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13:39, 25th April 2024 (GMT+0)

Races.

Posted by Faction AdminFor group 0
Faction Admin
GM, 8 posts
Head of the game
Wed 6 Jun 2007
at 17:41
  • msg #1

Races

Key:
(C) = Common Race, (U) = Uncommon Race, (R) = Rare Race, (X) = Forbidden Race

Common races are races anyone can have and apply for (In the case of Aliens Misc, please read the rules surrounding making a custom race). Uncommon races requires either a persuasively good app, or that you already have a common race character. Rare races require that you already have 2 other characters.

Forbidden Races are not possible to obtain and are listed here so that you know what they are. I, the GM will be playing as the NPCs an some NPCs are of the forbidden races. But only as NPCs. I will not make you fight a Barrakian solo, for instance. You can try to do so if you like, but that's the sort of suicidal thing I can't stop you from doing since what you do with your character is your call. To reduce confusion, I have stuck the details on the forbidden races (Including why they are forbidden) at the BOTTOM of the list.

On a final note, please take note of your racial weaknesses. You may only remove them if I allow it based on your background and such. For example: A Blissian went through serious training in a Barrakian bootcamp in order to fight his xenophobia until he was no longer afraid of anything, much less normal people. Losing a weakness is treated with massive scrutiny, but if it feels right and natural, it shouldn't be a problem. Especially if your character is still balanced somehow (Like gaining a new weakness. Example: The Blissian I just mentioned? He'd become jaded and lose a lot of his care for things and maybe even lose his ability to invent due to being a deadbeat).

Don't forget rule #1, though! Have fun! That's the whole point of a game. These rules are here for fun and enjoyment. :) Please sit back, let loose and let your imagination take over.



LIST BY RARITY:

COMMON:
(C) Aliens Misc (Common Version)
(C) Cat
(C) Dog
(C) Elf
(C) Fox
(C) Gynomb
(C) Human
(C) Jurfua
(C) Mewi
(C) Mix-Breeds
(C) Mouse
(C) Mutt
(C) Opossom
(C) Raccoon
(C) Robot (Common Version)
(C) Verich
(C) Wolf

UNCOMMON:
(U) Aliens Misc (Uncommon Version)
(U) Aqulans
(U) Bat
(U) Dalmatian
(U) Fae
(U) Rekit
(U) Robot (Uncommon Version)
(U) Urzak
(U) Urzel
(U) Urzik
(U) Xarxian


RARE:
(R) Aliens Misc (Rare version)
(R) Android
(R) Barrakian
(R) Blissian
(R) Coalwren
(R) Deksharr
(R) Drevinjers
(R) Half-Barrakian
(R) Half-Coalwren
(R) Robot (Rare version)


FORBIDDEN:
(X) Angelicans
(X) Black Galaxians
(X) Half-Angelican
(X) Half-Black Galaxian
(X) Half-Blissian



FULL LIST:

(C) Aliens Misc (Common Version)
(U) Aliens Misc (Uncommon Version)
(R) Aliens Misc (Rare version)
(R) Android
(X) Angelicans
(U) Aqulans
(R) Barrakian
(U) Bat
(X) Black Galaxians
(R) Blissian
(C) Cat
(R) Coalwren
(U) Dalmatian
(R) Deksharr
(C) Dog
(R) Drevinjers
(C) Elf
(U) Fae
(C) Fox
(C) Gynomb
(C) Human
(X) Half-Angelican
(R) Half-Barrakian
(X) Half-Black Galaxian
(X) Half-Blissian
(R) Half-Coalwren
(C) Jurfua
(C) Mewi
(C) Mix-Breeds
(C) Mouse
(C) Raccoon
(U) Rekit
(C) Robot (Common Version)
(U) Robot (Uncommon Version)
(R) Robot (Rare version)
(U) Urzak
(U) Urzel
(U) Urzik
(C) Verich
(C) Wolf
(U) Xarxian



Details:
This is where you get to read up on the details concerning the various races in Faction. Details such as height, weight, racial attributes, and a little blurb on what the species is like as a whole. Some info on the species you are looking for might not be here (Such as Darkness Energy), so don't be afraid to ask questions if applying for a new character. For example, say you want a bat that is 3' 2" instead of the maximum 3'. That's not a problem, just that it's about as common for bats to reach that height as it is for you or I to meet a 7' tall person in real life. I might have missed a lot of stuff here, so by all means, ask away.

All the things listed under a species' "Attributes" are given to your character automatically. Feel free to list them or not list them in your character sheet. Listing will be convenient (And might help you remember these bonuses you get), but you don't need to. Also keep in mind you are allowed to have an ability or two of your own regardless of what you were born with. Example: You can have a Blissian who is good with Checkers and happens to be good with maps. Or maybe you have a Mewi who is a doctor. Whatever your skills may be, the attributes listed for your character's species are yours automatically. You may pull any or all attributes from your character's capabilities if you want. Example: A mouse without a tail would lose the Mouse-like agility. Or perhaps a Blissian who was born deaf. Your call. But please let me know and mention such a change in your character app.




Species: Alien (Other)
Rarity: Common to Uncommon to Rare
Height: Minimum of 1 inch. Maximum of 6 feet.
Weight: Should echoe your height and composition.
---------------------
Details: This is a fill-in-the-blank race. As I've said many times before I brought Faction to this forum, you could be a "flying sauerkraut & toadstool sandwhich" for all I care. I'm more worried about how well you will get along in RP. That means balanced skills and abilities. Take a look at the races below for ideas. Also bear in mind that if you earn the right to have an uncommon race or rare race, you also earn the right to create an uncommon / rare race and thus, better abilities and such than a common one would have. You'll get the feel for it as you look through the races. Note: There is a way to create your own extra rare, but I'm not telling how you earn that right. ;)
---------------------
Attributes:
Just a note here, you may have a maximum of 3 beneficial abilities for your characters' race on top of "normal" things like having claws. Good example is a durable skeleton that keeps you from breaking your bones as easily as normal aliens. Or perhaps a skin that excretes poison. Again, though, look at the races below to have a good measurement of what you will likely be able to have and not have. Note: Having a racial weakness is a good thing.
1) ?????
2) ?????
3) ?????

Weaknesses / Limitations:
Usually, a race only has one weakness and for commons the weakness is relatively minor. But you may have as many weaknesses as you like. Just make sure your race won't be in danger of dying everywhere they turn.
1) ?????



