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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Apr 06, 2018 11:27 am
  

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Monk

Joined: Tue Jul 06, 2004 1:59 pm
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taalismn wrote:
Nightmartree wrote:
Just for taalisman, tiny mushroom people with supernatural strength

Alien Race: Mushree


The Splugorth harvest and trip balls on these suckers, don't they?


Sploogs can only trip eyeballs

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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Apr 06, 2018 8:02 pm
  

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Priest

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Zer0 Kay wrote:
[

Sploogs can only trip eyeballs


So Visine is a controlled substance in Splugorth space?

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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
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To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Apr 08, 2018 12:56 am
  

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Palladin

Joined: Wed Oct 18, 2006 3:11 am
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Location: Northern Gun
Comment: 24 was the start... We are Legion.
The Kybyree are real D-bags aren't they. I have a feeling my Veyzin would REALLY hate those guys.

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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Apr 08, 2018 11:25 am
  

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Dungeon Crawler

Joined: Thu Oct 13, 2005 2:28 pm
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Location: Denmark
Elloes Community, it has been 11 years since my last contribution to this thread (page 11)… so here goes.

I created this race back in 2002 and it is presented in the following way: The first post is an intro to the Paladen System and the five planets inhabited by the Senge RCC. The second post is an introduction of the race itself and lastly there is a third post with the stats and additional information.

The Paladen System: A solitaire star system known as the Paladen System, with a single star (Yellow Dwarf) in the center of the system, Anvil Galaxy. The star or sun is encircled by no less than 16 planets, the fourth one in row from the sun being the one that originally sustained life. Since then, which was a long time ago, a total a four colonies have been established, meaning the Senge now call a total of five planets of the Paladar System home.

The Senge RCC Planets and their Populations:
Tanzram (Homeworld) 42 billion.
Riff (Colony 1) 13 billion.
Afron (Colony 2) 21 billion.
Cree (Colony 3) 4 billion.
Siam Alpha (Colony 4) 9 billion.

Instead of describing each world in detail, I present some facts that are applicable to all of the Senge planets.

Temperatures: Usually temperate - this equals Earth temperatures or equatorial temperatures on Mars. Temperatures range from -50 degrees Celsius in the coldest regions of cold planets to around +50 degrees Celsius on the warmest of the five planets.

Terrains: The planets are covered in surface water, the Senge love water worlds. On Tanzram, their original homeworld, 81% covered in water, there are six large continents with a combination of mountain ranges and forest/jungle/swamp areas. In addition to the continents there are thousands of smaller islands dotting the planet's surface. The Oceans of this world are deep, with the deepest one being around 3,6 km deep. Many of the mountain ranges and islands have volcano’s that have had an active history, there seems to be some intense tectonic activity going on regularly. Just like Earth there is a North and South Pole with extremely cold waters and freezing conditions. Tanzram is what the Senge use as a scale of comparison whenever they discover new planets that could possibly be colonized. The same if true for Terra-forming efforts, the end result, even if it takes a long time should be similar to Tanzram.

Hydrospheres: Moist - this means there is a lot more water (70% or more) on the planet's surface than land. As noted above there is a lot of water, enough to create oceans, but in addition most landmasses seem to be very moist with a lot of lakes, rivers, swamps and snow covered tundra in colder climates. These conditions are ideal for the Senge, as well as for most types of fauna, plant life and fungi.

Biospheres: Engineered to resemble the original Senge homeworld. The Senge have managed to Terra-form four planets of their native Paladen System. They hope to find more water worlds to inhabit or to successfully Terra-form more planets of their home system (An almost insurmountable feat since the remaining planets are about as far from habitable as can be).

Populations: The planets have several large cities, city states, as well as a dense network of smaller cities. These cities are located on land, below the surface of the water on the ocean floor, as well as pontoon cities build to float around on the surface of the oceans. Billions of Senge live on each planet, and in many places conditions are getting cramped.

Technology: Advanced Space Age – The largest civilizations of the three galaxies fall into this category. The Senge are however quickly closing the gap towards becoming categorized as a highly advanced civilization because of their incredible breakthroughs in the area of robotics and Artificial Intelligence.
Senge developed gravity technology a long time ago and quickly found uses for it both underwater and in space. All of the planets they inhabit have been completely mapped, from the deepest trenches and sea floor to the highest mountains. This same technology is also what carried them into space and what helped them colonize other planets within the Paladar System, and eventually hopefully beyond. The Senge have, at this point, successfully extended their reach well beyond their own solar system. The Senge are an integrated part of the galactic community, specifically part of the CCW and have intimate knowledge about the politics and power blocks of the Three Galaxies, the Cosmic Forge, and all that such things entail. Below I have listed some ideas and thoughts about the technology used by the Senge.
Spacecraft, their spaceships are always inspired by living creatures that live in the oceans on their various planets, and even though aerodynamics is not important in space, all of their spacecraft are artfully decorated, streamlined and aerodynamic. Their spacecrafts have less MDC than the galactic average, but they have very good contragravity drives, thrusters, speed and maneuverability, as well as superior pilots (robots) to fly their spacecraft. Actually many of the Senge vessels are robots, meaning a robot artificial intelligence has been build into the ships hull and it literally makes up the robots physical body. These machines are sophisticated robots well beyond what Triax or The Coalition states of Rifts Earth can build, at best, they can muster simple robot intelligences (drones) like the Dyna Bot and similar.
Weapons, only armed forces have access to MD technology. Focus on blue-green frequency laser weapons that can be used in any environment, including underwater.

HERE I WOULD LIKE TO INSERT DRAWING - ANYONE KNOW HOW?

Armor, they prefer sleek tight fitting customized composite environmental armor. Environmental body armor is used by people from all walks of life, especially those that work at depths that exceed their natural tolerance, as well as those that work in space or similar hostile environments. Power Armor suits are used by the military exclusively, and they usually command legions of robots on the battlefield. The suits are designed to be able to move good speed on land, underwater and they can fly using detachable gravity packs. The Power Armor Suits are large(3 m tall) with wild antennae arrays, wires and feelers that can look like wild manes of hair. They are build to enable the Senge pilot to command robot units in any imaginable way; radio, laser, microwave etc. communication. In addition, each Power Armor usually has an onboard Robot Intelligence (AI) to help the Senge pilot in any way it can.
Robots, the Senge can build robot accessory units (Power Armors and Robot vehicles), simple robot intelligences (drones), robot intelligences (artificial intelligence) and neural intelligence (artificial intelligence) units and they are an integrated part of the Senge society.

Economy: Largest pillar of economy (60%); Research and Development, leading to the production of impressive technology in any area where the Senge excel. The technology is then exported to allies within the CCW. Secondary economic pillar (30%); Agriculture and Farming (Including undersea), plus fish farms and the creation of luxury food items such as wine and ale. The amounts produced are primarily used to feed the Senge population, any excess is exported to the CCW. Tertiary economic pillar (10%); Mining - asteroid, planet side and the systems two gas giants are being mined.

Wealth: Prosperous - the planets have a robust economy. This economy is naturally strong and the people can afford to live high on the hog. Luxury items are commonplace, and the government usually has a great deal of resources at its disposal. There is a schism that divides Senge society into three distinctly different social classes, based on economy alone. The rich, the middle class and the poor. The middle class is in the majority by far and most people have money to spend. The Senge also pride themselves on the fact that there is free healthcare for everybody, funded by taxes.

Government Type: The Senge society is a combination of a Monarchy with a ruling Queen and huge Royal Family and a democracy. The “rule” is handled by democratic elections, voting for politicians to establish a World Council for each planet, led by a Prime Minister. A few members from each World Council then make up the Paladar Council, which leads the whole Paladar System and the Senge race.
The Monarchy is a remnant from ancient times and is actually considered by many outsiders to mostly to be in place as a show, specifically for handling diplomatic relations with other power blocks, as well as other similar important public appearances. The Monarch and her family however are not without influence. Historically they have lost power and influence over time, but they still cling to power in areas that really matter. For all intents and purposes, members of the Royal Family automatically have a seat on all the World Councils (All five of them), as well as on the Paladar Council. The Royal Family and the Queen in particular, in effect, permanently holds the seat of Foreign Minister for the entire Senge race on the Paladen Council.

Government Popularity: Popular - the government is liked by the people, and though it has its detractors, on popularity alone, it is a successful and stable way to run the planet.

Government Stability: Long Standing - the government has a long traditon of stability, so much so, that the people can hardly imagine life without it. For a government of this type to be overturned, circumstances would have to become radically different from what they are now.

Politics: There are several hot topics when it comes to politics, but currently the topics below is what is being discussed to some extend or another in all five World Councils.
The Senge are growing in numbers and they are slowly but steadily running out of space. For centuries they have had a real wish to expand their territory, move on to other systems and begin colonization and terra-forming efforts. The problems, at least according to some very vocal politicians is their membership of the CCW. The amount of bureaucracy and politics involved is almost unfathomable, and the Senge as a race are slowly running out of patience. The Senge with all their accomplishments wish to expand and explore and to do that effectively they need more colonies and natural resources. There are parties for and against this motion that has been put to the World Councils, at this point in time, there seems to be no solution on the horizon, something is brewing though. The feeling is that they have held back and limited themselves to the Paladar system for a long time, while others have been allowed to expand their territories they have not.
Another topic on the agenda of the Cree World Council (Colony 3), by some very notable and well respected politicians, is the power and influence of the Royal Family. Some people are becoming more vocal in their protests against the Monarchy because they feel it is something that does not belong in a modern civilized society. These protests always spike whenever members of the Royal Family do something stupid or even illegal and go free of prosecution because they are legally protected against it. The idea that some people are born into privilege simple because of their "blue blood" and heritage is wrong, and they are given privileges that they have not earned in any way, it is just their "right". This whole situation is spreading and escalating fast. The Royal Family remains silent for now.
The Senge started developing robots centuries ago, they did it to minimize the loss of Senge life, working in dangerous environments and to aid the Senge in reaching their very ambitious goals. It is important to note that Robots, Drones, Artificial Intelligent Machines and a highly computerized society is completely normal to the Senge and they have no reservations against it any longer, they simply got used to it. Recent breakthroughs by the Kina´ye Corporation into Neural Intelligence - Artificial Intelligence robots has brought up some serious issues to be debated in all World Councils, as well as the Paladen Council. Is it wrong for the Senge to use sophisticated robots as disposable machines? Is it ethically correct and defendable to have a whole race of possibly sentient beings as enslaved workers? What does it mean to be sentient? Should Senge law be changed so that these sentient robots have the same rights as the Senge population? The discussion is unusually fierce as many different interest groups weigh in with their opinions, the subject is extremely controversial and a hot topic at this point in time.

Religion: The Senge live in a secular society, which means that religion is accepted as a right for anyone, but at the same time it is a private issue that is banned from the public space. It is also something that is looked down upon, faith is often seen as a sort of crutch for the weak. Very few of the Senge are religious in any way, they embraced science instead of religion. The only exception to the atheism of the Senge is the people that believe in the Cosmic Forge. Several smaller cults or religious groups have sprung up in half a dozen of the larger city-states, on various worlds, they are very peaceful and friendly and their ambition is to actively seek the cosmic forge by studying any available material or clues they can get their hands on, as well as actively sending out search parties. These people are a minority, and they are usually ignored or ridiculed.

Law Level: Lawful. The worlds have a good law system set up, and it keeps crime well in check. Best of all, it does so without trampling the civil liberties of its citizens. It helps that the Senge worlds have a stable government, a culture not prone to lawlessness or barbarity, and a police and military to keep away bandits, pirates, and other troublemakers. It is allowed to own weapons and carry them for protection, but it is very unusual to actually do so, mega damage weapons technology is extremely restricted and so is the freedom of anybody who is supernaturally strong etc., or who possess abilities that can do mega damage. The most common crimes in Senge society are financial and computer-related crimes, hacking, slicing, industrial espionage, identity theft etc. This also includes the spreading of computer viruses, malware and phishing programs and the corruption of computer and robot programs.


Last edited by Blue Eyes on Mon Apr 09, 2018 2:36 pm, edited 9 times in total.

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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Apr 08, 2018 11:26 am
  

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Dungeon Crawler

Joined: Thu Oct 13, 2005 2:28 pm
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Location: Denmark
An Introduction
The Senge RCC evolved on Tanzram in the Anvil Galaxy. The Senge are, as of present day, inhabiting several planets in the Paladar system in the Anvil Galaxy. Of all the planets inhabited by the Senge 70% or more of each planets surface is covered by water. Cities are built both underwater, floating on the oceans and on dry land; the architecture style is usually colossally huge, tall ceilings, with lots of big dome-like towers and roofs, gothic and dark in nature (inside), with lots of ornamentation, usually motifs from the depths, animals as well as imaginary creatures from folk lore (Think H.P. Lovecraft) and ancient religious myths. Colors vary greatly on land, usually bright pastel colors, but under water luminous colors based on algae cover most structures. Art and drawing/painting/symbolism and patterns are found everywhere in Senge architecture.

The Senge worlds were invited to join the CCW several centuries ago (400 years) and the population unanimously accepted the membership. Although the Senge are staunch supporters of the CCW, the Senge are often seen as the weird small cousins from the outer brim territories and border worlds. The reason might be their small physical stature, the fact that their native language sounds like melodic tunes as they “sing at each other” in conversation or a similar misguided focus on quirks. People who have never met a Senge before often react with a smile to the fragile looking D-bees, most Senge that travel the galaxies are used to this; other Senge however may be offended if it happens often (they are tough cookies). As a result the Senge tend to stay in their own communities, if they leave however they usually become spacers, soldiers, mercenaries, bounty hunters etc. – occupations that are chosen because they are generally feared and respected, possibly even shunned by many. All in all the Senge are very competent and physically powerful, although they may not look like it, they are very respected within the CCW and most work tirelessly to make the three galaxies a better place to live.

As a race the Senge are very hospitable, friendly and even very open minded. Their temperaments are very similar to humans but they are more pacifistic and less often resort to violence. Their culture is unique, because they evolved from being water living mammals that conquered the remaining land areas of their homeworld. They are adventurous, ambitious and tough. Their society is a hierarchy with the Royal Family on top and then followed by the successful wealthy families of politicians, corporation owners etc. Wealth is a measure of success, either by the person himself or his forefathers. Amongst the Senge, the land dwellers are usually the poorest people, since most Senge love the water and consider it prestige worthy to live in or under water. Therefore the lowest working classes live in the land-based cities and are mainly employed in mining or factory work (management), which is very well paid, but not as socially acceptable as other more prestigious jobs.

In the field of science there are several areas where the Senge have flourished. In the fields of submarine technology, the medical sciences of cybernetics and bio-systems, as well as genetic therapy, manipulation and reconstruction – the Senge as a race have made huge strides. This has among other things enabled the Senge to give unborn children gills and/or other mutations that will make their lives easier. These processes are overseen by an Ethics Committee, led by the Queen herself!
The last area of science where the Senge have excelled is in the area of robotics, from simple fully automated machine factories that do remedial work to the delicate construction of neural intelligence robots (still rare and extremely expensive), the Senge scientists can build it! This is a huge industry, and it is a fact that the Senge are able to build Artificial Intelligent machines and use them for all kinds of things, including strenuous labor that the Senge have not done in generations. Breakthroughs into Neural Intelligence (See Sourcebook One) and talks about the inevitability of the true unshackled AI eventually coming into existence, has ignited a lot of debate as to what consciousness is, liberty, enslavement, the legality of keeping a sentient race bound as slave labor and similar really important debates. It is noteworthy that the Senge also use robots for protection, a substantial amount of their armed forces are robots, usually led by Senge commanders.

There are no visible leylines on the original Senge Homeworld and only one of the four colony worlds have weak leylines (that can be seen) and magic is incredibly rare (And never practiced in the open). To most people leylines are just yet another unfamiliar exotic and beautiful natural phenomenon that will eventually be explained by science. Only very few subcultures practice magic and the general population does not believe in the existence of magic, and belief is key for magic to work at all. Since the groups that are magic-capable keep quiet, there is no knowledge of their existence except to a chosen few. Only adventurers and Senge that travel the galaxies as merchants, soldiers, diplomats etc, know that magic and monsters are very real.

