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Thread: To Seek Out New Lifeforms...

  1. #16
    Perrryyy Guest

    Re: Re: Gargoyles anyone?

    Originally posted by Michael Barratt




    Unless you really wanted a "secrete a stone shell through their skin at the sight of a star" type aliens...

    The Doc
    How about a "secrete a stone shell to rest & recuperate every 12-16 hours? (sounds a bit changeling-ish, now that I sit & type it)

  2. #17
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    Re: Re: Re: Gargoyles anyone?

    Originally posted by Perrryyy


    How about a "secrete a stone shell to rest & recuperate every 12-16 hours? (sounds a bit changeling-ish, now that I sit & type it)
    Hrm. Okay, let me ponder this for a while... Evolved on a very harsh world, where day saw a lot of predator activity, the species evolved an exceptionally high metabolism, but through chemical changes, at daybreak they would hibernate, secreting a "shell" around themselves for protection that they would break out of at nightfall by secreting a different chemical as they awoke...

    Would make for pretty messy sheets.

    I'll ponder this at work and try to come up with something.

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  3. #18
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    Wink "Gargoyles,"

    The Megrim

    An alien race who have unfortunately suffered a little bit of stereotyping as "Gargoyles" from humans, the Megrim are a humanoid species with a high metabolism, and the curious biochemical ability to secrete a "shell" while they sleep.

    Abilities
    Fitness 3 [6]
    - Vitality +1
    Coordination 2 [5]
    - Reaction +1
    Intellect 2 [5]
    - Logic -1
    Presence 2 [5]
    Psi 0 [5]

    Skills
    Culture (Megrim) 2 (3)
    History (Megrim) 1 (2)
    Languages: Megrim 2
    Merchant (Choose Specialization) 2 (3) or Craft (Choose Specialization 2 (3)
    Unarmed Combat (Wrestling) 1 (2)
    World Knowledge (Megrim Homeworld) 1 (2)

    Typical Advantages/Disadvantages
    Excellent Metabolism (+1), Rapid Healing (+1)

    Megrim appear as humanoids, taller than human averages by about a half-foot, with strong, muscled frames and a skin that has evolved a natural grey-to-brown mottled earth-tone pigmentation, which is rough and calloused-feeling to the touch. Their eyes have only pupils, no irieses, and as such their "black dot on eye white" gaze tends to be a little discomforting. Their hands are clawed much like a cat, with retractable sharp claws good for scratching or piercing their shells, and their knuckles have hard boney protrusions, also used in breaking free from their shells.

    The Megrim have a high metabolism that requires them to eat on a more regular basis than most - three meals a day are insufficient without "snacks" between, before, and after each of these three major meals. Regardless, at night, Megrim do not actually "sleep," but enter a deep hibernation where their metabolisms slow to almost nothing, and their body secretes a biological substance that hardens into a shell (treat this as an overnight "Toughness (+2)" advantage, adding two points of Fitness for the purposes of resisting damage. As the Megrim starts to waken, the biochemistry alters, and new secretions from the pores weakens the shell so that the Megrim can break free with ease. Megrim shell art is quite a commodity within their culture, as Megrim trained in biofeedback learn to control their secretions in such a way that they can take broken shells and with only their hands, craft remarkably beautiful artwork. The shell fragments, in history, led to early tool use among the Megrim.

    Some Megrim fashion clothing from their own secretions, which they choose not to break upon waking. This "armor" where it covers them, provides an armor rating of 1, not quite as good as their overnight, thicker shell.

    Megrim are actually evolved from some of the smaller pseudo-mammaliam creatures on their planet, and their "Shell" ability allowed them time to evolve into a sapient species. The Megrim homeworld is most often overcast, quite far from its star, with deeply cold nights and dim days. It is full of larger predators, and has very few herbivorous lifeforms, favoring omnivores and carnivores.

    The Megrim have not joined the Federation, instead preferring to remain somewhat neutral. They do have strong contact with the Federation Merchant Marine, and have avoided trade with the Orions on several occassions.

