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Thread: Original Alien Species?

  1. #1

    Smile Original Alien Species?

    I was wondering if anyone had created any original alien species (or modified published ones) that they'd like to share. These could be NPC-only types (like the Horta or the Vorgons) or potentially playable species like those from the Player's Guide. I'm particularly interested in species with potential for Starfleet members. I have an original species of my own that I'll probably post tomorrow when I'm less brain-dead, but I was hoping to see what more experienced players and Narrators had come up with to help populate the four quadrants.

  2. #2
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    I had a species called the Merkhut in the Delta Quad that was a Terran seed ship that fell through a wormhole, composed of undocumented Augments that erased thier records and blasted off from earth during the final days of the Eugenics war. They found several low tech planets, 'assimilated' the population and began crash building up a society and fleet to expand.

    They ran into several alien races, harvesting them for genetic resources they thought would prove useful (telepathy, improved physique, etc), and began expanding outward.

    Then came the Borg

    Through a quirk of genetics, psychology, luck, tactics and sheer ruthlessness, they have managed to survive for a significant period of time against the borg, prefering sucicide tactics and system killing weapons to wipe out Borg invasions. The Borg for thier part, finally decided that it wasn't worth the resources expended to assimilate the species as the ammount of drones lost vs captured merkhut made it a losing proposition and evenutally relented for softer targets, occasionally sending the occasional cube back to test defenses.

    Bad idea. The Merkhut had been busy adapting borg technology, taming it, and making countermeasures against Borg assimilation systems as well as listening to the hive through it's own subspace network, adapting as it went. They have the distinction of being the only species aside from Humanity that hasn't fallen to the Borg.

    But they've become much like the Borg, developing a telepathic 'hive mind' to draw the 'collective' merkhut knowledge from. They do not tend to think much of individualism (which leads to certain psychological flaws), are blunt, direct, and completely ruthless in dealing with thier enemies.

    Then they noticed that a tendril of the Borg Collective went silent in the alpha quadrant. Puzzlement mixed with curiosity had them build a transwarp network into the Alpha Quadrant and send a vessel to seek out what had happened and determine if an alliance verses the Borg and other species could be attained. A vague racial memory of coming from the Alpha quadrant stirred and when they met with the Federation, some awkward moments ensued when the terrans found out they were decended from Augments (the taboo against genetic modification failed to register with them).

    They've been an interesting NPC species in the background, tho species isa relative term as they grow various sports of mixed alien DNA and genetic constructs to tailor an individual for a needed task, al the while making them genetically adapatable. More of a frame of mind than anything else.

    Perhaps I'll do a write up fo them when I done with the module I'm working on
    A brave little theory, and actually quite coherent for a system of five or seven dimensions -- if only we lived in one.

    Academician Prokhor Zakharov, "Now We Are Alone"

  3. #3
    I've got a couple spookier ones I've begun writing up for a fan PDF. I'll finish it... sometime. Neither of these are really Starfleet material.

    Well, technically ¬___¬

    Anyway... hm. I kinda think the amount of on-screen races we've seen is absurdly high already, and you can get a lot of mileage for inventing personalities and motivations for half-glimpsed federation members.

    That said, we can start tracking down pics and making stuff up here.

  4. #4
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    I have my 'Kyrnn' species, who have technology level, ships, sects, ratial groups and half the adventure I used them in for written up: I still have to finish that adventure module but the background material and writeups for the Kyrnn are almost done:

    http://comby.star-fleet.org/Social-Minefield.zip

    Also Beyond the Final Frontier, the Coda Webzine has some original aliens in it's pages: http://home.mchsi.com/~gandalfofborg/webzines.html#BTFF to browse through!
    Ta Muchly

  5. #5
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    Post

    Here's a few from our campaign:

    ANTAREAN
    Personality:
    Antareans are native to Antares – a red giant star deep inside the Beta Quadrant, coreward of the main Federation worlds. The central world of the ‘Antares Bubble’, Antareans are nominally members of the Federation, but in fact run the bubble more as an autonomous region of space.
    Antareans are occasionally haughty, competitive, and hearty – a race of survivors.

    Physiology & Appearance:
    Antareans are purple-skinned humanoids with nictating lids that give their eyes a milky look. They are similar to humans in physiology, with the main differences being pigmentation and a strong resistance to radiation and heat. They are capable of breeding with most humanoid lifeforms.

    Homeworld:
    Antareans come from Antares IV – the only inhabitable planet in their solar system. Antares is a treasure-trove of resources, but the climate is hot, arid, and brutal, due to the red giant and blue main sequence companion star. The world has been steadily terraformed by the Antareans, to make it more habitable.

    History & Culture:
    Antareans have, for millennia, fought the ravages of their world. Their early and religion and myth revolved around the epic of the God of the Air, Vadas, who stood between the earth and the people and Karad – the sun, which was viewed as a malevolent realm of fire where demons and evil were spawned. It is one of the few myth systems where the sun is viewed as other than benevolent. The planet is dry, with some areas so inhospitable they remain unsettled.
    Technological improvements allowed terraforming after the advent of spaceflight. Interplanetary and short-range interstellar flight were commonplace by the twenty-first century, the technological advances of the world driven by conflict and survival; they developed warp drive in the late 22nd Century. The Antareans were first contacted by the Federation in 2258 by USS Constitution, NCC-1700, which found a blakanized world with a central organization for interaction – much like the United Nations of Earth. This organization was turned into a world government, with the help of Starfleet diplomats, and they joined the Federation in 2370 and have since been instrumental only in the ‘Antares Bubble’ – the year-long trip to get to the main Federation worlds has created a ‘pocket Federation’ in the deep coreward reaches of the Beta Quadrant.

    Language & Names:
    Antareans speak Antarean Standard – one of twenty-three languages on the planet -- and sometimes Federation Standard.

    Favored Profession:
    Scientist or Starfleet Officer. Most Antareans have simple lives, working in trades or in business, but most met off-world are part of Starfleet, which has a massive presence on Antares.

    Species Adjustment:
    +1 Vitality. Antareans are hardy, tough people who resist many climactic effects.

    Species Abilities:
    HEAT RESISTANT: Antareans receive a +2 stamina vs. high temperature environments

    RADIATION RESISTANT: Antareans are awash in solar radiation all their lives. They gain a +2
    stamina vs. ultraviolet and +1 to all other radiation types.

