Galactic Adventures

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Re: Galactic Adventures

Postby NYpurdy » Fri Dec 13, 2013 1:57 pm

Species Name: Oculus (Oculi)
Other Names:

Home Planet: The Great Eye
Home System:

Physiology: Oculi are amorphous beings, largely made out of a semi-liquid protoplasm. Oculi eat by encasing, and then absorbing, its food; but unlike amoeba or unthinking oozes, the prefer their food cooked and have a thriving gourmand culture. An Oculus can have several pseudopod structures that extend from its main body. These may grow or be absorbed over time, but are generally kept at the same number and cannot be instantaneously added or subtracted from the Oculus’ form.

The only identifiable organ is a single large eye. This red, unblinking orb has a pupil that dilates and two translucent lens that help to regulate the amount of light hitting the retina. The Oculus’ brain is encompassed within this eye-sphere. The eye can move to any part of the Oculus within the protoplasm. The Oculus can shift and move in remarkable ways considering its amorphous body, but the eye always must stay protected or the Oculus risks brain damage or blindness. If parts of the Oculus’ protoplasm becomes severed then these parts die and dissolve almost instantly, though this causes no long term harm to the Oculus, though it does take time to for the Oculusto return to its previous size.

Oculi reproduce through mitosis. First the central eye buds off brain-like structure which develops within the Oculus’ protoplasm until it is fully developed. At this point the young Oculus separates from its parent and leaves, taken protoplasm with it.

Oculi are mute, and communicate through passing neurotransmitters through touch, but most carry a translator/speaker device within their protoplasm which projects what they wish to convey.

Culture: The Great Eye is a planet filled with ruins. These buildings are exquisitely carved and meticulously built, and cover thousands of miles of the expansive planet. These ruins accommodate a very different physiology than the Oculi have, mimicking the buildings and temples of ancient humans. Additionally, the many carvings and statues depict a human-like species, save for the large single eye that replaces their face.

The Oculi construct newer facilities expanding out from these ancient ones, create two distinct types of buildings built in two epochs. These newer dwellings are modern, fitted with technology, and largely are built of cramped, enclosed tunnels that suit the Oculi’s amorphous bodies. Still, Oculi spend much of their time in the semi-holy spaces of the ancient buildings.

However, the Oculi are a divided people, and there is debate about how 'ancient' the ruins are. Most of the Oculi believe in the "traditional" view that the Oculi were once bipedal creatures eons ago, but have since adapted to their current and superior biological form. These Oculi are largely secular, and have a generally open attitude to other starfaring cultures.

A segment of the Oculi belong to a sect called the Far-Seeing Eyes, or the Farsies as those outside of the faith call them. These Oculi believe while the ruins are from the past, the beings depicted on the ruined walls are actually from the Oculi’s future. These future-beings traveled back in time and helped the Oculi develop their culture, lead them in the building of the ruins, and left after a time. To the Far-Seeing Eyes, humans represent a far more advanced and benevolent species than their own, and the things they will one eon become. As such, the Farsies often act as political saboteurs and terrorists, attempting to further an agenda that betters races as similar to their "future selves" as they can find. Some Farsies have even taken to dying their eye pigments blue to contrast themselves from their "blind and foolish" kin. The inks injected as part of the dying, however, is suspected of causing paranoia, mania, and other severe symptoms. Most Oculi are content to remain on their home planet, but Farsies often jump at the chance to travel among those species that they idolize so much, often volunteering as servants.


The Great Eye

SInce the Oculi have no native spoken language, their communities, moons, and homeworld carry the names their translators produce.

The Great Eye is a massive planet, with a largely dry, brush covered environment. Huge rocky mountains break up the otherwise consistent landmarks. No isolated cities exist, instead, all buildings are connected in one huge sprawling web of ruins and contemporary buildings juxtaposed together that spread across the planet. The Great Eye is rich in many important minerals, and hundreds of mining operations have been set up by off-world mining companies.

While no definitive answer exists for who built the ruins spreading across the planet, most believe that the cult called the Far-Seeing Eyes speculation of time-traveling progenity building them is absolutely daft. Still, experts in abnormalities in temporal energy have several permanent research facilities on The Great Eye because of the unique readings that have been found on the planet consistently since monitoring of these energies began.


*The above was created with the Alien Species/Star System random generator that's in the Doctor Who Adventures in Time and Space sourcebook Aliens and Creatures. Being a Doctor Who game, it generated a tech level of something like "Temporal Traveler" - which took some thinking since I wanted to keep it without creating a time traveling planet.

