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| Topic Started: Dec 15 2006, 05:45 PM (371 Views) | |
| Sapphire Flame | Dec 15 2006, 05:45 PM Post #1 |
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Humans Description: Apelike humanoids with hair that is extremely sparse except for the very tops of their heads, allowing their skin to show through. Colors: Human skin ranges anywhere from peach-colored to brown, and their hair is either black, brown, yellow, or reddish. Older humans usually have grey hair. Society: Earth is currently split between two super-nations. The United States of America is a loose democracy where the people choose their leaders, and is now made up of several sub-areas. The nations that were once separate from it operate much the same as they once did. The Asian Brotherhood is a communist dictatorship currently experiencing a Cold War with the US. It is colloquially referred to as the "New Soviet Union". Military: Human military is quite capable, but the fact that it is divided means that only part of the Earth will be utilized. So far, every country has yet to ally itself with every other country to achieve a goal, but that my be changing. History: Humans were descended from apes that gradually became less hairy and completely bipedal, marked by increasing brain sizes. In recent years, Humans have played bigger roles in Galactic politics and are caught in the middle of the Federation and Rebellion conflict, and the nations of Earth are caught in a very difficult position Stats: Racial Slurs: Pinkos, Baldies, Humes Allies: New to the Galactic scene, the Psyclos are the only race the Humans call "Ally" as of yet. Suspicious of: The human government is still somewhat suspicious of most alien races. Power: 10 Speed: 10 Endurance: 10 Intelligence: 10 Senses: 10 Psychic: 10 Stealth: 10 Extra Abilities: (if applicable) Adaptability- Grants 5 extra stat points at character creation. Admin Comments: Yeah, your everyday Homo Sapien. Nothing special. Psyclos Description: The Psyclos are large-eyed, silver-colored humanoids. They look strikingly similar to humans, with one exception: they have scales. The Psyclos are very intelligent and refract light. Colors: Silver or purple skin. Black varieties are rare but they do exist. Society: Psyclos are experts at biotechnology and delight in exploring uncharted worlds. The Psyclos have a democracy similar to the US. Many Psyclos believe themselves to be the greatest of all races, and some have voted to not allow other races to vote on their planet. Military: Psyclos believe that violence is a sign of a more primitive society, and instead scientists are valued the most. However, if they are forced to get involved in war, they have very advanced technology at their disposal. Their powerful vehicles and spacecraft lay waste to most armies, and form much of the vehicular forces of the Federation. Their aerial vehicles are strange in that they are disk-shaped instead of the more usual "needle" or "cigar" shapes reminiscent of the days of air travel. History: Psyclos evolved a niche similar to humans but with one major difference: Psyclos evolved to be nocturnal, that is, active at night. They Psyclos' large eyes are suited for seeing at night. They were an early race to evolve and thus became known as one of the most technologically advanced societies in the Milky Way. Their military technology was critical to winning the first Raxan war and form the backbone of the military forces. Most races consider them the most powerful and influential race in the Milky Way, and the Psyclos are universally feared and respected. Racial Slurs: Psych, Silvies, Greys. (More of an insult than a slur. The Psyclo Xenobiology Committee deny visiting Earth during the 21st century. ) Allies: The Psyclo, powerful a race as they are, have been the allies of nearly every race at some point or another. Recently, they have taken a special interest in the human race, which baffles other races that see humans as a mundane, if versatile, race. Enemies: The Psyclo are quite interested in the Raxan, but this hasn't stopped them from doing everything short of outright extermination to prevent another uprising. The Psyclo have an antagonistic relationship with the Mekanor due to an… incident involving several Mekanor in full armor, a Psyclo exploration team, and an EMP bomb. Stats: Power: 7 Speed: 8 Endurance: 7 Intelligence: 15 Senses: 11 Psychic: 17 Stealth: 10 Extra Abilities: (if applicable) Psy-boost: Increases psychic abilities in a pinch Admin comments: Falken Description: Falken resemble Earth falcons to a degree. Their heads are short and narrow, with a long, curved beak. They have two large wings and feathers covering their body. Their hands and feet have talons on the ends, but are short enough that holding objects is not a problem. The Falken have humanlike eyes, but with a yellowish tint. They have a nictitating membrane that they use to shield their eyes mid-flight. In addition to their wings, they have an internal flight bladder to help them fly, and