    WILLFUL: Antareans are a combative and headstrong people. They receive a +2
    willpower at character creation.


    DELVIANS ('cause they were cool...)

    Personality:
    A peaceful and spiritual people, Delivans of any profession are also Pa’u – priests – and can buy and advance any Mystic Profession skill as a professional skill.

    Physical Description:
    Blue-skinned humanoids with gray mottling and tan or greenish spots on their bodies. Though they mimic animal humanoids, Delvians are actually a mobile plant-form. The tan or green spotting are actually stoma, allowing the transfer of oxygen and carbon dioxide in and out of the skin, but also transfer moisture. Bones are similar to that of animals, with the calcium interlacing between the xylem cells. The skin of Delvians can also change pigmentation to blend with their surroundings.

    Homeworld:
    Delvia. This is a beautiful world with little animal life, but various motive plant forms. The atmosphere is rich in oxygen and carbon dioxide, much of the CO2 produced by industry (and necessary to the ecological health of the planet.)

    History & Culture:
    The Delvian culture is build around “the Seek”, the personal journey to discover the Goddess – a universal creation figure. As their Seek progresses, they are assigned levels of spiritual maturity – such as 6th Level Pa’u. All Delivans are psionic and their level reflects their psionic talent, as well. They are curious and controlled.

    Language & Names:
    Delvian. It is a rich language with a pleasant flow and sound. Names are full of onomatopoeia.

    Favorite Profession:
    Scientist, Mystic. Delvians prefer intellectual or spiritual pursuits. Their military is weak.

    Species Adjustment:
    +2 INT, +1 VIT. Delvians are intelligent and their plant structure makes them robust.

    Species Abilities:
    BONUS FLAW: Low Energy Level. Delvians tire easily, a product of their metabolism.

    BONUS FLAW: Pacifist. Delvians are naturally peaceful creatures.

    HUNGER SICKNESS: A Delivan suffering from hunger for more than 6 days must make a
    stamina test TN 10 or begin to lose 1 point of intelligence/day. Once they reach an INT of 1, they become unreasoning killers who will eat anything they can kill. During this time of hunger sickness, they begin to spore, those spores acting as a soporific (use Somozine effects.)

    PHOTORGASMIC: When exposed to bright sunlight or intense bursts of light, Delvians are overcome by pleasure and must make a will test TN15 to overcome their pleasure.

    PSIONIC: All Delvians are psionic and have a PSI 4 to begin with.

    SELF-CONTROL: Delvians pride themselves on their emotional and behavioral control.
    +2 willpower


    DO'ATANI (home-brew, alter as needed...)

    Personality:
    Do’Atani are very lively, energetic creatures that areintelligent and sociable. Curiosity is one of their major faults.

    Physical Description:
    These procyonids resemble large Earth raccoons with opposable thumbs. The average height is about 1.5 meters. They are carnivores by nature, with suitable teeth and claws for the niche. They reproduce sexually and have a brain capacity similar to most humanoids.

    Homeworld:
    Atani, a lushly forested world with cities and villages that are artfully constructed to fit in with their
    surroundings.

    Culture:
    Do’Atani culture is described as ‘non-coercive communism’; they have a culture of sharing resources, are naturally law-abiding. Homes are usually underground, with only large factories and office buildings being above ground. The average Do’Atani village is rife with open parks, where the inhabitants will go to socialize at nearly anytime of the day.

    They were hunted by the Taranites, an off-world race, until they were able to capture and reverse
    engineer Taranite technology in the late 2350s. They were made a Federation protectorate in 2377, and rapidly gained admission.

    Language:
    Do’Hala, Federation Standard

    Favored Profession:
    Scientist or Starfleet Officer. There is a glut of Do’Atani applications for Starfleet after their acceptance into Federation in 2377. Almost 50% of the species (2 billion) have applied. Most Do’Atani encountered off-world are ‘professional tourists’ tasked by their government to study other cultures.

    Species Adjustment:
    +1 Agility, +1 Vitality, +1 Perception. Do’Atani are a procyonid race from the planet Atani. They have many of the characteristics of their racoon cousins on Earth.

    Species Abilities:
    AMIABLE: Do’Atani have a communal society with low incidences of violence. They are more than happy to work together or with other species, save the Taranites. They gain a + on social skills with all races but Taranites, which they have a -3 to social tests.

    BONUS TRAIT: CURIOUS: Do’Atani can insatiably curious, often to the point of foolhardiness.

    BONUS FLAW: IMPULSIVE: Do’Atani have a habit of biting off more than they can chew. In a
    situation of danger, where curiosity is driving them, Do’Atani must spend a courage point, or investigate despite the danger to themselves.

    BONUS TRAIT: NIGHT VISION: Do’Atani ignore night modifiers.


    NEBARI

    Personality:
    Calm and controlled, they are intensely loyal to the Establishment and their function, as decided by their superiors. They are peaceful, to a point, but are also arrogant and impose their will on those considered to be dangerous. Opposition to this official control is harshly put down.

    Physical Description:
    Standard humanoid in size, they have white-gray skin. Females usually have white hair, males black. Their blood is similar to Cardassian blood. Otherwise, they are similar in physiology and abilities to most humanoids.

    Homeworld:
    Nebari Prime, on the Rimward side of the Pleiades. It is a highly industrialized and cosmopolitan world.

    History & Culture:
    Tightly-controlled and bureaucratic, the Nebari have no one leader or leadership council – there are redundancies and competing departments and bureaus. Society is lock-step and dedicated to duty; independence is seen as rebellion and dangerously unhealthy. They use “mind cleansing” – an electrochemical reprogramming technology – to erase all traces of individuality and force conformity. Opposition forms to the Establishment are usually individualistic, emotional, and non-conformist in character.

    Language & Names:
    Nebari.

    Favored Profession:
    Scientist, Diplomat, Starship Officer.

    Species Adjustment:
    +1 INT, +1 AGL.

    Species Abilities:
    CARTILAGINOUS SKELETON: Their flexible skeleton makes them dexterous and resistant to
    damage. +1 health.

    CONTROLLED: Nebari learn to control their emotions, desires, and ambitions. They sublimate them for the common good. +2 willpower. (This can be replaced by EXUBERANT for the resistance members: +1 social tests, +1 savvy).

