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Post by Generalfoley on Mar 25, 2012 18:04:14 GMT -5
Extraterrestrial life was hinted at by ruins found on colonies in Asgard, but never truly postulated until there was a failing and dying planet in the Imperial System. When the Federation went to investigate the Imperial system, the fleet found this planet, and on it, the Krogan.
The Krogan were a warring species, but, through it's infighting, the race was killing it's home planet, slowly but surely.
The Federation lent aid to the party of Krogan who were looking to "preserve the old ways of the ancient Krogan", meaning that once the Krogan hit the industrial revolution, they focused on intellectual and philisophical pursuits, along with militaristic views in these matters. Of course, the other Krogan, who sought warfare and a primitive, clan-based society, and fought for the right.
But the warring was killing the planet, and the Federation, instead of lending aid to the war, instead lent aid to evacuation onto another planet, one of their choosing that was just as harsh, but far more fertile, thus claiming Chanka as their new home, and the capital of the Krogan people.
The presence of the Krogan meant, to the Federation, that there was intelligent life out there, signalling the beginning of the Federal Expansion Initiative in an effort to discover new species.
That was two years ago, and now the known Galaxy is teeming with life. Nine species have been discovered, and with the discovery of the Force by an ancient band of monks, the Galaxy is a much more diverse place.
It's still pretty much lawless, but it's diverse.
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Post by Generalfoley on Mar 25, 2012 18:07:05 GMT -5
The Krogan Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the Krogan. Krogan eyes are wide-set - on Earth this is distinctive of prey animals, and in this case it gives the Krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual Krogan is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species—a fact reflected in the Krogan liquor of choice, ryncol, which "hits aliens like ground glass". Younger Krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age. Krogan typically stand over 7 feet and weigh roughly one ton in armor. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and most notably four testicles. This reflects in their slang, where they often speak about a "quad" where a human would use the words "balls" or "pair". Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze. Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood. Having redundant systems makes Krogan difficult to kill or incapacitate in normal combat scenarios. Sheer physical hardiness means an individual krogan can expect to live for centuries, the oldest being at least two thousand years. RACIAL TRAITSAverage Height: 6'4" - 6'8" Average Weight: 280 - 340 Ability scores: +2 Strength or +2 Constitution Size: Medium Vision: Normal Languages: Common, Krogan Skill Bonuses: +2 Athletics, +2 Nature. Powerful Athlete: When you make an Athletics check to jump or climb, roll twice and use either result. 240 Degree View: +3 Perception Bonus Vitality Bonus: Due to your back-up organs, and the back-up organs to your back-up organs, you get a +2 bonus to Constitution.
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Post by Generalfoley on Apr 13, 2012 17:41:37 GMT -5
The Wookies The Wookiees' natural habitats were the dense forests of the planet Gallemys (though one source does imply that they were immigrants to this planet). Gallemys was covered with massive wroshyr trees, in which the Wookiees constructed their homes and cities. Reportedly, Wookiees were descended from tree-climbing mammals. They had the ability to easily learn most languages. However, Wookiees lacked the vocal structure to speak anything other than their own languages. Adult Wookiees were tall, in excess of two meters in height, and were covered with a uniform, mid-length coat of thick hair in various shades of brown. Although albino Wookiees were rare, they were not unheard of. However, such a birth was generally held to be a bad omen, as white hair did not blend in with the earth-tones of their forest surroundings. Young Wookiees (pups) were large at birth (averaging slightly less than one meter). Wookiees possessed vicious-looking retractable claws for climbing. Female Wookiees had six breasts and gave birth to live-born young, with their gestation period nearly a year long. After birth, a Wookiee grew very fast, fully conscious and able to walk unassisted within one standard year. The average lifespan of Wookiees was around 600 years. In spite of their bestial appearance, Wookiees were highly intelligent and had mastered advanced technology, including hyperspace travel. Wookiees also possessed exceptional skill in mechanical repair. An old saying was "Give a Wookiee a knife and send him into a forest in the morning, and by evening he would have carved you a table to eat dinner on - and a house to put it in." Wookiees were often short-tempered, circulating the joke that it was not a good idea to upset a Wookiee—because an upset Wookiee would tear a person's arms out of their sockets. Despite their temper and great strength, Wookiees were usually gentle and affectionate with their friends and family. Wookiees were also among the variety of species that could develop asthma. RACIAL TRAITSAverage Height: 7'4" - 8'8" Average Weight: 280 - 340 Ability scores: +2 Strength, +2 Constitution or +2 Wisdom Size: Medium Vision: Normal Languages: Gallemytan Skill Bonuses: +2 Athletics, +2 Nature. Mountain's Tenacity: You have a +1 racial bonus to Will. Powerful Athlete: When you make an Athletics check to jump or climb, roll twice and use either result. Wookie Strength: You get a +2 Strength bonus.