    Adventure Seed
    The crew respond to a distress signal, and once they beam down, they find themselves under attack from some seemingly crazed predators who are covered in scaly, overlapping shells that protect them from most attacks. Unknown to the crew, the Megrim responded to the distress signal first, but environmental conditions on the planet have affected them biologically, and they are constantly - and painfully - producing their shell-like carapice, while becoming ravenously hungry as a result. The crew need to rescue both people...

    The Doc
    Last edited by Michael Barratt; 09-26-2002 at 07:09 PM.
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  4. #19
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    Re: "Gargoyles,"

    Originally posted by Michael Barratt
    The Megrim

    Skills
    Culture (Megrim) 2 (3)
    History (Megrim) 1 (2)
    Languages: Megrim 2
    World Knowledge (Megrim Homeworld) 1 (2)

    Doh! Add to that:

    Merchant (Choose Specialization) 2 (3) or Craft (Choose Specialization 2 (3)
    Unarmed Combat (Wrestling) 1 (2)

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  5. #20
    Perrryyy Guest

    Re: "Gargoyles,"

    Originally posted by Michael Barratt
    The Megrim

    Adventure Seed
    The crew respond to a distress signal, and once they beam down, they find themselves under attack from some seemingly crazed predators who are covered in scaly, overlapping shells that protect them from most attacks. Unknown to the crew, the Megrim responded to the distress signal first, but environmental conditions on the planet have affected them biologically, and they are constantly - and painfully - producing their shell-like carapice, while becoming ravenously hungry as a result. The crew need to rescue both people...

    The Doc


    Perfect! Add a personal touch: one of the crew gets to know the Megrim side of things, and begins to form a relationship with them. After the crew (maybe a Halanan security officer? re-read the "sci-fi actors hang together" thread) find a solution to the "shell-skin" problem, one of them asks for a transfer to the planet, where he/she begins an exocultural exchange with the Megrim and attemps to help them assimilate into "humanity".

  6. #21
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    One from TNG...

    The Barzans

    A slightly feline-like humanoid race that must rely on a small breathing aparatus if they are in Class-M normal environments, the Barzans were a race that lived on a resource poor world, were politically neutral, and hadn't started space-travel. Then the Barzan wormhole was discovered, and thought to be a stable wormhole to the Delta Quadrant. While the wormhole's exit in the Delta Quadrant was proven unstable during the bidding for rights to the wormhole, it brought a decent amount of attention anyway from the scientific communities, and the rights to the wormhole were sold to the Chrysalians.

    Attributes

    Fitness 2 [5]
    Coordination 3 [6]
    - Dexterity +1
    Intellect 2 [5]
    Presence 2 [5]
    Psi 0 [5]

    Skills
    Any Science (Choose Specialization) 1 (2)
    Craft (Choose Specialization) 2 (3)
    Culture (Barzan) 2 (3)
    History (Barzan) 1 (2)
    Languages: Barzan 2
    World Knowledge (Barzan) 1 (2)

    Typical Advantages/Disadvantages
    Medical Remedy (Breathing Aparatus) (+1), Night Vision (+2), Medical Problem (Atmospheric Needs) (-1; affects Fitness).

    Barzans have become very adept at making use of what little they have, and most train in some craft in childhood that benefits their society as a whole. When the Chrysalian influx of money came into the Barzan economy, the government decided that it was time to enter galactic trade, and a slow, but steady, market has since formed around the Barzan sector, mostly for Barzan crafted items.

    Another influx of activity was that of the scientific community. Regardless of the Barzan Wormhole's unstable end in the Delta Quadrant, it was remarkably stable in the Alpha Quadrant for years (until some Ferengi in the Delta Quadrant disrupted its axis). Studies were brisk, and the Chrysalians, in particular, launched many mapping drone-probes through the wormhole, which returned with a great deal of information on both wormhole travel and astrometric star charts in the Delta Quadrant (granted, the latter is somewhat useless, and outdated once Voyager returns).

    The Barzans tend to have white hair, simple clothing, and a tendancy to enjoy the simple things in life. They're also somewhat reserved, don't wish to get overly involved with galactic politics, and intend to maintain this. In some ways, when the Alpha terminus of the Barzan Wormhole destabalized, the Barzans heaved a sigh of relief.