    LUCKY: Nebari seem to be able to overcome most obstacles through sheer willpower. +1 courage point.


    SURENYAL & SURENZUR

    Personality:
    The Surenyal are a race of omnivorous amphibians. The race is still primitive, untrusting, and brutal.

    Physiology & Appearance:
    The Surenyal are humanoids, standing between 1.5 and 1.9m in height with normal body mass range for other humanoids. They have rubbery skin that is hard to cut, webbed feet that splay wide for swimming, and most notably, four tentacle-like appendages on the back of their heads – this is their main respiratory system, complex osmotic organs that allow the Surenyal to breathe air and water, and act as primary lungs (there are smaller lungs in the chest cavity.) Ruby red eyes with nictating lids give a unyielding stare and the nature of the eye allows them to see in low-light conditions; their mouths have a set of plate-like teeth – like a fish, that they use to rend and crush their food.

    Homeworld:
    The Surenyal live on a primitive world in the Antares Corridor, coreward and antispinward of Zeta Gelis Cluster. The planet has a standard deviation of climate conditions, but much of the world is lowland savannah and shallow seas; jungle is prevalent and the planet has a 88% hydrosphere. The world is also rich in mineral resources.

    History & Culture:
    The Surenyal (people of the water) are a newly discovered race. They are one of two species of
    primitive sentient humanoids that evolved on the world; the other race, the Surenzur (people of the land,) are similar in build, but have smaller breathing tentacles and a more muscular physique. The two races have been in competition for thousands of years and are usually hostile toward each other, but still engage in trade and war. Their world was first found and exploited by Ferengi scouts, and is now visited regularly by Ferengi and Orion traders, who use the Surenyal and Surenzur as labor.

    The Surenyal have no written language, but have a complex language of pitch and tone that sounds like singing. Their bards can memorize and sing thousands of incredibly detailed tales of their heroes and history, hours long. They are considered primitive, violent, and dangerous by the Surenzur.

    Language & Names:
    The Surenyal have names that are musical and usually long – they comprise a thought or idea; usually something to do with an event about the time of their birth. Their name, Sureynal, means “people of the water”.

    Surenyal Species Adjustment:
    +1 Perception

    Surenyal Species Abilities:
    AMPHIBIOUS: The Surenyal can breathe water and air. Exposure to toxins in water act the same as airborne toxins.

    BONUS FLAW: Species Enmity: Surenzur. All social tests with Surenzur are -4.

    BONUS SKILL: Athletics (Swimming) +1

    BONUS TRAIT: Great Stamina: The unique respiratory system of the Surenyal allows them to take in 40% more oxygen. +4 stamina tests vs. fatigue.

    BONUS TRAIT: Night Vision: The Surenyal eye is designed for use in low-light, underwater environments. Ignore night modifiers.

    Surenzur Species Adjustment:
    +1 Strength

    Surenzur Species Abilities:
    AMPHIBIOUS: The Surenzur can breathe water, as well as air, but choose not to.

    BONUS FLAW: Species Enmity: Surenyal. All social test are at a -4.

    BONUS SKILL: Armed Combat (Simple) +1

    BONUS TRAIT: Skill Focus (Hunting): The Surenzur gain a +2 Observe (Tracking) and Sport (Hunting).

    BONUS TRAIT: Great Stamina: The unique respiratory system of the Surenzur – while not as efficient as the Surenyal – provides a +4 stamina vs. fatigue.

  6. #6
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    Some more...

    DENEBIAN (based on what I could find...)

    Personality:
    Denebians are an independent-minded race that is increasingly adversarial to the Federation leisure culture. They are heavily interbred with humans, since the settlement of Deneb V by the same in 2220.

    Physical Description:
    Denebians appear to be human. Only genetic scans can detect the difference.

    Homeworld:
    Deneb II and IV, a Class-M planet in the Deneb Kaitos system. Deneb V, a human colony, is in the same system.

    History & Culture:
    The Denebians of Deneb IV were an early spacefaring race when they were encountered in 2190 by human settlers. The Denebians had settled both Deneb II and V, although their colonial efforts were limited.

    Trade and cultural exchange between the two worlds led to the colonization of Deneb V – and eventually Deneb II – by humans. The Denebian culture has slowly been subsumed into the that of the humans, although a nativist movement has always had some traction on Deneb IV.

    The system joined the Federation in 2220, and has been the leading member world of the antispinward annex. The Denebians, very independent and industrious, have increasingly found themselves at odds with the Federation “leisure culture.” Influence from the Ferengi and Orions has reawakened liberal economic theory, and the ideas of an ownership society have reemerged.

    Language & Names:
    Federation Standard. Some Denebians still speak Denebian, but it is rare. Most Denebian names are variations on human names.

    Favored Profession:
    Starship Officer or Merchant. Denebians retain some of the capitalist tendencies, and much of the independence of their colonial forefathers.

    Species Adjustments:
    Denebians receive no species adjustments.

    Species Abilities:
    Independent: Denebians rely on their own abilities. They receive either a +2 in a single skill, or +1 in two skills at creation.

    Psionic: Most Denebians have some level of psionics. (This may be replaced by Adaptable, as per Human characters.)

    Spirited: Denebians receive a +1 courage point at character creation.


    GNATH

    Personality:
    The Gnath are a highly militaristic race who believe that war and conflict are essential to the advancement of a race. They have a form of social Darwinism as their main belief system, with Gnath culture at the center of that belief structure.

    Physical Appearance:
    Humanoids of slightly less that normal height, with wiry frames. Their faces feature slitted eyes, their ears are very small – almost vestigial, and they have a horn-like protrubance that contains a pressure and vibration-sensitive cluster of nerves, and adrenal glands.

    Homeworld:
    Zais, a heavy-gravity Class-M world of jungles and large cities, out near Canopus.

    History & Culture:
    Gnath culture is one of war, struggle, society highs and collapses, and finally the rise of an all-powerful one-world government – the Hegemony. Most Gnath art and literature is given to martial subjects, often in the form of cautionary tales and tragedies. Their technological level is behind the Federation, but rapidly catching up.

    The Hegemony is rules by a council of generals, the Triumvir, who are often assassinating one another. Support of the military is essential to Gnath triumvirs. Relations with the Federation began in late 2290 with the first disastrous encounter between a Gnath warship and a Federation scout vessel. The Federation has avoided open conflict, as yet, but the Gnath seem persistent.

