Thread of Darkness Species

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Species Republic Tech Government Control Legality Attitude Homeworld
Ahvssek Yes 9 Matriarchal Theocracy controlled open Defensive
Bonssa Yes 9
Chaluuk No 11 Socialist Dictatorship repressive licensed Aggressive unknown
Entium Yes 10 Matriarchal Diplomatic Representative Democracy moderate licensed Defensive Hewooiluho-5
Fa'Hi Yes 9
Gelsh Yes 10 Feudal Aristocracy controlled licensed Cautious, arrogant Kama-Orhilendra-6b
Humanity Yes 9 Provisional Federation total controlled military Diplomatic Sol-3
I'Ahm No 12
Jithdu No 9
Kashau No 9
Kinzu No 10
Kon Ruul Yes 11
Marburi No 9 Clan/Tribal very free restricted Cautious
Mihtrag Yes 9 Militaristic Clan/Tribal very free military Reactive Lol'Tal'Chon-5
N'Tel No 12 Oligarchy of Science Technocracy controlled licensed Secretive / Paranoid
Nihod Chet No 10 Anarchy anarchy military Independent
Noxado No 9
Oncama No 10 Militaristic Dictatorship repressive military Aggressive Hrithket-4
Paqomu Yes 9 Caste Cybercracy moderate open Passive
Shaeyen No 9
Shiyol No 9 Subjugated to Oncama
Slavaaj Yes 11 Commercial/Medical Technocracy controlled open Greedy Goruacii-5
Sol'k No 10 Theocracy controlled open Defensive ?
Suu'ra No 9 Subjugated to Oncama
Tan-Amo Yes 10
Tohru No 9 Subjugated to Oncama total control open Aggressive  ?
Turuk Yes 12 Spiritualistic Athenian Democracy moderate open Pacifist Okakebo Win-3
Uhmbolo Yes 10 Meritocracy Representative Democracy moderate licensed Curious/Friendly ?
Xileth No Unk Unknown Unknown Unknown Secretive Unknown

Main: Thread of Darkness

Throughout Explored Space, there are hundreds of planets with advanced life forms, several of which have evolved sentient species. The technological level of these varied sentient species range from primitive hunter-gathers to those possessing advanced space-flight. The "primitive" species are those which have not yet ventured from their home world. The technological level of these species vary from TL1 to TL8. The worlds of the primitive species are protected by the Republic military who enforces a "neutral zone" around the star system to keep out any species intent on attack or conquest.

Ahvssek

Ahvssek
Ahvssek.jpg Government Type Matriarchal Theocracy Optimum Conditions 1 G, 1 ATM (78% N2, 21% O2), 45°F to 130°F
Trial / Punishment church inquiry / period of exile Native Terrain Desert
Tech Level 10 Avg. Height / Weight 8'-2" / 540 lbs (male), 6'-7" / 320 lbs (female)
Control Rating Controlled (4) General Behavior Defensive, stern
Legal Class Diet Fruits, vegetables
Homeworld  ? of Shu'Al Ris Appearance Thick, rough, leathery hide colored in variations of tan and sage. Massive, muscular bodies. Males have a large horn. Beak-like mouth. Three-fingered hand, each with claw.
Occupied Systems Kara'Resh, Rae'Fenat, Shu'Al Ris, Ti'Ritha, Vosh Tesva

The Ahvssek (av-sek) is a strong-willed, devout society, dedicated to the doctrines of their faith. They believe there exists a single, all-powerful deity (“Goya”) that created the universe and provides for the needs of all life. Their supreme ruler, the Grand High Matron, serves the roles of both the high-priestess of the faithful and the governmental leader. For the most part, they are a peaceful society, but any who speak or act against the will of Goya are viewed as enemies of the faith. Within their culture, males are predominately less intelligence and generally serve the role of laborers and warriors, where as the females claim the role of authority. They have little tolerance of outsiders intruding on their worlds outside the spaceports and there are sacred sites which are strictly off-limits to any but Ahvssek (with threat of execution to those who violate this restriction).

Every Ahvssek is dependent upon the unique energies provide by the "Life Crystals" found on their home-world. At their right-of-passage, they much take a pilgrimage into the "Soul Rift" to seek a personal crystal which they will keep with themselves the rest of their adult life. Losing one's "Life Crystal" is viewed as a major disgrace.

Religion: Goya, the "Life Mother",... only female can become ordained priestesses of the church, and only a priestess can take positions of leadership within the government...

Rituals: All Ahvssek perform religious rituals: some are only done once at specific stages of their life where as there are several rituals that must be done each day. The daily rituals that all must do are mostly quite simple and do not take much time. The most complex rituals, done as rights of passage or only by ordained priestesses, can be very elaborate, ceremonial and take many hours or days to complete.

  • Bless the Meal
  • Greet the Power of the Day (sunrise)
  • Greet the Comfort of the Night (sunset)
  • Enter presence of a priestess
  • Welcome guests into one's blessed home
  • Leaving the blessed home of a host/hostess
  • Etc.

Racial Physiology & Characteristics A human zoologist might classify an Ahvssek as something like a hybrid between a rhinoceros and triceratops, given that they have a thick, leathery, hairless hide, (yellow-green to gray-green in color) covering a massive, muscular body and the males all have a large horn that can be quite deadly in close, unarmed combat. Although the males are much larger in size, even the smallest females are larger than the biggest Human. Other distinguishing features are their beak-like-mouth and three-fingered hands lacking an opposable thumb, but each tipped with a sharp claws.

Ahvssek evolved on an arid desert world with very warm temperatures, which explains their reptilian cold-blooded biology. They have a diet of fruits and vegetables and require much less volume of food than there body size would suggest.

To many other species, Ahvssek seem sluggish and dull--slow to anger--however, when driven by necessity, they can be especially aggressive and can be extremely difficult to calm or subdue--not quick to forgive.

Racial Traits: Berserk (12); Claws (sharp); Cold-Blooded ("stiff" below 50°); Damage Resistance 4 (tough skin); Dependency (rare crystal, monthly); Dull (quirk); Gigantism; Hard to Subdue 2; Increased ST 6; Low Manual Dexterity 2; No Sense of Humor; Temperature Tolerance 3 (HT x degrees hotter)... costing 12 CP. Males also have Social Stigma (Second-Class Citizen) and Striker (horn, imp) for an additional 3 CP.

The males seldom have an IQ above 10, but usually have a much higher ST than the females, often ST 20 or more.

Bonssa

Bonssa
Bonssa.jpg Government Type Optimum Conditions
Trial / Punishment Native Terrain {{{terrain}}}
Tech Level Avg. Height / Weight {{{height weight}}}
Control Rating General Behavior
Legal Class {{{LC}}} Diet {{{diet}}}
Homeworld Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Bonssa (bonz-sa)

Racial Physiology & Characteristics

Racial Traits:

Chaluuk

Chaluuk
Chaluuk.png Government Type Socialist Dictatorship Optimum Conditions {{{environment}}}
Trial / Punishment local Regent / conscription into military service Native Terrain {{{terrain}}}
Tech Level 11 Avg. Height / Weight {{{height weight}}}
Control Rating repressive (4) General Behavior Aggressive
Legal Class licensed (3) Diet {{{diet}}}
Homeworld Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Chaluuk (cha-lūk) are a species mostly unknown to those in Known Space.

Beginning in 3397RD, exploration and expansion missions into the unknown sectors beyond the Paqomu, Oncama and Nihod Chet territories began to encounter unidentified spacecraft and many of the scout ships never returned. Then, in ????RD, a Chaluuk armada entered the Paqomu star system of ???, declared they were the rightful owners of these worlds, then began an assault to enslave the Paqomu. Ultimately, this assault was repelled, but hostilities have continued as the Chaluuk have attempted to expand into Known Space.

Representatives of the Chaluuk empire have claimed that a great plague has afflicted their worlds, making them uninhabitable, forcing an exodus to new worlds, however many suspect this is a merely a ploy validate their hostilities.

The number of worlds they control is unknown.

They do possess very advanced technology, surpassing that of the Republic, and their space fleets are large in size, making them a serious threat to the Republic.

Supreme Leader: Exalted Ta'gesh Maul, High Overlord of the Immortal Chaluuk Empire

Commander of the Armada: General Dro'sebot Krem, Commander of the Fifth Imperial Fleet


Racial Physiology & Characteristics

• Average Height: 8'-2"
• Average Weight: 330 lbs
• Skin type and color: Normal; gray-blue
• Hair type and color: Beards and back of neck (males only), around hands and feet; varies.
• Other distinctive appearances:
• Type of hands/feet: Human-like
• Body build: Bisymmetrical, erect standing, two-legs, two-arms
• Natural environment: Mountains
• Optimum environmental conditions: 1 G, 1 ATM (78% NH3, 21% H2), 25°F to 80°F
• Diet: Omnivorous
• Are they more gregarious or solitary in nature? Gregarious
• Large cities, small villages, or family groups? Large cities
• How do they react in an emergency? Hostile
• Are they more curious or are they complacent? Curious

Entium

Entium
Entium.jpg Government Type Matriarchal Diplomatic Representative Democracy Optimum Conditions 1 G, 1 ATM (78% N2, 21% O2), 5°F to 60°F
Trial / Punishment Tribal tribunal, punishable by humiliation or neuter/castrate (major offenses) Native Terrain {{{terrain}}}
Tech Level 10 Avg. Height / Weight {{{height weight}}}
Control Rating Moderate (3) General Behavior Defensive
Legal Class {{{LC}}} Diet {{{diet}}}
Homeworld Kuwoalemnu in the Hewooiluho system Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

Eldest of the Republic species, the Entium (en-tē-um) created the foundation for what would become the Republic of Allied Worlds. Individually, they are very timid, but as a society, they have been very dedicated in promoting galactic peace and championing the need to protect developing species. They are a very spirited and fun-loving society which most other species enjoy associating with.

Humans liken Entium to the Satyr of mythology due to their appearance and personality.