The Kaelon Ritual: When a Senge (Male or Female) reaches 21 years of age they must pass the Kaelon Ritual to be accepted as adults. In ancient times, this ritual was very demanding and dangerous, requirering the young Senge to leave his or her community to live in the wilderness for a period of time and return with a trophy animal, slain in hand to hand combat, using only the Kael Weapon (given when the journey begins; Spear, Tridents, Sword or Axe that does 2d6 damage) and his or her wits. Completing the ritual meant being accepted as an adult and equal within the community. What followed was a huge celebration and with adulthood came respect and responsibility.
At this point in time the Kaelon Ritual is but a mere formality where the Senge is handed over a ceremonial Kael Weapon as the family is gathered for festivities to celebrate. A notable exception to this is amongst the fierce warrior monks known as the Seng Tsu Sun, where the Ritual is still very much a trial of skill and maturity.

HERE I WOULD LIKE TO INSERT DRAWING - ANYONE KNOW HOW?


Last edited by Blue Eyes on Sun May 06, 2018 10:20 am, edited 3 times in total.

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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Apr 08, 2018 11:27 am
  

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Dungeon Crawler

Joined: Thu Oct 13, 2005 2:28 pm
Posts: 306
Location: Denmark
The Senge RCC
Culture: Enlightened Imperialists: The Senge wish to expand and grow, and may resort to violence to further their ends. However, they prefer to use diplomacy and economic and cultural dominance to outright violent conquest. They have adopted this approach because even though they wish to expand, the kinds of worlds they wish to colonize, must have significant amounts of water on them, which is valuable to any and all space faring power blocks. In other words, they would fight for more water worlds for their people. At the same time they have to uphold the Civilization Compact, since they are part of the CCW.

Alignment: Any, but the society as a whole leans strongly towards order and law, usually principled or scrupulous, sometimes aberrant.

Lifespan: The Senge, when they have access to the medical facilities of any of the five worlds of the Paladar System, with access to their specialized hospitals with cybernetics, bio-systems and gene therapy/genetic reconstruction can reach and age of approximately 180 years old. Without access to this specialized medical technology it is only approximately 120 years average, which explains why many Senge adventurers eventually return to their homeworlds.

Size: A typical Senge stands 1.2 m to 1.5 m tall, 1.35 m average, and weighs about 45 - 65 kg.

Physical Description: The Senge are small humanoid aquatics carnivores, mammals (dolphin-like in origins) with lungs, and webbed feet, brightly colored smooth but tough skin, with minimal body hair. Colors vary greatly are usually hues of blue, gray, green, yellow and white. They have elongated upper bodies, long arms, a large elongated head and big eyes (Blue, green, black or purple). They have two clawed fingers and a clawed opposable thumb on each hand. Senge can function equally well in and out of water, but most prefer having access to or living in water. The Senge only wear clothes when out of water, usually togas.
Tattoos: Males often have their large foreheads tattooed with symbols, which is a proud tradition. The tattoos tell the family’s history, the individual’s accomplishments and possibly their goals in life. It is very painful to get these tattoos but it is considered an honor to have them. Females tattoo their legs for similar reasons.

Horror Factor: 8 to people who have never seen a Senge before or when facing one in combat.

Mental & Physical Attributes: Excellent Attributes – ME, PS and PP attributes (Increased by 1d6+1). Note that these attributes can be modified by other characteristics rolled later on, during character creation. Also note that bonuses from the Advanced Swimming, Acrobatics, and Contortionist skills have not been included in the stats below.
IQ - 3d6
ME - 4d6+1
MA - 3d6
PS - 4d6+1
PP - 4d6+1
PE - 3d6
PB – 4d4
PER - 3d6
SPD - 2d6* (A roll of 11 or 12 allows the character to roll an additional 1d6).
SPD (Swimming): Normal speed attribute multiplied by 10.

*Any skill gained or selected that provides bonuses to the SPD attribute, be it Athletics (General), Running or similar, the Senge character only gains half the normal SPD attribute increase from such skills. So, for example, a Senge character with the Running skill only gains +2d4 to SPD, not +4d4!

HP: PE attribute plus 1d6 per level of experience.
SDC: Above average: Total SDC bonus amounts to 1d6x10+20 in addition to those gained from OCC and skill bonuses.
PPE: 3d6 or by Magic OCC (If the GM allows it).
ISP: 2d4 and no psionic abilities.

Natural Abilities: All Senge have excellent vision and see clearly in the near, total absence of light deep beneath the waves (nightvision 305m), they are resistant to cold and can survive indefinitely at freezing or near freezing temperatures (take half damage from cold based attacks).
The Senge are aquatics with several unusual characteristics and a unique physique. For practical purposes the Senge have two skeletons at once, one that is a calcium carbonate and silicon dioxide endoskeleton which is incredibly flexible and resistant to damage and pressure, as well as a muscle controlled hydrostatic skeleton, basically a hydro-skeleton composed of watery body fluids in muscle and myelin (fat)-like sheaths/membranes that can be flexed/manipulated with some astonishing effects.
Double-Jointed: Extremely flexible bones and can twist and bend their limbs into seemingly impossible positions, can slip out of handcuffs, manacles and similar bonds quite easily. The Senge can also contract their bodies to half their normal width from shoulder to shoulder, or curl into a ball so small that they are a mere 20% of their normal height and half their normal width. All Senge gain the Contortionist physical skill as well as the Escape Artist skill. This ability also means the Senge gains +2 to roll with punch fall or impact.
Swim Bladder: All Senge have a swim bladders to obtain neutral buoyancy when in water, which means that by regulating the amount of gas (oxygen) in the bladder, by means of special glands associated with the creatures circulary system, the character can sink or rise in the water column at will and therefore swim with minimum difficulty (There is no updrift or sinking to the ocean floor).
Muscle Controlled Hydro-skeleton: Provides secondary skeletal support and via flexor muscles it can be used as “hydraulics” to enhance physical performance.
Jumps: The Senge can jump a number of meters upwards or lengthwise equal to their PS attribute.
Attacks with punches, kicks or melee weapons are even more effective; adding PS attribute divided by two as additional damage to any and all melee attacks.
Augment Land SPD: Effectively jumping and tumbling around like a grasshopper instead of running. This effectively doubles the characters land SPD.
Can lift (not carry!) four times as much as a person of equal strength.
Any and all of these effects are physically straining and exhausting and can be maintained a maximum of 1 melee round per PE point. A five minute interval without using any of the abilities is required to reset the “timer” to zero. These creatures are small in size, but they are fierce arm wrestlers!
Can take a Beating: Extreme flexibility, two skeletons, and a small compact size means that the Senge take half damage from any and all blunt or crush type attacks. They are famous in some circles for making kung-fu films that are completely out of this world and over the top, with continuous fight scenes that have gone on for two hours or more!
Hold their Breath: The Senge are mammals and can only stay underwater for limited amounts of time, unless they have been genetically modified before birth to also have gills; can hold breath for PEx2 in minutes.
Language: Much like dolphins and whales of Earth they use clicks, hisses and beautiful songs to communicate. To outsiders it sounds beautiful and melodic, very exotic.
Maximum Depth: The Senge can endure underwater pressure of up to 610m plus 50m per additional level of experience without any ill effect (they do not get the bends).

RCC Skills: All Senge get the following skills for free: Advanced swimming (89 +1 per lv), language: native tongue (88+1 per lv) and literacy (40+5 per lv): native tongue +20%, sing (35+5lv) +20%, basic math (45+5lv) +20%, acrobatics (several sub-skills) +15%, contortionist and escape artist (30+5lv) +15%.

Advantages/Bonuses: The Senge are superior underwater acrobats and they gain the following bonuses while in water: +2 on initiative and +3 to dodge (Advanced Swimming). In addition to this their enhanced vision and pressure sensitive body provides them with a +2 bonus on perception rolls when in water (in addition to any other bonuses they may get from OCC selection or from a high Perception attribute).

Social Status: Roll on the following table to find out what the characters place is in the social and financial hierarchy of the Senge: Roll d100 and look at the possible results below.
Rolling 01-25: lower class: no gills.
Rolling 26-90: You can have gills, but you start with half starting money from OOC. You can also select a GENX1.
Rolling 91-100: You start with gills if you wish and you can select a GENX2.

GENX-Programs: Middle and high-class parents of the Senge RCC have access to so called GENX programs which can alter specific attributes, abilities, instincts and other aspects of their unborn children, as well as cure diseases or replace carrier genes for illnesses that are not curable later in life! People who have the credits sometimes option to give their children gills and/or other gifts to make their lives easier. The other possibilities are;

# Increase Attributes: Any attribute except MA, PER & SPD can be increased with a one-time +3 bonus.
# Reduced Aging: Add +50% to the average life expectancy and always looks reasonably youthful.
# Increase Resistance to Pressure: Increase maximum depth to 1100m + 100m per additional level of experience.
# Gills: Character can breathe underwater indefinitely.
# Increased Healing: Heals four times faster than normal (human), also + 2 to save vs. poison and magic.
# Increased Sense of Taste, Hearing and Smell: Four times better than normal when the character is underwater. Taste/smell blood, death, decay and foreign chemicals in the water; Range is 1000m +100m per additional level of experience. Track to Source: 62+4lv.
# Natural Genius: Gains +20% skill bonus in one of the following skill categories: Electrical, Mechanical, Science and Technical. Pick one skill category.
# See World Book 13 Lone Star pages 96-98 for a list of human traits and characteristics that could also be applicable to the Senge RCC. If your GM allows it some of them might be applicable for the GENX programs as well.

Note: Except for the gills alteration (common) and the use of GEN-programs for medical purposes, their use is very rare. Less than one percent of the Senge population has their offspring modified in this way. Any modifications are noted in the individual’s civilian medical journal. GENX1 means pick one of the abilities above and GENX2 means you can select two of the possibilities above.

Damage: Essentially the Senge do the same damage as humans when it comes to unarmed SDC combat, with one notable difference. Since the Senge have stronger upper bodies and arms and relatively short legs they seem to be in the reverse position of most humanoids. For this reason the Senge deliver more severe punches than kicks and to make things easy, simply reverse the damage done by humans along the lines that instead of doing 1d4 SDC damage with a punch a Senge character does 1d6 SDC damage, and instead of doing 1d6 SDC damage from a kick like most humans the Senge character delivers 1d4 SDC damage kicks.

Psionics: None, less than 0,0001% develop psionic abilities (which means it is not available to player characters).

Magic: Magic is relatively scarce in the three galaxies outside of the UWW, but it is usually very powerful where it does exist. The Senge as a race is magic-capable, but only a very small percentage of its population, or more correctly, a few very specific subcultures within the Senge modern society have access to and actually believe in magic. “The Forgotten Currents” are exceptionally rare and usually consists only of The Spell Singers – Ancient Currents Mages.

Available OCCs: Virtually any Phase World OCC that a human can take, the Senge character can take, except those that require or in any way involve psionic abilities. Common OOC´s include Spacer, Runner, CAF Trooper or Officer, Tracer and other Men of Arms, as well as adventurers, scholars and scientists.
I created a total of three OCCs for this RCC back in 2002. They include the TRASH-Man OCC (My version of the OCC from the Manhunter Dimension Book) and the Seng Tsu Sun OCC (Senge Martial Artist). The Incredible small percentage of Senge that study magic should only be allowed to select the special Spell Singer OCC that has existed on Tanzram for millennia. Let me know if you would like me to post any of these OCC´s that I made (Might take time).

Equipment & Money: As per OCC.

Cybernetics/Bionics: Most adventurers start out with a built-in language translator implant (reduce starting credits by half), otherwise as per OCC.


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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Apr 08, 2018 7:57 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Pepsi Jedi wrote:
The Kybyree are real D-bags aren't they. I have a feeling my Veyzin would REALLY hate those guys.


I gotta do up their spacecraft....I have at least three designs in various stages of workup, but I have to come up with a few technologies unique to them that emphasize that d-bag factor you describe.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Apr 09, 2018 3:36 pm
  

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Monk

Joined: Tue Jul 06, 2004 1:59 pm
Posts: 13230
Location: Snoqualmie, WA
taalismn wrote:
Zer0 Kay wrote:
[

Sploogs can only trip eyeballs


So Visine is a controlled substance in Splugorth space?


Hate to see the size of the eye dropper.

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BEST IDEA EVER!!! -- The Galactus Kid

Holy crapy, you're Zer0 Kay?! --TriaxTech

Zer0 Kay is my hero. --Atramentus

The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Apr 09, 2018 7:36 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Zer0 Kay wrote:
taalismn wrote:
Zer0 Kay wrote:
[

Sploogs can only trip eyeballs


So Visine is a controlled substance in Splugorth space?


Hate to see the size of the eye dropper.


Roughly the size of a Tomahawk missile, I'd think.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 10, 2018 9:39 am
  

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Palladin

Joined: Wed Oct 18, 2006 3:11 am
Posts: 8567
Location: Northern Gun
Comment: 24 was the start... We are Legion.
Love the Radioactive Dust Bunnies.....

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Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 10, 2018 2:43 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Pepsi Jedi wrote:
Love the Radioactive Dust Bunnies.....



I SWEAR they infested my college form room closet.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 10, 2018 2:51 pm
  

User avatar
Palladin

Joined: Wed Oct 18, 2006 3:11 am
Posts: 8567
Location: Northern Gun
Comment: 24 was the start... We are Legion.
My college closet also had a rather impressive infestation. I kept them happy by offering them my roomate to feast upon.

_________________
Image

Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 10, 2018 4:29 pm
  

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Palladin

Joined: Wed Oct 18, 2006 3:11 am
Posts: 8567
Location: Northern Gun
Comment: 24 was the start... We are Legion.
Ok, a new one from me. I'd love feed back.

Grakkis: More commonly known as: Tree-home:

Size: Large planet, roughly twice the size of earth.

World Classification: High gravity/Vegetation world: Deeper it becomes a Twilight world.

Dominant Environmental Features:

Ground Terrain: Vast Super Forest. Majority of the planet is covered with trees that would make redwoods look like saplings and Millennium Trees look quaint. Trees 1000s of feet tall, with multi leveled ecosystems depending on height, ranging ‘down’ from the top and sun filled canopy, down deeper and deeper into a twilight area and even deeper down where little to no light reaches closer to the ‘ground’. The planet’s ecosystems are more dependent on height and closeness to the light/surface, than distance from equator etc. (Think like an ocean planet with some living up towards the surface and others down in darkness and gloom at the bottom). There’s even lakes and ‘seas’ upon Tree-home, when branches are woven tightly together and the canopy of leaves grows together to capture and hold water. (All seas on Tree-home are fresh water.) These seas are not as ‘deep’ as seas on more average sorts of planets but can be quite large. They’re just suspended 1000s of feet in the air in the trees. Their biodiversity is every bit as complex. (But plant based). Due to the high gravity nature of Garrakis, the trees and beings of the planet are very densly built and amazingly strong. The intense gravity of the world does not stop the trees from growing 1000s of feet tall but inch for inch they are amazingly strong due to it, and naturally MDC in strength/durability.

Atmospheric Conditions: Dependent on height. Closer to the Canopy the atmospheric conditions are some what earth like with roughly 3 seasons, A mild winter where in the skies will darken and snow falls. Spring, where the snows melt and there’s new growth and greenery and mild summers where it warms up a bit (But not terribly much, it’s a cool world). No real “Fall’ as the mega trees don’t lose their leaves or anything. It pretty much jumps from summer into winter in a swift few weeks.)

The further you descend into the depths of the trees the weather changes. At mid level it’s a twilight world. With much mist/fog and cooler temps. The seasons there are more modulated with a “Very cool” Winter and a “Moderately cool” “Summer”. Less sunlight means less ambient warmth, but also less variation.

Deeper still and it drops into darkness and much colder. Closer to the actual surface of the planet, 1000s of feet down from the canopy, it’s perpetually shrouded in darkness the conditions are near arctic, complete with snow that has formed from hydration filtering down from above and freezing.

Technological Level: Galaxy Age*: Technological level is the equivalent of the Galaxy age. Advanced Technology, communications, medicine, genetic engineering, and space program. Travel to the farthest reaches of the Galaxy and a little Beyond.