    Language & Names:
    Kohu. Most Gnath names include a title of rank or nobility, family name, followed by a given name.

    Favored Profession:
    Soldier or Starship Officer.

    Species Adjustments:
    +1 Vitality, -1 Presence. Gnath are tough, but lacking in social skills.

    Species Abilities:
    Excellent Senses: Gnath senses are very keen, and their sensory fin gives them a lot of information about their surroundings. They gain a +2 to observe tests.

    Strength Through Conflict: Gnath believe that evolution, technological advance, society hegemony, are only possible through conflict. They begin all social tests as antagonistic, and receive -1 to social tests. However, they also receive a +1 to tactics and survival tests.


    HEIN

    PERSONALITY:
    Mysticism, even in the sciences, infuses Hein society. They view the universe as “God” – and follow strict precepts about behavior and ritual.

    Physical Description:
    These lizard-like humanoids are a unique evolutionary line, with no connection to the Preserver races. Originally arboreal, the Hein have feet designed for climbing, possess a tail, and are scaled. Their coloration ranges from browns to red-pink hues, often with striping.

    Hein reproduce sexually, with the female producing eggs after two months that take another four to gestate. Adulthood is achieved in fifteen solar years.

    Homeworld:
    Var. A Class-M world on the edge of the Carina Rift.

    History & Culture:
    The Hein are a recently discovered spacefaring culture. Their society is strangely retrograde – much of the technology is held by a single nation-state. The rest of the planet is early industrial.

    Central to the Hein culture is the idea of the “knowing universe” – the idea that the universe is self-aware, and that all sentient beings are part and parcel of its master plan. Everything is infused with purpose and agency in the Hein philosophy.

    Language & Names:
    Ofa. A harsh and silibant language with heavy use of metaphor.

    Favored Profession:
    Mystic. Most Hein have some tendency toward the spiritual.

    Species Adjustments:
    +1 Strength. Hein are incredibly strong and athletic.

    Species Abilities:
    Arboreal: Hein still possess their arboreal hind toe and claws. They receive a +2 to their climbing tests, and also do 1d6 damage when using their claws as weapons.

    Spiritual: The Hein believe everything happens for a purpose. They receive an extra courage point and a +1 to willpower.


    KELINAN (series bad guys)

    Personality:
    Cold and meticulous, these machine lifeforms are highly adaptable. They view only machines life as superior to all others.

    Physical Description:
    Composed of carbon or silicon nanotube and molecular machines, the Kelinan can appear as a cloud of dark smoke, or as anything they want to. Unified organisms, a Kelinan’s nanotubes can functions as processors, memory storage, musculature, or surface material. They can join other Kelinan to become vehicles, larger creatures, even starships.

    Homeworld:
    Prime. Somewhere in the Carina Arm.

    History & Culture:
    Incredibly ancient, the Kelinan are highly evolved machine life that may have been created by – or at least fought by – the Iconians. They are super-intelligent, adaptable, and have differing levels of consciousness and personality. Their culture was in decline due to the concerted efforts of enemy races that thought them destroyed over 100,000 years ago. Much of Kelinan history has been lost due to time. Since their awakening by USS Constitution in 2376 (or whenever you want...), the Kelinan have been an ever-important force in the galaxy, with “networks” throughout the galaxy.

    The Kelinan are closely allied with the Dominion, and are hostile to the Borg and Federation.


    Language & Names:
    Kelinan communicate using direct thought, sending images, concepts, and emotions directly to their recipients. They communicate in whatever language they must, but are most proficient in mathematics and computer languages.

    Favored Profession:
    Scientist, starship officer.

    Species Adjustment:
    +3 STR, +3 INT, +3 VIT, -2 PRS. Incredibly strong and resilient, the Kelinan are very intelligent.

    Species Abilities:
    Assimilation: Kelinan that touch a biological creature can infect living tissue and absorb the
    material into themselves. They can also recreate the mental configuration of the assimilated person and gain their memories on a INT test TN15. Onset: 1 round; Potency: +12TN; Effect: victims suffer 1d6 damage every round.

    Database: Kelinan have access to any computer system they can access. They make academic tests untrained. Any information reasonably in a database can be used was a TN5.

    Massive Computation: Kelinan receive a +2 to computer use and systems operations tests. They can remotely access any computer system with an appropriate computer use/hacking test.

    Mechanical: Kelinan only suffer half of injury modifiers, are immune to most disease and psionic attacks, as well as adverse climactic conditions.

    Mimicry: Kelinan can accurately mimic the appearance of an observed creature. They can
    absorb memories and other data if they assimilate the lifeform. The mimicry can be so perfect as to be undetectable by many scanning devices. (Investigate [search] or Systems Operations [Sensors] TN20.)

    Rushing the Clock Speed: By increasing their processing speed and devoting more resources to a problem, Kelinan can half base time for tests, if they do nothing else for that time.

    Bonus Trait: Sense of Time: Kelinan have internal chronometers.

    Bonus Trait: Ageless: Kelinan do not suffer age effects.


    WYR

    Personality:
    The Wyr are a perceptive and wily race. They have a military government, and a martial outlook.

    Physiology and Appearance:
    The Wyr are an average of 2m from tip of tail to head. Descended from an aquatic reptile similar to the Terran mosasaur, they have developed a warm-blooded circulatory system, which includes two triple-chambered hearts. They are a vertebrate lifeform with a cartilaginous rib cage and powerful body musculature. Moving much like a Terran snake, they can move quick and jump surprising distances. They have two arms, a humanoid face, and hair. Their coloration is flesh-colored, with brilliant striping; the hair usually matches or is similar to the striping.

    They reproduce sexually, with the female laying four to twelve eggs after three months of gestation. The eggs take another four months to hatch and the young are weak and must be cared for (usually by the males) for another year. Their young reach maturity after ten to twelve Solar years.

    Homeworld:
    Hurya, a Class-K world with large oceans and massive desertification. It is located on the edge of the Carina and Sagittarius Arms of the galaxy. The Wyr have a large empire of almost 50 systems.

