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Races (OOC)

Posted by GMFor group 0
GM
GM, 2 posts
Fri 7 May 2021
at 14:33
  • msg #1

Races (OOC)

THE RACES

The four original races in the Frontier are described below. Players can choose to have a Dralasite, Human, Vrusk, or Yazirian characters.

The three races of the Rim are also available for players to choose.  Details for the Humma, Ifshnits and Osakar are also included below.
This message was last edited by the GM at 15:51, Fri 07 May 2021.
GM
GM, 3 posts
Fri 7 May 2021
at 14:35
  • msg #2

Races (OOC)

DRALASITES

average size:1.3m tall, 1m wide
average mass:65kg
average lifespan:250years
reproduction:hermaphroditic, budding
body temperature:30C

Physical Appearance and Structure

Dralasites are short, rubbery aliens that have no bones or hard body parts. Their skin is a flexible membrane that is very tough and scratchy. It generally is dull gray and lined with dark veins that meet at the Dralasite's two eye spots.

The internal structure of a Dralasite is very different from the other races. The Dralasite's central nerve bundle (brain), numerous small hearts and other internal organs float in a pudding-like mixture of protein and organic fluids. Dralasites breathe by absorbing oxygen directly through their skin, so they have no lungs. They are omnivores, but eat by surrounding their food and absorbing it, so they also have no digestive tract or intestines.

All Dralasites go through male, female and neutral stages during their lives (these phases can be controlled with medicines). Males release spores into the air, which drift until they become attached to a female. A young Dralasite then ''sprouts'' from its mother, eventually maturing and dropping off.

Senses

The most important sense for a Dralasite is smell. They breathe directly through their skin, and the entire membrane is sensitive to odors. Their sense of smell is so keen they can identify persons by smell alone and can recognize familiar smells on objects or persons. The membrane also is sensitive to touch and to vibrations, allowing Dralasites to hear and feel.

Dralasites see only in black and white. They see shapes and light and darkness very clearly, and can see a difference between distinct colors (blue and green, for example) because one is darker than the other, but they do not see actual colors.

Speech

Dralasites have a voice box, but it works like a bellows because they have no lungs. A Dralasite's voice can vary from a soft whisper to a thundering roar and from a bass rumble to a piercing screech. Among themselves, they also use shapes, odors and touch to communicate.

Society and Customs

Dralasites are philosophical and thoughtful. Their communities are small, and many Dralasites prefer to live alone. Dralasites do not care about wealth, power or status symbols. They judge themselves by the quality of their ideas and their ability to discuss important ideas wisely. Dralasites often hold large public meetings to discuss new ideas. Discussions and debates are among their favorite ways to relax.

Steam baths are another favorite Dralasite recreation. They mix perfumes and intoxicants with the steam. These effect Dralasites the same way alcohol does a Human or Yazirian.

Dralasites are widely known for their strange sense of humor. They love old jokes and puns that make Humans groan. Many Human comedians who could not find work in Human cities have become rich performing on Dralasite worlds.

Dralasites do not normally wear clothing, because it makes breathing difficult and interferes with their sense of smell. They usually carry their equipment on web belts. When they must wear clothing to protect themselves, they use special materials that let air reach their skin.

Attitudes

Dralasites are very fond of Vrusk, because they think Vrusk have funny shapes. They get along well with Humans but are careful not to upset Yazirians, who they consider too violent.

Special Abilities

Elasticity. A Dralasite's skin is stretchable and supported by a complex muscle structure. This allows them to change the shape of their bodies, within limits. They can "grow" arms and legs to use for walking and handling tools and weapons, and re-absorb limbs when they are not needed.

A Dralasite can have a number of limbs equal to its Dexterity divided by 10, rounded up. The player must decide whether a limb is an arm or a leg when it is grown. For example, a Dralasite with a Dexterity score of 45 can control up to five limbs. It could have three legs and two arms, two legs and one arm, no legs and five arms, or any other combination adding up to five or less.

Growing or absorbing a limb takes five minutes. Only one limb can be grown at a time. A limb can be up to 1 meter long, and no less than 10 cm thick. "Fingers'' for handling items can be up to 10 cm long and no less than 1 cm thick.