can even expel the gas through a special opening in their bodies for a brief speed boost. Colors: Green, blue, brown, or white feathers with grey or orange beaks. Underneath their wings are red and yellow patterns used for communication and scaring predators in the past. Society: Falke's government is an electoral dictatorship. Dictators are elected by the people every ten years, and those dictators' powers are limited. Under him is the senate and council, elected by the people and who advise the dictator and keep him in check. This leaves very little room for abuse of power while still keeping a very strong central government. Falken culture is that of opportunity. The Falken believe in accomplishments as measuring a person's worth. The biggest sin in their eyes is when someone has both the ability and means to do something great, but doesn't. Elders are considered particularly precious, as they have accumulated a lot of knowledge over the centuries. A human would probably feel at home in Falke. Military: Falken are expert pilots because of their lineage and are extremely skilled in warfare. Falken air Blitzkriegs are a force to be reckoned with. History: Falken were descended from birds of prey but developed arms and a humanoid appearance to adapt to climbing trees in the thick jungles of Falke. The first Falken were green or brown, but mutations of feather color have led to blue and white Falken. Falken are one of the biggest supporters of the Federation of Planets military-wise, and played a large role in winning the first Raxan war. Racial Slurs: Pigeon, Harpy, Vulture Allies: Once sworn enemies, the Falken now have an unsteady alliance with the Faeron, but only because they realize they are much more powerful as allies than enemies. They are also allies of the Psyclos, as are most Federation races Suspicious of: Falken are very suspicious of the Scorin, and believe them to be uncivilized. The Falken race's cultural hatred of Raxan has spilled over to suspicion and racism towards Kai. Many are even aware of this and feel ashamed about it, but still have this fear of them on a subconscious level. The Falken's ability to fly has also gone to the head of many Falken, and many are racist towards non-flying races. Enemies: The Raxan hate the Raxan even more than most races. The Lumere are also a despised race for various reasons. The Faeron are special in that the Falken consider them both allies and enemies. The Falken despise the Faeron but recognize that their combined power is far more powerful than their strength alone. Stats: Power: 8 Speed: 19 Endurance: 6 Intelligence: 10 Senses: 14 Psychic: 9 Stealth: 9 Extra Abilities: Fly- allows creature to fly through the air for a limited amount of time. Speed boost- boosts the creature's speed for a brief moment. Admin comments: This is the perfect race for those who prefer speed over strength. Faeron Description: The Faeron have natural armor in the form of a tough exoskeleton, and a flat, orange head. The Faeron have retractable spikes on the ends of their wrists that they can use in a pinch, as well as high resistance to heat. Other than these, the Faeron are slightly bland. They have a cockroach-like build in addition to a tattoo that each Faeron receives at birth. The tattoo holds information on the Faeron that each Faeron considers its most precious secret. They take more care to cover them up than their own sex organs, and are typically only shown at marriage. Colors: Orange or Red armor, Glowing yellow eyes. A race of black Faeron also exists that were once the target of discrimination. Society: Faeron's government is a cross between a communist regime and a multi-tiered meritocracy. Faeron is run by a dictator who appoints people to "rank" people based on intelligence, character, criminal record, etc. The higher-ranked people will get opportunities for higher-ranking government opportunities. Criticism of this system and questions on the exact criteria for ranking are usually deflected. Faeron is therefore understandably biased against the lower classes. The justification is that anyone in a lower class has obviously deserved their position. Most Faeron wear red or orange in support of the government, and are some of the hardest workers of all of the Milky Way. They know loyalty will be rewarded. Military: Very powerful indeed, Faeron military consists of durable, powerful units and usually compose the front lines of the Federation army. Faeron soldiers are extremely commited, and retreat is inconceivable for them. History: Faeron became powerful through conquest and a strong leadership. The Faeron lived for fighting and were feared and respected throughout the galaxy. In the first Raxan wars, Faeron were critical in achieving victory. Allies: Once sworn enemies, the Faeron now have an unsteady alliance with the Falken. Suspicious of: The Faeron have been hostile towards the Telkazor in the past, and they are at an unsteady peace. That hasn't stopped them from trading with them, though. Enemies: The Faeron despise the Scorin for