Technology of this planet is unique however and plant based. Where other species likely mined metal from the ground and smelted it for usage, the technology on this planet is based off the native vegetation. The tech is roughly the equivalent of CCW standards, just done differently. Instead of mining metal and ceramics and processing them, and using them to build everything from Ship hulls to micro electronics, the tech from Tree-home is grown. The complexity is still there but it’s based off living systems instead of purely inanimate ones. A star-ship for example might take years to construct in a standard society, where metals and components are brought in or mined and processed, and formed into the millions of proper parts, constructed and formed into the Starship over time. On Tree-home the starship would be grown. It would still require the same amount of time as the megatree being transformed into the starship was modified and guided in it’s growth process by (plant)Engineers. The growth is just as complex as building a more traditional star-ship and takes just as long. It’s just done differently.
This goes for everything from FTL Starships down to personal computing devices, communication devices, all the way down to consumer products. They have just as complex sciences, but more bio-technological based. Everything from advanced genetics to weapon systems have been developed. If anything they’re ahead in the bio/medical-fields (But not enough to make them some how a ‘step above CCW/Phase world standards).
The technology is designed in such a way that there’s much less pollution. This isn’t 100%, with any technology there is going to be some waste. The technologies on/from Tree-home, are just designed/bio-engineered from the ground up to produce little waste and the waste that is produced is often recycled at an extremely high rate. Actual -waste/pollution- out put from the Tree-home technology would be a mere 4% of that of more mechanical/metal/plastic based tech. The waste/pollution that -is- produced is gathered up and disposed of with -extreme- care. Environmental polluters/waste/criminals are treated extremely harshly on Tree-home, and would be perceived as almost genocidal in their crimes.

Architecture Appearance: Sweeping Alien: The Architecture of Tree-home, is integrated into the giant trees of the forest world. Much like Millennium trees on earth, the buildings/homes/society of Tree-home is grown out of the trees themselves. The trees are 1000s of feet tall and serve as buildings and ‘terrain’ for the world. A single tree could hold 10,000s of inhabitants with in. The inner configuration of a tree might be living quarters, or a governmental building, or even bio-factories, etc. Travel occurs on wide branches every bit the equivalent of roads on more average planets. Hover and Antigrav technology (Bio-technology) are commonplace and one can move around the tree cities in such ways. Looking from orbit though one would see a massive forest world, and likely wouldn’t ‘recognize’ cities. Only when down close and interacting would they become clear. Even then the architecture is an out growth of the trees/vegetation itself and is extremely organic and quite beautiful to behold. You may be passing a factory and not even realize it’s different from a simple mega tree unless you ventured inside.

Alien Species: The species of Tree-home are mostly plant/vegetation based. Many analogs exist. From sapient vegetation species all the way down to the plant equivalent of squirrels and cats. There are some mammalian species on Tree-home, but they are -not- the dominant species on the planet.

Magical Level: Generally none. While the Grakkian ‘can’ learn magic, they possess no innate magical cultures of their own, nor is spell magic ‘taught’ on their homeworld. A Grakkian whom leaves Grakkis and learns of magic in the outside universe may seek out a teacher and if they are so talented pick it up, but of their own people there’s no innate magical society or covens. Note this does not mean it’s a magical void zone. It’s just not something the Grakkian’s have picked up and carried on their own.



Species: Grakkian

Alignment: Any. Shows a wide variation of alignments with most in the middle and few at the extremes. Not many saints or true psychopaths. Like most people, the Grakkians usually fall some where in the middle.

Attributes:
IQ: 3D6
ME: 3D6
MA: 2D6
PS: 4D6+20, (Robotic Strength, Rifts Ultimate Pg 285)
PE: 3D6+8
PP: 4D6
PB: 2D6+4
SP: 1D6+7
(Not very speedy on their own planet, due to being a high gravity world, but multiply speed by 3, off world. See also alter limbs ability)

MDC: 2D4X10+200 MDC, +1D4X10 per lvl (Note: This contains bonuses for 1) Being a plant species, 2) High Gravity world, 3) Vegetation world, 4) Tough Bark skin, and 5) Natural mdc beings. It adds up)
SDC: (For non MD universes) 2D4 X 100 + 1D4 X 10 per level

Size: Height: At full adult size they stand roughly 2.3m (7’6” ft) to 3.7m (12 ft) tall and are incredibly dense. 7 to 7 and a half feet once they reach adult hood and roughly 6 inches to a foot for every 100 years thereafter.
Weight: 300lbs+50 or so lbs per foot (0.3M)

Lifespan: Long lived. Gestation of 1 Solar year with in the mother. Infancy lasts 3 years then weaned. Childhood from 4-20 or so. Puberty at 20. Adulthood at roughly 45. Full life span ranges into the 100s of years. With Grakkian attaining 500 years old common. After 500 years they start to show sign of aging. Slowing down, becoming more stiff and less flexible.


Special Abilities/Racial Characteristics:
1: Heavy duty plant bodies: The high gravity world and innate plant based specie is incredibly tough. This is reflected in their natural MDC and strength.
2: Resistance to pain: Due to being a plant based species, they feel about half the pan of a mammalian equivlent.
3: Communicate via natural telepathy: Average range is 400 feet (122 m) when communicating with animal life, but extends to 1200 feet (366 m) when communicating with sentient plant life. This is an automatic ability that does not require the expenditure of I.S.P. Can learn galactic trade languages, and can vocalize. Their innate communication is telepathic.
4: Sensor note: No innate body heat. Will not appear on infrared or heat detecting sensors. Are quite large and motion detectors have no problem picking them up at all.
5: Breathe through their entire body, but sensitive to defoliating chemicals/sprays, -5 to save.
6: Feed off solar energy and water. Can ‘eat’ foods for fun/sensation. They often -do- ‘eat’ for just those reasons. To taste things and for the fun of it. This will even nourish a Grakkian, just not ‘as’ effectively. The don’t ‘have’ to ‘eat’ as long as they have access to solar energy and water. If trapped in an environment with out solar energy(Sunlight), Grakkian’s -can- exist as carnivorous plants. Though it tends to have a rather negative reaction on the Grakkian itself. If a Grakkian is forced to exist on a meat only diet for more than 3 months, their Alignment moves ‘one step’ down the alignment chart. This is a single step. Not a step ‘every’ three months. They become a bit more aggressive as well (No matter what the alignment). A Grakkian forced to live underground or on a world where pollutants choke out the sun is a rather ornery plant indeed and not a ton of fun to be around. Especially when they eye you up as a possible meal substitute.
7: Smell/Sense the coming of rain, smoke and large fires: 50% +2% per level of experience; two mile (3.2 km) range.
8: Accurately sense the time of day and direction (north, south, east, west, etc.): 80% + 1 % per level of experience but needs sunlight. Without sunlight, reduce the success ratio by 40%.
9: Accurately identify temperature (within 1d4 degrees): 70% +2% per level of experience; includes air temperature.
10: Sense the location of underground (Inside vegetation) water reserves: 40% +2% per level of experience.
11: Feel the vibrations of an approaching ground vehicle(s), giant bot, herd of mammals, giant animals, explosion or earthquake up to six miles (9.6 km) away. Running or walking humans 1000 feet (350 m) away. Flying vehicles or animals 500 feet (152 m) away. +2 on initiative and a + 1 to dodge.
12: Due to origins on a high gravity, vegetation world they are +10% to climb, +2 to roll with fall and possess acrobatics skill at +10%

(Note: Special Abilities/Racial Characteristics. Most of these came straight from the rather lengthy list that Palladium/Kevin gives all “Plant aliens” Believe it or not I’ve taken a number of them -off-. There were a lot of advanced scent based tracking abilities and such that didn’t make much scense to me. Even carnivorous plants don’t track by scent or the like so I’m quite unsure where the concept of plant based species all being bloodhounds came from. So I ditched that and a few other ‘innate plant abilities’. I also toned down the immunity to sensors. In the book it’s pretty blanket. Plant species just don’t get picked up on sensors at all, but… that’s petty silly. A motion detector can pick up a tree moving in the wind. Why could it not pick up one running down a hallway? Sure the lack of endothermic heat would make them invisible to ‘heat’ sensors. (Not really.. but enough for a RPG), but other sensors (Motion, sound, laser, etc) Would pick them up just fine. Especially the Grakkians whom are pretty big. Also took off the ultrasonic hearing. Much like the bloodhound tracking.. I couldn’t really figure out where that came from on the ‘standard plant features’ list that palladium had for ‘all plant species’. Maybe it makes sense to others to have plants with senses of smell better than human/galactic norm, and hearing into the ultra sonic, but for me, it didn’t make sense so I took those abilities ‘off’ for my people here)

Superpowers: These powers are innate to all Grakkians, but are the equivalent of superpowers to humans and are noted here.

Superhuman Strength: Carry 200XPs Lift 300XPs Equal to “Robotic Strength” Rifts Ultimate Pg 285

Healing Factor: Heals 5 MDC per minute(Out side of combat) and can regrow limbs and body parts with in 3D4X10 hours.

Alter limbs: (Modified)
1: Body Weapons: (Modified). The Grakkian can manifest weapons from it’s own body. From finger spikes, to claws, to hand axes, or knives, all the way up to forearm swords, or bashing weapons. The equivlent of ball and chain can also be formed by using a flexible appendage and a bashing implement on the end. Damage: Same as ‘normal’ weapons+1D6,
Damage is MD due to the Grakkian’s physical make up, size and tremendous strength.
+1 inits, +1 Strike, Parry,
(NO Mechanized body weapons, no guns or flame throwers. See tech)
2: Shield Arms: Can manifest a shield out of an arm (Or leg for that matter). +5 to parry. No damage from HTH or melee when parried with shield arms. Can parry ranged attacks with no bonus and only takes 10% damage from parried ranged attacks.
3: Stretch limbs: Triple normal length
4: Locomotion and limbs: Can stretch/elongate legs, arms etc to enhance speed. (No wheels, but effect is mimic’d ) Speed X3
(This power is in addition to their natural speed boost when off their high gravity world. Or a speed boost “On” Their high gravity world.) It should be noted that the Grakkian don’t really enjoy this as they feel it makes them look weird. So while it’s certinly something they can do, they mostly only use it when needed. I.E. they don’t go around with elongated limbs for the speed bonus all the time. Not at all. Just like normal humans ‘can’ sprint all out, but rarely do so going down the hall to the bathroom or sprint through the mall or library at absolutely break neck top speed.
5: Shoot Arrows/Wood shards: 200 ft+20per lvl. Damage 2D6 per bolt, can fire 1-4 as a ‘volley’ and one action. Normal strike bonuses apply
Number of bolts: 1 at lvl 1, +1 at lvls 2, 3, 5, 7, 10, 13,
6: SPECIAL: Grow Fruit: The Grakkian can if desired manifest and grow Fruit. These are astonishingly tasty and nutrient rich for consumption of other species. These fruit grow from the Grakkian’s bodies (Placement up to PC. Don’t be gross). They can easily grow 1D4 Honeydew sized fruits a day.
(2D8 if in high need, but this ‘hurts’ and strains the Grakkian, and makes THEM hungry and in need of extra sunlight/nourishment.)
The taste is sweet, but the exact ‘flavor’ is up to the PC. (Ranges from sweet cherries all the way to citrus) The size is that of a honeydew. Or roughly 15-22cm or 6 to 9 inches long 1.8 to 3.6kg, or 4 to 8lbs. One Grakkian fruit is more than enough to susttain a human for one day. (4 to 8lbs of highly nutritious fruit could likely last longer if you ration it.) Tastes great raw, in recipies and even cut and grilled like steak.