    Adventure Seed
    "How much for the Station?" - The Barzan / Chrysalians created a small, but sturdy, science station in orbit of Barzan for the purposes of studying the wormhole while it lasted. Now that the wormhole is gone, the Chrysalians and Barzans have put out feelers to make it into a trade station (albeit a small one). The Ferengi have sent representatives, as have a few other races, and the Federation sends in the crew to see if the station cannot be secured for the Federation Merchant Marine - but the crew already know that the Barzans aren't happy to align with the dangers that the Federation sometimes comes with, and the Ferengi aren't going to play fair at all...

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  7. #22
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    "The Colony," inspired by Viehl's "Stardoc" novel

    The Colony

    A biological entity much like a collective group, the Colony evolved as a microscopic group mind suspended within the sap of local plantlife on its homeworld. As the colonies grew, they separated into "individuals" of large groups of cellular lifeforms, which usually lived in one particular tree, and communicated with others by moving through the taproots into the soil to mingle. Colony cells have the ability to "chimera" their genetic identity - they do not show up on tricorder or medical tricorder scans, nor on Biofilters, though they would show up to deep scans.

    The Colony posessed no real means of locomotion until a group of humanoid settlers, the Mitarak, who were displaced by Borg attacks arrived on the planet to form a small community. Poor, and having little to nothing of their own to build with, the colonists unwittingly cut down the tree-hosts of some of the Colony. Exposed to the raw environment, many Colony died, but not before some of the colonists were "infected" with Colony cells.

    It took a full season, and there was much confusion on behalf of the Colony and the Mitarak, but eventually the Mitarak realized that the off impulses and confused sensations were another lifeform trying to communicate - not an enviornmentally created hallucenogenic response to some biological agent. As time went by, the two learned each others language, and began a symbiotic relationship.

    The Colony

    Attributes
    Fitness - n/a
    Coordination - n/a
    Intellect - 2 [5]
    - Logic -1
    Presence 2 [5]
    - Empathy +1
    Psi 2 [5]
    - Range -2
    - Focus +1

    Skills
    Culture (Colony) 2 (3)
    History (Colony) 1 (2)
    Language - Colony 2, Mitarak 1
    Projective Telepathy 2
    Receptive Telepathy 1
    World Knowledge (New Mitara) 1 (2)

    The Colony as a species have a limited ability to communicate with others, and only telepathically. Normally, they only communicate with other Colony groups from their collective. Once inside a Miratak host, however, they communicate with the host humanoid, and can also communicate telepthically with other individuals nearby (and then report what they felt/telepathically communicated to their host with much more ease). They have very long lives, in that as long as a certain number of cells are alive, the others can "learn" the memories from those cells, and the same "colony individual" will live on.

    The Colony see the Mitarak as a blessing, and when they got into full contact with their humanoid hosts, and felt the pain the Mitarak carried from their Borg expulsion, the Colony did everything in their power to make the Mitarak feel welcome, loved, and cared for. The psychological implications of carrying someone with you who feels you are an unconditionally wonderful thing was not lost on the Mitarak. The Colony gained new insight and sensory information (through telepathic contact with their host), and the Mitarak gained families and a sense of home.

    Mitarak

    The Mitarak are fairly unremarkable humanoids, slimmer and shorter than human average, with a full range of skin pigmentation similar to that of humans. They possess one less finger and toe on each hand and foot, however, and their ear structure is completely internal - there is no "shell" like that of human beings. Their sense of hearing is unnafected, however.