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Post by Generalfoley on Apr 13, 2012 17:48:16 GMT -5
The Protheans Protheans are an anthropoidal race, with a lifespan of 250 years. They have two pairs of eyes with each eye possessing dual pupils, and two pairs of nostrils. Their heads are covered in a thick, layered carapace that gives them a distinctive shape. The skin surrounding this carapace is a pale blue-gray color, but their hands each have three fingers, and their feet each have two widely-spaced toes. The muscle behind their carapace is highly developed, an evolutionary trait that, when the outer carapace is impacted, the upper muscular layer behind the plates harden, while the lower layer buffers the force behind the impact, causing the kinetic energy from the impact to pass harmlessly, or redirected into a follow-up attack. This makes the Protheans extremely capable hand-to-hand combat specialists, as well as capable soldiers. A unique attribute of Prothean physiology is an experiential exchange system based on physical touch. By touching something or someone, a Prothean could recall its experiences. This system can transfer complex ideas, with a Prothean being capable of learning a new skill or foreign language with a single touch. This sensory mechanism arose because the Protheans evolved as hunters and needed to be thoroughly aware of their environment. This is similar to the idea of psychometry. Modern scientists have learned that Protheans have a unique "quad-strand" DNA structure. It has also been learned that Protheans were resistant to low levels of radiation because of the discovery that Prothean comm towers produced small but significant amounts of ionizing radiation, enough to damage the DNA of Earth creatures such as fruit flies and bees. Their society is, more or less, based on it's military and the art of war, which is more out of necessity than preference. Before their discovery by the UFP, the Protheans were fighting a centuries long war with the other race that inhabited Vran, the Enkindlers. The Enkinders were all wiped from the face of Vran a mere ten years before they were discovered and uplifted by the Federation. RACIAL TRAITSAverage Height: 6' 2" - 6' 8" Average Weight: 220 - 320 Ability scores: +2 Charisma, +2 Constitution or +2 Strength Size: Medium Vision: Normal Languages: Common, Prothean Skill Bonuses: +2 Knowledge, +2 Intimidate. Prothean Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier. Prothean Fury: While you are bloodied, you gain a +1 racial bonus to attack rolls.
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Post by Generalfoley on Apr 16, 2012 18:56:39 GMT -5
Rhok The Rhok hail from the planet of the same name. They are a carnivorous species with long necks, a wide head and long nostrils, used for sniffing out their prey. Since the planet of Rhok is in near constant darkness, the Rhok have are nocturnal, and have developed a special vision known as Darkvision. The Rhok's eyes are very sensitive to light, and therefore any space-faring Rhok is forced to almost always wear goggles to protect them from the light, lest they go blind. The Rhoks are not strong, and therefore they have been forced to rely on stealth to get by. They are incredibly fast and agile, and can move so quietly that even the most attuned ears cannot pick up their footsteps most of the time. RACIAL TRAITSAverage Height: 5'4" - 6'0" Average Weight: 130 - 170 Ability scores: +2 Dexterity, +2 Charisma or +2 Wisdom Size: Medium Vision: Darkvision Languages: Common, Rhok Skill Bonuses: +2 Intimidate, +2 Hide, +2 Move Silently. Trance: Rather than sleep, Rhoks enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
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Post by Generalfoley on Apr 16, 2012 19:01:25 GMT -5
Salarians The Salarians are a bipedal race of amphibians, with tall, elongated bodies well-suited for their high metabolism, and skeletons composed of more cartilage than those of other races such as Humans. Salarian heads are long and thin, and have a pair of horns protruding from the top of their skulls. Skin varies in color, from bright reds and greens to the more common shades of blue or grey. Salarian eyes are large and oval and have thin membranes in place of eyelids. The pupils are a wide slit, oriented horizontally, and the irises can be dark green, purple, or brown. Salarians blink upwards, rather than downwards as humans do. Salarians are noted for their high-speed