Even though a Dralasite can have many arms, it can not fire more than two weapons at once. When a Dralasite player creates limbs, he must specify one as the dominant limb, the same way a Human must choose to be either right or left handed. Also, despite a Dralasite's stretching and shrinking, the pattern of veins and ridges on its skin does not change, so they have a permanent "fingerprint" for identification.

Lie Detection. All Dralasite characters have a 5% chance to realize when someone is Lying to them. The Dralasite must be communicating face to face with the character, and the Dralasite player must tell the referee he is trying to detect a lie. The referee rolls d100 secretly. If the result is 5 or less, the Dralasite knows whether the person is telling the truth. If the die roll is 6 or more, the Dralasite does not sense that the person is Lying. This special ability can be improved above 5% by spending experience points (see IMPROVING CHARACTERS).
GM
GM, 4 posts
Fri 7 May 2021
at 14:36
  • msg #3

Races (OOC)

HUMANS

average size:1.9m tall
average mass:80kg (male), 55kg (female)
average lifespan:200years
reproduction:heterosexual, viviparous
body temperature:37C

Physical Appearance and Structure

Typical adult Humans are approximately 2 meters tall, and have two arms and two legs. They are warm-blooded omnivores with internal skeletons. Both hands have four fingers and one opposable thumb, which allows them to grip and use tools. Their arms are jointed at the shoulder, elbow and wrist. Their legs are similar, being jointed at the hip, knee and ankle. Humans walk upright.

Human skin color varies over a wide range, including pale white and pink, tan, pale yellow, red, brown and black. This color does not change as the Human matures. Most Humans have hair covering the top and back of the head, and males also have hair on their chins and throats. Hair color varies from white and yellow to red, brown and black, gradually changing to gray as the Human ages.

Senses

Humans have color vision, sensing the spectrum between infrared and ultraviolet wavelengths. They have good depth and motion perception. Their hearing covers a range from 16 to 27,000 cycles per second, with good separation and direction-sensing qualities. Their skin is touch-sensitive. Their senses of taste and smell are not as highly developed as their sight.

Speech

Humans speak by forcing air from their lungs through a larynx or voice box and shaping sounds with their lips and tongue. They can create a wide range of sounds, and have no difficulty speaking Pan-Galactic and Yazirian languages.

Society and Customs

Human society centers around the family. A family generally consists of a father, a mother and 1 to 10 children. Families usually group together into communities for mutual support and protection. Community size varies widely; several Human cities are known to have populations above 5 million.

Of all the star-faring races, Humans are the most varied. As a race they are not as warlike as the Yazirians, as businesslike as the Vrusk or as thoughtful as the Dralasites. Yet, individual Humans can be found who surpass even the most violent Yazirians, the most dedicated Vrusk and the most philosophical Dralasites. Humans tend to value individuality and personal freedom more than anything else, but they do not hesitate to work together to reach a common goal or to protect themselves from attack.

To members of the other races, the most puzzling aspect of Human behavior is their curiosity and love of adventure. Many Humans are willing to put themselves in great danger simply to see something new or go somewhere no one has ever gone before. Some Humans (a very small percentage) seem to actually enjoy being in danger, thriving on the excitement of a life-or-death situation. This type of behavior has never been observed in normal members of the other races. Even the Yazirians, known for their violence and f its of rage, try to avoid taking unnecessary risks. This spirit of adventure has served Humans well, however, as most major exploration missions organized by local governments or private companies are led by a Human.

Many alien biologists have wondered how the Human race could have survived long enough to build a civilization and colonize new planets; compared to other creatures in the galaxy, Humans are not especially strong or quick, and are no smarter than the other races. However, Humans are very inventive and adaptable. They manage to survive and even flourish in areas other races consider uninhabitable, by adapting themselves to the new conditions with surprising speed. This and the Humans' love for gadgets and hardware led to the appearance of a popular saying among Vrusk, ''Mr. Human and his Indestructible Junk Show.'' Despite this condescending attitude, Vrusk and the other star-faring races have learned to respect Humans.

Attitudes

Humans are one of the most open and accepting of the known races. They get along very well with Dralasites, and their similarity to Yazirians usually is strong enough to overcome the usual negative reaction to a Yazirian's pushiness. Many Humans, however, are mildly nervous around Vrusk. Human psychologists blame this on the Vrusk's resemblance to a giant insect. (Many Humans dislike insects, and some are actually afraid of them.)