    History and Culture:
    The Wyr are descended from aquatic reptiles and evolved into their current form about 150,000 years ago. Their neolithic period began about 10,000 years ago, and they rapidly moved into the equivalent of the iron age on Earth. Their civilizations clashed and collapsed twice since then, and it has only been in the last 200 years that the Wyr have had peace among themselves.

    The Wyr are ruled by a military government, the Committee – a group of 5 generals with a rotating dictatorship. The entire population is expected to serve the state in some capacity, often in their massive military. With their planet conquered and their population growing, the Wr turned their attention outward into space. The Wyr are a major force in the spinward-side of the Carina Arm, along the Carina/Sagittarius Arm of the galaxy. They have 48 systems under their direct control, and another twelve under their “protection.” Early encounters with the Tilak and Mera have been contentious, and combat between the powers has broken out from time to time. The arrival of the Federation on the scene is worrisome to the Committee, and the Wyr are cautiously pursuing trade and cultural agreements with the UFP.

    The Wyr are matriarchal-leaning, although every adult member of the society has the chance to succeed and advance. Males serve in the military and in other capacities, but their parental duties often require them to leave active service to tend to their families. The Committee is almost exclusively female.

    Languages and Names:
    Frr, a silibant and simple langauge. Names always start with rank and family (maternal) name. Given names come last.

    Favored Profession:
    Soldier or Starship Officer. Even their diplomats start in the military.

    Species Adjustments:
    Wyr are quick and perceptive. +1 Agility, +2 Perception.

    Species Abilities:
    BONUS SKILL: Athletics (Swimming): Wyr are natural swimmers.

    BONUS SKILL: Unarmed Combat: Martial skills are taught from birth. They gain a +1 Unarmed Combat skill.

    PREHENSILE: The tail of the Wyr can be used to grasp large objects. They may use their tail to crush an opponent (much like an Earth python.) They gain a +2 to grapple maneuvers, and a Deliberate Attack on grapple or choke maneuvers in unarmed combat.

    VARYING LOCOMOTION: Like Earth snakes, Wyr can move using lateral, concertina, and rectilinear motion, allowing them to climb and swim well. They move at 1.5 times the normal movement rate on the ground and equally as fast in water. They climb at the usual rate. They can jump 1.5 times the normal distance.
    Last edited by black campbellq; 04-06-2006 at 10:57 AM.

  7. #7
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    Ripped from the comic book Fusion of the late '80s because they were uber-cool --

    MEHOOK

    Personality:
    Mehook are Vulcan-like in their seeming lack of emotions and incredible mental control. They are highly intellectual and dutiful. Hunting is a major pastime for the mehook, which is seen as sport, not violence. The show of overt emotion is considered distasteful to them, but unlike Vulcans, the mehook do not deny their emotional natures.

    Physical Description:
    Mehook are large feathered dinosaur-like creatures, descended from a creature similar to the Earth utahraptor. They are about 4-5 meters in length, standing 2 meters tall. They have large teeth and claws and are generally frightening to many other races.

    Homeworld:
    Ouranos III, a jungle and forested world much like the Jurrasic period Earth. The world is home to many dinosaur-like creatures, including a ‘super-predator’: a massive, 12 meter tall carnivore.

    History & Culture:
    Mehook society is a meritocracy that revolves around cooperation and obedience – coercion to follow legal and society dictates is common. They gain personal possessions and position, as they age and produce for society. The indigent and lazy are ostracized and abhorred. Visual art and ornamentation is minimal in mehook society: architecture is simple and functional with little flash. Only in music do the mehook show any tendency toward the artistic.

    The mehook are lead by councils of elders who gain their position through age and merit. Older
    mehook are expected to lead and are respected without question. Their society reveres military or hunting prowess. In addition to the natural dangers of their homeworld, Ouranos III was frequently raided by Taranite hunter groups until the early part of the 24th Century. Since their inclusion in the Federation, the mehook have become productive, important members of the UFP. Many soldiers, Starfleet officers, and scientists come from Ouranos III.

    Language:
    Mehook, Federation Standard.

    Favored Profession:
    Soldier or Starship Officer. Mehook tend to enter professions according to their abilities, as chosen by their parents or academic mentors. Starfleet tends to dump them into security for obvious reasons.

    Species Adjustments:
    +3 Strength, +1 Vitality, -2 Presence. Mehook are massive feathered dinosaurs descended from a species similar to the Earth utahraptor.

    Species Abilities:
    Bonus Trait, Keen Hearing: Mehook gain a +2 to their listen tests.

    Bonus Trait, Keen Smell: Mehook gain a +2 to their observe/smell tests.

    Bonus Trait: Sherpa: At 4-5 meters long, and 2-3 meters high, Mehook are massive and powerful creatures. They can carry heavy loads.

    Dutiful: Mehook society is arranged around strict rules of conduct. Mehook elders are in charge of all aspects of society, and society follows them with almost robotic precision. Individuality is limited in their society. Mehook have a -2 will when faced with a person in authority over them. However, they receive a +2 willpower to resist being swayed from their duty. They also receive a +2 when working in concert with others on a task (combined tests.)

    Large Size: The average Mehook is on average 4m in length, and stand 2m tall. They gain a +1 to strength and vitality (already added to adjustments) due to their size, and have an sprint speed of 60m/round.

    Natural Weaponry: Mehook teeth and claws are exceedingly dangerous weapons. They do
    1d6+3+str mod damage for a bite or claw. The automatically possess the deliberate attack feat when using their natural weaponry.

    Unique Metabolism: Mehook metabolism is incredibly efficient. They metabolize most sugars
    well, including alcohol (don’t try to out-drink one.) Poisons act on them in half the time, but also have half the effectiveness (half the stamina TN to resist the effects.) Another problem of their metabolism: if a mehook does not eat a sufficient amount every 6 hours (about equivalent to twice the caloric requirements for a human), they go into cytolitic shock – becoming catatonic (stamina vs. TN15/6hours.) If wakened during this state, they must spend a CP or react as a character in BLOODLUST, attacking and devouring anything – friend or foe – that is edible. Once they have enough calories in their system, their higher mental functions reassert.

  8. #8
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    Well, they're stat-less, but...

    Ulan

    Planet name: Ulan is a large earthlike world inhabited by an intelligent, non-space faring species known as the Ulannori

    Solar System: The Ulanni system is comprised of an F0 V Orange Dwarf with 4 planets, the third of which is inhabited by intelligent life forms.