    Attributes
    Fitness 2 [5]
    - Strength -1
    Coordination 2 [5]
    Intellect 2 [5]
    Presence 2 [5]
    - Empathy +1
    Psi 0 [5]

    Skills
    Any Science (Choose Specialization) 1 (2)
    Any Engineering (Choose Specialization) 1 (2)
    Culture (Mitarak) 2 (3)
    History (Mitarak) 1 (2)
    Languages - Mitarak 2, Colony 1
    Planetary Survival (Choose Specialization) 1 (2)
    World Knowledge (New Mitara) 1 (2)

    The Mitarak were a fairly technologically advanced species, level 6 in most regards, but with a transpator/replicator technology that was ahead of that of the Federation. The Borg assimilated over 95% of their people, and it was only those few who were spaceborne at the time that managed to escape. Finding their world destroyed, they sought a new one, to nurse their wounds, and ended up on the world they called New Mitara. Their numbers were further weakened by the first, harsh, winter, since their ships were already low on energy and supplies, and it was not until spring, when full contact was made with the Colony, that things grew better.

    The Mitarak colony is small, with only vestiges of their technology in place, but they have made contact with the Federation and have garnered some help. New Mitara has abundant plant life, and with the aid of the Colony who choose to remain in the large fruit-bearing trees, they've stimulated the fruit production to create a highly-sought-after beverage, and supply foodstuffs to the Merchant Marine for trade to colonies without replicator technology. They are rebuilding, and it is definitely the support and encouragement of the Colony that has helped them achieve this, but, as the Colony have requested, the Mitarak have kept their identity a secret so far.

    Adventure Hook
    "Infection" - One of the first Mitarak ships, of the thirty or so they have that still run, is attacked, and many of the Mitarak are badly wounded or killed outright. The crew, investigating their ship for clues about who attacked them, unwittingly become carriers to some Colony cells. As they feel like their coming undone, and having some major confused hallucinations that are the Colony trying to say "hello" and warn them of who the attackers were, the attackers are free traders, and also on their way for round two - their target? The Colony - who, when they learned of their existence, believe them a parasitic sentient cellular lifeform that is trying to take over humanoids...
    Last edited by Michael Barratt; 01-03-2002 at 08:58 PM.
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  8. #23
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    Another throw-away line in TNG, this one from "Loud as a Whisper."

    The Leyrons

    A race that threw a sociological constant out the window, the Leyrons of Malkus IX developed a written language before they developed a spoken language. Though there are many theories as to why, the Leyrons themselves feel it was their capacity of sight - much more powerful than the humanoid average - and their ability to mentally alter their skin pigmentation. Indeed, their first records speak of their early cave-writing as "the skin on walls."

    Leyrons appear as somewhat typical humanoids, though they have larger than average eyes that have a double-set of lids - one an outward skin lid like most humanoids, the second more vulcanoid, a clear membrane used to protect the eyes during fierce windstorms and snowstorms on the rocky planet Malkus IX.
    Their natural skin-tone is actually a very pale white, but the Leyrons have the ability to alter their pigmentation with concentration, to the degree that with time, some are quite capable of "chameleon" grace with fading into the background, but for the most part, they wear their pigmentation as decoration, or, unknown to many, as communication. They can use their written language on their skin, and have conversations without anyone being aware of it.

    Abilities
    Fitness 2 [5]
    - Vitality +1
    Coordination 2 [5]
    Intellect 2 [5]
    - Perception +1
    Presence 2 [5]
    Psi 0 [5]

    Skills
    Any Science (Choose Specialization) 1 (2)
    Artistic Expression (Writing or some form of Visual Art) 2 (3)
    Culture (Leyron) 2 (3)
    History (Leyron) 1 (2)
    Language - Leyron 2
    World Knowledge (Malkus IX) 1 (2)

    Typical Advantages/Disadvantages
    Excellent Sight (+2), Alter Skin Pigmentation (+1) *

    The Leyron written language is very complex, and capable of handling extreme nuances. Their spoken language is not quite up to the same level, and as such, most important Leyron negotiations are handled through written communication. Leyron novels, for those who work dilligently to learn their language, are considered some of the most impressive works of the galaxy.

    Malkus IX, though far from its twin suns, is not entirely a frigid wasteland, due to its high greenhouse effect, but regardless is a colder place than most Class-M worlds. Axial tilt gives Malkus IX a great seasonal variation, and as such, many Leyrons prepare for heading outside by altering their tone for the moment (white skin if it's hot out, black skin if it's cold out, in order to attract or deflect solar heat). As can be expected for a race with great visual acuity, their visual art (paintings, sculpture, etc) is also of high quality.