Secrete Resins:
The Grakkian’s can secrete a number of plant based resins. The amount is up to the GM, but as the Grakkian are rather large creatures they can do so more than once a day. That said they’re not hollow and sloshing with resin from toe to the tops of their heads so don’t get too crazy with it.
Poison Ivy/Oak/Rashes: Severe skin reaction: -10% on skills, -2 Inits, Very itchy and marked with bumps/rash.
Aloe: Soothing Chemical. Relief for 4D6X10 min
Toxin: Natural Plant Poisons, etc: Touch, no instant damage but after 15 min, the victim must roll to save vs lethal poison every 15 min for 1D4 hours. Each failed roll does 2D6 damage straight to hit points
Ingested/injected: one oz will make the victim feel woozy with in 1D4X10 seconds, and seriously ill with in a minute. ( -2 all combat bonuses -10% skills, and speed) Roll vs lethal poison, every 10 min for 2 hours. stabbing pain and cramps, each failed roll means 4D6 to hit points
Quick drying Sticky Resin:
3 foot glob, dries in 15seconds(1 melee), Each glob is about 3 feet or enough to encase half a human sized target. ½ Cover required to suffer penalties below. Full immobilization requires two globs. 1 for feet/legs, 1 above the waist. Smaller globs can be made if desired. (Hand cuffs, weapon blockage, patches etc)
Range: 30ft +10 per lvl
Damage: None, but clings and impairs movement. Very sticky and hard to remove, dries in 1 melee. Requires 1D6 melee actions to scrape off with a blade or shovel or stick. Still leaves a fine covering, that ruins clothes armor, etc. Sticks to everything especially hands, fingers, good chance of glueing them together making weapon usage impossible. Even the dissolving enzyme will cause 1D6 damage
Having legs and feet encased makes mobility impossible. Speed is reduced to 0, and all combat bonus are reduced to +1.
If hit squarely in the chest, joints will be held in place. Limbs are stuck in what ever position they were in when the resin hardens. Speed and balance reduced to half, All combat bonus are reduced to +1 and attacks per round are down to 2.
Climbing and any use of arms and hands is impossible as is any skills that require the use of hands.
Encasing the head won’t suffocate, as it’s slightly porous, blinding and -10 to all combat rolls.
Once Hardened: Half Body globs have MDC 3D6X10
Small Hand Sized globs: have MDC 1D6X10
Full body encasement: MDC 6D6X10, and victim is totally immobilized.
Outside of Combat: Can be used to cast plastic type objects using molds, patch stone, concrete and steel, or reinforce construction projects or do quick repairs on buildings, armor or other simple objects.

~~~

Cybernetics/Bionics: They possess such but like the rest of their technology it’s bio-mechanical and plant based. The regenerative nature of the Grakkians negates the need of medical cybernetics and bionics, so the only reason they would have them would be due to illness or a condition that prevents their own regenerative powers from functioning. Bionic weapon systems while, possible are unlikely due to the above.

Magic: Not what you’d call a highly magical society, though their tech may APPEAR to be magical in nature. A take off on the old quote “Any technology, sufficiently advanced will be indistinguishable from magic” When a Grakkian walks up to a bio-terminal he or she might brush their fingers over the surface calling up the interaction key pods. To a bystander it might look like a magical action, but it’s no more magical than a little kid walking up to a supermarket door on earth and waving their hand, and the door opens. Sure it ‘looks’ like the kid opened the doors with the force, but it’s actually the motion sensor above the door sensing the movement and triggering the door open function. The Biotech of the Grakkian’s is much the same. Much of what appears magical is merely advanced biotech.

True Spell magic is not innate on Grakkis. The Grakkians can learn spell magic on different worlds with the proper education. They are not devoid of PPE or the like. It just doesn’t come natural to them. They consider themselves a biotech based species.

Psionics: The Grakkian people have the average range of Psionics. That is to say uncommon but not unknown. Nothing overly dramatic. It’s of note that their psionics are considered to be advanced bio-chemical reactions. (Powers work the same but -THEIR- explanation is different. Sort of like a gasoline engine and diesel engine both power cars roughly the same, the car drives the same rolls, has a radio etc, but the engines are different. The Grakkian people see the psionics as biochemical abilities not ‘powers of the MIND’. )

Cultural Attitude: Generally pleasant over all. The Grakkians see themselves as bio-scientists and engineers as a ‘people’ and their advanced bio-engineering as a cultural defining characteristic. They are quite proud of their bio-technological advancements and their planet and people. Once they spread to the stars they’ve discovered that plant based sapients in the three Galaxies are pretty rare. Not so rare that they don’t exist but are very much out numbered by… meat! This at first startled them and the Grakkians debated it long and hard. In the end they sort of shrugged their broad shoulders and got over it. It didn’t really bother them. It’s not like they were looking to mate with the meat species any more than a Wolfen wanted to mate a Human or a Nero a Kreegor. So an alien is an alien is an alien. The Grakkians take them as they come.

The Grakkians have no urge (Collectively) To conquer other planets, as most are simply of no interest to them. They -have- seeded a number of nearby worlds with Megatrees but they will take centuries to grow to size, even with advanced Grakkian biotech, so that’s more of a long term project. Other than that they’re not very expansionistic. They do love to explore and learn, but not at the expense of other species.

That’s not to say they’re pacifists. With a wide spectrum of people and attitudes some are more aggressive than others and the Grakkian’s -do- have a military. With their innate mega damage hides and abilities they’re no push overs in a fight and many a high tech opponent has been over confident drawing down on them, only to have a Grakkian to draw out a blaster and fire off a few energy bolts right back at them.

More than once species have attempted to invade/enslave the Grakkian people, and up to this point it’s ended extremely badly for the invaders or slavers. When a 7 to 12 foot tall creature with superhuman(Robotic in rifts terms) Strength gets angry and manifests a spiked mace for one hand and a claymore for another and comes after you it’s a bad day. And that’s if they don’t pull out an assault rifle and blow you away.

Allies: Currently considering joining the CCW. The Kreegore generally annoy the Grakkians whom have no urge for military expansion by force. So the attitude of the TGE is non congregant with the Grakkians’ own.

Enemies: About 200 years ago a simian race of anthropomorphic gorilla people tried to invade Grakkis. They saw the mega trees as a magnificent place to build a colony and thought that the plant people would be push overs due to no ‘clear’ industrial complex or cities detectable from orbit. This proved to be a grave mistake and even though the invaders brought millions of troops they were swiftly routed off world and into space. Large structures that the invaders had mistaken for asteroids or tiny moons were in fact giant seed pods that have been bio-engineered as space stations and the Grakkian defenders poured out of them to engage the invader fleet in space while ground forces repelled the invaders planet side. Many 100s of 1000s of the invaders were simply chucked off the sides of trees and such to face the 1000s and 1000s of feet fall down towards the depths of the planet. The invasion was repelled and the Grakkins, infuriated by the attempt hunted down the rest of the invasion fleet and blew it out of the stars. They did not track the simians to their home world and irradicate them as a species but a few captives were sent home with a clear message. “If you return. We will weed you out, to the last bloodbag, and leave your planet salted and unable to sustain life.” For the most part the Grakkians are more than willing to live and let live but once their anger is roused it’s pretty scary to behold. As a long lives species, they’re not quick to forget and grudges can last generations.

Cultural Notes and History:

Grakkis is a verdant forest world on a high gravity planet about twice the size of earth. A rarity on the galactic spectrum, it’s main form of Sapient life evolved from plants, not animals. This does not stop a rich and complex biodiversity on Grakkis, but it’s different than found on most worlds in the three galaxies.

Specifically the main terrain/feature of the planet is that of mega trees. Massive trees that make redwoods look tiny and even dwarf millennium trees in size. Thus the biomes of Grakkis are based on ‘depth/elevation’. With the upper levels suffused with light and descending into ever more dim/darker levels below. Much like a water world, but with out the water. Most of the life on Grakkis is found with in the first few 1000m of the canopy and it trails off the deeper you go.

Due to the intense gravity of Grakkis, the trees that DO grow to such impressive heights are amazingly dense and innately megadamage. As are the people that live with in and upon them.

Grakkians themselves evolved over time to the forms they have today. Roughly humanoid in shape they possess two legs, two arms a torso and a head. The arms end in two hands with three fingers and a thumb. At full adult size they stand roughly 2.3m (7’6” ft) to 3.7m (12 ft) tall and are incredibly dense. (7 foot once they pass into adult hood and roughly 6 inches to a foot for every 100 years thereafter) This results in natural mdc bark/flesh and incredible strength (Considered robotic via rifts/phase world rules. See chart on page 285 RUE) Their flesh is ‘bark’ and can be any gray/greenish/brownish color all the way into lavenders/purples and up into oranges/reds. They are a …. robust species. So think more burly and barrel chested with thick arms and legs, not thin or “Ent like”. Their heads have two eyes and a mouth, though ‘nose’ morphology is often a bit glossed over. The Grakkians -may- possess leaf like extrusions on the head and shoulders that mimic’s hair, but just as many do not, instead having stylized branches etc instead. Eyesight is equivalent of galactic norm.

The Grakkian people have evolved into two genders. “Pollinators” or “staminate” exhibit galactic “male” aspects and “Carpels” or “pistillate” that exhibit galactic female traits. In a case of what Xenobiologists call an amazing instance of convergent evolution, the “male” Grakkian are taller, and more burly, with broader chests and more general “male” aspects about their appearance and the Grakkian “Females’ are more slender with more traditional female aspects. Including narrower waist, and ‘breasts’.

The Grakkian people reproduce heterosexually and upon impregnation the females carry the offspring internally as the seedling forms. After roughly a solar year, the female gives birth to a live Grakkian spoutling. It is of note that yes, a Grakkian mother -does- feed her offspring from the breast. The substance is a nutrient rich formula that stimulates brain growth and physical growth of the sproutling for the first few years of it’s life. Gradually the sprout begins to convert solar energy to food and is weaned. This is not mammalian, nor should the nutrient fluid be mistaken for ‘milk’ any more than what comes out of a coconut is ‘milk’. More over this should -not- be mistaken with their fruit manifestation. This is a -plant- nourishment. I.E. more akin to liquid fertilizer than ‘juice’. (Remember “Fruit” were not evolved for the -plant- to eat, but instead a way to transport seeds to new locations via guts of animals etc. The Grakkian have moved past the need to cast seeds to the wind.)

Other than being a plant based species, the main defining characteristic of the Grakkian people is their plant based technology. Described elsewhere, as they evolved and society formed, along with technological advancement, the Grakkian advanced their technology based off of plants. They are just as advanced as any star faring member of the three galaxy community but their tech is plant based. They don’t ‘construct’ a star ship, or it’s millions of component parts but instead bio-engineers ‘grow’ the component parts just as complex to do the same functions. Their tech stretches from inter galactic starships capable of FTL flight, down to hover and anti grav personal conveyances, computers, communication devices, weapons and even every day items like view screens, couches, hand tools and even toys for their sproutlings. Due to this bio-technology they’re a bit above the galactic average when it comes to such, and a touch more advanced in biomedical aspects (But not enough to get ‘super stats’ from it). Also due to this they’re a touch behind in metallurgy. (They’ve never needed it), though they understand the concept of metals and plastics just fine. They just go a different way.
(As a game note, treat the Grakkian tech as ‘technology’. The same skills a human might use to fly a starship, so would a Grakkian, but the basis of the tech is just different. Instead of “Engineering” the Grakkian might have ‘Bio-engineering’ but they both ‘DO” the same thing. The tech is of galactic average. A Grakkian com device has the same range as one made of metal and plastic. A Grakkian energy pistol shoots the same distance as one made of MD composite metal and plastic. Ect. No need to change stats. Direct 100% equal conversion. Sure SOME guns will be stronger, and some weaker but no need for ‘unique stats’ for Grakkian tech. Assume if you can do it with metal and plastic, they can do it with high density md plants or electro conductive md plants etc. )

Note: Due to their natural MDC bark/skin, the Grakkian’s seldom wear clothing. They are not what you’d call a modest species and have never had the need for it. Their planet is cool and the seasons for the most part mild, even if one where to travel all the way down to the ground (Akin to a human traveling to a deep sea trench. Sure you can DO it. But… not many do, and those that do are usually scientists or extreme sorts. It’s NOT a common occurrence) the temps are cold and snowy but the Grakkian bark is more than up to the task of keeping them safe from environmental harm. The Grakkians will sometimes form ‘pouches’ or ‘cups’ on their forms to hold every day items, but belts and pouches are much more common. A bandoleer or hip bag with items that need to be carried is much more common than clothing. Even a back pack might be seen more than a jacket. At the very most a vest may be seen from time to time for convenience of an engineer or adventurer that needs to carry more than your every day items. Pants are unheard of and the Grakkian people find them funny. To the point that when interacting with other species it’s often pointed out to the Grakkian’s enormous amusement.

This lack of clothing extends to armor as well. 1) They’ve never developed their own armor. Have never needed it. 2) Even if they -were- to try and wear armor. Their unique size and shapes would require extensive customization to fit their forms and 3) Would find it incredibly restrictive and uncomfortable (Double any movement penalties, from armor, even if customized. If a suit would give a human -5% on abilities it’d give a Grakkian -10% even if 100% customized to fit. Heavier armor that might give humans -15% would give Grakkian’s -30% etc) Grakkian can survive exposure to vacuum, but would need a breathing appertaus to infuse their forms with O2. Their MD bark would keep them safe from the temps and ambient radiation though. So a breathing mask with a tank of O2 and they’re fine.

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Last edited by Pepsi Jedi on Tue Apr 10, 2018 8:42 pm, edited 1 time in total.

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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 10, 2018 4:46 pm
  

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Blue Eyes, Pepsi Jedi? Excellent and indepth work on your respective entries. Nice to see LIFE again on the Fan Races thread. :wink:

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 10, 2018 8:31 pm
  

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Respectfully...


Quote:
9: Accurately identify temperature (within 104 degrees): 70% +2% per level of experience; includes air temperature.


Is this correct? Because "within 104 degrees" is a hell of a margin of error.


-72 = fatal risk of hypothermia within 5 minutes (air temp)
32 = freezing
136 = 3rd degree burns in 30 seconds (water temp)

Or consider
88 - nice and comfortable (water)
212 - boiling (water)
316 - is that roast beef I smell? (air..by now water has vaporized)

Here's an informative slideshow from OSHA. It has charts and everything.
https://www.osha.gov/dte/grant_material ... eTemps.ppt

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Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 10, 2018 8:42 pm
  

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Palladin

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Comment: 24 was the start... We are Legion.
Supposed to be 1D4 degrees

*Goes to fix*

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James Tiberius Kirk: Well, not _only_...


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 10, 2018 10:30 pm
  

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The Oh So Amazing Nate wrote:
Respectfully...


Quote:
9: Accurately identify temperature (within 104 degrees): 70% +2% per level of experience; includes air temperature.


Is this correct? Because "within 104 degrees" is a hell of a margin of error.


-72 = fatal risk of hypothermia within 5 minutes (air temp)
32 = freezing
136 = 3rd degree burns in 30 seconds (water temp)

Or consider
88 - nice and comfortable (water)
212 - boiling (water)
316 - is that roast beef I smell? (air..by now water has vaporized)

Here's an informative slideshow from OSHA. It has charts and everything.
https://www.osha.gov/dte/grant_material ... eTemps.ppt


We'll save that margin of error for the Numbtons, who have trouble distinguishing hot and cold(it's fortunate they have extremely thick hides lacking in sensory receptors, as well as near-invulnerable constitutios). :P

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Apr 11, 2018 3:33 pm
  

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Palladin

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Comment: 24 was the start... We are Legion.
Love the history for the Val-Coltmar. Awesome and I could totally see it.

The were-bear-fox-bat thing... interesting, I may have attributed that to a different species, but loved the history.

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Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Apr 11, 2018 4:26 pm
  

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Palladin

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Comment: 24 was the start... We are Legion.
I like the Lonrishikies too. Like the history and mindset. They seem a little weak for the write up (Stats wise) but very fun.

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Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Apr 11, 2018 9:27 pm
  

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Pepsi Jedi wrote:
Love the history for the Val-Coltmar. Awesome and I could totally see it.

The were-bear-fox-bat thing... interesting, I may have attributed that to a different species, but loved the history.



The Val-Coltmar basically managed to cover the major land niches that way in their evolution and mastery of their world...I suppose if I really wanted them to thoroughly master their world, I shoulda thrown in an amphibious or totally aquatic form. :D

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Apr 13, 2018 1:08 pm
  

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Palladin

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Comment: 24 was the start... We are Legion.
The Craydon made me chuckle. Which I am guessing is much of the point.

Really loved their racial though:

"Find Weakness/Prankster Sense----Craydon are intuitive pyschologists who can learn alot from observing others...especially when they’re planning a practical joke. For every 4 hours that they get to observe an individual at close quarters, they can intuite an important personal fact(like, dislike, phobia, foilable) with 40%+5% per level of experience accuracy, even if such a piece of information isn’t obviously made(like screaming “I’M AFRAID OF SPIDERS!!!”....on the other hand, if the target of the Craydon’s scrutiny tenses up and becomes short of breath when an eight-legged Xenorachnus saunters by, the Craydon will pick up on it). Making a similar observation about a species as a whole requires more observation and is less accurate(6 hours of watching three or more of the target’s species, and ancompanying roll at -10% to the roll...no penalty if the Craydon has some way of ACTIVELY testing a hypothesis...like tossing a fake giant spider in their midst).

That was great.

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Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Apr 13, 2018 4:12 pm
  

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Palladin

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Comment: 24 was the start... We are Legion.
Hey Taali, I'm workin' up a race and was wondering if you would mind if I barrowed your "Rulnash" For them.

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Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Apr 13, 2018 9:15 pm
  

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Pepsi Jedi wrote:
Hey Taali, I'm workin' up a race and was wondering if you would mind if I barrowed your "Rulnash" For them.



By all means!
If anything I post is of use to anybody, use it; that's why it's up! :wink:

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Apr 14, 2018 3:36 am
  

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Taalismn, if it's ok I'd like to share the custom race/world you made for me.

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Apr 14, 2018 8:26 pm
  

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The Oh So Amazing Nate wrote:
Taalismn, if it's ok I'd like to share the custom race/world you made for me.


By all means; if the need for GM secrecy has passed, you may repost away.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Apr 14, 2018 10:56 pm
  

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A Home-world/System commission by Taalismn made for my canine-humanoid detective Big Brown Hound.
*Going back and reading the first page makes me wonder if I should try and work up the Fenril as a race. That might be a extremely tricky as there is an enormous amount of species diversity in Canines
I also hope to, as inspiration strikes, add on to this with bits about society, religion, ethno-diversity, and other topics. Fingers crossed for coherent and complete thoughts and no bans/warnings against post necromancy.
The Oh So Amazing Nate.

taalismn wrote:
Here you go; some random rolling, some shoehorning, some BS'ing. As well as some frantic rewriting when I discovered Sirius is a binary star with no expected solar winds, which messed up the original draft.

Fun facts: Sirius A is 20 times brighter than the Sun. The Sirius system is moving closer to Sol, and is expected to peak in brightness in 60,000 years.
Sirius, being a younger star than Earth, would have less time to evolve an ecology as rich and diverse as Earth's...another reason to suspect that Fenril's ecology was imported or deliberately engineered...
Habitable zone for Sirius A is 2-5 AU. so the lifeworld should only be 4 AU out.
Still, unless its orbital rotation is faster, a Fenril year would be longer than Earth's.
So, that puts a new slant on 'What's that(Dogstar years) in Earth years?

Solar System (Kaynor/Sirius)
Number of Stars: 2(Binary star system)

Types of Stars: SiriusA(white main sequence/blue sub-giant)(Kaynor)
Sirius B( white dwarf) (Vulpor)---The smaller of the two stars

Number of Planets: 8
- Gas Giant(tiny)(Chinchul)----A ‘hot gas giant’, Chinchul may, at some time, have been orbiting further out long ago in the past, but something pushed it deeper into the gravity well around Kaynor. Chinchul has since lost any satellites it may have once had, and is being blown apart by the combined forces of Kaynor’s and Vulpor’s radiant bombardment and gravity. Over time, Chinchul has been whittled down to a dwindling shadow of its former self and it is now about the size of Sol System’s Neptune, only with a long comet-like tail shedding gas and dust into the outer solar system. Within another million years or so, Fenril astronomers estimate, Chinchul will be evaporated away and its solid portions become a brief-lived ring around Kaynor/Vulpor.

- Exotic---(Bohjan) Micro-Nebula----A massive cloud of energetic low-energy plasma barely detectable, and and covers 0.8th of a degree of arc around Kaynor/Vulpor), though it’s barely visible and has a density barely above that of interstellar vacuum. How it has managed to survive the solar radiation and not evaporated like Chinchul baffles Fenril astronomers, as do a number of other phenomena about the Bohjan, such as the radio and televison signals coming from it. Some astrophysicists believe the Bohjan is the visible manifestation of a micro-wormhole(the plasma the result of an outgassing from another star or nebula on the other end, interacting with gases shed by Chinchul’s gradual dissipation), others feel it is acting as a reflector for EM signals from Earth.
They’re partially right on both accounts; the Bohjan is the visible physical component of a vast energy being known as a Keemen known to collect and re-transmit EM signals across interstellar distances(see below).

- Terrestrial(Fenril)---The lifeworld of the Kaynor System. It’s nearly 22 AU out from the mean shared orbital diameter of Kaynor/Vulpor, but still receives only as much light as Earth due to the combined radiant energies of the binary stars being greater tha Sol’s.

-Terrestrial (Giant)(Bowser)---A giant world over 9 times Earth’s size, Bowser is a high gravity world with a surface pull punishing even by Fenrillian standards, but with a toxic atmosphere and tainted water, Bowser is not habitable, so for all but brief visits to the surface, studies of the planet are made from orbit. It does have a nice collection of small moons and a substantial ring made up of several broken up moonlets, which are the site of several research bases and space habitats.

-Gas Giant(mid-size)(Koli) ---Koli is a Jupiter-sized gas giant with a large moon system. Koli seems to act as Kaynor’s gravitational ‘sweeper’, sheparding up asteroids and space debris that would otherwise fall inward and hit the inner worlds.

-Terrestrial(tiny)(Kiwawa)--A tiny(Titan-size) rocky world barely able to retain a cold methane atmosphere. It’s been posited that Kiwawa was once a moon of Chinchul before it was pulled into the inner solar system.

-Terrestrial(Huge)(Rothwile) ---Almost as big as Bowser, Rothwile is noted for an ice- and dust-covered surface that apparently has taken quite a beating from numerous asteroid collisions. Its single large moon, Khewtoi, has also apparently been subject to multiple heavy strikes and appears to have broken apart several times, its debris recaptured by Rothwile, and pulled back together again into its current rather irregularly lumped, patchework-surfaced roughly spheroid shape.

-Terrestrial(mid-size)(Mushyr)---Plutonian ice ball, with little of interest, save that it’s the farthest out of the Kaynor worlds. During the recent ‘Space Spring’, Fenrillan astronauts planted the planetary flag on Mushyr.

*Planet(Fenril)
Fenril is the lifeworld of the Kaynor system. It is inhabited by a dog-like species, although there is mounting evidence that the native Fenrillans did not naturally evolve on the planet, but may have been brought in from elsewhere by another ancient and more advanced species.

Type: Terrestrial

Diameter: Large, roughly 24,000 km in diameter

Gravity: Heavy: 6x Earth-gee

Temperature: Temperate, but cool, roughly equivalent to the average temperatures in Alaska, but the planet’s odd axial wobble leads to regional temperatues varying between deep polar cold and brief tropical steamy.

Unusual/Special Features:
-Unusual Axis---Fenril has an unusual axial ‘wobble’ that leads to extreme seasonal weather and day lengths, including hot and humid summer ‘dog days’ and especially cold and bitter winters.
-Moons(6)---Fenril has six moons; five tiny Phobos-sized moonlets and one slightly smaller than Earth’s Luna. The smaller moons Jumpa, Hopa, Fleyta, Sketer, Zuma, and Lepa, race around Fenril, while larger Houna makes a more leisurely path. The moons feature in many local mythologies, and are usually depicted as a group of avians or lupus-analogues fleeing from a pursuing hunter. Those occasions when Houna manages to ‘catch’ and ‘devour’(eclipse) one or more of the smaller moons are cause for large traditional celebrations on Fenril.

Atmosphere: Terrestrial and breathable, though it is tainted with several trace gases that make it poisonous, with month-long exposure, to terrestrial humans. The Fenrillans, however, are immune to the trace gases and don’t need them( though they can instantly tell if they’re missing, by the smell of the air).

Terrain:
(3) Roughly 70% of Fenril’s land surface is dominated by large plains that are windswept snow zones during the long winters, and grass-covered happy hunting grasslands during the short summers. These vast plains are the breadbaskets of Fenril, with explosions of quick planting, farming, herding, and hunting/gathering during the warm times.
Second are the protected well-watered valleys known as ‘Denlands’ where the majority of Fenril civilization is concentrated. Initially, each denland was home to a particular canine tribe/House, with the exception of a few particularly hardy nomadic tribes(Huskens, Jakl, Timbrens, Yote) who acted as both bandits and traders during the bitter winters when the Fenril retired to the warm denlands for warmth and safety. With the advent of a more technologically advanced global culture, the denlands have become more integrated, with a variety of different Fenril ethno-types to be found in each. Interestingly enough, the denlands seem clustered around warm springs, some of which have recently been discovered to be artificial in nature, maintained by some means against the normal tectonic forces(most likely by the same ancient species who settled the uplifted Fenril in the first place).
Finally, there a number of high plateaus, similar to the Himalayan foothills, and topped by permanent glaciers.

Notable Mineral Concentrations:
- Copper
- Cobalt
- Gold/Silver
- Mercury
- Diamond
- Salt
- Quartz
- Graphite

Hydrosphere: Moist---roughly 60% of Fenril’s surface is covered by open water. Several large seas and multiple large lakes feed moisture to the atmosphere to make for annual winter global blizzards and flood-driving spring and autumn monsoons.

Biosphere: Verdant---Fenril has a RICH ecology that is also quite hardy, notably in species that can survive the long cold spells, such as grassland plants, some of which can continue growing UNDER the annual snowpack, and the various herbivores that constitute the majority of the Fenrillan diet.

Civilization:
Established.

Population:
Some 85 million Fenrillans call Fenril home. Less than Earth’s, but there’s more land to go around, and the Fenrillans have a more advanced technology.

Technology:
Late Information Age, generally. Roughly equal to Earth’s own modern era, give some 50 or so years of extra progress. Discovery of alien technology(the Uplifters?) and trade with other societies has given the Fenrillans some areas of more advanced technology(they have a more advanced space technology, though they still acquire their FTL systems from outsiders).

Economy:
Service and Information---Fenril is/was developing into a trade hub, and its people hire out to alien concerns as accountants, information miners, scouts, mercenaries(including info/cybermercs), and attendants. Fenril seem to work very well as part of societal ‘packs’ and take organization direction well. However, the recent economic slump has led to the Fenril, of necessity, to underprice their services to outsiders. Some Fenril blame the alien Felias Information Network (FIN) of masterminding a conspiracy to either absorb the Fenril at cutrate wages as part of their network, or to knock them out of the galactic economy altogether as potential competitors. Still others feel that the Tagoniglomerate(TGE) is responsible for manipulating galactic trade to make Fenril/Kaynor System dependent on TGE as a closed market by closing opportunities for them and locking them into prejudiced service contracts favoring the TGE. However, there is little actual PROOF to support either of these allegations.


Wealth:
Despite their service economy, the planet is currently classed economically as ‘Depressed’ owing to Contact Shock. The same influx of alien technologies that have pushed progress on Fenril have also led to the collapse of a number of traditional House-dominated industries. A brief period of overly-zealous spending by both private and governmental concerns on things such as FTL spacecraft and alien technologies has ended in a burst economic bubble, and a global recession, with massive umemployment especially in native industries displaced by the new technologies.

Government:
Democracy---Though several different regional governments exist on Fenril, the majority are representational democracies. However, the biggest and most influential voting blocs are the numerous Family Houses that grew out of hereditary ethnic(‘breed’)-oriented guilds that specialized in various economic niches, many of which have been hurt by the recent economic downturns.

Law Level:
Authoritarian---Between traditional ‘pack’- and Family/House- disciplines, there’s a strong motivation to comply and conform. Some Fenril, however, feel that the ‘strong order’ has shifted to ‘strong arm’ as the government tries to keep order and protect vested concerns.

Popularity:
Unpopular---The sour economy has cooled public support for the current regimes. Some blame an over-conservative, or too-late conservative policy on regulating the new technologies, both domestically produced and alien-traded, for the current economic woes. Others feel the government is too protectionist, and hasn’t embraced outside trade fast ENOUGH, or have cut bad deals with exploitive alien traders. Some don’t like hiring out their people to alien concerns, while others feel they haven’t integrated themselves fast or thoroughly enough to carve an dispensible niche in the greater cosmic economies.

Stability:
Stable---For now, though there’s a lot of grumbling, and it may not take much, if the economic situation continues to deteriorate, to push the situation over into more tumultous regime change. Whether the Fenril will change governments through democratic or more forceful means, is the real worry.


*Keemen
Once thought to be bizarre natural phenomena, Keemen are really vast nebulous energy lifeforms that stretch across interstellar distances. They appear as thin gasous nebulae that can somehow defy solar winds; in reality the Keemen extend over several levels of extradimensional subspace. Sufficiently advanced sensors will show evidence of active organization to the gas/dust clouds and energy fields that make up Keemen ‘nebulae’, as well movements(material and energy transfers) that are similar to biological processes.
Keemen seem drawn to particular solar systems and have the curious property of collecting and re-radiating EM signals from them across interstellar space; only they can transmit their gathered signals at FTL speeds, likely by moving the signals through the subspace portions of their beings. This means that transmissions that would -crawl- at light speed and eventually attenuate into virtual nothingness across interstellar distances instead can be heard almost in real time in solar systems hundreds of light years away from the signals’ points of origin. This property has earned the alien lifeforms the name ‘Keemen’, or ‘Voice Paths’ by the Danau explorers who first studied and identified the Keemen as alien(and ‘alien’ in a very extreme sense of the word) ORGANISMS, rather than subspace phenomena. The danaus based their belief in Keemen sapience in the fact that all EM signals from a particular source are not blindly re-radiated elsewhere; there seems to be filtration of signals going on. Danau and other observers have discerned signals collected and re-emitted varying by media, frequency, language, and even genre-types, suggesting that something other than random selection is going on.
Exactly how intelligent the Keemen are is uncertain. The organisms/structures seem to appear near inhabited solar systems, but it’s not known if there are multiple Keemen, or if they are all manifestations of one incredibly vast organism in subspace. Why they seem to filter/edit their collected EM transmissions, and to what end, remains unknown.
Keemen do not seem to be harmful, or interested in harming, the lifeforms of the solar systems they manifest in. Indeed, aside from their being conduits and filters of EM signals, they don’t do much at all, and all attempts to communicate with the Keemen have shown no results. Spacecraft can pass harmlessly through them, though localized microsingularities and exotic particles in the Keemen may interfere with gravitic drives and FRL systems.
It is possible that the Bohjan/Keemen in the Kaynor system was drawn by the original settlement of the Fenril people, and the Keemen stuck around long enough to see the Fenrillans emerge as a technological people, while the Keemen passed along the curious transmissions from Earth.
_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Apr 15, 2018 8:31 pm
  

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The Oh So Amazing Nate wrote:
A
*Going back and reading the first page makes me wonder if I should try and work up the Fenril as a race. That might be a extremely tricky as there is an enormous amount of species diversity in Canines
I also hope to, as inspiration strikes, add on to this with bits about society, religion, ethno-diversity, and other topics. Fingers crossed for coherent and complete thoughts and no bans/warnings against post necromancy.


Go for it, as your muse whacks you. Once you get the basics, the rest comes fairly fast and easily. :D

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Apr 16, 2018 1:18 am
  

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Palladin

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Comment: 24 was the start... We are Legion.
Chuckles at the Drunn's reproduction. "The female develops 1D4 cysts on her skin over the next 10 months that break open and a baby falls out.

Just saying the word choice and mental image is amusing. Creative, and I can totally envision it, which is part of what makes it amusing.

"is that an infant cyst on your hip or..... are you suffering from a crystal pox?"

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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 17, 2018 3:49 pm
  

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Comment: 24 was the start... We are Legion.
The Hyperkittens were fun. Kinda liked um before the Ninjabunnies "Rescued/subverted" them, but as a concept, very appealing.

Question: Do they have hands? Some of the things they're indicated of doing seems to imply manipulator digits that would be difficult with out them. collecting knives and being little commandos and what not.

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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 17, 2018 4:13 pm
  

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Absolutely LOVE the Wuzzyboogers. Totally putting them in my game.

Hell, _I_ Want one.....maybe.. three. (Though they need to come in green. Not just orange, pink or gray.)

They're like an attack trained cat/tribble hybrid.

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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 17, 2018 5:30 pm
  

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Pepsi Jedi wrote:
The Hyperkittens were fun. Kinda liked um before the Ninjabunnies "Rescued/subverted" them, but as a concept, very appealing.