Species: Android
Rarity: Rare
Height: Minimum of 1.5 feet. Maximum of 4.5 feet.
Weight: About 1.3 times the weight of the race they appear to be.
---------------------
Details: Most androids only pretend to be sentient. But lately, with the advances in technology, some androids have graduated to be partly sentient. Fewer still are fully sentient, complete with all the emotions, ability to learn and think independantly. Most fully sentient androids are of Blissian design, but not all of them are. Needless to say, androids come in all shapes and sizes. All androids must be discussed due to the wide variety available to them. Also, thanks to the nature of being an android, they can look like anything, yet act different from the race they appear to be (For instance, looking like a sloth but having the reflexes of a cat). The rules here are same as the rules for Aliens Misc, but are treated as a rare race both due to how rare they are in the universe and to the fact they are essentially "robots in disguise": They can blend in society by looking that much like other races and yet have surprise abilities like the sloth example I gave. You must explain their origin. Androids may NOT have a "mysterious" origin.
---------------------
Attributes:
Similarly to Aliens Misc, an Android can have any 3 attributes you want, really.
1) ?????
2) ?????
3) ?????

Weaknesses / Limitations:
Usually, a race only has one weakness and for commons the weakness is relatively minor. But you may have as many weaknesses as you like. Just make sure your race won't be in danger of dying everywhere they turn.
1) ?????



Species: Aqulans
Rarity: Uncommon
Height: (Males) 15' - 17' 6" / (Females) 14' - 16' 4"
Weight: (Males) 630 Lbs. - 800 Lbs. / (Females) 560 Lbs. - 750 Lbs.
---------------------
Details: One might think that with such a huge size and psychic abilities that these creatures would be unavailable for play. But fact is, as their name indicates, they are aquatic. Fully. They can only breathe water. Also, despite their humanoid appearance, they don't have the physical composition to hold their own weight all that well, so they can't simply wear a "water suit". They generally travel around in an exo-suit/ship hybrid that looks a lot like a train. And no, it does not transform into a large robot (In most cases). They don't like it either since it's a relatively confined space and they like to swim freely. Aqulans are somewhat peaceful and very patient. Everyone in known space knows they can expect a reasonable conversation with an Aqulan that won't end in the Aqulan getting violent, but this doesn't mean Aqulans are incapable of deception, so anyone who has something to hide are leary of them.
---------------------
Attributes:
1) Swim - Aqulans can swim and swim enduringly. Capable of very very long swimming ventures, an average Aqulan will have swam thousands of miles before taking a short break (Obviously, this would be in an ocean. Most likely on their home planet).
2) Incredible Psyche - Not only are their minds highly fortified against psychic invasion, but they themselves have much psychic prowess. They can read minds from birth and are gifted with the ability to calm people down to some degree simpley by willing it.
3) Even Tempered - Even if an aqulan was born without psychic abilities, they would still be VERY ideal for ambassadorial positions due to the fact they do not get angry. In fact, they rarely seem to express much emotion on the outside at all. They seem to have an infinite patience and can never be driven by their heartstrings into doing something foolish. This isn't to say a hostage situation is useless against them. This also isn't to say they do not love. But when anyone else would be at their wit's end, an aqulan is still at the stress level of someone in a dreamless sleep.

Weaknesses / Limitations:
1) Water Only - Aqulans can not breathe outside of water. Even if they could, they do not have the physical composition to handle land-dwelling. Think of a whale with small limbs. Not gunna happen.
2) Very Large - Requires lots of food and most ships and buildings in this sector don't accomidate well for the size of this race.



Species: Bat
Rarity: Uncommon
Height: (Males) 2' 10" - 3' / (Females) 2' 9" - 3'
Weight: (Males) 23 Lbs. - 25 Lbs. / (Females) 21 Lbs. - 24 Lbs.
---------------------
Details: Nocturnal by nature, these people don't like light too much and rely alot on their ears for wherewithall. Though they can, for the most part, get used to some light, they prefer the dark and, in fact, require it. It is as unhealthy for a bat to go without moonlight or starlight as it is for most other species to go without sunlight. It should be noted that the bats in this setting have arms in addition to wings.
---------------------
Attributes:
1) Flight - Bats can fly.
2) Superior Hearing - Bats have such extremely good hearing, they can make out what people look like by sound alone.
3) Echo Location - Bats can make a squeek at a pitch that only bats (Or creatures with equal or better hearing) can hear. They use this to "see" where they are going by hearing the sounds that echo back.

Weaknesses / Limitations:
1) Poor Sight - Bats can't see too well. They have the equivilent vision of a near-sighted person who requires glasses. If a bat has no glasses, they must have an explanation for using their eyes to see decently (such as contact lenses or expensive corrective eye surgery).




Species: Barrakian
Rarity: Rare
Height: (Males) 6' 1" - 7' 6" / (Females) 5' 5" - 6' 8"
Weight: (Males) 200 Lbs - 340 Lbs / (Females) 140 Lbs. - 260 Lbs.
---------------------
Details: Barrakians are known and respected throughout the star cluster as the toughest, strongest race around. They are a warlike race who constantly look at things from a military point of view. They have a strong honor code that they abide by since it is what their entire military is based on. Appearance-wise, they look like the old "devil" look with the red skin, horns and tail. Half have wings and are weaker, lighter, but able to fly. While the other half of them that don't have wings are extra tough, strong and resilient. The above heights and weights assume you are playing a winged barrakian. If you want to play one without wings, add about 20 extra pounds. ;)
---------------------
Abilities (Korshare <Wingless Barrakian>):
1) Very Strong - An average adult Korshare can deadlift 500 lbs. Don't mess with them.
2) Very Tough - A Korshare could take a crowbar to the face as though you slapped them.
3) Courageous - Korshare seem to know no fear. But the fact is, they get excited by danger, so it is more of a drug than a deterrant. However, their courage is limited. They can be intimidated. Just that it's INCREDIBLEY hard. Obviously threatening life or limb won't do it.
4) Large - Requires lots of food and most ships and buildings in this sector don't accomidate well for the size of this race.

Abilities (Fou <Winged Barrakian>):
1) Flight - Fou Barrakians can fly using their wings. A Fou can take off straight up with some effort, and can reach flight speeds of 40 mph.
2) Strong - While not as strong as Korshare, Fou are still very strong and can deadlift 200 on average.
3) Determined - While not as tough as Korshare, Fou seem to be able to bounce back from attacks that should normally put them down. They have determination that has even frightened the Korshare (And thus, earned their respect). They will even fight after hitting unconsciousness. Of course, at that point, they are no longer able to be reasoned with and need to be restrained. Think Terminator. They will not stop until their goal is accomplished. Fear is not a deterrent or an attraction for the Fou. Simply a non-existent entity.