    * Not a particularly super-powerful advantage, the Alter Skin Pigmentation is listed as a +1 Advantage only in that it reduces difficulty numbers for Hide, Disguise, and other skills that the ability could be applied to by two levels. The pigmentation does not also affect hair colour (hair is dead tissue), so more "undercover" Leyrons tend to go with heads shaved.

    Adventure Seed
    "Silence is Golden" - When making first contact with a species that doesn't seem to have a spoken language, nor are they psionic, nor do they seem to communicate in any other way that is obvious or apparent. Leyrons are part of the team sent, along with telepaths, and other first contact experts. Figuring out how the new species communicate is one thing, but figuring out who is trying to sabotage the first contact is another...

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  9. #24
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    Kriosians and the Valtese (from TNG's "The Perfect Mate")

    A Klingon protectorate, the Valtese and the Kriosians were once at war, a long-standing feud over a female empathic metamorph, and only recently resolved relations (metaphorically enough, involving the marriage of a female empathic metamorph to the leader of Valt).

    Appearing similar to Trill, with slightly dissimilar spots, the Valtese have a pragmatic and straightforward approach to life, while the Kriosian way is one steeped in ancient ritual and rite.

    The Valtese

    The Valtese are the more pragmatic of the two "brother" races. A culture that is strongly entwined in the Klingon mercantile and industrial matters, the Valtese pride themselves on their straightforward "aim at the goal and go there" manner. As a result, they are often seen as somewhat stiff, colourless, humourless, and boring. While this is an unfair characterization, they do tend to come off as detached and short while speaking with other civlizations. However, among their own, they have a quiet depth when dealing with each other, and have truly loving families.

    Attributes
    Fitness 2 [5]
    Coordination 2 [5]
    Intellect 2 [5]
    - Logic +1
    Presence 2 [5]
    - Empathy -1
    Psi 0 [5]

    Skills
    Any Science (Choose Specialization) 1 (2)
    Culture (Valtese) 2 (3)
    History (Valtese) 1 (2)
    Languages - Valtese 2, Kriosian 1
    Merchant (Choose Specialization) 1 (2) or Bargain (Choose Specialization) 1 (2)
    World Knowledge (Valt Minor) 1 (2)

    Typical Advantages or Disadvantages
    Contact (+1 - some mercantile or beaurocratic contact)

    The Kriosians

    The more artistic, culturally active, and ritual-loving Kriosians are a little less integrated into the Klingon society of which they are a protectorate. A people much more inclined to peaceful contemplation, the Kriosians are more outwardly kinder, generous, and outgoing. They are more in touch with external governments than the Valtese, do a brisk trade with the Ferengi Alliance, the Federation Merchant Marine, and other governments, as well as their majority of trade with the Klingons. They are also quite involved in diplomacy, often advising the Klingons in this area.

    Attributes

    Fitness 2 [5]
    Coordination 2 [5]
    Intellect 2 [5]
    Presence 2 [5]
    - Empathy +1
    Psi 0 [5]

    Skills
    Culture (Kriosian) 2 (3)
    Diplomacy (Choose Specialization) 1 (2)
    History (Kriosian) 2 (3)
    Language - Kriosian 2, Valtese 1
    Persuasion (Choose Specialization) 1 (2)
    Social Sciences (Choose Specialization) 1 (2)
    World Knowledge (Krios) 1 (2)

    Empathic Metamorphs

    On occasion, fairly common in males, and quite rare in females, Kriosian or Valtese are born as "empathic metamorphs." Instead of a typical "early life" package, the Empathic Metamorphs begin play with a Psi score of 1, a range of -1 and a focus of +1, and the Receptive Empathy skill at 1. In regards to their Receptive Empathy, Empathic Metamorphs are treated somewhat differently. They can hone in on a given individual, and they change into what that individual would consider the ideal mate.

