Shadow Shack October 15, 2021 - 9:01pm | DRALASITES
Characteristics Average Mass 65 kilograms Average Lifespan 250 years Reproductive System hermaphroditic, budding Body Temperature 30 degrees Celsius
Movement Walking 5 meters per turn Running 60’ per turn Hourly 3 kilometers/hour
(INSERT DRAL PIC HERE) 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 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. 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 & 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 affect 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
A Dralasite can have a number of limbs equal to its Dexterity divided by 2, 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 10 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 begin with a 1-in-20 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 d20 secretly. If the result is 20, the Dralasite knows whether the person is telling the truth. If the die roll is 19 or less, the Dralasite does not sense that the person is lying. This special ability can be improved by spending experience points (see IMPROVING CHARACTERS).
Ability Scores – A Dralasite receives a +1 Strength or Constitution bonus (player’s choice) offset by a –1 Dexterity adjustment. Dralasites with a 13+ in both PR scores will gain a 5% XP bonus while having a 13+ in one and a 16+ in the other will net a 10% bonus. Consequently, a PR score of 6-8 will have a –10% penalty and a PR of 3-5 will be –20%. Bonuses & penalties are cumulative, for example a Dralasite with a Strength of 8 (-10%) and a Constitution score of 13 (+5%) will end up with a –5% penalty. (INSERT HUMAN-SIZED DRAL PIC HERE) |
jedion357 October 16, 2021 - 4:59am | Forced into Bio-social or military? I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
Shadow Shack October 16, 2021 - 11:20am | Yeah I had to figure something for "race as class". They get a choice of either PSA at character generation. The upside will be the B/X premise of "Credits = Experience Points" and advancement will be more feasible as such, assuming the character survives the more lethal nature of B/X. |