Weaknesses / Limitations:
1) Large - Requires lots of food and most ships and buildings in this sector don't accommodate well for the size of this race.

Random factoids:
-Barrakians (Both Fou and Korshare) have black skeletons.
-Barrakians have an honor system that if their life is saved, that Barrakian now belongs to the one who saved their life. In the case of opposing genders, it's even possible to force the Barrakian to marry you if you saved their life. However, huge life-changing favors (such as marriage or if the Barrakian saves the life of the one they are indebted to) will make their "debt" payed and thus, free to make choices.



Species: Blissian
Rarity: Rare
Height: (Males) 3' 5" - 3' 6" / (Females) 3' 5" - 3' 6"
Weight: (Males) 37 Lbs. - 38 Lbs. / (Females) 37 Lbs. - 38 Lbs.
---------------------
Details: The white rabbits with yellow eyes are possibly the most respected species in the universe. Highly intelligent and incredibly unviolent, the blissians have advanced in medical science farther than any other species and wage war with nobody. They have a great love for people and are very easy to get along with. The men and women of this species have only the one difference that the woman is the one who gives birth to a child. Everything else is the same - personality, physical capability and growth. The blissians do not vary much in height or ideals at all, though they are very inventive and can be just as varied as anyone when it comes to ideas and specialties. It's been said that if you've met one blissian, you've met them all. This misconception is born from the fact they are all very kind, but outside of that fact, their personalities vary just as much as anyone.
---------------------
Attributes:
1) Clarity of Thought - Blissians have IQs of 120 on average. But thanks to the Utopian lifestyle and positive way of thinking these people have, they also have piece of mind which allows them to not be distracted by such things as regret or sorrow anywhere near as often as most. This allows Blissians to be quick-witted, clever and able to learn fast. Discuss the IQ of your character when apping for a blissian.
2) Lovers of Life - Every Blissian has a basic knowledge of first aid and carries a medi-kit in their ship as well as a mini medi-kit on their person.
3) Good Hearing - Due to the size and shape of their ears, Blissians can hear a larger range of sound frequency than most races and can often pick up what is being said in a conversation 20 feet away from them, even if there is a lot of noise between them and that conversation (Such as heavy traffic or a mall).
4) Secretive Language - Blissians speak the common tongue when around nonblissians, but only speak Blissian when there are only Blissians around. They are protective of their language because they are protective of their secrets. The most any species has ever figured out of the blissian is just enough to speak on the level of an infant, forming basic sentences. And that's the people who tried their hardest to learn it... outside of becoming a blissian.
5) Good Reputation - Due to the reputation of the Blissians, most races treat Blissians like they might treat a child: With a little extra care and consideration. While jerks who would cuss a child out or even hit one would most definatly not give a care if you are a Blissian or not, such nimrods are not as common as those who would treat you considerately.
6) Limitless Resources - Due to the Blissian mentality of sharing absolutely everything and anything while also only taking what they need while taking a little of what they want (And CHEERFULLY giving what others want) all the while keeping most of this sharing within their own race, every Blissian pretty much has access to any and all technology they may need or want from Planet Bliss at no cost. However, unless they fuel up at Bliss, they still need to pay for gas when traveling.
7) High Jump - This character can jump a higher and farther than normal people. Capable of jumping three and a half feet forward, upward, or any mix. This doesn't neccessarily mean their kick is three times as mean as a normal person's.

Weaknesses / Limitations:
1) Xenophobia - While the Blissians love to love, they can't help but feel a bit of fear of the other races of the universe due to the fact EVERY race out there is literally more violent. Imagine if Earth just kept meeting new alien life and all of them made light of killing and tortured their own family as a pass time, but were still willing to be friends. It would be confusing, but no matter how nice that alien was, you would have a bit of fear inside you concerning that race.
2) Non Violent - Blissians are a non violent species. So much so that they have invented their own style of weapons for the safety of their foes. Should a blissian be carrying a weapon at all, chances are, it has some form of containment or a way to halt their opponent, but blissians can not learn harmful martial arts or use harmful weapons. Few exceptions exsist, but they are too few for you to be one of them.
3) Herbivorous - This character eats only plants and fruit. If the character eats meat, they will get sick and possibly even die.




Species: Cat
Rarity: Common
Height: (Males) 3' 4" - 3' 7" / (Females) 3' 3" - 3' 6"
Weight: (Males) 36 Lbs. - 39 Lbs. / (Females) 35 Lbs. - 38 Lbs.
---------------------
Details: This refers to the average "house cat" type species we are all familiar with. Could be any of the house cat races. But obviously, bipedal. They act feline too, feeling that the world is theirs to wander at their leasure. The old saying "Curious as a cat" applies because not only are they curious, they feel they have the right to know what they want to know, regardless of silly things like "Private Property" signs. Granted, being people, most are smart about this and find other ways to get what they want without breaking rules, but if they know they won't get caught, they have little qualms with breaking rules to satisfy curiousity. Other than that, they are normal people, however and will cherish friends, etc.
---------------------
Attributes:
1) Agile - Cats always land on their feet. Though that won't garuntee you'll survive that landing if dropped from high enough. But walking tightropes is natural for cats.
2) Heightened Senses - They can "feel" when something is up, such as someone sneaking up on them. However, it IS possible to sneak up on a cat. Just very difficult.
3) Insasiable Curiousity - Cats are curious to a fault. They will run headlong into their deaths before realising it if they are curious enough about something. But for the most part, this is RPed by them being curious to the point of putting common curtesy aside when asking something they want to know would be considered rude.

Weaknesses / Limitations:
1)



Species: Coalwren
Rarity: Rare
Height: (Males) 3' - 3' 2" / (Females) 3' 3" - 3' 5"
Weight: (Males) 27 Lbs. - 32 Lbs./ (Females) 34 Lbs. - 38 Lbs.
---------------------
Details:
---------------------
Attributes:
1) Night Vision - While this means the Coalwren can see in the dark with even the remotest amount of light available, this also means they see in only greyscale.
2) Soul Vision - Coalwren can see souls. This means they usually know what kind of person you are at a glance. It also means they will know spiritual dangers LONG before others do. It should be noted, THIS vision is in full color and can be used by opening their second set of eyelids which, when closed, turns this vision off just like closing your eyelids in real life turns off your sight. Keep in mind it is exactly the same as that example. Therefor a particularly bright soul will catch their attention even with their second eyelids closed.
3) Geovore - Coalwren eat minerals. Usually coal-like minerals, but they have been known to eat gold and when on alien planets, ordinary rocks and stone.