various reasons. The feeling is mutual. The Faeron are special in that the Falken consider them both allies and enemies. The Falken despise the Faeron but recognize that their combined power is far more powerful than their strength alone. Stats: Power: 17 Speed: 7 Endurance: 13 Intelligence: 10 Senses: 10 Psychic: 10 Stealth: 8 Extra Abilities: (if applicable) Spiked wrists- Turns bare hands into emergency weapons. Natural armor (Faeron)- Resists heat and cold. Telkazor Description: This creature is bipedal like most races, but that's where the similarities end. Telkazor have wet, slimy skin and gills on the side of their heads. They have large mouths and fishlike eyes on the side of their heads. They also have three small horns on their heads, and a crystallike organ that acts as an electromagnetic sensor. They have a long tail with a fin on the end as well. Needless to say, they're faster in water than on land Colors: Most Telkazor are a green-blue color that are lighter on their bellies than their backs. Society: Telkazor is what is best described as anarcho-syndicalist. Here, the worker's guilds pretty much run the planet. A president is usually also chosen, but he is beholden to the worker's guilds and is more of a puppet dictator than anything. Despite its obvious flaws, it has so far remained fairly stable. Telkazor cities can be seen both underwater and on land, and are very accomplished traders. Leadership positions of any sort are much sought-after, and occasionally leads to violence. Killing someone for their position is considered the greatest breach in ethics there is, but it is still done. Military: The Telkazor have a large pool of resources to draw from because of a thriving economy, but they rarely fight. Nevertheless, they do have an army, which includes powerful battleships and submarines. History: Telkazor evolved on a homeworld with many natural resources, safe harbors, and underwater treasures that were sought after by Telkazor miners. These jewels such as giant pearls became much sought-after commodities, and the Telkazor became traders rather than fighters. In the first Raxan were, they were conquered but managed, with some help, to beat them back. After the war, they strengthened their army to keep it from happening again. Racial Slurs: Fishface, Slimers Allies: The Telkazor are close trading partners of the Psyclos and Humans Suspicious of: The Faeron have been hostile towards the Telkazor in the past, and they are at an unsteady peace. That hasn't stopped them from trading with them, though. Stats: Power: 8 Speed: 8 Endurance: 15 Intelligence: 10 Senses: 13 Psychic: 13 Stealth: 7 Extra Abilities: (if applicable) Underwater Breathing- Telkazor are as accomplished in the water as they are on land, if not more Electro-sense- Detects electrical activity in the vicinity. Scorin Description: This race has two horns on each side of a mouth with a long, thin proboscis-like tongue inside its mouth. It has six slit-like eyes and it is covered with hard scales, especially on its chest area. On the back of its head is a frill-like structure that is normally hidden inside an opening in its head. Its hands have long claws on the ends of its fingers. Its most unusual feature is a long, thin spearlike tail that delivers jolts of electricity Colors: Usually maroon or red colored. Society: An extremely militaristic society where might makes right, Scorin is the epitome of a military race. The social structure is surprisingly organized, and although strength is valued the most, intelligence is still valued as a means of improving society. As such, the Scorin are split between the warrior and intellectual castes. The dictator is typically chosen as the strongest of the warrior caste, while his/her advisors are typically chosen from the intellectual caste. Military: Scorin are known for their army, which consists mostly of heavily armored vehicles that are difficult to take down. They also use bipedal units to traverse rough terrain and to get a better view of opposing units. History: The Scorin were descended from scorpion-like creatures that evolved hands dexterous enough to manipulate the environment. The Scorin discovered fire mostly by accident, and immediately saw the benefits. In fact, many Scorin inventions were mostly created for war. They were given advanced technology by the Federation (history is silent as to which race was behind this) and became a powerful ally to the Federation. However, when they declared war on the Psyclos, they were expelled from the Federation. They then became the bitter enemies of the Federation, the Psyclos in particular. Racial Slurs: Mudmen, Savages Allies: The Scorin don't have many allies, which suits them just fine. Enemies: The Scorin have made quite a few enemies. The Scorin have made enemies of the Psyclo, the Faeron, and the Krix-nor. Stats: Power: 19 Speed: 8 Endurance: 12 Intelligence: 10 Senses: 11 Psychic: 8 Stealth: 7 Extra Abilities: (if applicable) Sting- Delivers a jolt of electricity using its tail. Lumere Description: Black batlike