Racial Traits: Acute Smell 4; Claws (hooves); Colorblindness; Enhanced Move 0.5 (ground, move x 1.5, fatigue cost: 2 FP); Fur; No Depth Perception; Odious Racial Habit 1 (barn smell & buzzing flies); Peripheral Vision; Sense of Duty (Tribe); Skinny; Striker (horns, imp, cannot parry); Super Jump 1 (fatigue cost: 2 FP, takes recharge: 5 sec)... costing 4 CP.

The Entium species adheres to a heard psychology, so most Entium will have Gregarious or at a minimum Chummy, and most are not bold so will typically have some degree of Cowardice or Fearfulness. They are also very agile and enjoy running, so often have a DX higher than the average Human, as well as a high level of running skill.

Racial Physiology & Characteristics

In comparison to Humans, Entium tend to be about 15% taller, with average heights of 6'0" to 7'0", but with a slender body build, putting their average weight in the same range as the average human. Females tend to be on the shorter/lighter end of this average. Aside from their physical appearance differences, Entium are notably different in regards to their high mobility and ability to make exceptional jumps, reminiscent of the Gazelle of Earth. They prefer to run in natural terrain, but are equipped with special boots that facility travel on smooth surfaces or paved walkways, so they are not hampered by their cloven hooves in modern social environments.

Course hair covering entire body, longer on shoulders, under chin and around lower legs; light-brown or gray in color. Golden eyes with hourglass shaped pupils. Diet of grasses and green-leafy plants.

• Average Height: 6' / 7'
• Average Weight: 115 / 180 lbs
• Skin type and color: Normal; buff
• Hair type and color: Their entire bodies are covered with hair, short-soft in some places to long-bristly in others. The color comes in many variation, but shares commonalities within each clan.
• Other distinctive appearances: Horns
• Type of hands/feet: Human-like hands, but they have cloven hooves on their feet.
• Body build: Bisymmetrical, erect standing, two-legs, two-arms
• Natural environment: Hills and plains
• Optimum environmental conditions: 1 G, 1 ATM (78% N2, 21% O2), 5°F to 60°F
• Diet: Herbivorous
• Are they more gregarious or solitary in nature? Gregarious
• Large cities, small villages, or family groups? Large cities
• How do they react in an emergency? Defensive
• Are they more curious or are they complacent? Curious

Fa Hi

Fa'Hi
Fahi.jpg Government Type Optimum Conditions
Trial / Punishment Native Terrain {{{terrain}}}
Tech Level Avg. Height / Weight {{{height weight}}}
Control Rating General Behavior
Legal Class {{{LC}}} Diet {{{diet}}}
Homeworld Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Fa'Hi (fa-hē) ...


Racial Traits: Acute Hearing 3 [6], Acute Vision 3 [6], Night Vision 5 [5], No Sense of Smell/Taste [-5], Peripheral Vision [15], Universal Digestion [5]. They also have a SM -1.

Racial Physiology & Characteristics Rough, leathery skin, that comes in a variety of colors and patterns. Eyes are large and beady, with a dark red coloration. They are the ultimate scrounger/scavenger species, able to eat any non-toxic organic material. Primarily a nocturnal species, although they have adapted to work in daylight hours with use of protective sun goggles.

Gelsh

Gelsh
Gelsh.jpg Government Type Feudal Aristocracy Optimum Conditions {{{environment}}}
Trial / Punishment {{{trial}}} Native Terrain {{{terrain}}}
Tech Level 10 Avg. Height / Weight {{{height weight}}}
Control Rating controlled (4) General Behavior Cautious, arrogant
Legal Class licensed (3) Diet {{{diet}}}
Homeworld Kama-Orhilendra-6b Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Gelsh [gelsh] joined the Republic 3256:074RD). The Gelsh people have a strong, nearly instinctual drive for tradition. They pride themselves on being able to track their ancestry back for thousands of years and often keep detailed family histories with the best tales shared at family gatherings during annual celebrations. Because they are so traditional, they were slow to advance in technology and had a very long history before they ever succeeded in venturing into space. Even though some technology has provided the capability for more advanced weaponry, by tradition they still prefer to use the melee weapons from their history (metal swords for example).

Society Government: Traditionalist Aristocracy - "Union of Kingdoms"

  • Gimad Udjit Orshilagan, High Lord of the Gelsh, patriarch of the Udjit family.
  • Udjit Ojmad, Gelsh Republic Assembly Senator, cousin of Orshilagan.
    • Udjit Umhraf, younger brother of Orshilagan, prior senator, was killed during negotiation of the Chaluuk invasion of Abatu-3.
  • Atkara Omkara, Seneschal to the High Lord Orshilagan.

Trial/Punishment: trial by local lord, punishable by torture or slavery.
Tech Level: 10
Control Rating: controlled (4)
Legal Class: licensed (3)
General Attitude: Cautious, arrogant

Although their culture has a strong division between the Nobility and the Peasantry, any contention between the two was resolved many thousands of years ago. Very few, only the most unique, would be discontent with their born position or have ambitions for changing. This does not mean that they have to ambition for success, but they view it only so far as success within their limits.

For Gelsh, adorning their bodies with expensive clothing and jewelry is directly related to the display of rank/status within their society. To be publicly stripped of ones cloths is to become as an outcast. Additionally, the Gelsh mark their bodies with ritualistic tattoos that designate accomplishments or achieving rights of passage.

Nobility There are five ranks within the nobility of the Gelsh that are directly related to their social status, administrative authority and military ranking. In many cases, the children or nephews/nieces of a leader will be granted positions of leadership one level down from their parents, example: a Kajad’s son may be a Raamad on his father’s world. Ruler-ship is primarily inherited, but a ruler is always able to control who is assigned in the lesser ranks within his charge.

  • Gimad (-ra) – The supreme ruler of the Gelsh; king (queen).
  • Kajad (-ra) – The supreme rule of each world in Gelsh territory, vassal to the Gimad; duke (duchess), also granted military rank of General.
  • Raamad (-ra) – The ruler of a realm/continent of a world, vassal to the Kajad; baron (baroness), also granted military rank of Colonel.
  • Prajad (-ra) – The ruler of a local province (similar to a state), vassal to the Raamad; lord governor (lady governess), also granted military ran of Major.
  • Kashvad – The ruler of a village, town or city, vassal to the Prajad; knight, also granted military rank of Captain.

Major Families of the Gelsh Nobilty

  • Udjit
  • Yojith
  • Atkara
  • Utroor
  • Abhrajith
  • Ujlendra

Mystics

File:Gelsh monistary.PNG
Gelsh Monastery

Holding a status much higher than the Peasantry, but beneath that of the Nobility, the Mystics are made up a devout few that oversee the religious beliefs of the Gelsh and perform the holy rituals. After many years of training and prayer, some are granted divine abilities that seem like magic to other.

Peasantry All Gelsh that are not of Nobility are considered to be members of the peasantry. Although it is possible for a peasant to be successful in life and gain some status or rank, they still remain peasants. Only a rare few, by great merit, ever succeed in being elevated to nobility. The peasantry makes up the majority of the populace of the Gelsh kingdom.

Slaves Gelsh are not opposed to the taking of other species to serve as slaves, but the majority of slaves are in fact criminals who have been stripped of all rights and possessions. These individuals are forced to work in the most laborious ways (such as mining and quarrying) and provided little more than basic food and water. This is usually a life-long punishment. Few have ever been elevated from slavery back up to peasantry.

Names Although criminals and slaves still use names to refer to each other, officially they have been stripped of their names. Peasants and Nobility will refer to them simply as "filth" or "worthless one" or other such things.

Members of the Peasantry do not have family names. They have only a given name. On official records, their given name is associated with the Noble family they serve and the village they reside within. Example: Yohakara of Ujlendra from Tothjek.

Members of the Nobility are referred to by their title (if any), family name and given name. Example: Kashvad Ujlendra Amhiraam

Religion <pending>

Racial Template Cost: -13 CP
Advantages: High TL 1 [5]
Disadvantages: Chauvinistic (quirk) [-1]; Compulsive Behavior (Spending, 12 or less) [-5]; Hidebound [-5]; Selfish (9) [-7]; Skinny [-5]; Staid (quirk) [-1]
Features: body tattoos denoting accomplishments
Taboos: Psychic and/or Magic only available to Mystic class
Skill Bonus/Penalty: +1 Melee Weapon (broadsword) [2]
Racially Learned Skills: Heraldry (A) IQ [2]; Savoir-Faire (High-Society,E) IQ+1 [2]

Racial Physiology & Characteristics

• Average Height: 5'-10" (male), 5'-7" (female)
• Average Weight: 135 lbs (male), 105 lbs (female)
• Skin type and color: Normal skin, greenish-yellow to orange color
• Hair type and color: Found on head or face (males) only, black or dark-brown.
• Other distinctive appearances: Compulsive adornment with expensive clothing and jewelry
• Type of hands/feet: Human-like.
• Body build: Bisymmetrical, erect standing, two-legs, two-arms, very slender and gaunt
• Natural environment: Temperate forests.
• Optimum environmental conditions: 1 G, 1 ATM (78% N2, 21% O2), 45°F to 100°F
• Diet: Any.
• Are they more gregarious or solitary in nature? Gregarious
• Large cities, small villages, or family groups? Large cities.
• How do they react in an emergency? Cautious
• Are they more curious or are they complacent? Complacent

Humanity

Humanity
Tod humanity.jpg Government Type Corporate Empire
United Coalitions Imperium (UCI)
Optimum Conditions 1.0 G, 1 ATM (78% N2, 21% O2), 55°F to 110°F
Trial / Punishment Managerial Inquiry: Fines, Demotion or Forced Labor Native Terrain {{{terrain}}}
Tech Level 9 Avg. Height / Weight {{{height weight}}}
Control Rating Controlled (4) General Behavior Diplomatic
Legal Class {{{LC}}} Diet {{{diet}}}
Homeworld Earth Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

Humanity joined the Republic of Allied Worlds on June 2nd, 2120 (3396:252RD).