Question: Do they have hands? Some of the things they're indicated of doing seems to imply manipulator digits that would be difficult with out them. collecting knives and being little commandos and what not.



Of course they have hands. Not that you'd know by looking at them. But you're likely looking at those-oh-so-adorable-eyes-yes-you-are-yes-you-are-you-wonderful-gullible-cat-person-you!
Meanwhile, the littermates are hacking your credit cards, Facebook account, and setting up your will to take care of your pets.

And Wuzzyboogers? Blame my cousin Denise for that one; she told it straightfaced up until the last line, and I've never forgotten it.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 17, 2018 6:37 pm
  

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taalismn wrote:
The Oh So Amazing Nate wrote:
A
*Going back and reading the first page makes me wonder if I should try and work up the Fenril as a race. That might be a extremely tricky as there is an enormous amount of species diversity in Canines
I also hope to, as inspiration strikes, add on to this with bits about society, religion, ethno-diversity, and other topics. Fingers crossed for coherent and complete thoughts and no bans/warnings against post necromancy.


Go for it, as your muse whacks you. Once you get the basics, the rest comes fairly fast and easily. :D


I will do that! Also I realized after the fact that this probably should have went in your random interstellar kingdoms thread seeing as how it is about a home world/system and not about the race itself. If you want to move them I understand. If not, at least I know where to find them at the moment.

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 17, 2018 6:48 pm
  

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Palladin

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Comment: 24 was the start... We are Legion.
taalismn wrote:
Pepsi Jedi wrote:
The Hyperkittens were fun. Kinda liked um before the Ninjabunnies "Rescued/subverted" them, but as a concept, very appealing.

Question: Do they have hands? Some of the things they're indicated of doing seems to imply manipulator digits that would be difficult with out them. collecting knives and being little commandos and what not.



Of course they have hands. Not that you'd know by looking at them. But you're likely looking at those-oh-so-adorable-eyes-yes-you-are-yes-you-are-you-wonderful-gullible-cat-person-you!
Meanwhile, the littermates are hacking your credit cards, Facebook account, and setting up your will to take care of your pets.

And Wuzzyboogers? Blame my cousin Denise for that one; she told it straightfaced up until the last line, and I've never forgotten it.


Love them both. Totally took them into my files for future use.

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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 17, 2018 7:14 pm
  

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Palladin

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I'm currently working on a saurian race based off of dromaeosaurid theropods. Space faring ones. :D

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Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 17, 2018 7:44 pm
  

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Pepsi Jedi wrote:
I'm currently working on a saurian race based off of dromaeosaurid theropods. Space faring ones. :D



They skipped evolving into birds and went straight to starflight? :D

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 17, 2018 8:17 pm
  

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Palladin

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Comment: 24 was the start... We are Legion.
Maintained their forms and brains got more advanced but maintained their body type.

Gonna base them off of Utahraptor ostrommaysorum for the base.

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Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 17, 2018 11:37 pm
  

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Palladin

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Dude, absolutely LOVE the Myatel.

I had a home race (Like a decade ago) that could have been their Brothers from other mothers, or sisters from other misters.

Love what you've done there.

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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Apr 19, 2018 8:31 pm
  

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Comment: 24 was the start... We are Legion.
My third race. Again, curious as to what people think.

Dromaes:

World Classification: High Gravity

Ground Terrain: Vast Forests, Large lakes, Gigantic mountains, Jutting buttes,

Atmospheric Conditions: Cool, largely overcast and cloudy. Not as dark as a twilight world, but perhaps a bit gloomy.
Occasionally bombarded by sudden and intense storms, including thunder, intense lightning, hail, even tornadoes, and hurricanes during the summer months. Sudden and intense snow storms, including thunder snow, and blizzards in the winter months. Note: These are not constant, but rather like Earth, they receive X number of major storms/hurricanes/blizzards a year but it’s not constant. Between storm events it defaults back to the cool largely overcast Atmospheric conditions.

Planetary Sapients: Mesozod (Mesozods, plural). Which are Theropod people that would appear to be, in appearance, a type of Dinosaur. Specifically the “Raptors”. Note these are not “Reptilian humanoids” but, look very much like a 5 or 6 foot tall raptor. Complete with body shape, head, legs, the works. They -are- intelligent and articulate. They just appear like dinosaurs out of earth’s history. Full detailed description in racial write up.

Technological Level: Star age: Interstellar travel, frequent travel to other star systems, knowledge of FTL and contragravity.

Architecture Appearance: The Mesozod are currently in what we would call a Streamline Moderne architectural phase. This are defined as being a later form of Art Deco Architecture, emphasizing sweeping curves and long horizontal lines. They also embrace what would appear to be “Steam Punk” Styling in their technology. The combination of Architecture and -appearance- of technology gives them quite an interesting ‘look’. Most especially considering the Mesozod physical appearance.

Located in the Thundercloud galaxy, Dromaes is a large planet with a very dense heavy metal core producing a high gravity biosphere. The atmosphere is usually cloud covered, resulting in a some what cool and dim world (Not twilight. They don’t live in darkness nor are the creatures of the planet overly sensitive to light.). Weather is usually rather mild, with starting exceptions to the rule. A number of powerful storms will strike each season, intense thunder and lightning storms, wind storms and even up to and including tornado bands and hurricanes in the summer. In the winter, snow storms, thunder snow, and blizzards. These events are -not- constant, but are sudden when they do occur giving the weather a some what schizophrenic feel. It could be calm for weeks or months then suddenly with in hours you could be dodging lightning bolts, or basket ball sized hail, or if winter, be cold and calm, then shift into a blizzard in the space of an afternoon.

Dromaes itself is large planet, roughly three times the size of Earth, and has some varied terrain. Many large forests stretch across the planet, broken by large lakes (Think great lakes on earth, but as it’s 3 times the size, they occur more often), more akin to inland freshwater seas. Jutting buttes sometimes emerge from the large forest bands. Other wise there are a few plains areas. A little bit of jungle (But not nearly as much as temperate forests,) and the massive sharp mountains that break up the terrain every 1000 or so miles. The mountains are astoundingly tall and imposing, extending far into the clouds and consist of purple and green stone of incredible density.
The inhabitants of Dromaes have taken millions of years to evolve to their current place, and advancement. Currently they have reached an evolutionary plateau. Where in as a people they’re not changing very much or very fast. Apex predators and sapients on their own world they’ve ‘topped out’ for the most part. This results in some what more ‘average’ attributes among the Mesozods. Smaller levels of individual variation in attributes are seen. There is still quite a bit of genetic distinction, it is just in a narrower more average ‘band’. (Fewer extremes. Fewer very very stupid people or fewer slow and clumsy sorts, etc)

Having taken 100s of millions of years to evolve, that evolution has been stretched out. It gives the Mesozods a rather unique aspect. They’ve had time along the way to ensure that they didn’t destroy their own planet. They’ve taken the care not to as well.

Urban area exist, cities, towns, hamlets. Etc. They are currently built with many ‘green’ aspects (Ecologically not color) Pollution is low. Recycling and recycled materials are high. Other aspects of green technology are every day and commonplace.

The ‘style’ of the Mesozods could be categorized as Streamline Moderne meets Steam Punk. While they are a species capable of FTL travel, and contra grav technology, using MDC materials, these guys have -style-. Sweeping curves, long lines that indicate motion and almost flight are present as architectural aspects in their society, and technology. Why do something simple and square when you could have it flow and look graceful and cool? The Mesozods love their ‘cool’ and it’s seen everywhere. From their viewscreens, to their “Rocket ships’ (Yes, Rocket ships). Sure they may use contragravity to move around but they’re ‘shaped’ like Rocket ships complete with fins and round view ports! Controls will be levers and buttons and joy sticks. They also dig flying saucers and have collaborated with the Veyzin in construction of such.

This design ascetic goes all the way down to every day items, fashion and weaponry. While the Mesozods have the equivalent of 3 Galaxy megadamage weaponry it will have a distinct Streamline Moderne or Steam punk design. Instead of a black laser pistol made out of md composite plastics, the Mesozoids would have “Ray guns” or “Blaster pistols” with disks and or nobs, fins, etc. This doesn’t change the -result- of the weaponry. An MD laser or particle beam is still a MD laser or particle beam, but Mesozod tech is highly distinctive and easy to pick out of a lineup. They love their chrome, brass, brushed steel etc as well. (Note this doesn’t mean the military runs around in shiny chrome armor with chromed out blasters. They’re smart enough to use camo etc. but as a society, they like flash) A common saying on Dromaes can be heard quite often “If you can’t do it with -style-, -Don’t- bother doing it!”

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

On this world, the Dromaes have evolved. Xenobiologists do not know if it is a case of Convergent Evolution, that gave rise to the race, or if some ancient species picked up Dinosaurs from Earth’s distant past and transplanted them, or if they fell through a rift of space and ended up on Dromaes. Regardless of the ‘how’, the Mesozods exist today.

At first glance many humans would point and go ‘that’s a Velociraptor’. They would be incorrect, first. Velociraptors were actually the size of turkeys. Not the man height super predators that are often imagined due to a very popular series of movies, and second. The Mesozods are fully sapient, intelligent advanced creatures. They just LOOK, nearly identical to what most humans THINK Velociraptor’s look like. 5 to 6 feet tall pack hunting dinosaurs ( dromaesaurid theropods ). They possess two powerful legs ending in feet with wicked claws including a large scythe claw. Their bodies are held more parallel to the ground instead of vertical. Arms end in hands that also posses claws. Only by looking closely would one notice that Mesazods possess fully articulated digits and an opposable thumb. The hands and feet, in addition to their razor sharp claws, possess grandular skin, which assists in climbing the massive trees, huge rocky outcroppings and mountains found on their home world. The head is large at the end of a flexible neck. A long boxy scull with pronounced muzzle possessing sharp teeth. Large slitted eyes give excellent vision and no visible ‘ears’ (Instead they have ear holes).

Other than the opposable thumb, the other ‘visible’ distinction between Mesozods and Theropod dinosaurs from earth’s past, is that Mesozods possess a ‘pouch’. When not in use the skin is pulled tight against the stomach and is practically invisible to the naked eye. Only when the Mesozods are carrying young would it be noticeable.

There are two distinct sub-type, ‘variations’ or ‘races’ of Mesozod. One possesses the ‘classic’ look. That of a bipedal theropod with thick pebbly skin, in colors from Green to reds yellows and browns, some with stripes or other patterns, depending on ancestry. A few spiny type accents are common(but not universal). Atop the head, over the brow ridge and or down the spine and tail. The colors can be muted browns and greens and almost camouflage like to blend in with flora, or even brighter and more brilliant, rich jewel tones and the like. The colorations are found roughly in equal measure (Each color and ‘natural’ vs ‘vibrant’, as well as patterns, stripes, splotches, rosettes etc are all found in roughly equal number.)
The second sub-type or ‘race’ of Mesozods are feathered. Possessing feathers over the same body type and build. Much like their non feathered cousins, the feathering can range from muted dun browns and greens, all the way to brilliant jewel tones that would make a peacock envious. Like the non feathered sub-type, the feathered Mesozods can show a wide variation of patterns, but all are encountered in roughly equal numbers. No single pattern/color prevails over another.

Xenobiologists believe that the Feathered Mesozods are descendant of Mesozods that evolved in area’s closer to Dromaes’ poles, and that the feathers were used as insulation. It should be noted that due to size Mesozods do not achieve flight. Even if they have feathers. Smaller creatures on their planet did indeed achieve that distinction but the Mesozods themselves were never fliers. They -are- warm blooded monotreme marsupials. Meaning that they lay eggs, yet are still warm blooded, and once the eggs hatch, carry their young in pouches.

Heterosexual in nature, the Mesozods show a distinct sexual dimorphism. The females are 20-30% larger than the males. Breeding occurs in heterosexual couples. After successful mating the Female will lay 1-6 eggs, which both parents tend to. Upon hatching both the males and females will transfer young to a Marsupial like pouch, and carry them along until they learn to walk and run and keep up with their parents. Usually only two or three young can/will be carried per pouch, thus both parents share this duty, If one parent dies another Mesozod can assist the remaining parent in this nature. The offspring (Joeys) reside in the pouch and over the next 1-3 years start to venture out on their own more and more. Seldom does a Mesozod remain pouch bound more than 3 years. They grow to exceed the capacity and need to ‘move out’. Many Mesozod are polygamists with one female often having more than one husband and breeding partner. Depending on size and standing, the Wife can have between 1 and 12. It also depends on the people, and whom likes whom and how well they get along.

The young go though adolescence and attain puberty at roughly 12 to 14 years of age (Where in they ‘can’ breed) “Adulthood/ Age of Majority on Dromaes is considered 20. (Much like humans, the Mesozods ‘can’ have sex far younger than perhaps they ‘should’ have sex. They are still maturing well into their second decade)


Mesozods are interesting when it comes to clothing. By and large being mega damage creatures they don’t often ‘need’ it. That’s no to say that they don’t use it. Many Mesozods can be found in highly stylish flight jackets or vests, They help with holding stuff. I mean everyone needs pockets right? Scarves and goggles are also in vogue, the Mesozods think it makes them look rakish and daring. Again here one can often find aspects of “steam punk” style. (with out the ‘steam’). Still ‘pants’ and such are not nearly as common, and usually only seen in protective type garments (Armor/space suits, etc). Said space suits look like stuff you’d find in a 60s Pulp movie. Jump suits with belts, Fins at the shoulders. Bubble helmets, which allow their unique heads to move around. These are all constructed from high tech MDC materials and equate to the same sort of protection other race’s mdc armors and space suits would give. The style and cut is just different.

As MDC beings, they don’t often have the same ‘need’ for heavier MD armors that SDC creatures might. They’ll still don such when heading into known battle with heavy hitters, but it’s not uncommon to see Mesozod commandos charging into battle full speed with nothing more than a few bandoleers for ‘energy packs’ for their ‘Ray guns’ and goggles on while roaring or hissing as they blast enemy emplacements.

As a people the Mesozod are a unique blend. Highly Matriarchal, the leaders of the Mesozods have always been women. While this isn’t so rigid as to not allow for men it’s just a cultural norm that is not often challenged. It happens more ‘today’ than it may have 100 or 1000 years ago, but the majority of leadership positions are held by women (85+%). The sexual dimorphism of the species is distinct. Females being a good 20-30% larger and stronger than their male counterparts. It should be noted that even with this distinction there’s very little sexism in the species itself. Males are not looked down upon for being smaller and less powerful. Nor are they discriminated against in Mesazod society.

Along with the sexual dimorphism, there are more cultural breakdowns as well. Women tend to be leaders and fill the police, peace keeping, and military roles (Again about 85% or so) and men tend to fill the more scholarly, engineering and technical aspects. It works with them as a society.

This does not mean that the female Mesozods are ‘butch’ or that the males are ‘fem’. They still maintain gender identity. The Females are just bigger and stronger and the males, less so. As descendant of pack hunters they have strong instincts. Instincts that they have not let fall to the wayside.

The Mesozods have an intense curiosity of the world and universe around them. Always sticking their snouts into things and seeking new things to learn, explore and experience. They love to find out what’s on the other side of the door… on the other side of town, the other side of the forest, on the other side of the mountain, on one of their moons, on the next planet in their system and across the universe.

It’s speculated that the aggression of their predatory past has channeled itself into this intense curiosity, and it’s quite possible but as a species it does well for them.

The Mesozods do maintain their history though. Having such a long uninterrupted one there’s a lot of history to maintain. One aspect of this is the tradition of “The Wild”

When a Mesozod reaches the age of Majority (Roughly 20 terran years) He or she goes on a sort of pilgrimage or walkabout. Often in groups or…. Packs, they venture forth into the wilds of their planet to live as their ancestors did. Carrying very little to no technology with them (Other than trackers with emergency beacons if need be) they go out into the wilder areas of Dromaes. Here they pit themselves against the wilderness and learn more about their predatory natures. They run and hunt. They live by their wits and their skill. This might seem simple at first glance. Megadamage creatures with superhuman strength in the wild? No biggie. It’s not quite so clear cut. The predators on Dromaes are megadamage as well and have evolved right along with the Mesozods. Larger stronger and just as, if not more, fierce. They present quite a threat to a lone Mesozod, or even a pack if they’re not careful. The sudden extreme weather can also be problematic. “The Wild” is not to be taken lightly and many Mesozod’s take classes and prepare for more than a year prior to the trip. Even with this prior training and the fact that most Mesozods conduct their trips in packs of 4 to 6, it’s not uncommon for roughly 10% of the youths to ‘fail’ their transition (I.E. Die). After a lunar year the youths return and are inducted fully into adult society. Tapping out early is not seen as ‘shameful’ but one is expected to return and complete the ritual. And yes, you have to start over. If you’re out on “The Wild” For 11 months and have a serious injury or sickness, you can hit your emergency beacon and call for aid. They -will- come. You will be taken back to civilization, healed and or cured, but you have not passed your trials yet. You will still be expected to return and conduct another Wild. Lasting 12 full months. Not the ‘1’ month you had remaining. This transition works for the species. Reminds them of what they once were and makes most Mesozods -appreciate- their technology and ease of life in the modern era.