creatures with large fangs and ears with bioluminescent skin and claws that they can turn on and off. All Lumere wear a pair of goggles that function somewhat like sunglasses to shield their eyes during the daytime. They have black fur covering their bodies, and their heads are fox-like. Colors: Black all over with brown wings. Society: A communist planet in its purest form, Lumere is ruled by a dictator who controls the lives of the people. It resembles the Soviet Union in philosophy. Military: The Lumere are used to the night, and they usually wait until nightfall to attack their foe. When they attack by day, they usually use vehicles as their sunglasses are expensive and will backfire if broken. Their vehicles and infantry gear amplify their echolocation abilities, resulting in a system five times more powerful than radar. History: The Lumere evolved on a world covered in dense clouds so thick that it was cloaked in perpetual night. Methane gas erupting from the surface took the place of the sun as an energy source. As such, all creatures evolved to take advantage of the night. The Lumere were no exception. They could create their own light, use echolocation, and fly short distances. The Lumere always wondered what lay beyond the clouds, however, and built ships to explore the cosmos. They were amazed at what they saw. Orbs of light suspended in the heavens, a giant one that Lumer appeared to be orbiting around… the wonder never seemed to end. The Lumere rushed to develop interstellar travel, succeeding in it in a time shorter than even the Psyclos had achieved. It was like a space race where they were the only ones competing. The Lumere made a dangerous ally, however. They traveled to Raxis because the choking smog reminded them of the cloud cover. They established contact, and the Raxan forged an alliance with these newcomers, each thinking they were exploiting the other. When the Raxan were defeated, the Lumere experienced an economic depression. Needless to say, they were one of the first races to join the Rebellion. Racial slurs: Batmen, Vampires Allies: One of the few faces that consider the Raxan a true "ally". The alliance is less because of idealogical reasons than because the raxan are militaristically advanced Stats: Power: 6 Speed: 10 Endurance: 6 Intelligence: 10 Senses: 19 Psychic: 8 Stealth: 11 Extra Abilities: Echolocation- Emits pulses to "see" during the nighttime. Bioluminescence- Emits light to aid vision. Flutter- Allows flight for a limited time. Oxtor Description: The Oxtors' natural state is somewhat hard to describe. Their skin texture feels like something in between a blob of goo and an octopus. Physically, the Oxtors resemble mollusks. They walk on eight tentacle-like legs and use two tentacles with branches akin to fingers. Even though they look like they shouldn't be able to walk, they have surprising speed and move with barely a sound. They have four eyes and a beak-like mouth. It is different than the Falken's beaks because the beak is inside its body cavity similar to teeth. Of course, this only describes them in their natural state. The Oxtor have a very unique ability: they can change their shape and color to look like almost anything. This not only allows them to camouflage themselves, it makes conversations much more interesting. Their beak is the only structure that is solid, which gives them the ability to squeeze through holes the size of a soda can. Truly a unique race. Colors: They change color, so what color they'll be if you meet one is largely a matter of taste, like the way Humans choose clothing Society: Oxtor cities have very efficient transportation networks and have a thriving tourist industry. Oxtor is a representative democracy in theory, but the trader's guilds of Oxtor have a tremendous influence over the current administration. Military: Oxtor rely mainly on stealth and covert operations to succeed because of their lack of strong firepower. Racial Slurs: Goos Allies: Oxtor were once allies of the Telkazor as well as the Psyclos. Why they betrayed them for the Rebellion is uncertain. Stats: Power: 9 Speed: 7 Endurance: 4 Intelligence:10 Senses: 11 Psychic: 10 Stealth: 20 Extra Abilities: Morph- Changes color and body structure to look like nearly anything and render you completely invisible to all but the most keen eyes. Squeeze- Able to squeeze through any opening larger than the circumference of a soda can Admin comments: They're physically weak and vulnerable to attacks, but their special abilities give them a huge edge over the competition. Krix-nor Description: Krix-nor look similar to a cross between a robot and a golem. They have thick, rocky bodies with metallic skin and eyes that look like glow sticks. Their appearance is alarming to some even despite their reputation as a peaceful race. Being silicon-based, they are surprisingly humanlike. Krix-nor are a silicon-based rather than a carbon-based life form, and as such their internal biology is drastically different. The most widespread Krix-nor religion forbids violence to