    This ability grows as the individual does, (in game terms through the increase of both the Psi attribute and the Receptive Empathy skill) and upon reaching the third stage of sexual development, the finis'ral, the Empathic Metamorph bonds for life: becoming the perfect mate of someone he or she has spent time with - though not losing their ability to "be the perfect mate." (In game terms, this bends the Receptive Empathy skill quite a bit, I suggest treating Empathic Metamorphosis as a specialization of the basic Receptive Empathy skill, or in reducing the basic difficulty levels in regards to becoming the perfect mate).

    Adventure Seeds
    "Perfection at a Price," - (space station) An Orion slaver is selling the "relatively common" male empathic metamorphs he gained from a crooked Valtese politician. Most of the male empathic metamorphs were kept in stasis, but during one of the "sales," the empathic metamorph made a break for freedom - and is now trying to hide on the station, hoping to bond with someone trustworthy before being found out by the Orion slaver, knowing that the buyer would consider him useless if he was bound. He could choose one of the crew as his "Stable choice" for bonding, and woo them under the disguise of a trill...

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  10. #25
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    Woo-hoo! Okay, the newest issue of the Star Trek Magazine, there's a spread of alien races, which I shall sink my greedy little fingers into over the next few days - anyone else want to take a shot at them?

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  11. #26
    Perrryyy Guest
    I'll pull mine back out later & give em a shot. It'd be my first time developing an alien race in LUG, and I wanted to wait for the race sourcebook to come out, (To Boldy Go), but what the heck I'll give it a shot later.

  12. #27
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    From Star Trek: The Motion Picture, and some little notes...

    The K'normians

    The K'normians are a mostly normal humanoid race, though they have large foreheads not unlike Klingons. Their colouring, however, is more typically varied like humans, with the exception of some bluish flesh between the ridges on their foreheads. Their large brains provide a sort of "eighth sense" with regards to space and time, making them excellent scientists, navigators, pilots, and often sought "specialists" for the Department of Temporal Investigations.

    Attributes
    Fitness 2 [5]
    Coordination 2 [5]
    Intellect 2 [5]
    - Perception +1
    Presence 2 [5]
    - Willpower +1
    Psi 1 [5]

    Skills
    Any Science (Choose Specialization) 1 (2)
    Culture (K'normian) 2 (3)
    History (K'normian) 1 (2)
    Language - K'normian 2
    Space Sciences (Astrogation) 1 (2)
    Temporal Sense 1
    World Knowledge (K'normia) 1 (2)

    Typical Advantages/Disadvantages
    Quantum Sense (+2), Absolute Sense of Time (+2), Absolute Sense of Direction (+2)*, Temporal Intolerance (-1)

    K'normians are a stalwart bunch, with a dependable calm and confidence that likely springs from their eighth-sense: they know where and when they are with such an absolute clarity that it provides a sense of stability to their lives. That said, throw in time-travel or quantum energies, and K'normians become downright jumpy. When an accidental time-shift in the Dalen system caused serious changes, a nearby K'normian ship, even though they had been changed in the time-line that then occurred, the K'normians were aware enough of the changes and the consequences that they were able to change things back - but many of them were unsettled and confused for months thereafter. Quite literally, changes in the timestream or quantum realities make K'normians sick in a manner similar to "motion sickness."

    K'normian culture is very much exploration based, with most of the youth wanting to "go out there and see what there is" first hand, a wanderlust that leads to many K'normians looking to work in space travel of some kind. The wanderlust, coming to most at young adulthood, also tends to breed a kind of impatience, and it is more common to see K'normians in the Merchant Marine or private vessels than it is to see them in Starfleet. Those few who enter Starfleet, however, make some of the finest helmsmen and spacial scientists around.

    * The "Absolute Sense of Direction" is a cut above the usual "Sense of Direction" advantage. It covers the same ground as the Sense of Direction, but also allows extrapolation: from maps, star charts, or accurate verbal descriptions, the character never gets lost. Indeed, since most K'normians are exposed to spacial grids and astrometric charts from a young age, they almost never get lost in space with even slightly accurate readings. This is automatic and costs no rolls with personal experience, but might require an Intellect roll if details are sketchy, or other special circumstances as per the Narrator's choice.