    Environment: Ulan possesses an Oxygen-Nitrogen atmosphere very much like Earth’s, but with a much higher water vapor content. Its gravity is about 1.3 times that of Earth. Ulan has a moderate axial tilt. Its proximity to its sun keeps the planet’s equatorial regions at tropical temperatures, and the three continents, which ring the equator, are almost totally covered by rainforest.

    Locations: Hembor Hall, meeting place of the Council of Elders, is a gigantic hollow fungus which has been growing for two thousand years. Federation Field, site of Ulannori-Federation first contact, is an unassuming yet tranquil meadow.

    History: The Ulannori are an ancient people, who developed biotechnology sufficient to genetically manipulate plant and animal life into a myriad of forms, back when mankind had not yet conceived of a written language. Their biological sciences are advanced, and their other sciences less so but quite far along, however the lack of abundant metals on Ulan kept the Ulannori from developing space flight. When contacted by the USS Montana in 2297, the Ulannori welcomed the visitors with open arms. (In actuality, the Montana had inadvertently made first contact some months earlier when, having landed on what they believed to be a technology-free world, they were observed by Grand Council member Taron Far Seer and astronomer Bando Star Watcher. This event sparked a planetary crisis that was not resolved until the Montana returned to investigate readings that the science officer attributed to organic technology. Although the Ulannori decided not to apply for Federation membership, they expressed interest in trade and cultural exchange. Given the glacial pace of Ulannori activity (and of course, their lack of space vessels), not many cultural exchanges took place in the century between First Contact and the Dominion War.

    Population:
    Physiology and Psychology: The Ulannori are six-limbed, tailed creatures that seem to possess both reptilian and mammalian features. They measure approximately 3 meters from snout to tail, and mass around 200 kilograms. They use their four-fingered first set of limbs as manipulators, and their rear four limbs for locomotion. Their tails provide a counterbalance to their long, thick necks and heavy, large-brained heads. A mane of usually white or gray hear runs down their neck from the back of the head to the shoulder.
    The Ulannori appear to be placid, slow-moving creatures but they are deceptively quick at times. Their ponderous movement mirrors their way of thinking, which is deeply-considered and deliberate, and their speech, which is stentorian, and full of koanlike phrases. Despite their slow appearance, the Ulannori are highly intelligent, and they have developed skills in the biological sciences heretofore unmatched by the Federation.
    Ulannori live exceedingly long lives. The oldest living Ulannori, Grand Council member Goro Stands Firm, is reputedly 785 years old at the time of First Contact (2297). All these attributes combine to give an outside observer the impression that the Ulannori believe that they have all the time in the world, and act accordingly.

    Culture: The Ulannori culture is dominated by their environment. The Ulannori believe that their entire world is a living organism. Because Ulan is metal-poor, the Ulannori did not progress in the same manner as most worlds. The entirety of their technology is derived from the genetic manipulation of other life-forms. In the earliest days of the Ulannori, this was limited to selective breeding, but as time passed, the Ulannori learned to manipulate genomes with outstanding precision. They became able to ‘grow’ large-trunked trees as homes, communicate and create light sources using the internal bioelectric impulses of other plants, and create other organic tools to serve the purposes that metals ordinarily would. However, the Ulannori have never tampered with their own genome.

    Government: The Ulannori government has several levels, the most important of which is the tribal level. The Ulannori are spread fairly evenly across their planet, having adapted so much of it to their use, so they have few population centers. Almost all important decisions are made on the local level; it is reasoned that those closest to a problem have the most at stake in solving it. In times of need, the various Ulannori tribes are represented by a 500-member Council of Elders, overseen by a 7-member Grand Council convened in the event of an urgent, planetary crisis.

    Strategic Importance: Ulan is on the border of unexplored space, in an area that is still being charted. The nearest significant interstellar organization is the Ferengi Alliance. No threat forces are known to be operating in the area. Ulan is also slightly nearer the Federation than is the Be’Kalor Empire.

    Present Conflicts: None
    The area that includes Ulan was occupied by the Dominion early in the war, and not relinquished until the war’s end. Starfleet has not yet sent any ships into the area, and hopes that the Dominion failed to discover the Ulannori.

    Exports and Imports: The Ulannori traded occasionally with offworlders, paying with biotechnological implements. They were interested in starship design, and the ways in which organic technology might be adapted to spaceflight.

    Noted Inhabitants: Goro Stands Firm, oldest Ulannori (at 735 years in 2297) and most conservative of the members of the Grand Council. Taron Far Seer, youngest (at 412 in 2297) and most ‘open’ of the Grand Council, personally oversaw First Contact with the Federation in 2297. Danan Shadow Walker, formerly outcast Ulannori who, with the aid of the Montana crew, foiled an attempt on the life of Far Seer.


    Adventure seeds:
    Replay: Replaying the voyage of the Montana, The crew makes first contact with the Ulannori. Can they do any better than the Montana did?
    A Cry in the Darkness: An experimental Ulannori organic ship goes astray during a test flight. The crew must rescue the Ulannori… and the ship itself, which is panicked and fighting them off.
    Demon Seed: After the Dominion War, the crew finds the Ulannori in danger from a hideous Dominion-bioengineered weapon, and must use Ulannori technology against it.

    SIDEBAR: SYSTEM
    System name: Ulanni
    Affiliation: Independent
    System Type: Single F0V (orange dwarf) Star
    Inhabited Planets: Ulanni III (Ulan)
    Other Planets: Three other planets, including one Class D, one Class H, and one large Class J.
    Other Stellar Objects: None.
    Artificial Objects: None.
    SIS: Home system of the Ulannori

    SIDEBAR: PLANET
    Planet name: Ulan
    Class: M
    System Data: Ulan has two small Moons, Ylan and Perl
    Gravity: 1.3G
    Year and Day: 300/25
    Atmosphere: Oxygen-Nitrogen, Earth-normal pressure
    Hydrosphere: 88% surface water
    Climate: Tropical, except for some small island groups.
    Sapient Species: Ulannori, 2 billion
    Tech Level: N/A
    Government: Tribal
    Culture:.Methodical thinkers; Spiritualists
    Affiliation: Independent
    Resources: Biological diversity, bioengineering
    Places of Note: Hembor Hall, Grand Council meeting facility, Federation Field, site of first contact.
    Ship Facilities: None

    Sidebar: Ulan In Star trek Ages:
    Ulan during TOS: Ulannori begin investigating the stars, developing organic telescopes.
    Ulan during Movie Era: First contact with the Federation occurs.
    Ulan during TNG: The occasional Starfleet vessel or merchant ship trades with the Ulannori.
    Ulan during the Dominion War: Ulannori space is surrounded and occupied by the Dominion.
    Ulan after the Dominion War: After the Dominion withdrawal, Starfleet eventually investigates the situation.