Special Abilities

Humans emphasize training and education more than the other races, so players who are starting new Human characters get to add 5 to any one ability score. This bonus can be added to only one ability in an ability pair. For example, increasing a character's Strength score does not affect the character's Stamina score.
This message had punctuation tweaked by the GM at 05:29, Sun 09 May 2021.
GM
GM, 5 posts
Fri 7 May 2021
at 14:38
  • msg #4

Races (OOC)

VRUSK

average size:1.5m tall, 1.5m long
average mass:85kg
average lifespan:175years
reproduction:heterosexual, oviparous
body temperature:38C

Physical Appearance and Structure

Vrusk look like large insects. Eight legs grow from their abdomen, four on each side. Their torso is upright in front of the abdomen. The torso is humanoid, with two arms connected at the shoulders. The head is above the shoulders. Vrusk hands are circular pads with five fingers spaced evenly around the edge. A Vrusk's shoulders are double-jointed, so they can rotate their arms in a full circle without straining any muscles. They can reach any point on their abdomen or behind their backs easily.

A Vrusk's body is covered by a carapace (hard shell). This shell is jointed at the Vrusk's elbows, hips, knees, etc. The carapace protects the Vrusk from bruises, cuts, scratches and other minor injuries. Unlike insects, Vrusk have an internal skeleton to support their bodies. Young Vrusk have a blue carapace with bright orange near the joints. As the Vrusk gets older, its carapace changes to dull green with yellow joints.

Vrusk have large eyes that are protected by a hard, clear covering. The mouth is surrounded by four eating mandibles. The two larger mandibles hold food while the small ones tear it apart and place it in the mouth. They are omnivores. Vrusk have lungs, and breathe through many small nostrils under their abdomens. This arrangement makes it difficult for Vrusk to swim.

Senses

Vrusk have very good color vision, but they see more of the short wavelengths (blue and ultraviolet light) than Humans do, and less of the long wavelengths (orange and red). Their sense of smell is centered in their antennae, and is slightly better than a Human's. They also can touch with their antennae. Their hearing is about the same as a Human's.

Speech

Vrusk speak by combining clicks produced by their mandibles and buzzes produced by a plate in their mouths.

Society and Customs

Vrusk are hard-working and practical. Their society is organized around independent corporations. To a Vrusk, the company he works for is his family and his nation. The company determines everything about the Vrusk's life; who he lives with, what his job is, where he travels, etc. Vrusk give their company name before their personal name.

Vrusk have two types of corporations: conglomerates and trade houses. Conglomerates have business interests in many areas. A single conglomerate might have divisions that build computers, operate farms, train lawyers and set up colonies. A Vrusk that works for a conglomerate usually works for only one division, and might not even know what other divisions the company owns. Trade houses, which are more common in the Frontier, specialize in one type of business. Because all Vrusk working for a trade house do the same work, trade houses usually work together. For example, a trade house that builds farming equipment would hire accountants from an accounting house to keep their financial records. Business between companies is regulated by laws that are so complex no one besides Vrusk have ever fully understood them.

Vrusk also love beauty, harmony and order. The goal of most Vrusk is to become wealthy, collect art, and live in peace. Their love for beauty makes them unwilling to get into fights that do not involve their company. However, Vrusk that are defending their company will do anything to remove the threat permanently.

Vrusk adventurers, however, do not belong to a company. Some are independent businessmen, some are company employees who were fired and some are just too rebellious to put up with company rules. A few start their own companies and eventually become leaders in their communities.

Attitudes

Vrusk get along well with the other three races. They respect the Yazirian custom of choosing a life-enemy, and feel at ease around Dralasites because they are careful and skillful planners (though they are annoyed by the Dralasites' sense of humor). They understand Humans the least because, to a Vrusk, Humans seem unpredictable and a little lazy.

Special Abilities

Ambidexterity. All Vrusk are ambidextrous (they can use both hands equally well). Players with Vrusk characters do not need to choose whether their character is right or left handed. Vrusk can shoot weapons, throw grenades, write, catch or grip with either hand.