all Krix-nor (later expanded to all sentient beings when their existence became known). Exceptions do exist, however, but the Krix-nor government has usually taken a position of neutrality in most interplanetary struggles. Colors: Silver and grey body, red eyes Society: The asteroid Yule is extremely rich in metals such as gold, gemstones, and iron, so much that before interstellar contact, gold there was about as valuable as tin or aluminum on Earth. The economy exploded when the Krix-nor made contact, and gold from Yule is one of the most highly sought after metals. Krix-nor are a rather peaceful race, almost never the ones to strike first. They are a republic with elements of democracy. Krix-nor, unlike many Federation societies, consider Character a more important factor of a person's worth than accomplishments, and in fact leadership positions are not so much sought after as they are thrust upon the Krix-nor. In multi-racial corporations, therefore, Krix-nor are usually not in any sort of leadership position as they lack the drive to rise up in rank. Military: During the First Raxan war, the Raxan considered the Krix-nor fine targets to be drafted into their army. The Krix-nor were decimated and at the end of the war, they built several state-of-the-art military bases to defend against future attacks History: The Krix-nor was the first silicon-based life form the Federation of Planets made contact with. The Federation was puzzled at the fact that they lived on an asteroid. The most accepted theory is that the Krix-nor evolved on a "Habitable" world but then a calamity sent spores hurtling through the galaxy that reproduced and evolved after hitting Yule. The planet of origin is a topic of hot debate among Krix-nor scholars, since all planets in the solar system no longer have life. Krix-nor, while an unusual race, have had very little influence in Fedration affairs until recently. They have usually remained neutral in matters of war, however, which suits the other races just fine. Racial Slurs: Rockies, Silcs Allies: Most races Suspicious of: The Scorin's militarism somewhat frightens the Krix-nor. Stats: Power: 10 Speed: 8 Endurance: 19 Intelligence: 10 Senses: 10 Psychic: 10 Stealth: 8 Extra Abilities: Silicon base- Can breathe in space or in any atmosphere. Weak to water. Lik Description: The Lik are a race of what can best be described as parasites, however, whatever you do, don't call them that. Lik are small beetle-like creatures with a rounded black body and six blue-green eyes. Lik have eight grabbing legs and a long, thin mouth that penetrates into other creatures' skulls. The Lik are, in fact, totally unable to manipulate technology. This is where their hosts, the Ulroth, come in. The Lik learned long ago how to take control of the mind of certain organisms. The Ulroths are raised like livestock and the Lik control them, using them like an extra pair of arms and legs. In return, the Ulroth are fed and taken care of. The Ulroth are orange, upright, dinosaur-like creatures with three eyes, a crest on the back of their head, and a long, thick tail. Without their Lik hosts controlling them, the Ulroth are stupid, savage, and aggressive, so Lik never, ever leave their hosts for fear of their companions being brutally murdered. The massacre of 2159 is a good example, when the human race first made contact. The human commander mistook the Ulroth for the intelligent ones and did them a "favor" by killing the Lik parasites. Before the Lik could explain what was going on, at least 3 humans were killed while 5 others were wounded by a now-feral Ulroth. Colors: Lik are usually black, and Ulroth are usually yellow-orange. Occasionally, red or black Ulroth are born. Society: The Lik are a monarchy, with a Grand High Empress (or Emperor) inheriting the title from their parent. The Lik are devout, and the majority follow a religion similar to Zen Buddhism. The Lik philosophy of Symbios holds that true greatness is derived from unity between mind and body, in this case between the Lik minds and Ulroth bodies. Symbiosites use meditation in order to attain a state of mind similar to the Ulroth. The Symbiosites claim to have increased control of their Ulroth hosts as well as unlocking psionic powers beyond that which normal Lik have attained. Military: Modern Ulroth are genetically engineered for greater size, strength, and dexterity than their forbears, and this helps them during wartime. The Lik, with underdeveloped bodies, have developed their minds instead, giving them greater psionic powers. The partnership of Lik minds and Ulroth bodies gives them an edge over other races. Lik cope with their lack of endurance by equipping their Ulroth partners with armor. In addition, their exists a sect of Lik known as the Mad Ejectors, who go into battle near enemy soldiers and secrete the maximum level of adrenaline into their Ulroth hosts and fly off it. The angered Ulroth will then attack anything around it, hopefully the enemy. Ejector casualties are high, but the damage to the enemy is worse. The