History

Since the dawn of mankind, humans have toiled and fought for each opportunity to improve their chances of living. They invented tools to make work easier. They crafted materials to provide better shelter from the environment. They created weapons to more successfully hunt for food and to better defend from predators. They devised literacy which allowed them to pass on the knowledge and lessons already learned. For several millennium, mankind prospered, permitting them to explore, expand and overcome the dangers of their world. However, mankind reached a point that their greatest threat to life was each other. Wars, pollution, famine, depleted resources, and diseases were becoming a danger greater than their advanced knowledge could control. Mankind struggled to find solutions, but with little hope for saving their world, they began looking to other worlds as a source of salvation. Desperation motivated a focused effort that succeeded in placing the first steps of mankind on other planets within the Sol system. However, if left to themselves, those meager outposts would not have been sufficient in preventing the fall of mankind. It was a strange bit of fortune that offered them a chance at survival.

6 October 2073
Researchers at SETI detected signals from an area just past Neptune which appeared to be communication between multiple starships. Telescopic confirmation quickly confirmed that there was a group of five starships flying rapidly into the Sol system. Any hopes that mankind had for a friendly first contact with an alien civilization were crushed after the starships assaulted and destroyed a mining outpost in the rings of Saturn. With little time to prepare a defense and outclassed by the alien technology, the survival of mankind looked grim. After 27 days of warfare, the cat-like aliens had destroyed the lunar colony and all the space stations orbiting Earth, but mankind had succeeded in eliminating four of the five ships and capturing the fifth.

Knowledge gained by reverse-engineering the captured Oncama spaceship led to the single-most-important technological advancement of human history and provided the much needed key to the survival of mankind. The faster-than-light (FTL) capabilities of the starship’s flight system meant that mankind could effectively expand beyond the limits of the Sol system and begin colonizing new worlds. By 2096, mankind had established colonies in eight other star systems: Territories of Human Space.

16 August 2096
On two occasions following the first arrival of aliens, first in 2078 and again in 2084, the Oncama sent fleets of starships to assault Sol system. In both cases, mankind was much more prepared and succeeded in fending off the attacks. Then, in 2096, when a lone starship entered the Wells system, mankind was pleasantly surprised to find a new race of aliens instead of the warring Oncama. This exploration/research starship, crewed by Turuk, was eager to meet the people of Earth and extend an invitation of friendship. By 2098, the Turuk ambassador to Sol had formalized the alliance of peace and trade with mankind. The rulers of mankind viewed this as a opportunity for greater technological advancement and further expansion into space.

The Turuk sold the technology of the Star Portal to mankind, which offered a means of nearly instant transportation between nearby star systems. Within 20 years, all eight primary colonies and Sol system were networked through the Star Portal.

2 June 2120
After 25 galactic years of peace with the Turuk, mankind was nominated for consideration of acceptance into the Republic. Following about two years of evaluation, the nomination was approved, and the first Republic Senator for mankind was elected to vote at the Assembly. Human space has expanded inward to the boundary of other alien races, but still expands outward into uncharted systems. Mining and terraforming outposts have been established in seven other star systems in preparation of the establishment of future colonies.

29 May 2138
An ancient alien structure was found on a barren moon in the B-1 system by a group fugitives that escaped from a prison mining colony. One of the fugitives, Arcturus Astrum, inadvertently activated a beacon in the structure that alerted an ancient, powerful and very evil entity to the presence of sentient life in Known Space. For over 65 million years, Velkinor had searched-out and destroyed all sentient life in the galaxy. With the activation of the beacon, Velkinor turned his attention to Humanity and ultimately Earth, where he enslaved the minds of high ranking officials and unleashed a plague to create confusion and disorder before sending an army of Sol'k warriors to conquer Earth.

28 December 2138
After several months of digging through the secrets of the past, members of the newly formed Order of Solani discovered a hidden colony of Sol'k free from Velkinor's rule (called Keepers). With new insight provided by the Keepers, including the location of Velkinor's homeworld, a special task force brought the fight to Velkinor. Aided by Republic troopers and an elite group of Turuk psionic warriors, the Solani succeeded in breaking Velkinor's control of the enslaved Sol'k and turning Velkinor's mindset away from fear and the ambition to destroy. Although many millions died on Earth as a result of Velkinor's campaign of xenocide, after his surrender, humankind was again left to rebuild.

Humanity's faith and acceptance of the Primacorps (commercial corporate government) failed as a result of the ineffectiveness of the government to protect the people during the crisis, the Board's actions when controlled by Velkinor and the formation of the rebel movement by the colony systems. Those who had held the highest power or had the greatest wealth stood the most to loose and made every effort to maintain the old government, but majority of the population revolted.

Dedicated the efforts to assist Humanity, the Republic sent relief aide in the form of A) a true anti-virus to combat the spread of the AC-7 outbreak, B) naval ships to support the weakened Earth navy, C) political advisers to assist in reestablishing social order.

Civil Reformation Period: 2139

Following the destruction wrought by Velkinor on the stability of Humanity's civilization, the prior commercial corporate government, The Primacorps, collapsed rapidly into anarchy. By the end of 2138, a state of martial law, enforced by the remnants of the Navy and the Contagion Squad forces, was the only form of civil/social control on Earth. Unfortunately, their limited numbers could not control the full populace of Earth. As the Primacorps control failed, civil services suffered the first major blow. Families began to hide in fear in their homes, leading to never-before-seen absenteeism from jobs vital to the functioning of society. The largest cities were especially hit hard. The majority of the population was consumed by fear, which led to wide-spread looting, killings and mass-exodus from the cities.

As social order collapse, so did the global economy and business infrastructures. Many areas of Earth were plunged into isolation, lacking electricity, communications and fuel for transportation. The majority of those living in the northern hemisphere were faced with the cold of winter without the means to heat homes and a rapidly dwindling supply of food. Famine and normal illnesses became a plague.

Although extensive efforts were made by Republic relief aid in conjunction with the remaining leadership of Humanity and the military, by April 2139, an estimated 2.3 billion citizens of Earth had died from starvation, illness and violent conflicts over dwindling resources. The collapse of the Primacorps also had a negative effect on the other colonies in Sol and the other human star systems, but the degree of unrest was much less then on Earth since they had held a certain amount of autonomy prior to the arrival of Velkinor. For this reason, the outer colonies were able to establish order much more quickly and succeeded in transporting their excess foods to support Earth.

By June 2139, the population of Earth reached a new equilibrium; estimated deaths of 400 million over the last two months. Support networks established by the Republic and Earth military were able to provide the food, medicine and security needed in the largest populated groups. The smaller outlying groups had reached a self-sufficient level of survivability.

During the months of January through June 2139, the leadership of Humanity went through a major transition. Many of the prior leaders of the Primacorps retreated into isolation and obscurity. However, many new leaders, previous celebrities, such as Ruedi "Hedge" Marzell, as well as members of the colonial rebellion, such as William Chen, stepped up to the responsibility of helping Earth to recover and rebuild. A large part of the rebuilding was numerous, ongoing debates on the formation of a new government.

On June 2, 2139, a conference of leaders representing the 147 in situ local governments of Humanity met to sign the agreed upon "Provisional Federation Treaty". Each local provisional government was granted a period of one year to establish a stable government, ensuring human rights, a local military, new economy, etc. Each of these new governments would have local authority but would have a representative in a newly formed federation of governments. This federal body will become the authority for all of Humanity and negotiations with the Republic. As part of this treaty, free trade and non-combat pacts were agreed upon.

Corporate Empire: 2140

At the end of the term of the "Provisional Federation Treaty", few of the temporary governments were successful in meeting the goals of the reformation and political infighting was creating vast rifts in the leadership. This situation provided an opportunity for a bold power-play that ultimately led to the formation of the United Coalitions Imperium late in 2140.

I Ahm

I'Ahm
Iahm.jpg Government Type Optimum Conditions
Trial / Punishment Native Terrain {{{terrain}}}
Tech Level Avg. Height / Weight {{{height weight}}}
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The I'Ahm (ī am)

Racial Physiology & Characteristics

Racial Traits:

Jithdu

Jithdu
Jithdu.jpg Government Type Optimum Conditions
Trial / Punishment Native Terrain {{{terrain}}}
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The 'Jithdu (jith-du)

Racial Physiology & Characteristics

Racial Traits:

Kashau

Kashau
Kashau.jpg Government Type Optimum Conditions
Trial / Punishment Native Terrain {{{terrain}}}
Tech Level Avg. Height / Weight {{{height weight}}}
Control Rating General Behavior
Legal Class Diet {{{diet}}}
Homeworld Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The 'Kashau (ka-shau)

Racial Physiology & Characteristics

Racial Traits:

Kinzu

Kinzu
Kinzu.jpg Government Type Optimum Conditions
Trial / Punishment Native Terrain {{{terrain}}}
Tech Level Avg. Height / Weight {{{height weight}}}
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Homeworld Appearance {{{appearance}}}
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The 'Kinzu (kin-zu)

Racial Physiology & Characteristics

Racial Traits:

Kon Ruul

Kon Ruul
Konruul.jpg Government Type Optimum Conditions
Trial / Punishment Native Terrain {{{terrain}}}
Tech Level Avg. Height / Weight {{{height weight}}}
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Homeworld Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The 'Kon Ruul (kon rul)

Racial Physiology & Characteristics

Racial Traits:

Marburi

Marburi
Marburi.png Government Type Clan/Tribal Optimum Conditions {{{environment}}}
Trial / Punishment clan elder / exile Native Terrain {{{terrain}}}
Tech Level 9 Avg. Height / Weight {{{height weight}}}
Control Rating very free (2) General Behavior Cautious
Legal Class restricted (2) Diet {{{diet}}}
Homeworld Jipra Shodu Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Marburi (mar-būrē) are a very mellow, timid, reclusive species. Most are very content with their simple lifestyles. Only a rare few suffer from a "wanderlust" that drives them to invent and explore beyond their homeworld, Jipra Shodu.

Coming from a sunny, arid world, they have a dry, scaly skin with complexions that blend with the colors common to the terrain (rocks, soil, etc.) which range from tan to light brown to rusty reds. Although they are the most advanced life form on their world, they are by no means the most dangerous. Many large and aggressive predators roam their world, so the Marburi have adapted to be very alert, cautious, sneaky people in order to survive.