Comprehension. Because Vrusk have such a complicated society, they are able to understand all sorts of social dealings. All Vrusk characters start with a Comprehension score of 15. This score is the character's percent chance to figure out any type of social dealing that the player himself can not. For example, a Vrusk is following a Human he thinks is a spy for another company. He follows the Human into a bar and sees him talking to a group of rough-looking Yazirians, occasionally glancing over his shoulder. Then the Human hands some money to the thugs and leaves the bar. The Vrusk player is not sure what the Human was trying to do, so he tells the referee he wants to use his Comprehension ability. If he rolls 15 or less on a d100, the referee will tell him that the Human paid the Yazirians to attack the Vrusk if he tried to follow the Human from the bar. A character's Comprehension score can be increased by spending experience points (see IMPROVING CHARACTERS).
GM
GM, 6 posts
Fri 7 May 2021
at 14:39
  • msg #5

Races (OOC)

YAZIRIANS

average size:2.1m tall
average mass:50kg (male), 60kg (female)
average lifespan:140years
reproduction:heterosexual, viviparous
body temperature:39C

Physical Appearance and Structure

Yazirians are tall, thin humanoids. They have long arms and legs and slender torsos. Two large flaps of skin grow on either side of their bodies, attached along their arms, torso and legs. When a Yazirian raises its arms, this membrane is stretched tight and forms a sort of wing. Under certain conditions (explained under Gliding). Yazirians can glide short distances using these wings.

Yazirians have muzzles and high foreheads, giving them an animal-like appearance. Their heads are surrounded by manes and collars of hair, which varies in color from glossy black to pale yellow. Their skin color ranges from gray to light tan. Because their bodies do not sweat, Yazirians pant to keep cool. They are omnivores.

Yazirians have four knuckles (one more than Humans) on their fingers and toes. The inside toe is opposed like a thumb, allowing them to grasp things with their feet. The tips of their fingers and toes end in broad, ribbed pads, giving them an excellent grip. These characteristics, combined with their animal-like appearance, earned them the nickname "monkeys. "

Senses

Yazirians' senses of hearing, smell and taste are equivalent to a human's. Because they evolved from nocturnal hunters, however, their eyes are adapted to seeing in dim light. They can not see in complete darkness. They usually wear dark goggles when they must work in sunlight. In bright light, Yazirians without dark goggles must subtract 15 from both their Dexterity and Reaction speed scores.

Speech

Yazirians have no trouble speaking Human languages or Pan-Galactic. Their own language is a combination of Human-type sounds and snarls and growls.

Society and Customs

Yazirian communities are divided into large, loosely organized clans. All the members of a clan are related to each other. In the past, clan ties were very strong. The clans had traditional enemies and allies, and they struggled constantly for power and land. Since the Yazirians moved into space, they have learned to cooperate more and the clans have become less important. Despite this, Yazirians still have a reputation throughout the Frontier as proud, fierce fighters.

A custom Yazirians have kept intact is the selection of a life-enemy. When a Yazirian chooses a life-enemy, he dedicates his life to destroying, overcoming or outdoing that enemy as completely as possible. In the past, a Yazirian would choose an enemy clan or clan member as his life-enemy, but now the choice is much wider. A Yazirian scientist could name an incurable disease as his life-enemy, or a Yazirian trader could choose a competing company. The scientist would try to find a cure for the disease; the trader would try to build up his own company so it is more powerful than his enemy's, or even try to drive the other company out of business.

A Yazirian gains honor by striving to defeat his enemy. Yazirians with powerful life-enemies are respected and admired. A Yazirian that defeats its enemy does not need to choose another, but some Yazirians do. There is no set point in a Yazirian's life when he must choose a life-enemy, and some Yazirians never choose one. A Yazirian that dies without having chosen a life-enemy is considered unlucky.

Typical Yazirian clothing is a large, brightly colored cape and tunic, a waist belt and two belts crossed over the chest. Dark goggles are worn in the daytime. Yazirians do not like shoes, but when necessary they wear mitten-like shoes.

Attitudes

In general, Yazirians like Vrusk and Humans. They occasionally lose their patience with Dralasites, because they are slow and would rather discuss ideas than act on them.