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Re: Galactic Adventures

Postby NYpurdy » Fri Dec 13, 2013 9:32 pm

Species Name: Carpasin
Other Names: Green Skins

Home Planet: Carpa Conta
Home System:

Physiology: Carpasins are lean, hairless humanoids. Evolved from plants, they share many of the physical qualities of their less developed kin. Carpasin skin is a bright green, and slightly translucent as to reveal the dark green veins underneath its surface and to appear to glow when in bright light. Carpasins are chlorophyllic, and produce the majority of their substance when within powerful light, but they do consume food including meat and must do so weekly in order to be healthy.

Carpasins reproduce through the release of spores from brightly colored blossoms that grow across their shoulders and sometimes across their scalp and down their necks. This occurs at appointed times in their homeworld’s seasonal cycle, but in space may seem quite random. These spores may have psychotropic effects on other species. When fertilization occurs, a particular blossom will close and swell into a pod that falls off of the parent. This pod incubates the young Carpasin, and when the youth is developed to the point that it can care for itself it emerges from the pod appearing as a young human adolescent.

Culture: Carpasins are typically independent, thoughtful, and tranquil creatures. Their civilization is founded on quiet debate and mutually beneficial resolutions. Due to the nature of their reproduction it is often impossible to identify the parents of a Carpasin, and as such mature Carpasins consider all younger Carpasins their children.

Despite these inclinations, Carpasins can be fierce and wrathful when they perceive that common decency and the sanctity of intelligent life is ignored. Occasionally the Carpasins have gone to war with other planets, usually as part of alliances with other systems. Their starships and weapons are bionic, being grown on verdant Carpa Conta.

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Re: Galactic Adventures

Postby NYpurdy » Fri Dec 13, 2013 9:34 pm

Species Name: Skr’tt
Other Names: Jumpers

Home Planet:
Home System:

Physiology: Jumpers are metalloid based life forms. Their skin is harder than that of humans, but their most remarkable physical feature is their complex legs. With backward bending knees and muscle structure similar to a hydraulic spring system Jumpers can clear several stories with a single jump. Additionally, their hands and feet can produce a magnetic charge strong enough to hold them to the sides of the metal caverns of their home planet. Predators by nature, Jumpers kill their prey by dropping off of cliffs and using their weight and velocity to deliver crushing blows. If that is not enough, they have short but sharp claws that become exposed at the knuckles when a Jumper makes a fist.

Jumpers have trouble talking with other races, not only because of their predatory nature, but also due to their constricted vocal chords. Even with universal translation, a Jumper’s speech often sound like metal scratching on metal or a metallic hum.

Culture: Skr’tt organize themselves into loose packs. Those who show the most hunter prowess become the leaders of their pack, while those who lose prey for the pack are likely to be killed or maimed and left for dead. Despite their bestial nature Jumpers are just as intelligent as other races. While many of their species live a nomadic lifestyle, following game trails and migratory paths, numerous cities dot the planet carved into the metallic cliff faces. Some Jumpers have even taken to the stars in crafts of their own, often traveling in small groups of fighter ships instead of the large cruisers of other aggressive races.

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Re: Galactic Adventures

Postby NYpurdy » Fri Dec 13, 2013 9:37 pm

Species Name: Veloxum
Other Names:

Home Planet: Velos
Home System:

Physiology: The Veloxum are black blooded humanoids with black mouths and lips and yellow skin. Their hair is the color and opacity of honey, and is often styled in jagged and architectural styles. A Veloxum can absorb electrical or pulse energy through its skin and store it in an internal natural battery. If the Veloxum has enough energy stored, then it may expend that energy in one violent eruption that causes a temporal rift. Utilizing this rift the Veloxum can teleport across space without the use of technology. This sends a light shock wave of force centered on the location the Veloxum left, and a loud crack sounds out in both locations.

Culture: The Veloxum were the victims of inter-planetary exploitation for nearly a century and a half. An alliance of more developed planets invaded Velos and used the Veloxum people as test subjects for their trans-galactic teleportation experiments. The Veloxum revolution brought the end to the colonial powers that had subjugated their planet, and today Velos has developed into a powerful military planet on the edge of the Dead Zone. The Veloxum empire has extended back into the Dead Zone, using teleporting shock troops before entering hostile space with their war cruisers.

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Re: Galactic Adventures

Postby NYpurdy » Sat Dec 14, 2013 3:44 pm

Species Name: Blasians
Other Names: Fish-Eyes

Home Planet: Blewl
Home System:

Physiology: Blasians are piscine in origin and breathe by filtering water through gills along their neck. Unlike primitive fish they do not pass the water through their mouth, intake and outflow all happen at the site of the gill slits. This allows the Blasians to speak while breathing, either underwater or above.