The atmosphere of their world is nearly devoid of free-oxygen gas, but has overabundant sulfur, so all the life forms on their world are carbon-sulfur-based. This means that the Marburi do not breathe like other species, however foods and medicines that are not also sulfur-based are toxic.

Racial Template

The Marburi share a bipedal form very similar in size and design to that of Humans, however, having evolved on a particularly hostile world, they acquired natural adaptations that are especially well suited for stealth and survival. Marburi have a scaly skill that has a camouflaging ability similar to that of a Chameleon that effectively conceals them from both visual observation, however, only the most experience have a conscious control of the otherwise instinctual ability. Although they do not breathe as other species do, getting the sulfur they need from ingestion, they still have a normal sense of smell from receptors in their skin. Their eyes have a degree of independent movement, which grants them a better field of vision and an ability to track multiple threats.

Racial Traits: Acute Hearing 3; Careful (quirk); Chameleon 3 (Emergencies Only, Unconscious Only, Uncontrollable); Cold-Blooded (below 65°); Doesn't Breathe; Enhanced Tracking 1; Incurious (15); Peripheral Vision; Restricted Diet (sulfur-based, occasional); Unusual Biochemistry (sulfur-based)... costing 4 CP

Racial Physiology & Characteristics

• Average Height: 5'-6"
• Average Weight: 140 lbs
• Skin type and color: Dry, scaly skin; color varies from tan to light brown to rusty reds
• Hair type and color: No hair.
• Other distinctive appearances: No nose. Bony ridge along back of head.
• Type of hands/feet: Human-like.
• Body build: Bisymmetrical, erect standing, two-legs, two-arms.
• Natural environment: Sunny, arid, savanna.
• Optimum environmental conditions: 0.8 G, 1 ATM (78% N2, 21% SO2), 55°F to 110°F
• Diet: Plants (only from sulfur-based life forms)
• Are they more gregarious or solitary in nature? Gregarious
• Large cities, small villages, or family groups? Family groups
• How do they react in an emergency? Hide
• Are they more curious or are they complacent? Complacent

Mihtrag

Mihtrag
Mihtrag.jpg Government Type Militaristic Clan/Tribal Optimum Conditions {{{environment}}}
Trial / Punishment Trial by combat: offender vs defender battle to the death. Native Terrain {{{terrain}}}
Tech Level 10 Avg. Height / Weight {{{height weight}}}
Control Rating Very Free (1) General Behavior Reactive
Legal Class Very Free (1) Diet {{{diet}}}
Homeworld Lol'Tal'Chon-5 Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Mihtrag (mī-trag) are a militaristic society with a long tradition of selling their honorable services as "guns-for-hire" to other species during times of conflict. Since having joined the Republic on 2153:184RD, Mihtrag soldiers have expanded their services to include private security firms in addition to comprising nearly 80% of the Republic Navy trooper forces.

Having shared borders with the Oncama for millennia, the Mihtrag have had to endure countless conflicts in the Oncama's crusade of conquest. However, for the Mihtrag, these invasions have become a time of celebration and an opportunity for young warriors to prove their skills and "wet their maxillae on Oncama blood".

Racial Traits: Amphibious; Appearance (Monstrous, -4 reaction); Bad Temper (12); Damage Resistance 5 (hardened 1); Doesn't Breath (gills); Extra Arms 2 (short, weak: 50% ST); Extra Legs (8 legs total, cannot kick); Increased Basic Move 2; Infravision (only); Low Empathy; Serious (quirk); Weakness (ultrasonic sound, 1d per 30 min, side effect: HT-1 severe pain )... costing 12 CP.

Racial Physiology & Characteristics

Mihtrag are a semi-aquatic, crustacean species noted for their hard, armor-like exoskeletons, four fighting-arms and eight walking-legs.

Communication is comprised of clicking sounds created by their mandibles clacking together in specific patterns, making this a very difficult language for other species to understand or reproduce. Although Mihtrag hear and can learn to understand other languages, only the most skilled can create sounds that roughly sound like spoken words. Due to this, most of their communications with other species is made with very simple yes/no/maybe/don't know types of responses (1 click for yes, 2 clicks for no, etc.) that are easy for others to understand.

• Average Height: 6'-9"
• Average Weight: 360 lbs
• Skin type and color: Hard, armor-like exoskeleton, in varied colors, but most often quite colorful and vibrant.
• Hair type and color: No hair.
• Other distinctive appearances:
• Type of hands/feet: Pincer/claws on four arms, and double-pronged hooks as feet on eight walking legs.
• Body build: Bisymmetrical, erect standing, eight-legs, four-arms.
• Natural environment: Semi-aquatic, salt-marshes, tidal zones and reefs.
• Optimum environmental conditions: 1 G, 1 ATM (78% N2, 21% O2), 35°F to 90°F
• Diet: Carnivorous
• Are they more gregarious or solitary in nature? Gregarious
• Large cities, small villages, or family groups? Family groups
• How do they react in an emergency? Fight
• Are they more curious or are they complacent? Complacent

NTel

N'Tel
Ntel.png Government Type Oligarchy of Science Technocracy Optimum Conditions 0.6 G, 1 ATM (78% N2, 21% O2), 45°F to 100°F
Trial / Punishment Tribunal of peers, punishable by public humiliation or imprisonment. Native Terrain {{{terrain}}}
Tech Level 12 Avg. Height / Weight {{{height weight}}}
Control Rating Controlled (4) General Behavior Secretive / Paranoid
Legal Class {{{LC}}} Diet {{{diet}}}
Homeworld Konotha Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

Prior to the official formation of the Republic, the N’Tel (nah-tel), formally referred to as the Tech-Guild Confederacy, were members of the alliance. However, after repeated violations of the Codes of Law, they were exiled. A cruel and aggressive species, they are known to have repeatedly entered protected systems and abducted "primitive species" for the purpose of conducting scientific research and development. During the 1900’s on Earth, Humanity was one of the species to receive such treatment by the N’Tel.

File:Ntel capital.jpg
N'Tel capital city of Gi-Tu-Furo on the homeworld of Konotha

The posses a technology level more advanced than any of the other know species, especially in regards to their bio-medical technologies. They are a society devoted to the sciences and pursuit of technology, and unlike most other species, they hoard their technology. And though very skilled in science and research, the N’Tel also conduct technological piracy, taking by force or stealth any technology unfamiliar to them. Additionally, they do not hesitate to use unethical means of testing and experimenting on other life forms and sentient species. Many fear that such high level technology, if left in the hands of such a vile species, could grow to be a major threat to the Republic.

All their devices are designed to self-destruct if manipulated by non-N’Tel (genetically encoded). Their ships, architecture and tools are all just as plain, gray and “sterile” as the N’Tel.

The individual who holds the highest awarded level of education within their field of science is entitled to rule as a Director. The Directors of all the scientific fields serve on the Council of Science, which is charged with the governing of the species.

Religion

The N'Tel do not worship divine entities or powers, believing that only the laws of science govern the universe. Science fills a similar role to the N’Tel as most religions do for other species. They have established complex rules and rituals which dictate the methods and obligations of scientific studies and application.

Racial Physiology & Characteristics

N'Tel have a hairless, soft, glossy gray skin that is typically coated in a fine mucus that keeps their skin moist. Very large, dark black, almond shaped eyes are one of their distinctive characteristics, along with a very slender body and delicate looking neck. In spite of their appearance, they are especially agile and surprisingly strong. Their homeworld of Konotha is very Earthlike, though very humid and subject to frequent rain. They are an omnivorous species, known to try just about anything once.

Racial Traits: Acute Vision (2) [4]; High Manual Dexterity 2 [10]; High TL 1 [15]; Nictitating Membrane 1 [1]; Night Vision 5 [5]; Single Minded [5]; Versatile [5], Cowardice (12) [-10]; Curious (12) [-5]; Dislike (Religious Beliefs) [-1]; Fearfulness 2 [-4]; G-Intolerance (0.1G) [-10]; Low Empathy [-20]; Odious Racial Habit (wet blanket) [-10]; Phobia (12:Xenophobia) [-15]; Short Lifespan 1 [-10]; Skinny [-5]

Nihod Chet

Nihod Chet
Nihod chet 03.png Government Type Anarchy Optimum Conditions {{{environment}}}
Trial / Punishment No legal system or laws beyond what one can get away with without getting others angry enough to want to kill them. Native Terrain {{{terrain}}}
Tech Level 10 Avg. Height / Weight {{{height weight}}}
Control Rating anarchy (0) General Behavior Independent
Legal Class military (1) Diet {{{diet}}}
Homeworld Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Nihod Chet (ni-hod chet) is a cybernetic life form in which an organic, slug-like creature lives permanently within a robotic body. They are a society of very independent individuals with little concerned for the trappings of government or laws. Might-makes-right is generally the ruling factor. It is primarily for this reason that the Nihod Chet are uninterested in joining the Republic, even if given the opportunity. Nihod Chet make up the largest percentage of pirates and smugglers in Explored-Space.

Racial Template

Cost: -5 CP
Primary Attributes: IQ+1 [20]
Advantages: Cybernetics [?]
Disadvantages: Loner (12) [-5]; Low Empathy [-20];

  • NOTE: The remainder of the character attributes, advantages and disadvantages are completely up to the player, however, they must all be appropriate with the Cybernetics trait. The default configuration is a humanoid body design.
  • Machine meta-trait (pg 263) is likely option.
  • Spacers will likely have Doesn't Breathe (Oxygen Storage), Sealed and Vacuum Support at a minimum.

Racial Physiology & Characteristics

The organic body of the Nihod Chet is a slug-like creature about the size of a football. Lacking any known sensory organs and manipulators, they are totally dependent upon their robotic bodies to interact with the world and to survive. Scholars of the Republic wonder how this creature evolved to become a space-faring species, the the fact remains that the Nihod Chet is a highly intelligent species. The most commonly accepted theory is that the Nihod Chet has physically devolved from a much more advance species after millenia of being completely dependent on the robotic body. They are not little more then a brain.