(Male only)
1) Spring Tail - Male Coalwren have spiral tails that are quite springy. They can even use it to bounce to places they normally could not have jumped. The average adult male can spring 10 feet high.
2) Majescent - This is the name of the Male Coalwren martial arts. It is frowned upon for a female coalwren to learn this art. However, it not only revolves around the male's unique tail, but also around the fact that the male plays a part of a two-person martial art. Really, the Coalwren designed two martial arts that, when a male and female Coalwren fight together, makes the two as one and thus four times as effective a fighter than a normal pair would be.

(Female only)
1) Strong Tail - While their tail is not as flexible as most, it is incredibly strong for a tail and can hit hard if swung at an opponent. Female Coalwren often use this in many of their martial arts techniques.
2) Lurinimity - This is the name of the Female Coalwren martial arts. Like it's male counterpart, it is frowned upon for a member of the opposite gender to learn this. Also like Majescent, it is designed to work with the opposite gender in order to create a harmony. Again, like Majescent, this martial art also revolves a bit around the use of the Female's tail.

Weaknesses / Limitations:
1)




Species: Dalmatian
Rarity: Uncommon
Height: (Males) 3' 6" - 3' 10" / (Females) 3' 5" - 3' 9"
Weight: (Males) 38 Lbs. - 46 Lbs. / (Females) 38 Lbs. - 46 Lbs.
---------------------
Details:
---------------------
Attributes:
1) Loyalty - Like most dogs, the Dalmation is highly loyal. Treturey is not possible.
2) ?????
3) ?????

Weaknesses / Limitations:
1)



Species: Deksharr
Rarity: Rare
Height: (Males) 3' 6" - 3' 10" / (Females) 3' 5" - 3' 9"
Weight: (Males) 38 Lbs. - 46 Lbs. / (Females) 38 Lbs. - 46 Lbs.
---------------------
Details:
---------------------
Attributes:
1) Legal Minded - Deksharr have an insanely strong sense of law. While leniency is perfectly within the confines of law, they still follow it letter by letter. It is very hard for a Deksharr to turn their back on their own law. They also believe their law to be absolute and apply it to everyone as though the universe was obligated to bow to their sense of morality. The only up side to this is that they all follow the same set of rules.
2) Strong - For their size, Deksharr are quite strong. Able to out-wrestle most anyone of equal size.
3) Agile - Deksharr have some decent agility and balance. Not quite at the level of a cat's, Deksharr agility has them somewhere between cats and dogs. ;)

Weaknesses / Limitations:
1)



Species: Dog
Rarity: Common
Height: (Males) 3' 6" - 3' 10" / (Females) 3' 5" - 3' 9"
Weight: (Males) 38 Lbs. - 46 Lbs. / (Females) 38 Lbs. - 46 Lbs.
---------------------
Details:
---------------------
Attributes:
1) ?????
2) ?????
3) ?????


Species: Drevinjers
Rarity: Rare
Height: (Males) / (Females)
Weight: (Males) / (Females)
---------------------
Details: "Drevinjer" is one of the few blissian words known to people outside of bliss. It means "Created with deep love." And for good reason. Drevinjers are any species created by a blissian. Blissians, having the vast imaginations they do, create creatures of any sort, though often instill their sense of anti-violence into their creations. Please contact me (Timothius) if you wish to create one of these.
---------------------
Attributes:
The abilities are dependant on what the Drevinjer was made for and such. Again... this can be discussed with me.


Species: Elf
Rarity: Common
Height: (Males) / (Females)
Weight: (Males) / (Females)
---------------------
Details:
---------------------
Attributes:
1) ?????
2) ?????
3) ?????


Species: Fae
Rarity: Uncommon
Height: 4" (Males) / 3.9" (Females)
Weight: 0.5 ounces (Males) / 0.47 ounces (Females)
---------------------
Details:
---------------------
Attributes:
1) Flight - Fae can fly and pretty fast. Reaching speeds of 15 MPH, they can fly much faster than most races can run, making them incredibly hard to catch.
2) Mischievous - The average fae can not resist having fun at the expense of someone else. They do not mind having such pranks pulled on them either and even find that to be a good gesture. In many peace talks with the Fae, the ambassadors have pulled pranks on the Fae and thus made good with the race. These pranks include things that are harmless to a person's actual safety, but could prove pretty embarrassing.
3) Ulterior cover - Fae can seem to disappear in the day if they so choose due to their size. However, at night, they can not stop themselves from glowing. It is a natural reaction to night time. They glow at a brightness of anywhere from 10 to 20 lumins.
4) Odd Sleep - Fae stay awake day and night, but seem to take naps at random. Usually, this happens when they are bored, so a Fae always having a good time can lead to an unhealthy and uncontious-for-a-long-time Fae.

Weaknesses / Limitations:
1) Tiny - Due to the incredibly small size of the Fae, they are often discriminated by the other races and are also comparatively fragile beings. They can be crushed with ease.



Species: Fox
Rarity: Common
Height: (Males) 3' 5" - 3' 8" / (Females) 3' 4" - 3' 7"
Weight: (Males) 36 Lbs. - 38 Lbs. / (Females) 36 Lbs. - 38 Lbs.
---------------------
Details:
---------------------
Attributes:
1) Clever - Foxes can solve puzzles and find other ways around a problem. If the player of this character is having problems figuring out a way out of a fix or into a locked door or whatever, and I deem it something a fox could figure out, I will give clues on what to do.
2) Deceptive - The only race as a whole that is known for being incredibly sly. They don't neccessarily lie all the time, but they know how to get what they want. They know how to manipulate people's emotions. If someone is being stubborn, this ability makes the person less stubborn.
3) Very High Reflexes - Foxes have been known to dodge lasers. This is partly due to being that skittish, but it is also because they have such incredible reflexes that the slightest hint of the beginning of the sound of a laser will trigger their body's reflexes within such a small fraction of time that it appears like foxes are psychic.
4) Good Hearing - It's said that if a fox is nearby, don't even bother whispering. They'll hear you. This saying is true. A fox has very good hearing. While not as insanely awesome as a bat's hearing, a fox can hear conversations from as far as 70 feet away in a crowded area and still be able to make out what is being said.