Special Abilities

Battle Rage. Yazirians train themselves to go berserk in battle. A berserk Yazirian gets a bonus of +20 to hit in melee. Yazirian characters start with a Battle Rage score of 5, and a 5% chance to go berserk at the start of a battle. This chance can be increased by spending experience points (see IMPROVING CHARACTERS) to raise the Battle Rage score. Battle Rage lasts as long as the Yazirian keeps fighting; it ends when the Yazirian rests for five minutes.

Gliding. Yazirians can glide short distances using the membranes along their sides. A Yazirian can glide 1 meter for every meter he is above the ground when he starts. He must start at least 10 meters above the ground. The maximum distance a Yazirian can glide depends on the gravity of the planet, as shown below.

Gravity Max. Glide
.6 150 m
.7 100 m
.8 50 m
.9 25 m
1.0 10 m

Yazirians cannot glide on planets with gravity below .6 or above 1.
GM
GM, 20 posts
Fri 7 May 2021
at 15:43
  • msg #6

Races (OOC)

HUMMA

Average Size:2.5meters tall
Average Mass:90kilograms
Average Lifespan:210years
Reproduction:hermaphroditic, viviparous
Body Temperature:38C

PHYSICAL APPEARANCE AND STRUCTURE

The body of a Humma is pear-shaped with a short, blunt head, no visible neck, narrow shoulders, unusually short arms, a stocky trunk, and wide hips with powerful legs. The face has a muzzle, with both feline and canine features. The body is covered with matted fur, usually dull brown. The hands are hairless. The feet are long and tough.

Humma walk on the balls and toes of their feet, which gives them their extra height. They are able to jump an incredible distance. Their short arms can hold a rifle but are not suited for melee weapons. They have evolved with an agile and strong prehensile tail with which they can deliver a sound blow or use a melee weapon.

Humma are warm-blooded but they are not mammals; their physiology and life cycle are unique. Young Humma are female. After they have borne a single child (all Humma bear one child in their lifetime) they change into males. When Humma approach 170 years of age they undergo another change into a neuter stage and remain neuter until death.

SENSES

Humma hearing and sight are equivalent to Human standards. Their sense of smell and touch are not as acute as most of the other races, while their sense of taste is completely dull. This lack of smell and taste, combined with their tough digestive system, means they can eat almost anything that is vaguely edible.

SPEECH

The Humma language is an ugly one, full of grunts and guttural noises. It is not an easy language to learn; Vrusk and Ifshnits, particularly, have a difficult time with it.

ATTITUDE

Most Frontiersmen do not like Humma, and even their fellow Rim dwellers are not overly fond of them. That is fine with the Humma, because they do not care for the other races, either. Humma are rude, crude, lewd, pushy, and arrogant. The only races they enjoy working with are the Yazirians (Humma admire their battle rage) and Osakar (because no one likes them either).

Humma evolved from an extremely warlike society. They were welcomed into the Rim System and eventually allied with the UPF because they are much more desirable as allies than enemies. Since the First Sathar War their hatred for the Sathar has run a close second to that of the Ifshnit. This is obvious from the term they use to refer to Sathar: "meat"

SPECIAL ABILITIES

Spring Charge: A Humma can spring up to 25 meters horizontally from a standing start and, if he lands within 2 meters of an opponent, come to a dead stop and make a melee attack against the opponent, who cannot strike back. The "carousel attack:' a circle of Humma springing from one enemy to another, is a bizarre battle tactic they enjoy using. A Humma can continue this 25-meter spring for up to 10 turns, but then gets winded and cannot use it again for at least 30 minutes.

Poison Resistance: Humma are unaffected by any poison that they eat or drink.

Prehensile Tail: The tail of the Humma is 2 meters long and has a grip stronger than a Human hand. The tail is capable of holding an item or swinging a melee weapon. When holding an item, the Humma can use its two arms normally. When using the tail to wield a weapon, the Humma must concentrate on it and cannot use its arms to operate anything else. The tail can only wrap around hilts, handles, etc., and cannot throw grenades or operate devices. The tail itself is treated as a rifle butt for damage. It is strong enough to support a Humma's body, but only for a number of turns equal to the Humma's Stamina divided by 10.