metabolism, which allows them to function on just one hour of sleep a day. Their minds and bodies work faster than most sapient races, making them seem restless or hyperactive. The drawback of this active metabolism is a short lifespan of 40 years. Though there has been research in order to extend the lifespan to that of 80 or 100 years without effecting the Salarian's high metabolism. The Salarians are amphibian haplo-diploid egg-layers; unfertilized eggs produce males and fertilized eggs produce females. Once a year, a Salarian female will lay a clutch of dozens of eggs. Social rules prevent all but a fraction from being fertilized. As a result, 90% of the species is male. This is starting to be challenged since the leak in the information of the Lifespan Research. Salarians have photographic memories and rarely forget a fact. They also possess a form of psychological "imprinting", tending to defer to those they knew in their youth. Salarian hatching is a solemn ritual in which the clan Dalatrass (matriarch) isolates herself with the eggs. The young Salarians psychologically imprint on her and tend to defer to her wishes. During the hatching of daughters, the Dalatrasses of the mother and father’s clans are present at the imprinting. This ensures the offspring have equal loyalty to both, ensuring the desired dynastic and political unity. Salarian sex drive and reproduction differ from that of humans, with Salarians claiming that it is not hormone-based. Reproduction is more of a necessity and Salarians do not seem to desire sex for pleasure. They are, however, attracted to the asari. RACIAL TRAITSAverage Height: 5'8" - 6'6" Average Weight: 150 - 160 Ability scores: +2 Constitution Size: Medium Vision: Normal Languages: Common, Salari Skill Bonuses: +2 Balance, +2 Appraise Photographic Memory: Your photographic memory gives you a +2 racial bonus in Intelligence
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Post by Generalfoley on Apr 16, 2012 19:05:11 GMT -5
Asari A typical Asari individual has a blue to purple complexion. Some Asari can also have a teal complexion, but this seems to be a rarity. Some Asari have facial markings, which are unique color patterns that vary for every Asari. Some of these facial markings are associated with eyebrows by humans, but the Asari do not think of the markings as such themselves. In the place of head hair, Asari possess semi-flexible, cartilage based scalp crests that grow into shape. They do not, as is sometimes believed, "flop around". There is some conflicting information regarding the gender of the Asari. Though they resemble females, at least to Humans, Asari are non-gender specific, with no concept of gender differences. They are mono-gendered—male and female have no real meaning for them. However, it is stated that the Asari are an all-female race. While Asari have only one gender, they are not asexual like single-celled life—all Asari are sexually female. They have maternal instincts as well. They are innately different from humans for Asari can mate with other species and any gender. Asari have a robust cellular regenerative system. While they do not heal faster than other species, Asari are known to reach 1000 years of age. Although asari have one gender, they are not asexual. An Asari provides two copies of her own genes to her offspring, which—regardless of the species or sex of the 'father'—is always an Asari. The second set is altered in a unique process called melding, also known as the joining. During melding, an Asari consciously attunes her nervous system to her partner's, sending and receiving electrical impulses directly through the skin. A common phrase used before melding is "embrace eternity," presumably to help focus the partner's mind. Effectively, the Asari and her partner briefly become one unified nervous system. This unique means of reproduction is the reason Asari are all talented Force-Users. Their evolved ability to consciously control nerve impulses is very similar to Force training, though not quite. The partner can be another Asari, or an alien of any gender. However, since the Asari began encountering other sentient species, non-Asari mates have become preferred for the diversity they provide. This reproductive process can lead to some confusion among non-Asari, who might expect offspring with "mixed" genes. However, the offspring is always 100% Asari as no DNA is taken from the partner, but is rather used as a "map" to randomize