   
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SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW - Swords & Wizardry - White Box/White Box Based RPGs/White Star (WhtBx)/White Star Classes/Zeta and Tuko Alien Character Classes (WhtStar).pdf