Lik share a common weakness, however: they themselves are quite weak and must defend themselves from enemy fire. Racial Slurs: Parasites, Leeches Allies: The Lik are brand new to the galaxy and have not yet made any allies Enemies: See allies Stats: Power: 15 Speed: 7 Endurance: 8 Intelligence: 10 Senses: 11 Psychic: 14 Stealth: 10 Extra Abilities: Body swap- Takes control of an Ulroth. Sometimes works on other non-sentient species, but almost never on sentient ones Ulroth Berserk- Stimulates the adrenaline gland of the Ulroth host and partially relinquishes control. The Ulroth becomes a fierce killer, but because control is partially relinquished, it may kill allies as well if too much adrenaline is released. Flight- The Lik can fly when not on an Ulroth host, but the ability is useless when attached to one. Krykin Description: Large crocodile men with arched backs and thick scales. A large ridge runs down their back, ending at the tail and in a triangular formation between its eyes. They have a lizard-like mouth and snake-like eyes. Despite the fact that they appear heavy and slow, the Krykin are quite fast. Colors: Green, red, yellow, or brown scales with red or yellow eyes Society: Until recently, Krykin society was quite primitive and consisted mostly of small tribes. Upon Draken's declaration of war, however, the Krykin quickly found themselves in a dangerous position. Acting quickly, the Krykin scavenged machines from their enemies and reverse-engineered weapons of war. Using this knowledge, the Krykin built an industrialized society. They also managed to make contact with a Telkazor trading vessel, who sold them many mechanical marvels. Now technologically on par with the Draken, they managed to force a stalemate with the Draken, who despise them all the more. Military: Krykin prefer to use foot soldiers rather than vehicular units, which they still don't fully understand. They prefer melee combat and short-ranged missile weaponry. They have yet to master long-ranged weaponry and aerial combat, so they use these sparingly. History: The Draken and Krykin evolved from a common ancestor that lived millions of years ago, but split at some point in their evolution. The Draken migrated to a lush and green continent where they entered a period of rapid technological development. The Krykin, however, migrated to a savannah where they struggled to survive. The Draken re-discovered their more primitive partners thousands of years later, and branded them as savages who were so degenerate that trying to civilize them was futile. Tensions mounted between them before the Draken engaged in a war with them. No one knows who made the first strike. Ironically, the war with the Draken gave the Krykin access to Draken technology and their civilization was built upon the remains of the Draken war vehicles Stats: Allies: The Krykin are brand new to the galaxy and have not yet made any allies Enemies: The Krykin despise the Draken because they had invaded their lands with little or no provocation, at least from their point of view. It is possible that the Krykin's hatred for the Draken is even greater than the Draken's hatred. The situation is unlikely to improve in the foreseeable future. Power: 14 Speed: 14 Endurance: 8 Intelligence: 10 Senses: 12 Psychic: 7 Stealth: 7 Extra Abilities: Leap- Krykin can jump up to twice their body length, a useful ability indeed. Bite- Krykin's bites can tear deep into flesh and shatter small stones. Draken Description: Large reptilians resembling a humanoid dragon. They have large clawed hands and feet, with small transparent eyes and large wings. The wings are too small to use them to fly alone, so Draken manufacture superheated air inside a flight bladder similar to that of a Falken's. While the cells in them are protected against the heat and cannot send pain signals, flying is still slightly painful to them. They can also re-route this cocktail of gases to the mouth, creating what seems to casual observer as "fire breath". Because it combusts just outside the mouth, it carries little risk of damaging internal organs. Colors: The majority of Draken have red or green scales, but some are gold or silver-colored. All of them have green eyes. Society: Draken Society is class-based, with peasants at the bottom and rulers and wealthy people at the top. It is possible to rise to a higher class, but it requires a lot of talent and work. The Draken have been suffering economic problems recently, and blame the race that shares their planet, the Krykin, for their plight. As such, the majority of Draken despise the Krykin, but a few Draken have fought the prevailing view and see the Krykin as they truly are. Military: Draken are a unique race in that they use small, lightweight vehicles to aid their infantry mounted on them. Their light vehicles are surprisingly powerful as they are speedy. Their tanks, artillery, and other vehicles are also very powerful. History: See Krykin Allies: The Draken are brand new to the galaxy and have not yet made any allies Enemies: The Draken, or at