It’s not at all uncommon for Mesozods to return on subsequent trips into the wilds as they age. Usually about once per decade (If able) With friends and family. Again taking a year out of their lives to ‘return to nature’. These aren’t seen as vacations, but as an accepted necessity for the species, and something that keeps them levelheaded and civil in their social interactions.

Crime on Domaes is surprisingly low considering the evolution of the species. Again that slow gradual build has helped in these aspects. Also, when others whom you might commit crime upon could BITE YOUR FACE OFF, it makes it a touch more intense an action, and one that would take more forethought.

Just as they have an intense curiosity for exploration, they have that same curiosity for the world around them. Sciences and Technology are explored just as intensely as the world and cosmos. The Scientists(Mostly male) of Domaes are heralded as heroes. The movers and shakers in the scientific fields are treated almost like rockstars. Teachers are treated with reverence and paid accordingly. (YOU try and keep 30 different MDC Dinosaurs on task and learning to read!)

Conversely, Politics are considered boring and only indulged in “Because SOMEONE has to do it, to keep the hover buses running on time” The less government the better is a prevailing mindset of the Mesozod people. This doesn’t mean it doesn’t exist. They just see it as a necessary requirement. Nothing to strive for.

The Military of Domaes is robust. This is for a number of reasons. 1) It serves to defend the planet and people. 2) It defends the exploration fleets and colonies, 3) It serves as a sword, held ready in case of aggression against the Mesozod people.

Once they achieved interstellar travel, the Mesozod people were rather astounded to learn that the galactic standard was… not built on the Therapod model (As all their science fiction had assumed).

In fact the prevalence of humanoids shocked them. Most of the peoples of the 3 Galaxies are built on a model that… the Mesozod people don’t readily share. Sure they’re bipedal with two legs, a torso, two arms, hands and a head but they’re put together in different ways. Their shock increased when they found out that among the stars, the life forms that DO share their shape, are often seen as little more than animals at best, monsters at worst.

The typical reaction of a human the first time a Mesozod rounds a corner and starts towards them is of shock and surprise at the very best, or intense abject terror. Even if the Mesozod is nothing more than a day care worker or janitor. This is intensified if the Mesozod isn’t wearing clothes or a uniform (As many of them do not, or very minimal clothes) As the human thinks they’re a wild dinosaur on the loose.

This has lead to some less than favorable first contacts by the Mesozods in the galactic scene and very much not their fault! While they DO descend from pack hunting super predators, they are just as civilized and modern as Human, Wulfen, Nero, or any other people in the galactic community. Indeed they’re less aggressive towards other species than many.

To this extent the Mesozods have been known to hire on Human, Nero, Wulfen or other bipedal species as first contact specialists with their exploration fleets. Not that the Mesozods don’t possess the knowledge themselves, but.. with the “Galactic standard’ being bipedal humanoids, sometimes it’s just a lot easier to have one along to help you break the ice, and stop people from screaming and opening fire with heavy weaponry when you wave and ask “What’s up?”

Alien Race/RCC: Mesozod

Alignments: Any. Show a wide variation, same as humans. Perhaps a slightly higher tendency towards ‘honorable’ sorts, but these can be Aberrant as well.

Lifespan: 110-150 years. A mortal race but with space age medicine, life spans are pretty decent.

Size: Height: 5-6ft (1.5M-1.8M), but due to build are ‘longer’. 9.8-11.4ft(3-3.5M) Much of that is tail and can be curled or maneuvered out of the way( Figure half of length is tail and can be tucked or yanked out of the way if needed).
165-330Lbs(75-150kg). Females are roughly 20-30% larger than the males and on the upper end of the spectrum (6ft and 250lbs)

Gender: Heterosexual, warm blooded monotreme (Egg layers)/marsupials . After successful mating the Female will lay 1-6 eggs, which both parents tend to. Upon hatching both the males and females will transfer young to a Marsupial like pouch, and carry them along until they learn to walk and run and keep up with their parents. Distinctly sexually dimorphic. Females are 20-30% larger than males.

Physical Description/Appearance: Appear very much akin to dromaesaurid theropods from earth’s past. Specifically they are roughly 5 or 6 foot tall ‘Raptors’. The females are 20-30% larger than the males.
Bipedal, with powerful legs, a large scythe claw on the foot. Long slender but powerful arms ending in hands with 3 fingers and an opposable thumb. The hands are quite dexterous, and possess a full range of motion, suitable for everything from holding and manipulating tools and weapons to rapid fire typing on keyboards, and fine artistic endeavor. (They have little caps for their claws for typing. Don’t want to rip through the keyboards after all.) Fingers and toes both possess claws. Head is shaped like the classic ‘Raptor’ with a pronounced muzzle filled with razor sharp teeth. Eyes are large and possess slitted vs round iris. Roughly as tall as humans but due to body type are longer. Half of ‘length’ is a strong prehensile tail. It’s powerful and can be used as a rudder when running full out. Through evolution it has become more dexterous and can even be used as a fine manipulator.
Unique to the species and ‘different’ from a classic theropod, the Mesozods possesses a ‘pouch’ to carry live young upon hatching. Both males and females possess the pouch. It’s quite elastic and if not carrying young sits flush to the body and is practically invisible.
There are two distinct sub-type, ‘variations’ or ‘races’ of Mesozod. One possesses the ‘classic’ look. That of a bipedal theropod with thick pebbly skin, in colors from Green to reds yellows and brows, many with stripes or other patterns, depending on ancestry. A few spiny type accents are common(but not universal). Atop the head, over the brow ridge and or down the spine and tail. The colors can be muted browns and greens and almost camouflage like to blend in with flora, or even brighter and more brilliant, rich jewel tones and the like. The colorations are found roughly in equal measure (Each color and ‘natural’ vs ‘vibrant’, as well as patterns, stripes, splotches, rosettes etc are all found in roughly equal number.)
The second sub-type or ‘race’ of Mesozods are feathered. Possessing feathers over the same body type and build. Much like their non feathered cousins, the feathering can range from muted dun browns and greens, all the way to brilliant jewel tones that would make a peacock envious. Like the non feathered sub-type, the feathered Mesozods can show a wide variation of patterns, but all are encountered in roughly equal numbers. No single pattern/color prevails over another.
Xenobiologists believe that the Feathered Mesozods are descendant of Mesozods that evolved in area’s closer to Dromae’s poles, and that the feathers were used as insulation. It should be noted that due to size Mesozods do not achieve flight. Even if they have feathers. Smaller creatures on their planet did indeed achieve that distinction but the Mesozods themselves were never fliers. They -are- warm blooded monotreme marsupials. Meaning that they lay eggs, yet are still warm blooded, and once the eggs hatch, carry their young in pouches.

Disposition/Attitudes: Show a wide variation, as a complex people. A cultural tenancy towards honor prevails (Personal honor defined by the individual and or family not nation or religion), along with intense curiosity of both their own world, sciences, art, and the universe around them. Born explorers, always looking over the next hill, across the next river, over the next mountain and across the next sea or interstellar expanse.

Physical Attributes: (Note, due to long evolution and evolutionary plateau, the stats lack some of the variation of other races. Instead of 3D6 giving results of 3-18, they have more consistent attributes. Rerolls still occur for a 15 or 16, showing that even at evolutionary plateau, extraordinary people exist)

IQ: 1D4+10 (Males 1D6+10)
ME: 1D6+9
MA: 1D6+9
PS: 2D4+20(“Superhuman” which is Robotic Strength, Rifts Ultimate Pg 285)
PE: 1D6+20 (Extraordinary)
PP: 1D6+20
PB: 2D6+4 (Remember PB is based on human standards. They can find each other beautiful or ugly)
SP: 44+2D6 (Average speed of 50: 35mph/56kph) (Multiply by 3 when off their homeworld)

(ISP): Standard
(PPE): Standard

MDC: (Minor mega damage creatures in MD environments: Rifts/3 Galaxies)
Head: 85(Female) 70(Male)
Arms: (2) 3D6+12 each
Legs: (2) 4D6+40 each
Tail: (1) 3D6+20
Main Body: 6D6+54(Females) 6D6+34(Males)

(For non MD environments/conversions)
Hit Points: 4D6+20
SDC: 3D6+12, with an AR of 9

Horror Factor: 9 for one, 12 for a pack of 4-8, 14 for a pack larger than 10. (Initial once you get to know them personally it’s different but rounding the corner and seeing a group of Mesozods looking at you with those large slitted eyes, teeth and claws will give anyone the jumps.

Natural Abilities:
Superhuman strength which equates to Robotic Strength, Rifts Ultimate Pg 285 can carry 200 times their P.S. and lift 300 times their P.S. Also fatigues at HALF the normal rate. Punches and Kicks CAN do megadamage in the higher P.S. ranges.
Excellent speed, can run without pause and without exhaustion for 8 hours,
Leap up to 20 ft (6 m) high and 30 feet (9 m) long (increase by 30% when running at maximum speed). Can go without food or water: for two weeks without ill effect.
Sense of smell like a Dog boy: Smell blood one mile (1.6 km) away, can track blood scent 65%, track animals and humanoids by scent and vision 65%,
Excellent raptor like vision. Can see acutely at a much greater distance than humans. Night Vision 1000ft
Prowl 86%,
Detect ambush 76%,
Climb 75%/25%.
*Nonskid Palms/Feet: the pads of the hands and feet are covered with granular skin that can be used to grip most smoothe surfaces. Character is stable and will not slip on smooth surfaces such as glass or metal. (Taken from Tree kangaroos, Mutants Down Under) +20% to Climb rolls, when Free climbing. Not repelling.
* Predator Burst: +2 Inits in the first melee round, +2 attacks the first melee round +1 attack the second melee round. Cannot pull punch during predator burst. Can only be used when first entering combat, (Cannot have been in combat in the previous 4 melees. Once a predator burst can be used, you cannot use it again with out resting out side of combat for 2D6 Minutes.

Damage:(note Superhuman str is “Robotic” In Rifts or 3Galaxies, so the damage bonuses will add to these default, depending on what, the character rolls for PS)
Bite: 2D6md (+4 Females)
Clawed Feet: 3D6md (+1D6 Females)
Tail slash: 2D6 SDC+ps bonus for males (1D4 md for females)
Hand claws: 4D6 SDC+ps bonus for males, (1D6md for females.)
Headbutt: 2D4sdc

Psionics: Nope: The Mesozods Are not a psionic species. Just not in their bag of tricks. Blame the evolved dino brain if you must.
Magic: Possible but not innate, the Mesozod do not possess a magical culture of their own. If off planet and exposed to other magic users, a Mesozod may be able to learn magic. Just not magic culture or tradition of their own. Highly unlikely to even try.

Cybernetics/Bionics: Standard 3 Galaxy usage. Both for health and replacement of missing limbs as well as weaponry. Especially vibro or energy claws. But over all in the Mesozod Society, cybernetics/bionics are uncommon. They prefer to rely on their own innate strength. A Mesozod using cyber claws instead of her OWN claws would be seen as overcompensating or such. Sort of like if a human uses a Desert Eagle hand gun. Sure.. it’s a gun but sheesh man. What are you making up for??

Available OCCs: Most any, non psionic and non magical. Needless to say Juicer tech doesn’t work on their alien physiology, but they possess many men at arms, adventurer, military, law enforcement, and scholarly OOCs. The Mesozod have an intense curiosity of the world and universe around them so they produce just as many scholars and scientists as they do warriors. The OCCs do tend to break down some what along gender roles. Females are a bit more prone to physical/combat OOC’s and males are a bit more prone to scholarly, but it’s NOT a rigid thing. It’s more a ‘preference’ than any sort of hard solid rule. A societal tendency vs a restriction.

RCC Skills:
*See Prowl, Climbing, Detect ambush above
Wilderness Survival +30%
HTH: Basic. (May be upgraded to Martial arts for one secondary skill or Martial arts for one “Other” or two secondary skills

_________________
Image

Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


Last edited by Pepsi Jedi on Sat Apr 21, 2018 5:38 pm, edited 2 times in total.

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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Apr 19, 2018 8:50 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Blue Eyes wrote:
The Senge RCC
Physical Description: The Senge are small humanoid aquatics carnivores, mammals (dolphin-like in origins) with lungs, and webbed feet, brightly colored smooth but tough skin, with minimal body hair. Colors vary greatly are usually hues of blue, gray, green, yellow and white. They have elongated upper bodies, long arms, a large elongated head and big eyes (Blue, green, black or purple). They have two clawed fingers and a clawed opposable thumb on each hand. Senge can function equally well in and out of water, but most prefer having access to or living in water. The Senge only wear clothes when out of water, usually togas.
Tattoos: Males often have their large foreheads tattooed with symbols, which is a proud tradition. The tattoos tell the family’s history, the individual’s accomplishments and possibly their goals in life. It is very painful to get these tattoos but it is considered an honor to have them. Females tattoo their legs for similar reasons..



I like the detail of tattoos. I imagine there's an entire cultural current of applying the tats, getting them faked or altered or covered up for whatever reasons, or outright removed(some families or subcultures might regard obliteration of tats to be a way of disowning or removing members from a family line. Scarred foreheads or legs might be regarded as effectively 'scarlet letters' if the carrier is known to have suffered some grave dishonor.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Apr 20, 2018 8:54 am
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4322
Location: Québec
Great update,Love to see New Races.


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Apr 20, 2018 8:54 am
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4322
Location: Québec
Great update,Love to see New Races.


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Apr 20, 2018 7:38 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
gaby wrote:
Great update,Love to see New Races.


Write up your own, post it, and join the fun.
There are at least three Palladium books that allow you to create your own alien species....Rifts Phaseworld, Aliens Unlimited, and PFRPG Land of the Damned that allow you to random roll stats for aliens. And I;m sure, with a little effort, you can find online random generators for names, cultures, and planets(or use those in Rifts, the Rifter, Megaversal Builder, and the forums here) to help you further fill in the gaps. The tools are out there, and you have your brain for the rest.
Then you kick in your imagination, set your fingers to the keyboard, and let your mind start running.
Don't be simply a spectator, be a participant, be a CREATOR.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Apr 21, 2018 12:03 am
  

User avatar
Palladin

Joined: Wed Oct 18, 2006 3:11 am
Posts: 8567
Location: Northern Gun
Comment: 24 was the start... We are Legion.
So Taali, What do you think about my most recent?

_________________
Image

Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Apr 21, 2018 5:37 pm
  

User avatar
Dungeon Crawler

Joined: Thu Oct 13, 2005 2:28 pm
Posts: 306
Location: Denmark
taalismn wrote:
Blue Eyes wrote:
The Senge RCC
Physical Description: The Senge are small humanoid aquatics carnivores, mammals (dolphin-like in origins) with lungs, and webbed feet, brightly colored smooth but tough skin, with minimal body hair. Colors vary greatly are usually hues of blue, gray, green, yellow and white. They have elongated upper bodies, long arms, a large elongated head and big eyes (Blue, green, black or purple). They have two clawed fingers and a clawed opposable thumb on each hand. Senge can function equally well in and out of water, but most prefer having access to or living in water. The Senge only wear clothes when out of water, usually togas.
Tattoos: Males often have their large foreheads tattooed with symbols, which is a proud tradition. The tattoos tell the family’s history, the individual’s accomplishments and possibly their goals in life. It is very painful to get these tattoos but it is considered an honor to have them. Females tattoo their legs for similar reasons..



I like the detail of tattoos. I imagine there's an entire cultural current of applying the tats, getting them faked or altered or covered up for whatever reasons, or outright removed(some families or subcultures might regard obliteration of tats to be a way of disowning or removing members from a family line. Scarred foreheads or legs might be regarded as effectively 'scarlet letters' if the carrier is known to have suffered some grave dishonor.


Thanks, and yes I had similar thoughts when I wrote it :)


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Apr 21, 2018 8:12 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Pepsi Jedi wrote:
So Taali, What do you think about my most recent?


Bit of utopia building in the 'sciences are lauded, politics are seen as a grim necessity'? :fool:

That, and the 'time-outs' to stay calm and civil and not bite peoples' faces off....


Son as I'm able, I'm hardcopying yours and Blue Eyes' entries.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Jun 08, 2018 10:45 am
  

User avatar
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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Mmmrem
(aka ‘Eye-bat’, ‘Splugorth pigeons’, ‘Eylorian mosquito’)

“Mmmrem are the worst pests imaginable! They attack in flocks, they’re relatively smart, they’re not above using weapons, and they aren’t good eating....”
-Kydian rancher

The Mmmrem are a race of diminutive insectoid beings who resemble nothing so much as a flying eyeball with batwings, bird-like foot-paws, and a long stinger tail.
Mmmrem evolved as communal symbiotes living in cooperation with the massive airborne and surface-roaming herbivores of their homeworld, eating parasites and insects that swarmed about the massive moving walls of meat as they foraged the savannahs and skies of the Mmmrem homeworld, Osmmem. Entire nomadic Mmmrem ‘nations’ would follow the herds, ocassional meeting as the animals merged herds seasonally, and taking advantage of the ocassions to meet other Mmmrem, exchange news, and meet prospective mates. In time, the Mmmrem evolved elaborate networks of couriers interlinking the migrant nations, exchanging data on climate changes, grazing coverage, and the state of health of their symbiotic great-beasts. Armed with this information, the Mmmrem could slowly steer their larger halves away from treacherous regions, drought-hit pastures, predators, and other beasts inflicted with contagious diseases. The Mmmrem could also elect to share resources, allowing survivors from dying herds to join with other, healthier herds and great-beasts. It wasn’t always effective...in some cases there were no safer routes, or disease might be spread by the symbiotes themselves, but it was the beginning of global cooperation.