SOCIETY AND CUSTOMS

Humma history is steeped in civil and inter-species war. The Sathar incursions, however, drove the Humma to finally join the Rim Coalition. There is little that they enjoy more than a good brawl. Humma have an almost fatalistic, "it is a good day to die," attitude which not only makes them deadly warriors but leads them to entertain themselves in most illicit fashions. They are carousers without peers.

Humma society is feudal with the equivalent of a king (called the Highest One) and royalty (Higher Ones, High Ones, and so forth). The fealty they owe their superiors is a very serious matter with them. Humma are usually named after their forebears or the houses they serve (Glaxchild, Klud of Arius, etc.). The lineage of a Humma is important to him and a source of pride.

In the last few decades the pride and honor that Humma have traditionally assigned to feats of war have come to include accomplishments in technical and scientific areas and explorations. There is even a house, Platget, that now sends out its descendants to become Star Law Rangers.
This message was last edited by the GM at 15:45, Fri 07 May 2021.
GM
GM, 21 posts
Fri 7 May 2021
at 15:47
  • msg #7

Races (OOC)

IFSHNITS

Average Size:1meter tall
Average Mass:30kilograms
Average Lifespan:150years
Reproduction:heterosexual, viviparous
Body Temperature:32C

PHYSICAL APPEARANCE AND STRUCTURE

Ifshnits are short, hairy humanoids. They are bipedal, symmetrical mammals that look like tiny Humans in hair coats. All Ifshnits have bald pates, moustaches, and long, silky hair over the rest of their bodies. This body hair can be any color but is seldom different shades on the same body. All males have long and ornate beards, usually or a different shade than the rest of the body hair. The body hair of both sexes is usually worn in intricate braids. Each Ifshnit clan braids its hair differently.

Ifshnit hands and feet are covered with short hair, except for their palms and soles, which are bare and padded. This short hair is slightly darker than the rest of the body hair. Their hands have three fingers and an opposing thumb, the feet have four toes.

Ifshnits are herbivores and the thought of eating another creature is utterly revolting to them. Because of their vegetarian diet they are constantly nibbling instead of eating meals.

Because of their small size Ifshnits cannot use many large items, including normal rifles.

SENSES

Ifshnits have normal senses of hearing, touch, and taste. They have almost no sense of smell and have a hard time understanding the concept of scent. Their eyes are masterpieces of biological engineering. A fast-closing inner lid closes instantly iF exposed to bright light, preventing the Ifshnit from being blinded (many exobiologists believe Ifshnits evolved under intense sunlight). Their night sight is no better than a Human's.

SPEECH

Ifshnits have a lilting, piping voice that is best described as cute. Their language is intricate, but is compatible with most races' linguistic abilities (except the Humma).

ATTITUDES

Ifshnits are intelligent, brave, patient, and tolerant of other races, and members of most other races like them instantly. Unfortunately, Ifshnits prefer being alone or with other members or their clan. They harbor an intense hatred for the Sathar and any who serve them. This is due to their past dealings with the Sathar Though details are hard to get, apparently the Sathar plagued the Ifshnits since their history began. This leads many historians to believe that the Ifshnits (or a branch of that race) at one time inhabited Sathar space. Ifshnits have been known to risk life and limb many times over to eliminate Sathar and their agents.

SPECIAL ABILITIES

Highly Developed Sight: Ifshnits cannot be blinded by any light, as their inner eyelids snap shut instantly. They cannot see during the turn a light flashes brightly, but their eyesight will be normal the following turn.

Innate Skill: Because of their unique culture, which is heavily based on barter, Ifshnits learn about trading at an early age. An Ifshnit character is allowed to choose one of the following skills at second level and at no cost when it begins the game: Appraisal, Gemology, or Haggling.

SOCIETY AND CUSTOMS

Ifshnits are the major race in the Capella system. They founded the Capellan Free Merchants and still control the organization. Their strange, polite dickering is known and welcome on most planets. Due to their origins, Ifshnits are fiercely independent. They like neither mega-corps nor cadres. They live in small family clans and are governed by a committee that changes continually.