the genes of the offspring. An Asari's melding ability extends to a mental connection as well, which is described as being the true union between an Asari and her partner. It allows the Asari to explore her partner's genetic heritage and pass desirable traits on to any offspring. During mating, an Asari and her partner share memories, thoughts, and feelings. It is also possible for an Asari to meld with another for the sole purpose of transferring thoughts, without reproduction. It's jokingly referred to as the Vulcan Mind Meld by humans, much to the confusion of the Asari. Or any other species for that matter. Asari pass through three climacteric life stages, marked by biochemical and physiological changes: The Maiden stage begins at puberty and is marked by the drive to explore and experience. Most young Asari are curious and restless. The Matron stage of life begins around the age of 350, though it can be triggered earlier if the individual melds frequently. This period is marked by a desire to settle in one area and raise children. The Matriarch stage begins around 700 years of age, or earlier if the individual melds rarely. Matriarchs become active in their community as sages and councilors, dispensing wisdom from centuries of experience. Their knowledge and guidance may be one reason why Matriarchs are rarely seen outside Asari space. However, it should be noted that each stage can be started whenever an Asari feels that she has reached the correct level of maturity. While each stage of life is marked by strong biological tendencies, individuals do make unexpected life choices. For example, there are Maidens who stay close to home rather than explore, Matrons who would rather work than build a family, and Matriarchs who have no interest in community affairs. RACIAL TRAITSAverage Height: 5'6" - 6'2" Average Weight: 135 - 220 Ability scores: +2 Charisma, +2 Wisdom, +2 Intelligence Size: Medium Vision: Normal Languages: Common, and one other Skill Bonuses: +2 Entertain, +2 Diplomacy Sex Appeal: Due to the universal attraction to your race, you gain a +2 racial bonus to Charisma.
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Post by Generalfoley on Apr 16, 2012 19:07:07 GMT -5
Twi'lek The two most striking features of a Twi'lek were their broad range of skin coloration within the species, and pair of brain-tails. The brain tails, also called "tchun-tchin" or "lekku", protruded down the back of the skull and contained part of a Twi'lek's brain. The very word "Twi'lek" was believed to be derived from semi-Basic "twin lekku". A Twi'lek's brain-tails served many purposes in their daily lives and culture, storing fat and being used as erogenous zones. The Twi'lek's native language of Ryl was spoken using a combination of words and subtle movements of the lekku. Newborn Twi'leks had no lekku, as they presumably grew out during childhood. A Twi'lek's brain-tails were highly sensitive, and grabbing them forcefully was so painful that it could easily incapacitate almost any Twi'lek. Sometimes, damage to the brain-tails caused lasting damage to the Twi'lek's brain. Long or shapely lekku were considered great status symbols, and often went hand-in-hand with respect, influence, and wealth. A Twi'lek's brain-tails could be likened to phallic symbols, and for both sexes, larger lekku brought with them some indistinct positive connotations. Their brain-tails were a source of great pride to Twi'leks, especially when confronted by other species. The name "tchun-tchin" actually referred to each lekku—'"tchun" being the left lekku and "tchin" the right. In casual conversation the Twi'leks would usually refer to their lekku as "tchun" or "tchin." The range of possible Twi'lek skin colors was extremely diverse, including green, orange, brown, yellow, blue, gray, pink, black, white, red, and purple, all in varying shades and hues. Other types of Twi'leks included the particularly rare turquoise-skinned Twi'leks, known as Rutian Twi'leks, and the rarest red pigment of the Lethan Twi'leks, whose skin color was caused by a mutation of the genetic code. Some Twi'leks took to dyeing their skin to produce a pattern. RACIAL TRAITSAverage Height: 5'4" - 5'12" Average Weight: 130 - 175 Ability scores: +2 Dexterity or +2 Charisma Size: Medium Vision: Normal Languages: Common, Ryl Skill Bonuses: +2 Gather Information, +1 Escape Artist Sex Appeal: Due to the universal attraction to your race, you gain a +2 racial bonus to Charisma.