some of them, despise the Krykin partly because they make a convenient scapegoat and partly because of a war with them that has only ended very recently. The animosity of most Draken towards the Krykin is just below "kill on sight", so it is unlikely the situation will improve in the near future. Mekanor Description: This is a race of small water-dwellers about 1 foot in length. Mekanor are yellow-colored, blob-like creatures with 3 eyes and 5 limbs. They could not exist outside of water, and so to venture on land they first created what looked like cars filled with water. Nowadays, in order to blend in with society, Mekanors use mechanized suits called "exoskeletons" that they control with their thoughts. Colors: Mekanor are typically yellow or lime-colored. A few are orange or even transparent. Society: Mekanor society is much more industrialized than many of the other planets. The Techno-industrial empire of the Mekanor spans both in the water and on land. The Mekanor are one of the most technologically advanced races and second to none in robotics technology. However, they view the creation artificial intelligence similar to a human's as dangerous and immoral, preferring to use human labor than purely robotic machines. Mekanor are ruled by The Old Ones, an elite group of elderly Mekanor, usually piloting the most elegant and expensive exoskeletons available. Military: The Mekanor are incredibly versatile in combat and use exoskeletons meant specifically for warfare. From small humanoid exoskeletons to enormous tanklike behemoths, the Mekanor seem to have an exoskeleton for everything. Traditional vehicles and spacecraft are also employed. History: Mekanor evolved in the deep waters of Fluvi, and were unusual in that they were one of only a handful of water-dwelling species to develop sentience. The Mekanor could survive in both fresh and salt water, and they developed weaponry by mining the bottom of lakes and rivers. However, they soon became aware of another world outside of the water and longed to visit there to see what was there. Their first ventures onto land were made with what looked like a cross between a tank and a fishbowl, but they eventually created mechs for themselves. Eventually, the Mekanor made permanent settlements on land and upon discovering alien life, decided to craft humanoid mechs so that they could operate machinery made for humanoids. Racial Slurs: Meks, Blobbies Allies: Mekanor have a close allegiance with the Krix-nor, owing somewhat to their similar appearance but mostly because they made a convenient bodyguard for the Krix-nor due to their close proximity and physical strength. Their different philosophies have, however, caused tension in recent years. Enemies: A traumatic time in the history of the Mekanor was during their first meeting. The Psyclo, upon seeing a group of Mekanor for the first time, assumed them to be robotic and wished to study them. Upon taking them to their ship, they unleashed a controlled EMP blast. By the time they realized someone was inside them, they had already killed all but one who escaped. The Psyclo were demonized from then on. However, relations with them have improved in recent years, so the relationship is not set in stone. Stats: Power: 5 Speed: 5 Endurance: 5 Intelligence: 10 Senses: 5 Psychic: 5 Stealth: 5 Extra Abilities: (if applicable) Versatility: Adds 2 extra abilities, such as flight. Also gives you 30 stat points to distribute. Admin comments: Stats: Power: 16 Speed: 8 Endurance: 10 Intelligence: 9 Senses: 10 Psychic: 7 Stealth: 7 Extra Abilities: Float- Draken can glide in the air and can fly somewhat clumsily. Flame breath- Expels super-heated gases from the mouth Raxan/Kai For more information on the Raxan and the Kai, go here. Stats: Worker- Power: 10 Speed: 12 Endurance: 10 Intelligence: 11 Senses: 13 Psychic: 10 Stealth: 14 Extra Abilities: Web- Creates sticky web from the worker's tail for makeshift repairs. Uplink- Accesses the Raxan hive mind Soldier- Power: 16 Speed: 12 Endurance: 15 Intelligence: 7 Senses: 10 Psychic: 10 Stealth: 10 Extra Abilities: (if applicable) Sting- Injects venom that weakens foes from a stinger on its tail Uplink- Accesses the Raxan hive mind Scout- Power: 12 Speed: 16 Endurance: 8 Intelligence: 10 Senses: 10 Psychic: 10 Stealth: 10 Extra Abilities: (if applicable) Fly- allows creature to fly for short periods of time Uplink- Accesses the Raxan hive mind Assassin- Power: 11 Speed: 18 Endurance: 7 Intelligence: 11 Senses: 18 Psychic: 10 Stealth: 16 Extra Abilities: (if applicable) Uplink- Accesses the Raxan hive mind Mentalist- Power: 3 Speed: 3 Endurance: 9 Intelligence: 15 Senses: 11 Psychic: 20 Stealth: 10 Extra Abilities: (if applicable) Uplink- Accesses the Raxan hive mind Relay- Relays information between Raxan Queen- Power: 19 Speed: 18 Endurance: 18 Intelligence: 18 Senses: 17 Psychic: 17 Stealth: 3 Extra Abilities: (if applicable) Uplink- Accesses the Raxan hive mind Command- Commands a fleet of Raxan |
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6:08 PM Nov 27