Weaknesses / Limitations:
1)



Species: Gynomb
Rarity: Common
Height: (Males) / (Females)
Weight: (Males) / (Females)
---------------------
Details:
---------------------
Attributes:
1) High Dark
2) ?????
3) ?????

Weaknesses / Limitations:
1)



Species: Half-Barrakian
Rarity: Rare
Height: Between the height of the Non-Barrakian parent and the Barrakian parent.
Weight: Between the weight of the Non-Barrakian parent and the Barrakian parent.
---------------------
Details: It happens more frequently than people might think, but a Barrakian is sometimes prone to falling in love with outsiders. It isn't easy to earn the respect of a Barrakian, but when you do, the respect is strong. In any case, once they marry an outsider, that outsider is no longer an outsider, but considered a Barrakian and all that entails. So are their children. Half-Barrakians have a strong sense of patriotism for the Barrakian race as a result and usually earn the respect they were already given before hand.
---------------------
Attributes:
1) Mark of Barrak - All Half-Barrakians have a pair of horns on their head. And if they are the child of a Fou, they will have wings like their Barrakian parent. Fur or no fur, this child will have red skin underneith.
2-A) Child of Fou - Obviously, if the Half-Barrakian is the child of a Fou and inherited wings, they can fly.
2-B) Child of Korshare - Alternatively, if the Half-Barrakian is the child of a Korshare, they will inherit the ability to be fearless just like Korshare.
3) Strong and Tough - Half-Barrakians inherit the incredible strength and toughness of their Barrakian parent, though it is only half of what their parent had.

Weaknesses / Limitations:
1)



Species: Human
Rarity: Common
Height: 5' 8" - 6' 2"(Males) / 5' 3" - 5' 10"(Females)
Weight: (Males) / (Females)
---------------------
Details:
---------------------
Attributes:
1) Adaptability - Humans can not only adapt to their environments well by learning how to live and survive in otherwise harsh areas, but are also usually good at learning how to get along with others. While this doesn't apply to all humans, it applies to most. All other races must treat a human with more respect than all other races besides their own.
2) Jack of a Given Trade - You may take your pick of any ONE of the A-class skills OR you may pick any TWO of the B-class skills:

A-class:
Extreme Genius: You may have an IQ of 180 and pick a specialty (Such as "technologist", "chemist", or "psychologist" to name a few examples). You are the equivilent of an average young adult blissian who specializes in that field.
Very Practiced: You may choose one physical stat and match it to the same stat as the race who is generally considered "the best" at that stat. For example: You may be as agile as an average mouse or cat. You may be as strong as an average Barrakian Fou. So on.

B-class:


(Joe nod nods.  "I'm assuming 'can grasp and refine top of the line blissian teck' counts as an A")

3) ?????

Weaknesses / Limitations:
1)



Species: Jurfua
Rarity: Common
Height: (Males) / (Females)
Weight: (Males) / (Females)
---------------------
Details:
---------------------
Attributes:
1) ?????
2) ?????
3) ?????


Species: Mewi
Rarity: Common
Height: (Males) 3' 4" - 3' 7" / (Females) 3' 3" - 3' 6"
Weight: (Males) 36 Lbs. - 39 Lbs. / (Females) 35 Lbs. - 38 Lbs.
---------------------
Details:
---------------------
Attributes:
1) ?????
2) ?????
3) ?????


Species: Mix-Breeds
Rarity: Common
Height: (Males) / (Females)
Weight: (Males) / (Females)
---------------------
Details: It's pretty common for a member of one species to wind up falling in love with a member of another species. There are many races capable of having children with each other. Discuss with an admin (like Timothius) what kind of mixbreed you would like. Bear in mind most are a mix of only two races. If you want to make a character that is a mix of more than two races, please be willing to accept the possability you might have to pull a race or two out of there or at least out of their appearance. There are five half-breeds that are treated differently from the normal mix-breeds for the purposes of game rules and continuity. They are Half-Angelican, Half-Barrakian, Half-Black Galaxian, Half-Blissian and Half-Coalwren. Those five half-breeds do not apply to this segment on "Mix-Breeds" since they each have their own rules.
---------------------
Attributes:
Mixbreeds generall inherit the abilities of the parents. Good and bad. So this is something that must be discussed.

Weaknesses / Limitations:
1)



Species: Mouse
Rarity: Common
Height: (Males) 2' 9" - 2' 11" / (Females) 2' 8" - 2' 10"
Weight: (Males) 25 Lbs. - 27 Lbs. / (Females) 23 Lbs. - 26 Lbs.
---------------------
Details:
---------------------
Attributes:
1) Agile - Mice can walk tightropes without thinking about it much. They are not competitive, but often find cats competing against them in feats of agility.
2) Tail Weakness - Mice have thin, weak tails that are there to provide balance for a mouse. Should their tail get hurt or worse, the mouse will find themselves no more agile than a drunk for at least 2 days after the innitial injury.
3) Food Sense - Mice have good sniffers when it comes to food. They have an inborn sense of whether something is edible or not. This means they can figure out what they can survive off of even on alien planets where they aren't familiar with the food. This also means mice can smell any poisons that have a scent. They can also track down food as though it were a magnet pulling them, able to sense any food in the area within 100 yards. However, this doesn't mean they know exactly what the smells are. Most of this ability is subcontious. So this by no means makes Mice better cooks... just healthier ones.
4) Mighty Incisors - This character can bite into hard substances, such as wood, without much trouble.
5) Habitual Gnawing - This character must find things to chew or gnaw on several times a day. They rather enjoy it too.

Weaknesses / Limitations:
1)




Opossum
Rarity: Common
Height: (Males) / (Females)
Weight: (Males) / (Females)
---------------------
Details:
---------------------
Attributes:
1) Prehensile Tail - This character can hold things with his or her tail as though it were the same strength as one of their legs and with the dexterity of a hand.
2) Play Dead - This character can play dead so well that even tickling them won't do a thing. Listening for breathe will yield no results as they can hold their breathe during this state.




Species: Raccoon
Rarity: Common
Height: (Males) / (Females)
Weight: (Males) / (Females)
---------------------
Details:
---------------------
Attributes:
1) Cast Iron Stomach - Raccoons are omnivorous, but seemingly moreseo than any other race. Capable of eating even rotten food, trash, and other such things to stave off hunger, a racoon is hard to disgust. Obviously, some things consumed won't do anything *for* them, but only some more potent poisons will do anything *against* them.
2) Ferocious - While a raccoon will know when to run from a fight, they are naturally very vicious and dirty fighters. They do not play fair and tend to treat every fight instinctively like it's life or death. This doesn't mean every raccoon fights or enjoys fighting, but it does mean if they are cornered, every last one will fight for all they're worth. This also means that even though they may feel fear, this will not give them pause.