The robotic bodies of the Nihod Chet, just like their independent nature, are extremely unique. Even making use of similar components, the use of these parts will vary from body to body. For this reason, there is nothing close to a standard physiology for the cybernetics. The Nihod Chet modify their bodies to meet their own individual requirements (size, shape, design, materials, function, etc.) to meet the needs for their profession, lifestyle, environment, etc. It is very common for a Nihod Chet to make major modification to the robotic body over the coarse of a lifetime.

Most Nihod Chet incorporate nano-swarms within their bodies, at the very least for the purposes of making repairs to their robotic components.

• Natural environment: Tropical forest
• Optimum environmental conditions: 1 G, 1 ATM (78% N2, 21% O2), 55°F to 110°F
• Diet: Nutrient paste
• Are they more gregarious or solitary in nature? Solitary
• Large cities, small villages, or family groups? varies
• How do they react in an emergency? Hostile
• Are they more curious or are they complacent? Curious

Noxado

Noxado
Noxado.jpg Government Type Optimum Conditions
Trial / Punishment Native Terrain {{{terrain}}}
Tech Level Avg. Height / Weight {{{height weight}}}
Control Rating General Behavior
Legal Class Diet {{{diet}}}
Homeworld Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Noxado (nox-a-do)

Racial Physiology & Characteristics

Racial Traits:

Oncama

Oncama
Oncama.jpg Government Type Feudal Patriarchy Optimum Conditions {{{environment}}}
Trial / Punishment Trial by ordeal: stripped of all weapons, tools, equipment then dropped in wilderness ("hunting reserve"). Prove innocence by survival. Native Terrain {{{terrain}}}
Tech Level 3/10 Avg. Height / Weight {{{height weight}}}
Control Rating repressive (5) General Behavior Aggressive
Legal Class military (1) Diet {{{diet}}}
Homeworld Hrithket-4 Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

For the Oncama (on-ca-ma), “the hunt” is the primary motivation for their society. They pride themselves on their fighting prowess and skill. Many stalk and kill dangerous beasts using only their bare claws. Rank and status are only achieved through success in combat for the honor of the clans.

Among the other allied species of the Republic, the Oncama have earned a reputation of being overly aggressive, short-tempered and bloodthirsty. However, the species as a whole is the least intellectual and technologically advanced (TL3) of the space-faring species of Known Space. The majority of their society exists in a primitive (Medieval style) lifestyle. Only a small percentage of the population (a select elite recruited from the primitive clans) have access to and training with the advanced technologies (TL10).

None of the Oncama's technologies were developed by Oncama. They first acquired advanced tech after capturing a remote scouting spacecraft that landed on their planet several hundred years ago. Since then, they have seized additional, more advanced technologies by force, through conquest. Science, engineering, maintenance and labor are responsibilities thought best left to the subjugated species overseen by the Oncama.

Subjugation and slavery of other species is heavily practice by the Oncama.

Society

File:Oncama Hrithket.jpg
Hrithket-4: Oncama homeworld

Rank and status are inseparable in Oncama society. Every individual is born with zero rank and can only achieve rank through proven acts of heroism and honor. Heroism and honor are generally demonstrated by vanquishing an enemy of the empire, completing tasks assigned by superiors, conquering new lands or besting another Oncama (of equal or greater rank) in a blood-duel. Ever male Oncama is a warrior or nothing.

Blood Name: Prior to achieving Rank 5, Oncama are individually named solely by their assigned job/duty station. However, upon achieving Rank 5, Oncama males earn the right to take a partial name, called the blood name. This blood name is a public declaration of their honor that they take great pride in. In addition to the blood name, they still retain a partial name based on their assigned job/duty station.

Patriarchal Name: Upon achieving Rank 8, entering the ranks of the heroic elite, an Oncama earns a second name, or patriarchal name. No longer are they called by their assigned job/duty station, but by their full blood and patriarchal name. Along with this honor, the Oncama earns the right form a harem and begin siring a pride.

Female Oncama and young children, kits, are cared for and treated well by their patriarch, but otherwise have no rights within the empire. A female's job is to care for the home and the kits.

  • Lord General Hashket Raajtesh - Rank 10, the single highest ranking member of the empire.
  • Fleet Generals - there are eight imperial navy fleets, each commanded by a Rank 9 general.
  • Peshaat Ambassador - Rank 7, ambassador to Humanity.

Oncama males share the belief that they are superior female Oncama as well as all other sentient species and they refuse to do menial labor and chores. These tasks are meant for the females and slaves. There are several sentient species in the Oncama empire that have been subjugated and serve as slaves. Species considered unfit for slave labor are next classified as game to be hunted and eaten. Members of any slave species that commit a crime or dishonor an Oncama, are released to hunt for sport. Any species found to be unfit as game (distasteful meat) get exterminated.

Behavior
Much of an Oncama's mood and social interaction is conveyed through nonverbal expressions of the face, ears and tail.

  • Fluttering of ears shows amusement or laughter.
  • Flared ears show focus or intent.
  • Ears laid back flat is a sign of anger or readiness to fight.
  • Hackled fur shows unease or aggression.
  • Rapidly flicking tail shows restlessness or frustration.
  • A tail curled under to the belly is a sign of fear (rarely seen in adults).
  • Yawning shows boredom or serves as a dismissive shrug.
  • Lowering the eyes is a sign of subservience.
  • Prostrating or exposing one's throat is the gesture of submission.
  • Staring in the eyes or exposing teeth is a form of intimidation, a threat or challenge to blood duel.
  • Grabbing an Oncama's tail is an insult and invitation to being mauled.
  • Unsheathing claws is indication of getting prepared to fight.

Racial Template (Warrior)

Cost: 40 CP
Primary Attributes: ST+2 (size -10%) [18]; DX+2 [40]; IQ-3 [-60]
Secondary Attributes: SM+1; Per+3 [15]; Will +3 [15]
Advantages: Acute Hearing 3 [6]; Acute Smell 5 [10]; Claws (sharp) [5]; Extra Legs 2 [5]; Fur [1]; High TL 1 [5]; Night Vision 5 [5]; Rank/Status 1 [5]; Teeth (sharp) [1]
Disadvantages: Bad Temper (12)[-10]; Bloodlust (9) [-15]; Chauvinistic (quirk) [-1]; Code of Honor (pirate)[-5]; Duty (Imperial Navy,quite rarely) [-2]; Racial Intolerance [-5]; Selfish (12) [-5]
Features: tail
Taboos: males only
Skill Bonus/Penalty: +3 Brawling [6]; +3 Stealth [6]

Suggested Advantages/Disadvantages: Combat Reflexes [15], Fearlessness [2/lvl]

Racial Template (Psionic)

There is a sub-class of the Oncama with a talent for telepathic abilities (no other Oncama possess or can learn psychic powers). They are generally thought of as being spineless, honor-less and loathsome, but the military has used their powers to great advantages, so they are somewhat tolerated, even if mistreated.
Cost: 5 CP
Primary Attributes: ST-3 (size -10%) [-27]; DX-1 [-20]; IQ+3 [60]; HT-1 [-20]
Secondary Attributes: SM+1
Advantages: Acute Hearing 3 [6]; Acute Smell 5 [10]; Claws (sharp) [5]; Extra Legs 2 [5]; Fur [1]; High TL 1 [5]; Night Vision 5 [5]; Rank/Status 1 [5]; Teeth (sharp) [1]; Telepathy Talent 2 [10]
Disadvantages: Bad Temper (12)[-10]; Code of Honor (pirate)[-5]; Duty (Imperial Navy,quite rarely) [-2]; Paranoia [-10]; Racial Intolerance [-5]; Selfish (12) [-5]; Social Stigma (minority group) [-10]
Features: tail
Taboos: males only
Skill Bonus/Penalty: +3 Stealth [6]

Racial Physiology & Characteristics

This humanoid warrior species has remarkably strong yet very sleek bodies. Genetically similar to the great cats of Earth, however, they have a lower body with four legs and an upper torso with two arms. The Oncama have spotted, furry coats surprisingly similar to the Jaguar and sharp, powerful claws that make very lethal weapons in close combat. Additionally, they have long incisor teeth and strong jaws capable of effectively tearing through flesh.

• Average Height: 6'-8", up to 8' when reared up
• Average Weight: 400 lbs
• Skin type and color: Normal, pink
• Hair type and color: Fur over entire body, patterned like jaguar
• Other distinctive appearances: Tail
• Type of hands/feet: Claws and paws
• Body build: Bisymmetrical, horizontal lower body and erect upper torso, four-legs, two-arms
• Natural environment: Forests
• Optimum environmental conditions: 1.2 G, 1 ATM (78% N2, 21% O2), 35°F to 90°F
• Diet: Meat
• Are they more gregarious or solitary in nature? Neither, but like their "elbow room"
• Large cities, small villages, or family groups? Small villages
• How do they react in an emergency? Hostile
• Are they more curious or are they complacent? Curious

Paqomu

Paqomu
Paqomu.png Government Type Caste Cybercracy Optimum Conditions {{{environment}}}
Trial / Punishment Trial by "The Overseer", punishable by hard labor Native Terrain {{{terrain}}}
Tech Level 9 Avg. Height / Weight {{{height weight}}}
Control Rating moderate (3) General Behavior Passive
Legal Class open (4) Diet {{{diet}}}
Homeworld Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Paqomu (pa-kō-mū) joined the Republic 3302:143RD). Relatively new to the Republic, the Paqomu are a very industrious species that has exceptional skills at construction and engineering. They also have some of the most advanced mining equipment and techniques of all the species of Explore-Space. For a Paqomu, there is no greater ambition than production, especially when crafting items by hand. Desiring to have more time to work their crafts, they ultimately freed themselves of their administrative responsibilities by delegating them all to a master computer, "The Overseer".

All Paqomu are experienced excavators, miners and mechanics. Often considered by most other species to be very serious, they are really just very dedicated to their trade. However, when they have some down-time, they can become quite rowdy, especially since their primary leisure activity is drink very stout alcoholic brews and participating in physical contests of strength and/or dexterity. Gambling on these contests is also a common occurrence.

The Overseer: An administrative master computer (A.I.) called "The Overseer", created by the Paqomu, was incrementally given more and more administrative responsibilities and authority, until ultimately the computer was granted full control of governing the entire species. When Paqomu are born, The Overseer designates (assigns) them to specific social roles (jobs/castes), which the Paqomu will remain their entire life.