    (Picture an Uru from "The Dark Crystal." That's where I got the original idea from.)
    "It's hard being an evil genius when everybody else is so stupid" -- Quantum Crook

  9. #9
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    Also I made:

    Be’Kal

    Planet name: Be’Kal is a small earthlike world inhabited by a skittish xenophobic species known as the Be’Kalor.

    Solar System: The Be’Kal system is comprised of a F0 V Yellow Dwarf with 6 planets, the second of which is inhabited by intelligent life forms.

    Environment: Be’Kal possesses an Oxygen-Nitrogen atmosphere very much like Earth’s, but with a slightly higher oxygen and water vapor content. Its gravity is about two-thirds that of Earth. Be’Kal has a moderate axial tilt. It’s proximity to its sun keeps the planet at tropical temperatures, and the landscape is almost totally covered by rainforests.

    Locations: Locations of interest on Be’Kal include Tu’Dro, the world capitol. Also of interest is the new spaceport Ye’las’kap.

    History: When contacted by the USS Montana in 2297, the Be’Kalor “Empire” spanned five systems in one sector, ‘north’ of Federation space and just due ‘east’ of the location of the Ferengi Alliance. When hailed, the Be’Kalor proved to be extremely xenophobic, and fired upon the Montana during Captain Shivok’s message of greeting. Fortunately, the Be’Kalor ships were armed with mere lasers, and the Montana took no damage. When the Montana attempted to withdraw, however, the Be’Kalor pursued, and fired primitive photon torpedoes, which caused minor damage. Frustrated, Captain Shivok hoped that a non-violent demonstration of the Montana’s firepower would convince the Be’Kalor to end their pursuit. In a freak accident, just as the Montana fired upon a nearby asteroid, a Be’Kalor torpedo impacted with the phaser bank, damaging its targeting mechanism and causing the beam to hit the Be’Kalor vessel, which was destroyed. The Be’Kalor Empire immediately declared ‘war’ on the Federation, but because no Be’Kalor ship has been sighted in Federation space in the 80 years since, Starfleet did not consider the Be’Kalor a serious threat.
    During the Dominion War, the space that contains the Be’Kalor Empire was occupied by the Dominion. Nothing has been heard from them since the end of the war.

    Population:
    Physiology and Psychology: The Be’Kalor are apparently an evolved analogue to the terran Aye-aye, a primitive primate of Madagascar. They stand approximately 1.5 meters in height, and mass somewhat less than 50 kilograms. They possess large eyes and a small, pointed snout. A fringe of white, mane like hair rings their faces. Their limbs are long and thin and end in thin, dexterous fingers. Their feet seem to be useful for gripping as well. They do not have tails.
    The skittish Be’Kalor are highly xenophobic. It is supposed that there are a number of hostile predators on their home world, or that, sometime in the past, the Be’Kalor came upon a much more aggressive race, perhaps a neighbor yet unknown to the Federation. Their reaction to any threat is generally to run, however, they will attempt to drive any outside ship from their territory, although their lack of technological superiority makes success against a more aggressive foe unlikely. They appear highly unlikely to leave their territory, which raises the question of how they managed to secure five worlds in the first place.

    Culture: Little is known of Be’Kalor culture. They appear to be highly tribal in nature. Their title for ‘ship captain’ translates equally to ‘chief.’ The Montana observed that the crew of the Be’Kalor vessel that they encountered tended to hover around their captain, waiting for instructions almost like children waiting for an adult to tell them what to do. Since the crew did not seem to be uniform in age, it is surmised that this is typical behavior, with all other Be’Kalor deferring to an ‘alpha’ member.

    Government: The Be’Kalor seem to have a penchant for government by committee. There are no strong leaders, and issues are discussed interminably before being put to a referendum of ‘alphas.’. The only thing they seem to be sure of is that interlopers must be driven out.

    Strategic Importance: The Be’Kalor “Empire” is on the border of unexplored space, in an area that is still being charted. The nearest significant interstellar organization is the Ferengi Alliance. No threat forces are known to be operating in the area.

    Present Conflicts: The Be’Kalor have had only one known conflict which the Federation is aware of, their ‘war’ on the Federation which began with their attack on the Montana. This ‘conflict’ has lasted 80 years and has resulted in no casualties besides the loss of the crew of the vessel that fired on the Montana.
    The area that includes Be’Kalor space was occupied by the Dominion early in the war, and not relinquished until the war’s end. Starfleet has not yet sent any ships into the area, and fears that the Be’Kalor may have annoyed the Dominion enough for them to send in the Jem’Hadar. If this is the case, then it is unlikely that the Be’Kalor survived.

    Exports and Imports: The Be’Kalor do not import or export any materials, due to their extreme reluctance to deal with other species
    .
    Noted Inhabitants: Ree’doat, Be’Kalor first minister and head of the government. Go’latt, “martyr” captain of the ship destroyed by the Montana.

    Adventure seeds:
    Simulation: Replaying the voyage of the Montana, The crew makes first contact with the Be’Kalor. Can they do any better than the Montana did?
    Aggression: The Be’Kalor reappear, attacking vessels in the area, this time without provocation, and apparently without taking anything of value. The crew must discover what is driving these attacks.
    Feast of the Crow: The crew discovers a massacre on a Be’Kalor outpost, after the Dominion is supposed to have withdrawn. Was it a rogue Founder? Jem’Hadar? Or…?