Weaknesses / Limitations:
1)



Species: Rekit
Rarity: Uncommon
Height: (Males) / (Females)
Weight: (Males) / (Females)
---------------------
Details:
---------------------
Attributes:
1) ?????
2) ?????
3) ?????


Species: Robot
Rarity: Common
Height:
Weight: (Males) / (Females)
---------------------
Details:
---------------------
Attributes:
1) ?????
2) ?????
3) ?????


Species: Urzak
Rarity: Uncommon
Height: 4' 10" - 5' 1" (Males) / 4' 9" - 4' 11"(Females)
Weight: (Males) / (Females)
---------------------
Details:
---------------------
Attributes:
1) Very Strong - For their size, Urzak are incredibly strong. They can hold their own in armwrestles against barrakians and are somewhere between the strength of a Fou and a Korshare.

Weaknesses / Limitations:
1)



Species: Urzel
Rarity: Uncommon
Height: 4' - 4' 4"(Males) / 3' 10" - 4' 2"(Females)
Weight: (Males) / (Females)
---------------------
Details:
---------------------
Attributes:
1) Tank - Urzel seem invincible. Taking down an Urzel is something for even a Barrakian to brag about as it pretty well takes the equivilent of hitting them with a car. Twice.
2) Cautious - As if their toughness wasn't enough, Urzel are naturally cautious and tend to keep an eye out for danger at all times. Not to say they are paranoid, but they are able to avoid trouble for the most part.
3) Kind - Despite their caution, Urzel are very kind hearted people who dream of the universe being united and peaceful some day. They make for great friends.

Weaknesses / Limitations:
1)



Species: Urzik
Rarity: Uncommon
Height: 5' - 5' 2" (Males) / 4' 11" - 5' 1"(Females)
Weight: (Males) / (Females)
---------------------
Details:
---------------------
Attributes:
1) Dominant - Urzik don't like being told what to do. They REALLY don't like it. It is for this reason they do not serve in the federation's military and most of them are self-employed. They like being in charge and refuse to be bossed around. There are exceptions, of course, especially with loved ones, but generally speaking, this applies.
2) Leroy Jenkins - Urzik have a ton of pride that eliminates most of their fears. They will rush headlong into danger without thought to the consiquences.
3) Tough - Urzik are somewhat tougher than most races.
4) Strong - Urzik are also somewhat stronger than most races.

Weaknesses / Limitations:
1)



Species: Verich
Rarity: Common
Height: (Males) 2' 9" - 2' 11" / (Females) 2' 8" - 2' 10"
Weight: (Males) 25 Lbs. - 27 Lbs. / (Females) 23 Lbs. - 26 Lbs.
---------------------
Details: While they look a LOT like white mice, they are not. One can tell the difference by looking at the eyes. White mice have red eyes. Verich do not.
---------------------
Attributes:
1) Agile - Verich are almost as agile as mice. Not quite, but close.
2) Tail Weakness - Verich have thin, weak tails that are there to provide balance for a mouse. Should their tail get hurt or worse, the Verich will find themselves no more agile than a drunk for at least 2 days after the innitial injury.
3) Unmatched Dexterity - No other race in the known universe can match the dexterity of the Verich race as a whole. The average Verich could pick up on all kinds of hand-tricks with incredible ease. What would take an average guy years to perfect in juggling or other high-dexterity acts would take a Verich a few months. They are famous throughout the universe as being one of the more showy gunslingers as a result. (NOTE: This doesn't mean their hand-eye coordination is superior. They would take just as long to get their AIM right as the next gunner, for instance)

Weaknesses / Limitations:
1)



Species: Wolf
Rarity: Common
Height: (Males) / (Females)
Weight: (Males) / (Females)
---------------------
Details:
---------------------
Attributes:
1) Pack Mentality
2) ?????
3) ?????
This message was last edited by the GM at 06:43, Fri 27 Jan 2012.
Faction Admin
GM, 14 posts
Head of the game
Tue 17 Jun 2008
at 09:06
  • msg #2

Coalwren

The Coalwren are a very tight-nit group for a whole race. Having a slightly xenophobic attitude, they believe strongly in making sure the other races do not influence or overcome their culture no matter what. This said, even 50 years of slavery did not seem to deter them from keeping their culture alive and well.

Since the dawn of this race's existence till current times, the Coalwren never developed space travel, being far more interested in their own world than in other worlds. Being as strongly bound to culture and old ways as they are, the Coalwren developed weapons technology only AFTER aliens entered the scene so that they would have a means of defense against an alien (After all... the Coalwren have learned that aliens do not respect their culture when they are enemies). Coalwrens themselves, however, would never fire a gun at another Coalwren. Kill? Yes. Track down? Yes. Murder in cold blood? Sure. But shoot with a gun? Preposterous. It would be to a Coalwren the same as standing on your head while nude and spitting quarters would be to you or I. It goes against our more core beliefs such as decency and how to act in our culture. In Coalwren society, disputes, be they minor arguments or heavy crimes, are settled in combat. But there are rules governing this... you must combat with traditional weapons (Paddles generally). This even carries over to their wars. There is no aerial combat, for instance, since that would require the use of technology to fight, rather than one's one two hands and feet. Make no mistake, their ships are mounted with weapons these days, but only for use on aliens who attack with ship weapons. Yes... this means even ALIENS are treated with respect if the alien follows the protocols of Coalwren culture.


Female-dominated society:
While we humans are used to male-dominated societies (Less so in America. I'm talking about history in general), the Coalwren are quite opposite. The men of Coal are expected to be passive, obedient and humble. Once a male is married, however, he answers to nobody but his wife. Should a female lose her husband, nothing changes. But should a male lose his wife, he then must answer to the authorities when they ask him to do something since he would then act in place of his wife. After all... marriage makes the two as one. Single men are servants to any females, able to be told what to do even by married women (While a woman, single or married can not tell someone's husband what to do).


