2 - Character Races


Racial Modifier Table
 RaceAgility SmartsSpirit Strength Vigor Charisma Pace 
 Dralasite    d6   5
 Human*       6
 Vrusk  d6     8
 Yazarian* d6 d6     6
* Strength costs 2 points per die type at character creation.
** The diversity of humans allow them to choose one ability to start at d6.


Dralasite

DralasiteDralasite by Scarecrovv

PHYSICAL APPEARANCE
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 grey and lined with dark veins that meet at the dralasite’s two eyespots.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. Dralasite’s 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 dralastie then “sprouts” from its mother, eventu- ally maturing and dropping off.

SENSES
The most important sense of 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 daralasites to hear and feel.

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 them- selves by the quality 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 effects 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 breath- ing 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.  

Average Size: 1.3m tall, 1m wide (Medium)
Average Mass: 65kg
Average Lifespan 250 years
Reproductive System hermaphroditic, budding
Body Temperature 30 degrees Celsius
Ability Scores: d6 Strength, d6 Vigor
Pace: 5
Vision: Standard
Languages: Pan Galactic, Dralease

SPECIAL ABILITIES

Elasticity (Novice): Multiple arms and legs at will.
  • They may have only as many pseudo-pods’ equal to their Agility die in any combi- nation. It takes about 5 minutes to grow or absorb a limb. Only one limb may be grown at a time and they may only be up to 1/2" (1 meter) long and 10 cm thick (about 4 inches).
  • Dralasites are not ambidextrous, they must state which limb is primary.
  • Even though a dralasite can have many arms, it can not fire more than two weapons at once. For every “leg” beyond 2, (up to 4) they increase their Pace by 1.
Keen Smell (Novice)
Dralasites add +2 to Notice rolls based on smell.

Lie Detection (Novice):
All Dralasites can make a Notice roll at -2 to determine if they are being lied to.

Enhanced Lie Detection (Lie Detection, Seasoned):
Make a Notice roll with no penalty to determine if they are being lied to.

Truth Sayer (Lie Detection, Enhanced Lie Detection, Veteran):
Make a Notice roll at +2 to determine if they are being lied to.

Artwork by Scraecrovv

Human

Human

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.
Humans
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.)

Average Size: 1.9m tall (Medium)
Average Mass: 80kg male, 55kg female
Average Lifespan 200 years
Reproductive System heterosexual, viviparous
Body Temperature 37 degrees Celsius
Ability Scores: Choose one ability to start at d6
Pace: 6
Vision: Standard
Languages: Pan Galactic, Human

SPECIAL ABILITIES
Humans start with one free Edge.

Artwork by Shell

Humma

Humma

PHYSICAL 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.

SOCIETY AND CUSTOMS
Humma history is steeped in civil and interspecies 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.

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"

Average Size: 2.5m tall (Medium)
Average Mass: 90kg
Average Lifespan 210 years
Reproductive System hermaphroditic, viviparous
Body Temperature 38 degrees Celsius
Ability Scores: d8 Strength; d6 Spirit, d6 Vigor, -2 Charisma
Pace: 6, 15 (can leap 5 turns, takes +1 fatigue)
Vision: Standard
Languages: Pan Galactic, Hummaise
Skill Bonuses:
Hinderances: Arrogant, Mean

Ifshnit


Ifshnit

Savage Worlds Adaptations

Smarts d8, 
Pace 4

Inner Eyelids - can't be blinded
+2 Gambling Skill

Hinderance
Small -2 Toughness

Osakar

Physical 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.

 

Special Abilities

 

  1. Highly Developed Smell
  2. Languages

 

SW adaptations


Pace 15!

STR d6, AGI d6

-2 Charisma

Vrusk

Vrusk

PHYSICAL APPEARANCE
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. 
Vrusk
A vrusk's body is covered by a carapace (hardshell). 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 lifeenemy, 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. 

Average Size: 1.5m tall, 1.5m long (Medium)
Average Mass: 85kg
Average Lifespan 175 years
Reproductive System heterosexual, ovoviviparous
Body Temperature 38 degrees Celsius
Ability Scores: d6 Smarts, d6 Spirit
Speed: 8 
Vision: Standard; Low-Light 
Languages: Pan Galactic, Vrusk 

SPECIAL ABILITIES
Ambidextrous (Novice): 
Vrusk ignore the -2 penalty for using their off-hand.

Comprehension
Because Vrusk have such a complicated society, they are able to understand all sorts of social dealings. It is the ability to figure out any type of social dealing that the player can not. This ability adds +2 to all Common Knowledge rolls in this situation.

Yazarian

Yazirian

PHYSICAL APPEARANCE
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. 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 animallike 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 their eyes are adapted to seeing in dim light, however, they can not see in complete darkness. They usually wear dark goggles when they must work in sunlight.

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

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.

Average Size 2.1 meters tall (Medium)
Average Mass 50 kilograms (male), 60 kilograms (female)
Average Lifespan 140 years
Reproductive System heterosexual, viviparous
Body Temperature 39 degrees Celsius
Ability Scores: d6 Smarts, d6 Agility, Strength costs 2 points per die type
Speed: 6 
Vision: Standard; Low-Light 
Languages: Pan Galactic, Yazirian 

SPECIAL ABILITIES
Flight (Gliding)
Yazirians can glide short distances using the membranes attache dto their arms and legs. A yazirian must start his glide 10 meters (5") above the ground and can glide 1” (2 meters) for every meter he is above the ground when he starts his glide.

The maximum distance a Yazirian can glide depends on the gravity of the planet, as shown below.
Gravity
Maximum
Glide

.6
300m (150")
.7
200m (100")
.8
100m (50")
.9
50m (25")
1.0
20m (10")
Yazirian Male
Battle Rage (Novice, Berzerk):
Yazirians train themselves to berserk in battle. The yazirian does not have to wait until it receives a wound to make the Smarts roll. With a raise, they may use skills that require concentration they would otherwise be unable to use.

Low Light Vision:
Yazirians can see without penalty in dim light, however they must wear goggles while in bright light or sunlight or suffer a -2 to all ranged attack rolls and Notice rolls.

Artwork by Ryan Baker and Shell