    Adventure Seed
    "Find A Way Home," - A colony in a sector that suffered from some sort of spacial destabilization after settlement has been effectively cut off for nearly twenty years. A starfleet officer, a specialist K'normian, is assigned to the crew's vessel to aid them in the first attempt to navigate the strange subspace "storm" that wraps the system and makes it a navigational nightmare. When travelling through the confused mess overloads the poor specialist and drops him into a kind of fugue, the crew are left on their own to struggle into the system, arriving damaged, and without any real way back. The colony itself might have some answers...

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  13. #28
    Perrryyy Guest
    I'm wondering. What info do you try to include in a species template write-up? I've got tons of template ideas, but i get hung up on a 'format' for the write-up.

    Any pointers?

    Thanks in advance.

  14. #29
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    Hey Perry...

    I usually follow this sort of format:

    1. Name
    2. Brief paragraph describing the race and their reputation or their typically known traits (sort of like what the layman would know of their race). Physical description usually goes here, if not at #6.
    3. Attributes
    4. Skills
    5. Advantages/Disadvantages
    6. More detailed description of their race, a few tid-bits of their culture, that sort of thing. Usually no more than a trio of paragraphs, but sometimes more if there's a particular detail or trait to explain.
    7. An Adventure Seed

    That's about it, really. I just sort of try to give a brief overview that has enough details to give the race depth, but not so much that they're overwhelming. Basically, the racial write ups are teasers so that the narrators could use them as they'd like.

    'Nathan / The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  15. #30
    Join Date
    Oct 2001
    Location
    Ottawa, Ontario
    Posts
    761

    Rhaandarites

    Taken from the Star Trek Magazine

    The Rhaandarites

    A long-lived people who are simple and gregarious, the Rhaandarites are more followers than leaders, and tend to prefer being on the bottom links of the chain of command. They are peaceful, fun-loving people, and very involved in the Federation Merchant Marine, or the Enlisted Corps of Starfleet.

    Attributes
    Fitness 2 [5]
    Coordination 2 [5]
    Intellect 2 [5]
    - Perception +1
    Presence 2 [5]
    - Empathy +1
    - Willpower -1
    Psi 0 [5]

    Skills
    Any Science (Choose Specialization) 1 (2)
    Artistic Expression (Choose Specialization) 1 (2)
    Culture (Rhaandarite) 2 (3)
    Gaming (Choose Specialization) 1 (2)
    History (Rhaandarite) 1 (2)
    Languages - Rhaandarite 2
    World Knowledge (Rhaandar) 1 (2)

    Typical Advantages/Disadvantages
    Synergy (+3), Weak Will (-2)

    Rhaandarites appear as mostly humanoid, human-like individuals, though most of their head is bald, and it is only from the back of their head that their fine, usually long, hair grows. They tend to wear lose-fitting clothing, often quite revealing, and have large pendants around their necks that denote their family and ancestry.

    Fun-loving and kind, and subornate by nature, the Rhaandarites are commonly found in the merchant marine as crewmen, and likewise in the enlisted ranks of Starfleet, where they have orders to follow and an environment to enjoy. They don't truly reach "Adulthood" until they're about 150 years old or so, having the body and mind of a "young adult" (a human of 17-21 years old, for example) for much of their first 150 years (their childhood is about on par with that of most humanoids).

    Somewhat hedonistic in their free time, Rhaandarites, with their natural subservience, make very good playmates and partners, and can be found often on Risa, and less respectful and lawful environments.

    Adventure Seed
    "Scars" - Assigned undercover or low-profile to a sector of space outside the Federation proper, the crew are working to uncover some sort of Orion or Ferengi scheme, but in the meantime find that a small group of Rhaandarites, captured and being "trained" to be companions to some very rough individuals. Can the crew maintain their cover and free the Rhaandarites? Especially given that the Rhaandarite natural bent is not to question orders and to serve, and given the psychological abuse they've taken, they're terrified and cowed, and unwilling to fight back or escape.

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

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