Physical Properties:
*NOTE: MAYBE IT ISN'T ACTUAL MAGNETISM*
Coalwren have thick, leathery skin and a pair of pupil-less eyes that glow in the dark. A Coalwren is also highly magnetic, though the amount of magnetism varies from one individual to the next. They have flat "ears" that are actually antennae protruding from the sides of their heads. Often mistaken for ears because of their shape, they ironically DO serve the same purpose as ears, picking up sounds by "feeling" the vibrations in the air. This makes a Coalwren's "ears" highly sensitive. A Coalwren bleeds glowing, golden blood. The men of the Coalwren race have curling tails that look like a phone chord, usually curling from 2 to 4 times before coming to a tip, which looks very draconian. The females have a large, thick tail that does not curl, but rather looks like a kangaroo's tail (though not quite that long). Both genders can use their tails for major physical tasks, though usually, the men only use the tails for bouncing while the females use their tails for holding things up. While they are not born with them, Coalwren are rarely seen without a gem on their chest. That spot on their chest is always bare, with no clothing around it by at least margin of .5 MM. The gem glows brightly on adults and dimly on children and elderly. Males are generally physically weaker than females by a slim margin.


Chest Gem:
Both men and women of the Coalwren race "wear" a gem on their chests. This gem, called their Birth Gem, is looked for and found before the Coalwren is born. A pregnant Coalwren will go out, searching many fields of gems until she finds some getting attracted to her (via magnetism). The smallest gem she can find is then picked by her and taken home. When the baby is born, the gem is stuck on the baby's backside so it can go undisturbed by the baby's curiosity. When a child reaches the age of 6, the child will have been taught about the gem and it's properties and is given the responsibility of wearing the gem on their chest. Wearing the gem on one's back is akin to being considered a baby, so when parents threaten to move the gem back to the child's back should they misuse their responsibility of wearing it in front, the child is extremely hesitant to abuse this responsibility. It happens... but children do NOT like being called babies by their peers. As the Coalwren grows, so does the gem. The two have a symbiotic relationship, the gem giving the Coalwren nutrients and the Coalwren giving the gem power. As the gem collects more power, it glows more, becoming quite radiant when reaching it's limit. Once the Coalwren stops growing, so does the gem. That is when the symbiotic relationship ends and the gem is simply a massive storage of energy. Over the years, most Birth Gems store enough energy to keep a large building powered for 20 years. However, Coalwren do not use the gem to power machines. Rather, when they reach the age of 30 or so, the Coalwren's body starts to naturally draw off the life energies stored in the gem. As the energy is drained over the years, so is the brightness of the gem. This makes a Coalwren able to continue acting as a young one in their prime for the next 20 years, essentially  adding 20 years to a Coalwren's life.

The Paddle:
For the Coalwren, the paddle is a symbol of the soul. Even it's shape is generally symbolic of personality and the carvings are symbolic of the things most important to that individual. To this reason, Coalwren have a very special method concerning the owning and use of a paddle. As a child, a Coalwren is given a small paddle with the will, wishes, love and dreams of the parents written all over it. The paddle is in the shape that resembles a child's soul: An oval. When a Coalwren reaches puberty, they are expected to begin their soul searching. This includes figuring out who they truly are, what part of nature they are more attuned with, what they will be for the rest of their lives, what tree has the right wood for their paddle, and what things they will write on that paddle. It usually takes 3 or 4 years, but some Coalwren have been known to do soul searching early and thus have their answer by the time they hit puberty. But in the normal cases, a 15 year old Coalwren would have found his or her answer and begin his quest to exit childhood. This requires that they use some wood from the tree they picked during their soul search and carve out their very own paddle. Once the paddle has been carved and perfected, it undergoes the endurance test to see if it will stand up to battle if need be. If it passes (And it's rare they don't pass), the Coalwren who crafted his or her paddle is now officially an adult, no matter what age. What this means is that they can do what they want within the laws and regulations of the Coalwren culture, but are no longer bound to their parents (During childhood, a Coalwren's very soul is considered bound to the parents. The only way to become one's own self... an individual, is to exit childhood). This also means marriage....

Marriage:
Due to the incredible importance of the symbolism involved with the paddle, Coalwren who fall in love do soul searches while courting one another. But this soul search is of both the self AND the one the Coalwren is in love with. A new paddle is made and this one, instead of being kept, is given to the loved one. Much like exchanging rings for us, but if the ring was literally believed to hold a piece of your soul and your fate. This paddle is kept on the right hip (While the other paddle is kept on the left hip). The paddle CAN be used for battle, but usually is not since it's considered more sacred than one's own life (Since it represents TWO lives, not to mention the life of your loved one). However, it's considered acceptable to use it in self defense if you must. But due to Coalwren beliefs, that is a very scary thought since if the paddle breaks, the Coalwren believe that could not only rend their soul and the soul of their loved one, but also their fates. Yes... these paddles are so tough they may as well be made of iron, but there is still that chance.

A Coalwren who has been married can never marry again. Symbolizing this, when a Coalwren's lover has died, the paddle that the living Coalwren has is bound to the dead one's paddle and kept at his or her right side. It is understood that this Coalwren has lost someone dear and to never mess with them. Coalwren criminals usually avoid messing with those who carry such twin-paddles due to the nasty karma involved. It is believed that the soul of the dead Coalwren dwells with their living companion and will wreak horrible vengeance on those who do wrong to their living spouse.

Godwood Trees:
The Godwood trees are the trees used for the purpose of making paddles and are believed by the Coalwren to have strong soul-binding properties. This means they believe the tree's wood has a special tie-in with the soul of he or she who interacts with the wood. That said, Coalwren consider these trees sacred, but in the same way a south American tribe might consider a virgin sacrifice to be sacred. Nobody would touch her, but she's going to be killed. In the same way, nobody is to touch a Godwood tree unless he or she is about to use it's wood for a paddle.
This message was last edited by the GM at 19:21, Fri 11 Sept 2015.
Faction Admin
GM, 15 posts
Head of the game
Tue 17 Jun 2008
at 09:07
  • msg #3

Barrakians

Barrakians are a race obsessed with strength. Strength of character, strength of body, doesn't matter. If you are strong in one way or another, you fit in or are respected. But the two most important strengths to them is physical strength (which includes endurance) and courage. Often times, it boils down to a big contest of who is the alpha male (Or at times, alpha female).

Like with many races, Barrakian males are the dominant gender of their race, though it is noticeable how much the females not only keep up but frequently equal the males in both strength and dominance.

But there is also a constant struggle to stay on top, so the Barrakians have developed some of the most impressively armored starships in the cluster as well as some hard-hitting weapons. They also believe death in battle is not only a good way to die, but the only way to die. Barrakians do not welcome death with open arms, but they do consider life wasted if one does not fight for what they believe in. So to them, living without fighting is like being dead, but without the honor of saying you did something. There are a few even-headed Barrakians, but no pacifists exist at all in their entire race.