Paqomu Castes: The Paqomu society has long been structured by castes, but rather than castes based on rank or status, their castes are broken up between functions. There are many job types (functions), but they are organized into 7 primary castes:

  • (A) Agriculture (farmers, ranchers, cooks, brewers, etc.)
  • (C) Construction (buildings, roads, bridges, dams, etc.)
  • (G) Geological (mining, excavation, quarrying, drilling, etc.)
  • (M) Manufacturing (crafts, vehicles, weapons, electronics, consumer goods, tools, etc.)
  • (P) Public Services (police, diplomats, politicians, entertainers, etc.)
  • (S) Specialized/Technical (engineering, medical, scientific, etc.)
  • (T) Transportation (public transport, moving goods and resources, etc.)

The caste structure is so ingrained in their culture, that a Paqomu's name is given solely based on their assigned caste and a serial number. Example: a Paqomu who works as a gold miner (geological caste, mining sub-class) may have a name like GMG-2082388.

Military: Within Paqomu society, and history, violence is rare and intentionally attempting to harm or kill another is a abhorrent psychology. For this reason, the Paqomu do not have a military force. They rely completely on the Republic Navy to safeguard their worlds.

Racial Template

Cost: 13 CP
Primary Attributes: HT+1 [10]
Secondary Attributes: SM-1; HP+2 [4]
Advantages: Alcohol Tolerance [1]; Claws (blunt) [3]; Damage Resistance 1 (tough skin -40%) [3]; Fur [1]; Night Vision 3 [3]; Talent 1 (artificer) [10]
Disadvantages: Bad Sight (near sighted, mitigator -60%) [-10]; Light Sensitivity (-2) [-5]; Odious Racial Habit (greasy/grimy -1) [-5]; Pacifism (Reluctant Killer) [-5]; Slave Mentality (quirk) [-1]
Features: wear goggles when in bright light
Skill Bonus/Penalty: +2 Professional Skill (mining) [4]

Racial Physiology & Characteristics

• Average Height: 4'-3"
• Average Weight: 145 lbs
• Skin type and color: Leathery brown
• Hair type and color: Short fur; dark-brown to black.
• Other distinctive appearances: Small, beady eyes
• Type of hands/feet: Stubby fingers.
• Body build: Bisymmetrical, erect standing, two-legs, two-arms
• Natural environment: Subterranean caves and tunnels or windowless buildings.
• Optimum environmental conditions: 1.5 G, 1 ATM (78% N2, 21% O2), 35°F to 90°F
• Diet: Herbivorous
• Are they more gregarious or solitary in nature? Gregarious
• Large cities, small villages, or family groups? Large cities
• How do they react in an emergency? Stunned
• Are they more curious or are they complacent? Complacent

Shaeyen

Shaeyen
Shaeyen.jpg Government Type Optimum Conditions
Trial / Punishment Native Terrain {{{terrain}}}
Tech Level Avg. Height / Weight {{{height weight}}}
Control Rating General Behavior
Legal Class Diet {{{diet}}}
Homeworld Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Shaeyen (sha-yen)

Racial Physiology & Characteristics

Racial Traits:

Shiyol

Shiyol
Shiyol.jpg Government Type Optimum Conditions
Trial / Punishment Native Terrain {{{terrain}}}
Tech Level Avg. Height / Weight {{{height weight}}}
Control Rating General Behavior
Legal Class Diet {{{diet}}}
Homeworld Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Shiyol (shi-yol)

Racial Physiology & Characteristics

Racial Traits:

Slavaaj

Slavaaj
Slavaaj.jpg Government Type Commercial/Medical Technocracy Optimum Conditions {{{environment}}}
Trial / Punishment Adversarial trials with monetary fines as punishment Native Terrain {{{terrain}}}
Tech Level 10 Avg. Height / Weight {{{height weight}}}
Control Rating controlled (4) General Behavior Greedy
Legal Class open (4) Diet {{{diet}}}
Homeworld Goruacii-5 Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

Although relatively new to the Republic (they joined 3346:220RD), the Slavaaj (sla-vāj) are credited for being the driving force behind the establishment of a standardized Republic economy. Most consider the Slavaaj to be greedy, devious and ruthless in trade and business negotiations, but the Slavaaj view this as just normal business practices. Of all the sentient species of the Republic, the Slavaaj were the most successful in understanding and working with the Primacorps of Earth.

The Slavaaj have been relatively successful at the development of bio-medical technologies, however their greatest advances was made through purchase of technologies. In 3387RD, the Slavaaj made a significant investment by purchasing from the Turuk the exclusive rights to the technology for manufacturing Durilleum – an advanced material (TL11) used primarily in the production of spaceship hulls. Since then, they have established a very successful and lucrative business of manufacturing hulls, and completed ships, to sell to other species. They have advertised and guaranteed the Durilleum hull to be resistant to all forms of physical damage and corrosion and is impervious to all forms of energy except visible light (UV to infrared). Since the Slavaaj also purchased the gravity generator and gravity propulsion systems technology, their ships are viewed by most as the best ships in the galaxy.

  • Coaror Industries, makers of the Durilleum hulls, manufactures six types of hull designs (see Spacecraft).

Female names begin with an "A".

Racial Template

Although much smaller in height than a Human, averaging only 3'0" in height, the Slavaaj are voracious eaters that continue to grow in volume their entire, although short, lives. They are an amphibious species, who thrive in swamp and wetland environments, and have adaptations that enhance swimming capabilities. Another trait have is the ability to secreted a toxin as a self-defense mechanism that some biologist suggest may have been critical in preventing adults from eating their own young.

Racial Traits: Affliction 3 (HT-2 to resist, Incapacitation: Retching, Aura, Melee, Contact Agent, Emergencies Only, Takes Extra Time 1 (2 sec)); Amphibious; Doesn't Breath (Oxygen Storage x100); Dwarfism; Gluttony (12); Greed (12); Increased Consumption 2 (12 meals per day); Lightning Calculator; Mind Shield 2; Nictitating Membrane 0; Night Vision 4; Overweight; Short Lifespan 2 (mature 4 yr/aging 12 yr)... costing 1 CP.

Slavaaj culture is highly business (finance) oriented, so individuals will typically have some degree of Talent (Business Acumen) as well as be highly skilled in Merchant, however, the are also a highly intelligent species that excels in scientific pursuits, as well as political/diplomatic endeavors. They are often strong willed and seem to have a natural ability to resist telepathic attacks.

Racial Physiology & Characteristics

Slavaaj are an amphibious species resembling large toads. Large round eyes and a wide mouth sit atop the blubbery folds of their obese bodies. Slavaaj are voracious eaters, never passing up a meal, and they tend to grow increasing obese as they age.

Adults make use of anti-gravity hover-couches in order to move about.

• Average Height: 3'-0"
• Average Weight: 100 lbs
• Skin type and color: Moist skin; shades of green.
• Hair type and color: Facial and brow hair common; various colors.
• Other distinctive appearances:
• Type of hands/feet: Three-fingered (stubby) and thumb
• Body build: Bisymmetrical, erect standing, two-legs, two-arms
• Natural environment: Temperate wetlands
• Optimum environmental conditions: 1 G, 1 ATM (78% N2, 21% O2), 35°F to 90°F
• Diet: Omnivorous
• Are they more gregarious or solitary in nature? Solitary
• Large cities, small villages, or family groups? Large cities
• How do they react in an emergency? Self-serving
• Are they more curious or are they complacent? Curious

Solk

Sol'k
File:Solk keeper.PNG Government Type Theocracy Optimum Conditions {{{environment}}}
Trial / Punishment judge / mind cleansing Native Terrain {{{terrain}}}
Tech Level 10 (base)
Trans (11)
Weapons (8)
Power (10)
Bio/Med (9)
Avg. Height / Weight {{{height weight}}}
Control Rating controlled (4) General Behavior Defensive
Legal Class open (4) Diet {{{diet}}}
Homeworld Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Sol'k [sōl-ek] are an ancient race of aliens never before encountered by the Republic of Allied Worlds until 29 May 2138 (3410.52RD) when a small group of humans accidentally opened a portal to the unknown world of the Sol'k.

Racial Template (Keeper)

Cost: CP
Primary Attributes: ST-2 [-20]
Secondary Attributes: ?
Advantages: ?
Disadvantages: ?

Racial Physiology & Characteristics

Sol'k evolved from a Cephalopod similar to a Nautilus. They have a hard shell that serves as a skull and anchor for the multiple pinkish-purple tentacles that are used for movement and manipulation. They are equally capable of breathing both in and out of the water. The original Sol'k was genetically modified by Velkinor over millions of years to form five sub-species (castes), each with their own unique physiology.

File:Solk.jpg
Sol'k Warrior

Warrior The large sized (8-feet tall), muscular, clawed Sol'k are the warrior caste of the Sol'k, and only one of two to have a humanoid appearance.

Builder A medium sized Sol'k, approximately the size of a pig but having a slug-like appearance. They excrete a blue, organic slime that is then shaped prior to hardening (like an epoxy). This building material is used for the majority of the structures and devices.

Operator A child sized Sol'k comprised primarily of a head and many long tentacles used both for mobility and manipulation; no discernible body. They are responsible for the operation of all machines/devices.

Caretaker A medium sized Sol'k with a spider like appearance, having seven ridged leg used for mobility. They tend to the needs of the other Sol'k and Velkinor.

Overseer Approximately 7-ft in height, having two arms and legs, very slender body build. These were observed to be the fewest in number. They organize and command the other casts.

Keepers Referred to as the "True Sol'k", until freed from hiding, these were not seen among the other casts. Since Velkinor was overthrown, the Keepers have taken over the role of leadership and provide instruction/guidance to the Overseers.