Ifshnits believe that this is the last corporeal existence they will have. Their concept of an afterlife is one of pure thought mixed with gentler emotions. As a part of this belief they tend to ignore the sensual pleasures of life. Their favorite pastimes include games (they love competition), storytelling, and bartering for goods.

They adapt very well to living and working in space. Dorem Dasak, the famous Dralasite philosopher and historian, has named them "The race of the future, they who will inherit!"
GM
GM, 22 posts
Fri 7 May 2021
at 15:49
  • msg #8

Races (OOC)

OSAKAR

Average Size:3meters tall
Average Mass:100kilograms
Average Lifespan:225years
Reproduction:parthenogenesis
Body Temperature:42C

PHYSICAL APPEARANCE AND STRUCTURE

Osakar are very tall, long-limbed creatures. Four legs grow symmetrically from the lower portion of their barrel-shaped bodies and constitute 65% of their height. Each leg has two opposing knees and can fold up to lower the Osakar to a height of a little under 2 meters.

Osakar have two arms with shoulder joints similar to those of a Vrusk, but they aren't double jointed. The hands are short and powerful with five fingers (each finger has five knuckles) and two opposing thumbs (each thumb has three knuckles).

The Osakar head is set slightly forward of the shoulders on a long, thick, muscular neck. This neck can turn the head straight back, so the Osakar can easily look behind itself. The Osakar head has a very flat face with little detail. The two eyes are totally black. The nose is an intricately baffled vertical opening. The mouth is a mere slit containing hard, bony ridges used for chewing. Two opposing tongues, one on either side of the mouth, can be seen.

The Osakar epidermis is is made up of thousands of large. white, hard, plate-like cells that are shingled downward all over the body. They resemble a huge, white plant more than any animal.

Osakar have only one sex, which is considered female and new individuals are developed from unfertilized eggs. To all other races Osakar appear completely identical, like clones.

SENSES

Osakar have vision, hearing, and a sense of touch comparable to that of mankind. They have the finest sense of taste and smell on the Frontier (see Special Abilities).

SPEECH

Osakar speak a strange language that is quite beautiful. The two tongues produce sounds no other race can make and the use of their baffled nose-hole adds exotic fluting which is entrancing. They have no problem learning to speak new languages.

ATTITUDES

Osakar try to get along with everyone, but some of the other races are barely able to tolerate the Osakar, probably because of their appear ance. Most Humans are afraid of Osakar (because of their "spidery" legs) and the two races never live close to each other. The only races that get along with them are the Ifshnits (after centuries of trade and interaction) and the Humma (because no one likes them either).

SPECIAL ABILITIES

Highly Developed Smell: All Osakar have highly developed olfactory senses. These are so accurate that an Osakar can recognize and identify even very weak odors that it has encountered in the past, including people. Any Osakar learning the Tracking skill has a +2 Column Shift added to its success rate, unless something has masked or removed the scent.

Languages: Because of their unique mouth structure Osakar can duplicate all known languages. The Osakar are the finest linguists known. An Osakar character starts the game knowing any four civilized languages it desires in addition to PanGal and Osakish.

SOCIETY AND CUSTOMS

The incredible physical similarities between Osakars has an interesting impact on Osakar society. All Osakar are absolutely equal and have the same rights. They are the only race that has achieved perfect equality. Their lack of distinguishing features not only reinforces this equality, but also channels their natural inclination toward individuality in a most unusual direction. No two Osakar sound alike, the inflection and tone of their voice being unmistakably different. Some even adopt other languages permanently.

This desire to be different also manifests itself in their religious beliefs. Every known religion in the galaxy, including ancient and "forgotten" religions, is being practiced by at least one Osakar. All Osakar are fervently religious, but the religion itself is not as important as the fact that the Osakar believes in it.

But the Osakar desire for individualism is most notably expressed in their apparel. While Osakar can live comfortably in most climates without clothing, apparel accounts for a major portion of their personal expenses. They absolutely love fashion. Gaudy, tasteful, tacky, luxurious, the range of Osakar apparel is without limits and changes continuously. (Osakar characters must spend at least 20% of their income on clothing and accessories.) Osakar do not limit their outfits to one gender or species; any clothing that fits, from any culture or time period, may be worn by an Osakar.
This message was last edited by the GM at 15:49, Fri 07 May 2021.
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