Their face is largely fishlike, with large bulging eyes on the side of their heads, a wide gaping mouth, and a thick fleshy central fin running along the center of their skull. Blasians are able to extend their necks backwards so that their face is oriented in line with the spine to grant the Blasian perfect swimming posture. Hands are webbed and feet grant them fast swimming speeds, but make them somewhat clumsy on land.

Blasians are somewhat pudgy by human standards, but their red skin is tough and provides natural protection. They live in the estuaries of their planet, and are able to live in both salt and fresh water, though they cannot live in either exclusively for a long period of time. While unable to breath outside of water, the Blasians have developed breathing devices that allow them to live outside of their native lakes. These look like half collars that clip around the back of the neck and have two transparent domes filled with water that cover both gills. The back of the collar is a thick tube that contains micro-scrubbers that provides clean oxygen to the water vesicles.

Culture: Blasian cities all lie beneath the surface of the water on their sub-tropical planet. Thriving best in the shallower estuaries between the deeper fresh water lakes and the salt water oceans, the roofs of their domed buildings often extended just above the water’s surface, creating decorative air pockets similar to how other races might install fountains or pools.

As a species they value ingenuity and intelligence, and have established impressive technical and engineering schools that are attended by species all across the Galactic Spiral. Their specially designed spacecraft also double as submarines, and can flood their entire hull for times when the entire crew is aquatic. Blasians rely on alliances and advanced weaponry far more than military strategy or training, and are likely to back down to any legitimate show of military strength.

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Re: Galactic Adventures

Postby NYpurdy » Sat Dec 14, 2013 3:46 pm

Species Name: Staprean
Other Names: Stags

Home Planet: Gucor
Home System:

Physiology: Stapreans have large brown eyes, an extended snout, and long tapered ears similar to an Earth Deer. These grant the Staprean excellent peripheral vision, smell, and hearing. Their skin is covered by a short coat of fine, tan fur. They have long, powerful backward bending legs that allow them to deliver powerful kicks, jump great distances, and run at high speeds.

Male Stapreans have antlers that grow from the forward top of the skull. Young Stapreans may have a single small spike for each antler, while venerable Stapreans may have huge, many-point antlers that grow up and back from the base. These grow continually from adolescents and are never shed. Strapean bones, including their antlers, are incredibly dense and metallic silver in color. They are sometimes harvested and carved into expensive jewelry or blades, but since it is impossible to determine if they were harvested from Stapreans who died of natural causes or those killed for their bones, Staprean bone is considered contraband by the GSTC.

Culture: Stapreans have only recently been introduced to space flight when human colonizers landed on the planet. Since then they have adapted what technology they can understand into their society, but from one settlement to the next there is an eclectic mixture of bartered tech working alongside primitive tools and weapons.

The Staprean organize themselves into settlements lead by their spiritual leader; a shaman which can be either male or female. These leaders frequently have numerous charges who train underneath them, preparing to be the future leader of the settlement. All Staprean cities are built the same, with a high outer wall of wood, concentric rings of houses with irrigation streams flowing alongside walkways, and a center knoll for community use. Outside the wall lie the Staprean’s fields and herds.

Stapreans are largely naïve of the devious nature of many species, but they are used to survival and treasure bravery and loyalty. Some settlements have welcomed colonists to their planet, others have taken to the stars, and still others hold fast to their traditional ways and seek to isolate themselves from outsiders or drive the colonists of the planet.

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Re: Galactic Adventures

Postby NYpurdy » Sat Dec 14, 2013 3:49 pm

Species Name: Dimicru (Dimicrura)
Other Names: Halfmen

Home Planet:
Home System:

Physiology: Largely human in appearance, evolution has lead the Dimicrura to lack legs. Instead, their bodies naturally end in a soft nub just below the waste. This nub contains hundreds of muscles, and when a hand is placed on this area small pulsations can be felt. These muscles allow a Dimicru to control the complex vehicles that Dimicrura culture has developed.

These machines take a variety of forms, the simplest of which approximate mechanized wheel chairs. Large spider-like legs, hover-chairs and cars, boats, submarines, tank treads, and space craft have all been developed. Each of these have a slot where the Dimicru pilot can be lowered in and any able-bodied Dimicru can adeptly operate one of these machines.

Culture: Dimicrura are a technological advanced race, and have used these discoveries to overcome what is largely considered a fatal weakness by other races. Corporations dominate government to the point that positions in the Dimicrura senate are awarded to the most wealthy and successful businesses to fill. All military, religion, and social service powers are corporations as well.