• Average Height: 5'-3"
• Average Weight: 115 lbs
• Skin type and color: Moist, smooth; pink to read
• Hair type and color: No hair.
• Other distinctive appearances: Shell-skull
• Type of hands/feet: None.
• Body build: Bisymmetrical, erect standing, multiple limbs that serve as both arms and legs.
• Natural environment: Ocean
• Optimum environmental conditions: 1 G, 1 ATM (78% N2, 21% O2), 35°F to 90°F
• Diet: Carnivorous
• Are they more gregarious or solitary in nature? Solitary
• Large cities, small villages, or family groups? Small villages
• How do they react in an emergency? Flee
• Are they more curious or are they complacent? Curious

Suura

Suu'ra
Suura.jpg Government Type Optimum Conditions
Trial / Punishment Native Terrain {{{terrain}}}
Tech Level Avg. Height / Weight {{{height weight}}}
Control Rating General Behavior
Legal Class Diet {{{diet}}}
Homeworld Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Suu'ra (su-ra)

Racial Physiology & Characteristics

Racial Traits:

Tan-Amo

Tan-Amo
Tanamo.jpg Government Type Optimum Conditions
Trial / Punishment Native Terrain {{{terrain}}}
Tech Level Avg. Height / Weight {{{height weight}}}
Control Rating General Behavior
Legal Class Diet {{{diet}}}
Homeworld Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Tan-amo (tan-a-mo)

Racial Physiology & Characteristics

Racial Traits:

Tohru

Tohru
Tohru.png Government Type Subjugated (Oncama) Optimum Conditions {{{environment}}}
Trial / Punishment Oncama Lord / death Native Terrain {{{terrain}}}
Tech Level 7 Avg. Height / Weight {{{height weight}}}
Control Rating total control (6) General Behavior Aggressive
Legal Class open (4) Diet {{{diet}}}
Homeworld Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Tohru (tō-rū) are an aggressive, semi-aquatic species that once had space-faring technologies, however, the Tohru worlds have since been conquered by the Oncama and now they are a subjugated species.

Being a very aggressive species, it took a lengthy and costly war before the Oncama ultimately succeeded in subjugating the Tohru. The Oncama have since been conscripting Tohru males in their youth and forcing them through military training camps, where they become pawn troopers for Oncama battle campaigns.

The Tohru had a much more advanced technological level before meeting the Oncama, but since being subjugated, the Oncama have striven to keep the Tohru at a much reduced level to prevent the Tohru from successfully revolting.

Racial Template

Cost: 16 CP
Primary Attributes: DX+2 [40]; IQ-1 [-20]
Secondary Attributes: PER+2 [10]
Advantages: Breath-Holding 4 [8]; Claws (Sharp) [5]; Damage Resistance 4 (tough skin -40%) [12]; Nictitating Membrane 1 [1]; Peripheral Vision [15]; Teeth (sharp) [1]
Disadvantages: Berserk (12) [-10]; Colorblindness[-10]; Distractable (quirk) [-1]; Enemy (Oncama, hunter, quite rarely -50%) [-20]; Low TL 2 [-10]; Oblivious [-5]

Racial Physiology & Characteristics

File:Swamp.jpg
Tohru homeworld

Tohru have a tough, leathery hide that ranges from a light-brown to dark-green (sometimes with hints of green) and have thick, sharp claws on their hands and feet. Their large eyes are towards the sides of their head, giving them a increased range of vision to the sides. Having evolved in a very swampy world, they are capable of holding their breath much longer than most species.

• Average Height: 7'-3"
• Average Weight: 280 lbs
• Skin type and color: Thick, tough leathery skin, yellow-green to gray-green.
• Hair type and color: No hair.
• Other distinctive appearances:
• Type of hands/feet: Two-fingers and thumb; sharp clawed
• Body build: Bisymmetrical, erect standing, two-legs, two-arms
• Natural environment: Swampland
• Optimum environmental conditions: 1 G, 1 ATM (78% N2, 21% O2), 55°F to 110°F
• Diet: Carnivore
• Are they more gregarious or solitary in nature? Solitary
• Large cities, small villages, or family groups? Small villages
• How do they react in an emergency? Hostile
• Are they more curious or are they complacent? Curious

Turuk

Turuk
Turuk2.jpg Government Type Spiritualistic Athenian Democracy Optimum Conditions {{{environment}}}
Trial / Punishment collective jury (Nirana) / exile Native Terrain {{{terrain}}}
Tech Level 12 Avg. Height / Weight {{{height weight}}}
Control Rating moderate (3) General Behavior Pacifist
Legal Class open (4) Diet {{{diet}}}
Homeworld Okakebo Win-3 Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Turuk (tū-rūk), the first species to join the Republic and be granted a seat on the Assembly (in 320:352RD), have formed the strongest alliance with the Entium. This highly intelligent species, credited for nearly all of the most advanced galactic technologies, has been the primary species responsible for the expansion of the Republic. Their willingness to share (at a price) technologies such as the Star Portal has permitted nearly all the allied societies the opportunity to actively and economically participate in the galactic marketplace.

  • Miminoji - Turuk Senator.

In addition to a vast wealth of knowledge found in their Citadel of Insight, the Turuk have the greatest overall technology level of all the known species of the galaxy. Although their scientists have primarily specialized in defensive and transportation fields, they still have an extensive knowledge in the other areas of technology. Most remarkable of all is the fact that the Turuk offer their knowledge and technologies for sale to other sentient species.

File:Turuk capital.jpg
Capital city on Ojikan (Okakebo Win-3)
  • They never sell technologies that they perceive could be considered as a weapon or used for mass destruction.
  • They only sell technologies to species that have independently achieved advanced space flight (TL9).
  • They will only sell technologies slightly more advanced that the current technological level of a species (TL+1).
  • They never sell their most currently technologies (TL12) , preferring to always keep an advantage as a safeguard.
  • Since joining the Republic, they no longer sell to species outside the Republic.
  • Exclusive use purchases are seldom offered/accepted and when they are, they are very, very expensive.
  • Sale of information from the Citadel of Insight is regulated. Costs vary greatly on the specifics of the information requested.
  • They will often pay very well for new knowledge to add to the Citadel of Insight.
File:Oracle.jpg
The Oracle of Insight

Until the age of 24, each Turuk remains actively connected to Nirana, where they are instructed, guided and observed. After reaching adulthood, they choose a name for themselves to express their individuality from the collective.

Oracle of Insight: The Oracle of Insight has been estimated to be the most extensive storehouse of knowledge and history across the entire galaxy. Located on the Turuk home world of Ojikan (Okakebo Win-3), the Oracle of Insight is the central library of knowledge, housing a vast amount of knowledge collected by the Turuk over the last 72,000 years.

  • History records from all known species.
  • Technological designs, schematics, concepts and research.
  • Charts and statistics of Explored-Space.
  • Republic literature.
  • Guilds to spiritual enlightenment (Turuk laws and "training manuals")

Racial Template (Detobi: The Diplomats)

Most of the Turuk, although kind and generous in nature, tend to consider associating with alien species as somewhat "filthy". Most Turuk refuse to communicate Telepathically with any species other that another Turuk. Those called the Detobi, have dedicated their lives to associating with aliens are therefore looked highly upon by other Turuk - "How nice of you, that means I don't have to...". This includes all political diplomats, merchant traders, etc. However, the Detobi are also considered to be tainted, meaning any who are not a Detobi would find them unappealing as a mate. Most Detobi communicate with other species using a device attached to the lip of their shell. The device translates from auditory to chemical signals which are tasted by receptors near their "mouth", it is then receptive to Telekenetic manipulation used to "type" messages that are broadcast auditorily.

Cost: 66 CP
Primary Attributes: ST-8 [-80]; IQ+4 [80]
Advantages: 360° Vision (easy to hit -20%) [20]; Damage Resistance 8 (torso only -10%, can't wear armor -40%) [20]; Does Not Breath (oxygen absorb) [15]; Empathy [15]; Extended Lifespan 5 (1600 years) [10]; High TL 3 [15]; Racial Memories (passive) [15]; Social Regard (respected, +3) [15]; Telecommunication (telesend, cosmic +50%, racial -20%, telepathic -10%) [36]; Telekinesis (10, psychokinetic -10%) [45]; Versatile [5]
Disadvantages: Charitable (12) [-15]; Combat Paralysis [-15]; Hard of Hearing [-10]; Low Pain Threshold [-10]; No Manipulators [-50]; No Legs (wheeled) [-20]; Pacifism (self-defense) [-15]; Social Stigma (minority group) [-10]

Racial Template (Watai: The Guardians)

Although the Turuk is made up of a society of pacifists, there are a unique few who exhibit some violent tendencies. Most Turuk would consider these individuals to be "insane", however, they do serve a role when they become members of the Watai - the guardians of the Turuk.

Cost: 54 CP
Primary Attributes: ST-8 [-80]; IQ+4 [80]
Advantages: 360° Vision (easy to hit -20%) [20]; Damage Resistance 8 (torso only -10%, can't wear armor -40%) [20]; Does Not Breath (oxygen absorb) [15]; Extended Lifespan 5 (1600 years) [10]; High TL 3 [15]; Racial Memories (passive) [15]; Telecommunication (telesend, cosmic +50%, racial -20%, telepathic -10%) [36]; Telekinesis (10, psychokinetic -10%) [45]; Versatile [5]
Disadvantages: Charitable (12) [-15]; Hard of Hearing [-10]; Low Pain Threshold [-10]; No Manipulators [-50]; No Legs (wheeled) [-20]; Pacifism (reluctant killers) [-5]; Post-Combat Shakes (9) [-7]; Social Stigma (minority group) [-10]

Racial Physiology & Characteristics

Possessing, by far, the most unique body of any of the species in the Republic, it is very simple to spot a Turuk in a crowd. Long, retractable eye-stalks stick out from the top of their soft, slimy fleshed head/neck which extends from the collared opening of a hard-shelled body. At the base of their shell is a single, soft-padded foot that forms a wheel. Likened to a snail on a unicycle, they in fact are very skilled and highly mobile. They lack any other limbs, which many would perceive as a handicap, but their strong telekinetic abilities allow them to manipulate objects as effectively has human hands.

In addition to their telekinetic abilities, the Turuk have a highly developed telepathic bond with all the others of their species. Although they are all unique individuals, they are capable of linking to form a collective consciences referred to as Nirana. Within this collective, all laws and governing of the species is conducted.