Physical Properties:
Barrakians look like large humans with red skin, a pair of horns (Usually small, but sometimes fairly large) and are always built with solid muscles. There are two different kinds of Barrakians, however:

Fou - The Winged Barrakian:
The Barrakians that have bat-like wings (with skin that matches the color of the rest of the Barrakian's skin) are slimmer than the other Barrakians. They can fly and are relentless in their pursuits. Considered the absolute most persistant race in all the universe, the Fou give the other Barrakians room for envy. A Fou never bends to demands. Never.

Korshare - The Wingless Barrakian:
The Korshare are the brawn of the Barrakian race... and since the whole race is all about brawn, that says something. Korshare live for a challenge, but know their limits (Unlike the Fou) and thus, are known to back down on rare occasions. They are thicker than Fou and often taller as well.


The hunt:
It's tradition for a Barrakian to give his or her prey a fighting chance. So whether you have broken a Barrakian law or not, if a Barrakian hunts you, chances are high he will let you know he's coming. Some criminals, however, are hunted down without warning and brought to Barrak for trial. Then set free for an official hunt. Those cases, however, are usually a death sentence.


Marriage:
Barrakians usually just decide to grab a man or woman they are attracted to and ask that person to marry them. It's really that simple. They date after marriage. But often times, the person being asked will ask in return that the one who is asking will prove themselves. Spousal abuse, while it technically happens, is a foreign concept to Barrakians since fighting is frequently akin to shaking hands. An argument taken to fisticuffs with bruises and such is to a Barrakian what a simple short argument of words is to you and I.

They also have an honor code that says if someone rescues a Barrakian's life, that Barrakian owes their life in return. Literally. This can be "payed" in a number of ways such as lifelong servitude. But usually, a member of the opposite gender will fall desperately in love with the one who saved his or her life due to the immense display of strength it would take to save that Barrakian's life. Species is not an issue. A Barrakian will just as easily fall in love with an alien if that alien saved his or her life.
Faction Admin
GM, 16 posts
Head of the game
Tue 17 Jun 2008
at 09:09
  • msg #4

Grenu

One of the more unusual appearing sentient races, the Grenu are quadripedic. This means they don't use technology the same way most aliens do, having no opposable thumbs or fingers. As a result, they have their own very different technology. They are not from any of the more frequented solar systems, but thanks to how often they mingle in neutral territory, they are well known and actually a common sight in the Morus, Haggleworth  and Haven sectors. In fact, seeing them in Haggleworth is quite natural since their home planet is Planet Gog which is in a solar system that resides in the Haggleworth sector.

The Grenu are also known as the defiant race because they are more neutral inclined than anyone in the Haggleworth sector, making them the most "goodguy" aligned race of that sector. As if proud of this, the Grenu's military often name their starships after words from the common tongue that have to do with going against the grain. Examples include the "SS Defiance", "SS Stubborn", "SS Mule" and "SS Double Dealer" (Which consequently are 4 of their 7 flagships, the others having names from the Grenu's native tongue).


Physical Properties:
The Grenu stand on four legs. They have long ears, smooth skin and hair only on their heads. Any given Grenu has a tail that is thicker at the base and becomes slightly thinner as it reaches the tip, but the tip is a spike covered ball. The spikes are not all that sharp or even sturdy, but they provide an extra amount of pain to the already heavy ball when it is swung at an enemy. The ball weighs about 5 Lbs and can reach speeds of 40 MPH when swung. The spikes on the tail are somewhat agile, able to move about like fingers and having great coordination. There are usually about 20 spikes on the tail. Their eyes are like most aliens, white with black pupils that have a colored iris and on the front of the head (rather than the sides) in order to see forward. Their skin is varying shades of blue (Anywhere from royal blue to baby blue) and Cyan or any combination of the two. The skin also varies from plain (Like human skin) to shiny or even sparkly. Their bodies are most comfortable in colder temperatures such as 20-30 degrees Fahrenheit but they don't get terribly uncomfortable until the temperatures start reaching 80 degrees. They have a lot of body heat themselves, though they feel only slightly warmer than normal to the touch. Finally, Grenu have the unique ability to blow a sort of fog out of their mouth, allowing them a better chance of escape when running from a fight. In terms of clothing, Grenu generally do not wear any. Though they have been known to dawn jewelry and, of course, battle gear.


Technology and Weapons:
The Grenu have developed technology that is different from most in a big way. Their weapons tech don't have handles or the kinds of triggers we are all used to. Rather, their weapons are usually mounted on their head, back or sides. In antiquity, their head-mounted weapons included helmets that had long mandible-like blades and a bar to hold onto with the mouth in order to keep the helmet steady. But as technology advanced for their kind, they usually had weapons triggered by some kind of pullstring that would be attached to their tail (Though any more than 1 piece of ammo was not really an option until energy weapons were developed). Today their weapons range from head-mounted lasers that are activated like blow darts are (Using your mouth to blow into something in order to make the weapon shoot) to guns mounted on the sides, back or both that are activated by buttons that the tail presses.


Marriage:
Grenu court each other similarly to most alien races, though the process only takes a couple months. Grenu are of the opinion that if you've known somebody that long and like them enough to marry them, then you don't really have much room left to find something to dislike. The difference between their courtship and most, however, is that one will move in with the other on day one. This is done so they will know what it's like to actually live with each other. Grenu do not consider aliens for romance often, but it happens. Especially if the alien the Grenu is considering is a crewmate or some other excuse to force the two to wake and sleep in the same abode for longer than a week. For this reason, sometimes a person may unknowingly be courting a Grenu. But due to the rarity of Grenu specifically seeking someone outside their species, this isn't common knowledge.


Superiority Complex:
While Grenu are not necessarily any more arrogant than the next person, they come off as such sometimes because they believe their species to be superior to the others in the universe. It's not an individual thing. Much like you might consider yourself superior to a dog, even if it could talk, Grenu simply see the other races as just a little bit inferior to them as a whole. For this reason, it is rare that Grenu are members to any organization outside of their home planet since that would mean taking orders from someone who is inferior. There are no hard feelings involved. It's more like they think the other races "cute" or "quaint" in their actions and politics... even if it's the exact same action or exact same politics. After all... this is mostly emotional and can not be helped. (Ever felt a certain way about something for no reason whatsoever? Feelings are just like that...) Another way to understand this; Imagine a talking dog acting like he can be a politician. It would be almost (if not entirely) funny.
This message was last edited by the GM at 20:56, Tue 07 Feb 2012.
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