    SIDEBAR: SYSTEM
    System name: Be’Kal
    Affiliation: Independent
    System Type: Single F0V (yellow dwarf) Star
    Inhabited Planets: Be’Kal II (Be’Kal)
    Other Planets: Five other planets, including one Class D, one Class H, two Class J, and one class I.
    Other Stellar Objects: Thin cometary belt beyond last planet.
    Artificial Objects: satellites, several small space station, two ship construction facilities and docking ports.
    SIS: Home system of the Be’Kalor

    SIDEBAR: PLANET
    Planet name: Be’Kal
    Class: M
    System Data: Be’Kal has one mid-sized moon, Bo’mir
    Gravity: .68G
    Year and Day: 320/22
    Atmosphere: Oxygen-Nitrogen, Earth-normal pressure
    Hydrosphere: 60% surface water
    Climate: Tropical to semitropical, except in mountainous regions.
    Sapient Species: Be’Kalor, (semi-humanoid primates) 4.5 billion
    Tech Level: 5
    Government: Bureaucracy
    Culture: Xenophobic, skittish, highly territorial.
    Affiliation: Independent, occupied during Dominion War
    Resources: Biological diversity
    Places of Note: Tu’Dro, capitol, Ye’las’kap, spaceport.
    Ship Facilities: Three primitive spacedock facilities.

    Sidebar: Be’Kal In Star trek Ages:
    Be’Kal during TOS: The Be’Kalor advance into space. They lay claim to five worlds, and perhaps encounter the Ferengi or other species.
    Be’Kal during Movie Era: First Contact with the Federation. Pseudo-war begins.
    Be’Kal during TNG: The Be’Kalor encounter other races on the fringe of Federation space, perhaps encountering other Starfleet vessels.
    Be’Kal during the Dominion War: Be’Kalor space is surrounded and occupied by the Dominion.
    Be’Kal after the Dominion War: After the Dominion withdrawal, Starfleet eventually investigates the situation.

    (The Be'Kalor can be comic-relief, or an annoying thorn in the side of explorers - they attack "intruding" ships, but never bother to let anybody know how far they think their territory extends.)
    Last edited by First of Two; 04-08-2006 at 03:36 PM.
    "It's hard being an evil genius when everybody else is so stupid" -- Quantum Crook

  10. #10
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    I also went wild a while back and made up an entire system with 2 M-Class planets, each with several life-forms and a native civilization, and one first-contact adventure for one of the planets.

    It's a long series of articles, so I won't put it up just yet. How much detail do you want?
    "It's hard being an evil genius when everybody else is so stupid" -- Quantum Crook

  11. #11
    Interpreted from this .

    Slirdaru
    A barely sentient ape-like being from a jungle-covered death moon in the Klothon sector. Since the early 22nd century, the Klingons have been abducting Slirdaru bull males, normally peaceful and gentle, and subjecting them to hormonal alterations–transforming them into barely-controlled monsters. Slirdaru are usually used as shock troops in pacification operations or guards on frontier outposts.

    Slirdaru names in their native tongues are long, descriptive sentances; their Klingon overseers tend to add whatever monikers they wish, be they identification numbers or humourous nick-names. Slirdaru slaves speak monosyllabic Klingon.

    Slirdaru, slave:

    Species Adjustments

    +3 strength, +1 vitality, -3 intellect.

    Species Abilities

    -Bonus Edge: Thick Skull

    -Intimidating Presence: Slirdaru loom over most other species, even most klingons. They get a +2 to all Influence tests used to intimidate someone.

    -Sense of Smell: Sliradru have a highly developed olfactry sense, and gain a +2 bonus to Observe tests while using their sense of smell.

    -Natural Weapon: Slirdaru have large fangs, which are naturally used to strip bark and leaves from shoots. In combat, they can use them to cause grievous, bloody wounds, often first inflicted on their Klingon captors. Slirdaru gain Unarmed Combat (Fangs) at level 1 for free, and their fangs inflict damage equal to 1d6 + strength modifier.

    -Control Mechanism: When they enslave Slirdaru for military uses, Klingons implant a control mechanism in their skulls to prevent them from attacking their handlers. Whoever has a control unit for the mechanism can activate it, inflicting the equivalent of a level 3 stun effect on the subject (Bonuses from Thick Skull edge do not apply). The devices are normally rigged to deliver a fatal shock to the Slirdaru (equivalent to disruptor level 7, Light Disrupt A) if anyone attempts to remove them without the proper access codes.

    -Primitive: Aside from what the Klingons train them to use (mainly disruptors), Slirdaru are still unfamiliar with modern technology, and suffer a -1 modifier whenever they attempt to use anything more advanced than Tech Level 2 which they have not been trained in. However, cunning Slirdaru can 'buy off' this ability like any other flaw.

    -Choose two: Flaw: Bloodlust OR Flaw: Easily Distracted OR Flaw: Weak Willed. The Klingon's treatments unhinge the Slirdaru psychologically, especially after years of service.

  12. #12
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    Quote Originally Posted by C. Huth
    Interpreted from this .
    Minor goof in the artist's caption... the kneeling guy is a Dunkar, not a Zoolie.
    "It's hard being an evil genius when everybody else is so stupid" -- Quantum Crook

  13. #13
    Quote Originally Posted by First of Two
    Minor goof in the artist's caption... the kneeling guy is a Dunkar, not a Zoolie.
    "Hey, which ridiculous name was that thing again?"


    Speaking of ridiculous names...


    Shandokkan devil-insects are separated into those who serve the Endless Chants of the Omniarch in the dark warrens of Shandok, and the insane ones who have fled from the constant drone of their fellows into the unknown reaches of the alien 'silent ones.' On Shandok, most Shandokkans are born, live and die in their vast hives, serving the mysterious song-monarch they call the Omniarch. But a few, insane by the standards of their species and a little odd by the standards of most others, find their way to the derelict spacecraft or small trading posts that litter the the surface of Shandok and barter, steal or threaten their way offworld.

    Mostly humanoid, Shandokkans are lighter, thinner and twitchier than the human norm. Their dry skin is hazy yellow, grey or light violet. The back of their heads are covered with short spikes, and a dozen long, tendril-like antennae curl outwards from the sides of their faces and along their jawline. These antennae are what grant the Shandokkans their acute ability to sense vibrations. Their eyes are very sensitive to brightness, and most offworld Shandokkans wear some form of light filters to avoid the pain.

    EDIT:

    The Qoh'lorian watchers are pacifist carrion-eatering merchants with a highly-developed moral code.
    Last edited by The Tatterdemalion King; 04-09-2006 at 06:40 AM.

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