Osmmem had the misfortune of catching the eye of a Splugorth Intelligence that decided the verdant world would serve better as a breeding ground for its Kydian minions. Osmmrem was thus quickly invaded and colonized, its vast savannahs either paved over and developed into barrack-tenements, or corralled off into vast farms where the native wildlife would be herded and slaughtered to feed new generations of young Kydian warriors. The Mmmrem were largely ignored by the Kydian herdsmen, or else were treated as disease-carrying vermin, and driven away from the animal stockades. Thousands of Mmmrem ‘vermin’ were killed by herdsmen, or starved to death when they couldn’t find suitable host-beasts to feed themselves.
The Mmmrem have since learned to integrate themselves into the Splugorth network, sneaking between worlds hidden among cargoes or transplanted herds of livestock(or slaves), and surviving as best they can in the shadows of the Splugorth. For the most part they go unnoticed by the Splugorth and their Minions, and most others dismiss them as ‘alien vermin’, even going so far as to call them ‘Splugorth pigeons’. The more paranoid of slaves mistake them for Eye of Eylor or modified biowizardry constructs sent to spy on them and try to avoid contact with them.
A few flock-nations(and individuals cut off from their flocks) have made contact with other sapients, including on Rifts Earth, where they have headed for the Great Plains and other regions where large herd animals can be found. The Mmmrem have attached themselves to such creatures as the Great Plains Buffalo. These Mmmrem have learned to operate simple machines(such as computer keyboards, flashlights, and flares). They have also learned how to carry and use high-tech weapons like vibroblades, grenades, and light energy weapons(they like derringer-sized weapons like the Wilks’ Laser Derringer for their light weight). In general, these small flocks of Mmmrem wander the savannahs and plains of Rifts Earth following herds and protecting them, while making their living from the great beasts.
Mmmrem get along best with those who allow them their freedom and don’t harm their host-beasts. On Rifts Earth they get along best with the Fennodi, Native Americans, Cactus People, and the occasional liberal-minded Simvan and Cowboy herdsman.

Alignments: Any, but most are Good and Selfish
Lifespan: 45 years
Size: 2-3 feet long, 2-3 ft wingspan. Weigh 2-5 lbs
Gender: Heterosexual egg-layers producing 1-3 eggs/offspring at a time. Eggs are webbed to the side of a host-animal for safety and body-warmth, and incubate for 3 weeks before hatching. Mmmrem hatchlings with stay on or close to the host-animal for nineteen months while being attended to and fed by their parents, before fledging and joining the larger flock.
Physical Description/Appearance:
A large naked eyeball with a long whip-like, prehensile tail with a stinger-tip and two ‘fingers’ along its end-length, two small parrot-like claws, and two bat-like wings. The eye sports a triangular hood that can close up around the eye along a horizontal axis. A sharp beak is concealed under and behind the large eyeball. Smell is through a series of pores atop the ‘eyelid’. They communicate with a loud insectile hum, clicks, and squeaks, but find it difficult, if not impossible, to speak the language of other beings, and must rely on psionics, magical translation, or simple codes(“Yes”, “No”, “Danger”) to communicate with others, unless they make a concerted effort to mimic the sounds of others. Coloration is generally earth-tones, the better to fit in against the hides of their host-beasts. They can carry small woven bags around their bodies, sometimes wear garlands of plants, and will sometimes paint or tattoo their wings and eye-hoods with tribal symbols.
Mmmrem are insectivores who also supplement their diet with small amounts of blood. On Earth they will attempt to feed from large animals and livestock; only the most desperate will feed off sentient beings like humans, and only then when the person is asleep(and less likely to resist or try to hurt the Mmmrem). A typical daily Mmmrem feeding does 1d4 SDC and temporarily drains 1d4 Hit Points’ worth of blood. They prefer to feed off warm-blooded mammals, but can feed off dinosaurs and reptilean beasts(it’s just that the blood isn’t as appetizing or nutritious).
Mmmrem prefer to sleep hanging or clinging batlike to a high perch or the side of a host-beast.
Disposition/Attitudes:
Typically survival-minded. They don’t like to be confined or penned in, and value their freedom of movement. They are surprisingly tolerant of others, especially in large (and ideally nomadic) communitiies, so they get along just fine with herdsmen, Simvan, gypsies, and other nomadic peoples.
Mmmrem also tend to be group/flock oriented, and feel most comfortable if they have a large ‘home base’ from which to move about...this ‘home base’ can be a large vehicle, or large living companion. A lone solitary Mmmrem by itself in the middle of nowhere is a truly miserable Mmmrem.
Physical Attributes:
IQ: 2d6
ME: 3d6
MA: 3d6
PS: 1d6
PP: 5d6
PB: 1d6
PE: 4d6
SPD:(Crawling) 1d6+3
(Flying) 1d4x10+8
(ISP):----
(PPE): 2d6
Hit Points:----
SDC:---
MDC: 2d4 +1 per level of experience
Horror Factor: 14
Natural Abilities:
*Minor Megadamage Beings
*Flying---Can fly at a sustained speed of up to 30 MPH.
*Prehensile Tail---The long tail acts as a third hand, and can curl around objects/perches.
*Stinger Tail---a smaller more narrow tail that sits within a recessed channel in the longer tail. The stinger can deliver a paralyzing venom that can lock up the limbs of human-sized animals, or numb larger ones. Sting itself does 1d4 SDC, while the poison, on a failed role vs non-lethal poison, will cause beings of less than 300 lbs mass to suffer complete motor paralysis. Those of greater mass will suffer only localized paralysis(reduce Spd by 90% if a leg, -2 to parry/dodge, and -1 APM and lose initiative in stung in the torso or head). Effects last for 1d6x10 minutes. The Mmmrem has as many doses of venom as it has P.E. points, and regenerates fresh doses at a rate equal to its P.E./2 per hour.
*Excellent Nightvision----600 ft
Psionics: None
Magic: None
Cybernetics/Bionics: None; Mmmrem really have had little exposure to such technology and generally equate it with the Splugorth or their slaves. Still, the more courageous Mmmrem MIGHT consider very minor and limited cybernetic augmentation(such as vocalizer chips or optical enhancements) if patiently explained to them and non-restricting terms offered them.
RCC Skills:
*Weather Sense---Mmmrem have an almost supernatural ability to predict the weather within the next 28 hours; 60%+3% per level of experience
Navigation:ALW:(+10%)
Wilderness Survival(+10%)
Rope Works(+10%)
Prowl(+15%)
Climbing(+10%)

Skills: Select 4 ‘other’ skills at Level One, plus an additional 1 at levels 3, 6 and 9.
Communications:
Domestic: Any(+5%) except Cooking, Brewing, Gardening, and Flower Arranging.
Electrical: None
Espionage:Detect Ambush, Detect Concealment, and Tracking(People) only, all at +5%
Mechanical: None
Medical: First Aide and Holistic only(+15%)
Military: Camouflage only(+10%)
Physical: Limited to Swimming and the equivalents of Acrobatics and Athletics.
Pilot: Limited to Horsemanship skills only(+10%)
Pilot Related: None
Rogue: Limited to Pick Locks and Pick Pockets(+5%) Some Mmmrem have learned how to pick corral locks and pick the pockets of unwary ranchers.
Science: Astronomy, Biology and Botany only.
Technical: Math Basic, Computer Operation(but requires a Literacy skill), Language, Literacy, and Lore. Learning to understand others’ languages takes one skill selection, but learning to understand AND speak a language, takes TWO selections.
Wilderness: Any(+5%)(BoatBuilding is -20%)
Weapons Profficiencies(W.P.): Limited to light weapons; knives, handguns, and energy pistols

Secondary Skills: Can select four secondary skills without benefit of any bonuses.

Experience Tables: Use Wilderness Scout tables.

Actions/Attacks Per Melee: 7
Tail does 1d4 SDC on a sting, 1d6 SDC on a stab
Claws and beak do 1d4 SDC.

Culture:
Form flock-nations or tribes of 50-1,000 members under a Flock-master and advisory wing...larger flocks may form if conditions permit, forming continental nations kept in communication by courier-fliers. A flock may ride a single or a dozen host-beasts, and herd dozens more.
Mmmrem make nest-baskets of gathered fibers that they fasten to the hides of host-beasts, These baskets carry gathered food, tools, hatchlings, and ‘stavo sticks’ which are hardwood rods marked with very small pictographs that act as Mmmrem records and books.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Jun 29, 2018 3:01 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Rackyapes
(aka ‘mallsquatch’, ‘Coatrack Yeti’, ‘Racksloth’ , ‘ninjaknits’)

“When that gunman came into the mall looking for targets, I was sure we were all goners. People were screaming and running for cover in the clothing racks, but that maniac came right in like he was hunting ducks or deer. When he came around the aisle where I was trying to hide, I was writing myself off when IT happened. Not sure where that arm came from that grabbed that guy...only it was long, hairy, and it came out from between the leather jackets. Nabbed him like a steel vise and pulled him screaming in among the long coats...then the other sounds began...then the screaming cut off. By that time, though, I was already out the fire exit.
Hear when the police found him, he had a coat hanger wrapped around his neck. The medical examiners think he tripped and strangled himself trying to push through the coat racks eiteher looking for more victims, or trying the evade the police...but I know better.”

“....You say your drycleaning just attacked you?”

Rackyapes are supernatural creatures that are part of a niche menagerie of creatures increasingly being identified by modern parascience as belonging to a previously unknown ‘urban colonization’ of supernatural creatures adapting to and moving into the environs of modern man.
Believed to be a form of faerie-folk(possibly related to the Domovoi), rackyapes are small, hairy, ape-like humanoids that have traded trees for clothing racks, hiding in amongst the vast racks of clothing generated by modern industries and economies. Originally thought to have originated in southeast Asia where they initially ‘colonized’ sweatshop warehouses, rackyapes have spread around the modern world via the international textiles trade, traveling unseen (and sometimes unaware)in racks of clothing. From there they have spread to clothing store chains and large househould closets the world over. The larger stores may host small tribes of rackyapes and not know it, and large department stores may house colonies of several dozen of the creatures. Rackyapes may also seek refuge in clothes hampers, clothing donation bins, and locker rooms.
Rackyapes have sloth-like metabolisms, typically using very little energy in the course of their daily activities. They generally live off a diet of lint, supplementing it with small insects(moths especially) and, when the opportunity presents itself, raiding shop employee breakrooms for unattended lunches, loose food, and coffee supplies(these typically high-calorie food sources give the rackyapes the energy for their alligator-like surges of speed and strength). In high-magic environs they can, like faerie-folk, absorb ambient PPE from their surroundings.
Rackyapes tolerate synthetic fibers like nylon and spandex, but prefer natural fibers like wool and cotton. Fur is a serious turn-on for the coatrack yeti, while lycra tends to make them antsy and irritable.
Rackyapes tend to not interact with people around them, avoiding contact and moving out in the open only after hours when the stores are closed or people are asleep. If disturbed, they can be quite fierce in self-defense.
Rackyapes are annoyed by, but not detered by, drycleaning, and some have even taken to using garment covers and bags as a convenient camouflage for their nests. They may also do minor chores for hosts that are particularly kind or unobstrusive; the rackyapes may perform minor mending and cleaning to clothing, retrieve lost buttons, and find lost socks.
Tailor Mages are known to cultivate the good graces of rackyapes, as they make good assistants(though they can sometimes become attached...literally and figuratively...to certain pieces of clothing, and will refuse to part with them). Some have even taken rackyapes as Greater Familars or mystic apprentices.

Rifts Earth Notes:
On Rifts Earth, Rackyapes are both more powerful, becoming minor megadamage beings due to the greater ambient PPE, but also more scarce, due to the depletion of their prefered environment(large clothing stores). Rackyape ‘infestations’ are a constant problem for the sweatshops and retail stores of the Chi-town ‘burbs, with psi-stalker and dogboy patrols making frequent raids and surprise inspections to ferret out mallsquatches hiding in piles of clothing.

Alignments: Generally Unprincipled and Anarchist
Lifespan: Unknown; as relatives of faerie folk, they may have extremely long lifespans, but sightings of young would suggest finite lifespans. Generally believed to have a lifespan, in mundane realms, of 80 years
Size: 2-3 ft tall, with arms up to 4 ft long. Weight 10-25 lbs
Gender: Hermaphrodites; equally at home living in men’s or women’s clothing selections.
Physical Description/Appearance:
Small, monkey-like humanoids with hairy bodies and extremely long and muscular upper arms(they spend most of their time hanging around sloth-like from their upper arms). Their short fur can subltly blend to match their surroundings. They reportedly smell slightly of mothballs(other sources claim they smell attractive TO moths).
Disposition/Attitudes:
Quiet, stealthy, and unprepossessing. Generally avoid contact with other creatures, but will viciously fight to defend themselves if cornered. May grow fond and protective of those who treat them and their clothing well.
Physical Attributes:
IQ: 3d6
ME: 2d4
MA: 2d4
PS: 4d6+18(and considered to be Superhuman)
PP: 1d6+23
PB: 1d4+2
PE: 2d6+6
SPD: 2d6+5 running on their hind legs, but can brachiate at 4d6+20 if there’s enough overheads for them to swing by(sneaking through suspended ceilings is a favorite avenue of travel for rackyapes on the move)

(ISP): M.E. +6d6
(PPE): 4d6
Hit Points: 55
SDC: 110
Natural A.R.: 7
MDC: Becomes a minor megadamage being in MDC settings like Rifts Earth
Horror Factor: 11(especially if you surprise one while looking through the discount coat rack)

Natural Abilities:
*Nightvision----90 ft(can see in total darkness).

*Excellent Hearing--Can hear conversations and footsteps, even through the muffling effect of several layers of thick clothing. Effective range of 100 ft. +1 to initiative, +2 to dodge.

*Acute Sense of Smell----Can sense dirty and fresh laundry like sharks following blood in the water; identify and track textiles by smell at 70%+3% per level of experience. Can identify specific garments(such as a favorite blanky) and the individuals associated with them at 58%+3% per level of experience.

*Rubber Bones---Can squeeze themselves as thin as 2 inches and squirm through narrow opennings. Rackyapes are expert contortionists who can squeeze themselves into coat sleeves and bundle themselves into laundrybags. They also take HALF damage from impacts, falls, punches, kicks, amd crushing pressure.

*Chameleon Fur---Rackyapes have a chameleon-like ability to match their surroundings. 90% undetectable if holding still, 70% if moving at 2 feet per melee or less, 20% if moving at 6 ft per melee, and the effect is lost if the person is moving any faster.

*Hiding---This is similar to the ninja martial ability of Inpo, except that rackyapes know it instinctually. Rackyapes are adept at twisting, contorting and posturing to hide in shadows, behind store mannequins(or AS store mannequins) and under displays. 80% +3% per level of experience.

*Evasion---This is similar to the ninja martial ability of Hsing Tsia, except that rackyapes know it instinctually. This is the art of always being on the side of people where they aren’t looking, and remaining one step out of sight. 70% +3% per level of experience.

Psionics:
Considered to be Major Psionics; they communicate with each other using psychic abilities, and use psionics to cloud the minds of other creatures.
*Telepathy(4)
*Empathy(4)
*Sixth Sense(2)
*Alter Aura(2)
*Ectoplasmic Disguise(12)
*Psionic Invisibility(10)

Magic: None initially, but some rackyapes have alledged learned Tailoring Magic.

Cybernetics/Bionics: None

Skills of Note:
Prowl(+20%)
Acrobatics(+20%)
Blending(+20%)
Streetwise(+10%)
Pick Pockets(+10%)
Sewing(+10%)
Escape Artist (+15%)
Spelunking(buildings) (+15%)
Speak Gobbley and Faerie 98%
Speak and Read 3 additional languages at +10%

Can choose 5 Secondary Skills(plus an additional +1 at levels 3, 6, 9, 12, and 15) from the following categories:
Communications: Language/Literacy only
Domestic: Any
Electrical: Basic Electronics only
Espionage: None
Mechanical: Basic Mechanics only
Medical: None
Military: None
Physical: Any, except Hand to Hand combat styles
Pilot: Bicycles, Motorcycles/Motorscooters, Automobiles, and Trucks only(these are the vehicles most likely to be involved in moving textiles and laundry)
Pilot Related: None
Rogue: Any
Science: None
Technical: Computer Operation, Lanuage, Literacy, and Lore only.
Wilderness: None
Weapons Profficiencies(W.P.): Knife, Blunt, Chain, Rope, Targeting, Handguns and Energy Pistols only(these are the sorts of weapons most likely to able to be iimprovised from things found around stores, or accidentally left in pockets).

Experience Table: Use the Dog Boy table.

Culture:
Typically solitary but, if local conditions allow, small bands of 3-10 individuals may gather, living in secret. Cooperative pack members, but if an individual member threatens to compromise the secrecy and safety of the rest of the group, the other rackyapes will chase it out of their territory. Females give birth to 1-2 offspring, who stay with their mothers for the first 5 years of their lives, before striking out on their own(or staying around as part of the larger family group if conditions allow).

Actions/Attacks Per Melee: 7

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Jun 30, 2018 12:09 am
  

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Champion

Joined: Tue Oct 02, 2007 1:29 am
Posts: 1792
Location: West Central region of Indiana
taalismn wrote:
Rackyapes
(aka ‘mallsquatch’, ‘Coatrack Yeti’, ‘Racksloth’ , ‘ninjaknits’)


Overall I've got to say I like this race. I kind of picture them like the Demiguise from the Fantastic Beasts and Where To Find Them movie. If I could change anything about it I would have there be racial variations for the different names. I think that would be cool.

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Jul 02, 2018 1:49 am
  

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Palladin

Joined: Wed Oct 18, 2006 3:11 am
Posts: 8567
Location: Northern Gun
Comment: 24 was the start... We are Legion.
Love it Taali. Great stuff.

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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Jul 02, 2018 11:36 am
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
The Oh So Amazing Nate wrote:
taalismn wrote:
Rackyapes
(aka ‘mallsquatch’, ‘Coatrack Yeti’, ‘Racksloth’ , ‘ninjaknits’)


Overall I've got to say I like this race. I kind of picture them like the Demiguise from the Fantastic Beasts and Where To Find Them movie. If I could change anything about it I would have there be racial variations for the different names. I think that would be cool.



Or maybe their fabric preferences?
Maybe Coatrack Yeti are particularly drawn to cashmere? :D

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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