• Average Height: 4'-10"
• Average Weight: 110
• Skin type and color: Moist, porous; light green to light yellow-green
• Hair type and color: No hair.
• Other distinctive appearances: Eye-stalks
• Type of hands/feet: None
• Body build: Bisymmetrical, mollusk-like shell riding atop biological wheel
• Natural environment: Wetlands
• Optimum environmental conditions: 1 G, 1 ATM (78% N2, 21% O2), 35°F to 90°F
• Diet: Decaying plant-life
• Are they more gregarious or solitary in nature? Gregarious
• Large cities, small villages, or family groups? Large cities
• How do they react in an emergency? Hide in shell or flee
• Are they more curious or are they complacent? Curious

Uhmbolo

Uhmbolo
Uhmbolo.png Government Type Meritocracy Representative Democracy Optimum Conditions {{{environment}}}
Trial / Punishment jury / period of indentured service Native Terrain {{{terrain}}}
Tech Level 10 Avg. Height / Weight {{{height weight}}}
Control Rating moderate (3) General Behavior Curious/Friendly
Legal Class licensed (3) Diet {{{diet}}}
Homeworld Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Uhmbolo (um-bō-lō) originated from what most would consider an uninhabitable world (cold, ammonia-based, high pressure atmosphere), but they have proven to be quite ingenious with adapting to vast number of worlds hostile to them by use of specially designed environmental suits and domed colonies. Although very cautious of other species, the Uhmbolo are actually a very curious and friendly species. Once a bond of friendship has been made with them, they are very devoted companions.

Racial Template

Uhmbolo Armored Environmental Suit

Cost: 9 CP
Primary Attributes: IQ+1 [20]
Secondary Attributes:
Advantages: Acute Vision 4 [8]; Ambidexterity [5]; Empathy (Sensitive) [5]; Extra Arms (2, Short, Weak:1/4 ST) [4]; High TL 1 [5]; Night Vision 10 [10]; Peripheral Vision [5]
Disadvantages: Congenial [-1]; Curious (15) [-2]; Restricted Diet (Ammonia-based, Occasional) [-30]; Skinny [-5]; Unusual Biochemistry (Ammonia-based) [-5]; Xenophilia (12) [-10]

Regular Environmental Suit (see Vacc Suit + helmet (TL10), pg 285)

  • Requires Vacc Suit skill
  • Weight: 30 lbs
  • DR: 9*
  • Biomedical sensors allow remote monitoring of vital signs, giving +1 to Diagnosis skill when examining the wearer. In addition, the suit is climate-controlled.
  • Provides:
    • Doesn’t Breathe (for 12 hours)
    • Protected Smell
    • Sealed
    • Vacuum Support
    • Protected Hearing
    • Protected Vision
    • Telecommunication (Radio)
    • Absolute Direction (Requires Signal)
    • Infravision
    • Night Vision 9
    • Telescopic Vision 2
    • Heads-up display (HUD) compatible with “smartgun” electronics

Armored Environmental Power Suit (see Battlesuit + helmet (TL10), pg 285)

  • Requires Battlesuit Skill
  • Split DR: 105 (torso,head & bottom of foot) / 75 (other)
  • Biomedical sensors allow remote monitoring of vital signs, giving +1 to Diagnosis skill when examining the wearer. In addition, the suit is climate-controlled.
  • Provides:
    • Filter Lungs
    • Protected Smell
    • Protected Vision
    • Protected Hearing
    • Doesn’t Breathe (for 12 hours)
    • Sealed
    • Vacuum Support
    • Telecommunication (Radio)
    • Telecommunication (Laser)
    • Absolute Direction (Requires Signal)
    • Infravision
    • Night Vision 9
    • Hyperspectral Vision
    • Telescopic Vision (2)
    • Heads-up display (HUD) compatible with “smartgun” electronics
    • Lifting ST +15
    • Striking ST +15
    • Super Jump 2
    • Do not count suit weight toward encumbrance!

Racial Physiology & Characteristics

Due to their unique biochemistry and since most other habitable worlds are not compatible for their needs, the Uhmbolo are required to wear specially designed environmental suits when not on their own world, domed colony or spacecraft. The Uhmbolo world has a cold, ammonia-based, high-pressure atmosphere (20 ATM), where animal life has evolved to breathe hydrogen. They have an average body temperature of 23 degrees F and can withstand temperatures down to -13 degrees F, however, if they are exposed to temperatures greater than 42 degrees F, they begin to suffer from heat stroke. Exposure to oxygen in the air can be lethal to an Uhmbolo, at the least it can cause suffocation, at worst it could cause combustion or an explosion. For this reason, they are especially cautious when either in an oxygen atmosphere or when oxygen containers are brought into their facilities. Uhmbolo have soft skin with a grayish green complexion and large eyes. They have very dexterous hands, which have 3 fingers and 2 thumbs each, at two sets of arms: the upper arms are larger and stronger, the lower are quite small and only used for lightweight, manipulations tasks (typically hidden inside their suits to operate certain suit functions). Uhmbolo are a skinny species when compared with other species, however, this has proven to be a benefit to wearing their suits to help reduce the bulkiness associated with most space suits. Additionally, those that require armored suits, which is much heavier, will have powered suits to facilitate movement.

• Average Height: 5'-10"
• Average Weight: 125 lbs
• Skin type and color: Normal; green-blue to blue-violet.
• Hair type and color: No hair.
• Other distinctive appearances: Large eyes
• Type of hands/feet: Three-fingers, two-thumbs on each.
• Body build: Bisymmetrical, erect standing, two-legs, four-arms (two small and weak)
• Natural environment: Arctic tundra
• Optimum environmental conditions: 1 G, 20 ATM (78% NH3, 21% H2), -13°F to 42°F
• Diet: Ammonia-based, omnivorous
• Are they more gregarious or solitary in nature? Gregarious
• Large cities, small villages, or family groups? Small villages
• How do they react in an emergency? Reactive
• Are they more curious or are they complacent? Curious

Xileth

Xileth
Xileth.jpg Government Type unknown Optimum Conditions {{{environment}}}
Trial / Punishment unknown Native Terrain {{{terrain}}}
Tech Level  ? Avg. Height / Weight {{{height weight}}}
Control Rating  ? General Behavior Elusive
Legal Class  ? Diet {{{diet}}}
Homeworld  ? Appearance {{{appearance}}}
Occupied Systems {{{star systems}}}

The Xileth [xī-leth] are an alien species that have interacted with the other species of the Republic for more than 5000 years, yet they remain mostly unknown, filling more of a role in mythology than as a established government/society/culture. Every species of Explored Space has many tales and legends that tell of shapeshifters who walk opening among the people in the guise of a local to secretly observe and occasionally interact (for either good or ill). These shapeshifters have been given many names, but none except them know their true name.

  • Balodis (Avssek)
  • Chakdataj (Oncama)
  • Changling or Doppelganger (Humanity)
  • Deganiko (Turuk)
  • Du'Ahl (Paqomu)
  • Etzek (Tohru)
  • Gako-nu-Chuma (N'Tel)
  • Kara-jteja (Gelsh)
  • Kon'gox'xel (Mihtrag)
  • Mnaat Bual (Slavaaj)
  • Roleduka (Marburi)
  • Wolun (Entium)

No one, aside from the Xileth, know anything about Xileth society.

Shapeshifting Ability: The Xileth species possess a bio-psionic ability that allows for physical alteration of their body composition at a quantum level. Essentially they mentally manipulate the matter of the body. For the young, this ability is more of an instinct that only shows as minor, uncontrolled shifts in appearance or skin coloration (basic camouflage). As they mature and gain better control, they can begin to make more significant alteration, such as assuming the likeness of another species. Only the oldest, most skilled masters are capable of major changes, in which they draw-in or release atomic mass to change in size, such as becoming an insect or giant, as well as to take any form.

Racial Template

Cost: 20 CP
Advantages: Claim of Hospitality ("Xileth") [5], Doesn't Breathe (Oxygen Absorption) [15], High TL 1 [5], Night Vision 2 [2], Shapeshifting (Morph, Cosmetic, Retains Shape, Costs Fatigue 2 FP) [20],
Disadvantages: Dependency ("Return to Homeworld", yearly) [-2], Morph Concentration (see below) [-5], Stress Atavism (Mild (12)) [-10], Vow ("Keep knowledge of Xileth secret")[-5]
Features: tail from back of skull

NOTES:

  • Must return to homeworld for 2 weeks each year, or will lose 1 HP every 2 weeks (can only recover lost HP with exposure to homeworld).
  • Breaking the Vow of Secrecy will result in gaining Enemy ("Xileth",hunter) if any Xileth learn of you having broken the vow. Your life is now forfeit. You will be forbidden to return to homeworld and the Xileth will try to hunt you down and kill you before you break your vow again.
  • If knocked unconscious or killed, immediately revert to native form.
  • Also revert to native form if electrically stunned.
  • Morph Concentration: While in alternate form, with any failed Self-Control roll or Fright Check, make an immediate Will roll. If the Will roll fails, the alternate form uncontrollably changes. Observers get a bonus equal to the margin of failure to their Perception check to recognize the flaw (those without Cultural Familiarity of the alternate form suffer a -2 penalty to recognize flaw). The flaw can be corrected the next instant, but anyone observing has a straight Will roll to notice the change happen.

Racial Physiology & Characteristics

• Average Height: 5'-10"
• Average Weight: 155 lbs
• Skin type and color: Soft skin, pale violet.
• Hair type and color: None.
• Other distinctive appearances: No visible nostrils or mouth; ear-gills; tail at rear of skull.
• Type of hands/feet: Human-like with small sharp claws.
• Body build: Bisymmetrical, erect standing, two-legs, two-arms, slender.
• Natural environment: Jungle forest.
• Optimum environmental conditions: 0.8 G, 1.2 ATM (72% N2, 16% O2, 12% CO2), 65°F to 120°F
• Diet: Any.
• Are they more gregarious or solitary in nature? Solitary.
• Large cities, small villages, or family groups? Family groups.
• How do they react in an emergency? Hide or flee.
• Are they more curious or are they complacent? Curious.