To Seek Out New Lifeforms...
There were dozens and dozens of aliens, creatures, and new species discovered during the runs of TOS, TNG, DS9 and Voyager (and also, one assumes, Enterprise will likewise discover some "new" species). I'm a big fan of returning to species we meet during the tv shows as a way to both give a sense of place to the Federation ("Gosh, I remember the Brekkans! Uh-oh, weren't they the ones that could zap you with their fingers?"), and to play catch-up with species that were likely left in a new-growth state from the episode in which they appeared.
ANYway, I figured a thread on said species involving templates might be in order. The TrekRPG site has a bunch, and I've sure perused them, but I'm thinking of more "they were on the show" aliens, species, and critters.
I'll post hereafter...
The Doc
And now for something (somewhat) different, inspired by "Clan of the Cave Bear"
This isn't one of the races from the various series, indeed, I'm not complete with it yet, but...
Aeuclan
A race with limited vocal capabilities, and a series of ridges that run from the back of their skull to the small of their back, the Aeuclan are a species who are born with access to the memories of some of their ancestors. They tend to form "family lines" of deep echoing potentials - one family lineage devoted to science, for example, or another devoted to medicine. It is rare to find an Aeuclan child that does not follow in the footsteps of one of his parents and that parents' family.
All Aeuclans also partake in a familial weaving - artful, but storytelling, beautiful hangings and weavings of the story of their family lines. They are quite complex.
Having only recently developed warp drive, the Aeuclans find the alien races of the galaxy to be disconcerting - they make the same mistakes over and over, and never seem to learn from history. For easily understood reasons, Starfleet has sent joined trill diplomats to ease the way to the stars for the Aeuclans.
Attributes
Fitness 2
Coordination 2
- Dexterity +1
Intellect 2
- Perception +1
Presence 2
Psi 0
Skills
Any Science 1 (2)
Artistic Expression (Weaving) 1 (2)
Culture (Aeuclan) 2 (3)
History (Aeuclan) 2 (3)
Languages - Aeuclan Semi-Signing 2 *
World Knowledge (Aeuclan Homeworld) 1 (2)
Much like Trill, Aeuclan individuals have access to skills from the lives of their family line. Basically, a Aeuclan, upon reaching puberty, gains access to the memories of one of his parents, and potentially others of that family line, one per generation (such as: his mother, his mother's father, his mother's grandmother, etc).
When a Aeuclan reaches the appropriate age, roll 1d6. This is the number of individuals' memories, one per generation previous to the child, to which the child has access. Select three skills per individual, just as Trill previous hosts select skills, with the same effects and costs for raising skills to 1 or higher.
It is important to note that the Aeuclan only gains memories up to the time that each individual passed their genetic material onward to the next generation: ie: the Aeuclan only gains memories of his mother (or father) up to the time of conception, not thereafter. Same for his grandparents, etc. Mature Aeuclans most often have the wisdom of many childhoods and young adulthoods and early adult life to draw on, but rare is the Aeuclan who has memories from an ancestor that go further than 30-35 years or so into their lifetime.
These memories are stored in the cranial/spinal ridges, and any attacks coming from behind the Aeuclan have a chance of hitting those ridges and causing significant brain damage to the memories and/or their retreival. The memory ridges have a resistance of only 2 beyond any armor worn to protect them, regardless of the regular resistance of the individual Aeuclan.
* The Aeuclan do have enough of a vocal range that they can have basic conversations, their true nuances and emotive capabilities of language only occur when speaking with signs as well. Verbally, they're capable of simple sentances such as: "I have good-feeling about you," but with signs, this turns into everything from, "You inspire trust in me," to "I love you deeply."
Racial Adventure Seeds...
Okay, from now on, when I add to this thread, I'm going to make sure I do the following:
Name the Race,
Attributes,
Skills,
Advantages/Disadvantages,
Description and brief planetary overview...
and
an adventure seed (or two) based on said race.
But, to backtrack for the races already mentioned:
Brekkan
A small piracy group seems to be managing to strip traders of their wares without actually damaging the ships at all. It turns out that it is a group of Brekkans who escaped Brekka by joining up with the Orion Syndicate, and they're now posing as a damaged ship, being beamed off for safety by unknowing passing trade ships, and then killing or subduing the crew of the trading vessels with their electrical generation abilities. Crew sent to investigate, and stop these attacks.
Onarans
Contacting the Federation for the first time since the Enterprise-D broke them from their horrible addiction to felicium, the Onarans wish to create some trade/treaty pacts with the Federation Merchant Marine, and the crew is sent to investigate. Ferengi, Orion, and other races are also present, as a planet suddenly cured of addiction and capable of providing all the needs of another class-M society is a rich prize...
J'Naii
The discovery of a new race that is also androgynous has a group of J'Naii diplomats/first contact specialists among the crew while en route to the first formal meetings with this new race. The J'Naii on board start to develop gender en route - is it a virus? A regression? An act of genetic terrorism from a rival who wishes to foul the formal meetings with the Federation?
Aeuclan
An Aeuclan shaman, an individual who is genetically atypical among the Aeuclan peoples in that he has a complete ancestral memory line that goes back many many generations, not just five or six, is aboard the crews ship helping them to uncover a strange archeological mystery - one of his ancient ancestors remembers visiting "sky-gods" that seem similar to ruins found on a variety of worlds - ruins that are slowly becoming active again. Are these "sky-gods" friends, or foes?
Etaram
A very powerfully gifted telekinetic youth has been kidnapped from the Etaram homeworld, and shortly thereafter, telekinetic asassinations occur in rapid succession. The crew must find out who is behind the kidnapping, how the child is being coerced (mind control? drugs? threats?), and rescue the child before more deaths occur.
That is all! ;)
The Doc