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Post by Generalfoley on Apr 21, 2012 14:30:34 GMT -5
Turian Turians typically stand over six feet tall, have two long, proportionately thick fingers and an opposable thumb on each hand, each tipped with talons, and a set of mandibles around their mouths. The most distinguishing feature of Turians is their metallic carapace, which is a result of their evolution. Turian features are avian, making them resemble humanoid birds or raptors, however unlike most Earth avian creatures, Turians are viviparous and give birth to live young. Turians are also recognizable by their voices, which have a distinctive flanging effect. Males and females do not differ greatly in physical appearance, but female Turians lack the crest of horns found in the males of the race. The lifespan of a turian is comparable to that of a human. Since the Unification War that brought their species together, turians normally wear elaborate face paint marking their colony of origin, though it is not known which markings distinguish which colony. These markings are usually white — particularly on Turians with darker carapaces — but can be of various colors. As a point of interest, the turian term "barefaced" refers to one who is beguiling or not to be trusted. It is also a slang term for politicians. Turians exhibit the characteristics of predators rather than those of prey species (compare to Krogan biology). Their forward-facing alert eyes give the impression that they possess outstanding eyesight and their teeth and jaws mimic the structures possessed by apex predators such as crocodiles or ancient, carnivorous dinosaurs. Needless to say, their talons on both their feet and hands seem capable of ripping flesh. Their slender bodies also seem to suggest that they are also capable of moving at high speeds. The Turian homeworld, Palaven, has a metal-poor core, generating a weak magnetic field and allowing more solar radiation into the atmosphere. To deal with this, most forms of life on Palaven evolved some form of metallic "exoskeleton" to protect themselves. Their reflective plate-like skin makes Turians less susceptible to long-term, low-level radiation exposure, but they do not possess any sort of "natural armor". A Turian's thick skin does not stop projectiles and directed energy bolts. Turian blood has a dark blue coloration, possibly from the presence of hemocyanin rather than hemoglobin, which would fit with the biology of a metallic exoskeleton. Although life on Palaven is carbon-based and oxygen-breathing, it is built on dextro-amino acids. This places the Turians in a distinct minority on the galactic stage. The food of humans, asari, or salarians (who evolved in levo-amino acid-based biospheres), will at best pass through Turian systems without providing any nutrition. At worst, it will trigger an allergic reaction that can be fatal if not immediately treated. Turians have a digestive system similar to birds and reptiles on Earth, some of whom swallow stones to help break down harder foods in the stomach. The world Sellivatae was purchased by both the Turian and the Human sects of the Federation, in an effort to grow diverse-amino acid based food products that could be ingested by all of the species in the Federation, not just separating them for Turians and Humans. RACIAL TRAITSAverage Height: 6'1" - 7'2" Average Weight: 200 - 300 Ability scores: +2 Strength, or +2 Dexterity Size: Medium Vision: Normal Languages: Common, Turian Skill Bonuses: +2 Jump, +2 Move Silently Military Tradition: You've served in your race's military, giving you the training of a normal soldier, regardless of class.
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Post by Generalfoley on Apr 21, 2012 14:44:02 GMT -5
Drell Drell are omnivorous reptile-like humanoids with an average lifespan of 85 galactic standard years. Drell appearance is very similar to Asari and humans, but their muscle tissue is slightly denser, giving them a wiry strength. Although many of their more reptilian features are concealed, their hyoid bone, located in their throats, is particularly developed. This allows them to inflate their throats and produce vocal sounds outside of the human range. They also have two sets of eyelids, akin to crocodiles. In addition, Drell possess the ability to shed tears. Because the Drell emerged from arid, rocky deserts, humid environments (like Thor or Earth) is a risk to them that could lead to Kepral's Syndrome, caused by cumulative long-term exposure to a humid climate. This syndrome erodes the ability of Drell lungs to take in oxygen, and eventually spreads out to other organs. It is noncommunicable, and there is currently no known cure, though leading scientific authorities are working on creating a genetic adaptation. The Drell possess eidetic memory, an adaptation to a world where they must remember the location of every necessary resource (vegetation, drinkable water and prey migration paths) across vast distances. The memories are so strong that an external stimulus can trigger a powerful memory recall. These recalls are so vivid and detailed that some Drell may mistake it for reality. This process can be involuntary. RACIAL TRAITSAverage Height: 5'6" - 6'2" Average Weight: 135 - 220 Ability scores: +2 Strength, or +2 Charisma Size: Medium Vision: Normal Languages: Common, Drell Skill Bonuses: +1 Climb, +1 Jump, +2 Hide
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