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Re: Galactic Adventures

Postby NYpurdy » Sat Dec 14, 2013 3:50 pm

Species Name: Yowie
Other Names:

Home Planet:
Home System:

Physiology: The Yowie, Stand between 7 and 8 feet tall, with broad shoulders and muscled arms. Their features are broad and flat, with a pronounced brow. Yowies have pronounced canines, though these are completely hidden when they close their mouths.

Yowies are completely covered by coarse gray or brown hair, save for their faces, palms, and soles. Their fingers are thick, and their arms extend down to mid-shin level. Often a Yowie will run on all fours, crouching to let it's knuckles reach the ground. They are many times stronger than humans, and while they tend to be less intelligent than humans they are often under-estimated by other races.

A Yowie always has a strong, musky scent. However, this aids the Yowie in two ways. First, the scent tends to "stick " in the nose of those smelling it so they cannot smell any other scent or accurately track the Yowie. Second, Yowie's may release this scent when trapped or attacked in such levels as to nauseated many other species.

Culture: Yowies tend to be superstitious and simple-minded. However, they've developed a tribal system in which families exist as semi-independent units while the larger community bands together for hunting and protection. Yowies mate for life - divorce is a foreign concept and even the death of a spouse does not allow a widow or widower to remarry. Instead, when all of their children become adults these "lonely ones" become elevated to the roll tribal council; the logic being that they are less concerned for their family's needs and are able to worry about the good of the community, and they are able to receive guidance from their deceased mate.

Since making contact with space-faring races, Yowies have taken to the stars with eager anticipation. Occasionally they may pick up skills as mechanics or pilots; they usually serve as security or simple labor. Young adults who have not yet mated are the most likely to chose this life, before returning to their familial tribe.

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Re: Galactic Adventures

Postby NYpurdy » Sat Dec 14, 2013 3:53 pm

Species Name: Tartian
Other Names:

Home Planet: Tars
Home System:

Physiology: Short and stocky, adult Tartians rarely exceed 5 feet in height. Their feet end in three thick, hooved toes and each hand has four thick fingers. Tartian skin is brown or grey, and the young have white spots and stripes that fade as they age.

Tartians have an elongated partially prehensile snout. This proboscis provides an advanced sense of smell, but also helps reaching things above the Tartian's head since their arms don't reach above their head. They have short dark fur on top of their heads, though many Tartians shave this completely. Their sensitive ears are large and oval and their eyes are brown.

Tartians only eat plants, though their tough molars and hardy stomach allows them to consume a huge range of food.

Culture: The Tartians are largely non-aggressive, choosing to flee instead of fight. Centuries of space commerce has provided individual Tartians with the weapons needed to defend themselves even if their planet has no military. Their home planet's economy is based on barter, and Tartians across the galaxy tend to work as merchants and traders or staff at Commerce stations. Within Tartian society, leadership positions are regularly bought and traded, which lends a certain instability to Tartian life.

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Re: Galactic Adventures

Postby NYpurdy » Sat Dec 14, 2013 3:56 pm

Species Name: Karsak
Other Names:

Home Planet:
Home System:

Physiology: These piscine humanoids stand over 6 feet tall and are covered in a tough, leathery green skin. They have both lungs and gills, and have specialized muscles that close of the lungs when they could be filled with water. This mechanism makes the Karsaks most prone to suffocation when they are in turbulent splashing waters where neither air nor water is plentiful enough for the Karsak to get the air they need.

Living amongst turbulent currents has caused the Karsaks to become strong, durable, and muscular. Webbed hands and feet make Karsaks powerful swimmers, and their fingers end in short but sharp claws. Fins also run along the forearm. Their heads are smooth and bullet shaped with two front facing black glossy eyes that grant excellent depth perception. Their noses are nothing but small slits, but regardless of size they have a remarkable sense of smell when in the water. Their ears are small indentations on the side of their head. Their wide mouths are full of tiny, razor sharp teeth, and their saliva contains an enzyme that prevents clotting in many species.

Karsaks are equally agile in and out of water. They can jump great distances out of the water’s surface, use their wide feet and sharp claws to cling to cliff faces, and have the stamina to keep swimming or running for hours at a time. To accommodate their large webbed feet when running, Karsaks often take a hunched, four-limbed posture when moving at fast speeds, though out of water they are always slightly hunched.

Culture: The majority of Karsak buildings are built along the bottom of the deep oceanic rivers that cover their planet. Currents are much weaker at these depths, the ocean floor provides a firm foundation, and the Karsaks have domesticated bottom-dwelling piscine cattle. On the surface of the large barren rock formations that jut out of the ocean they build their sacred temples, diplomatic embassies, and military defensives.

The Karsaks are a violent race. The deadliest combatants maintain places of honor and importance in Karsak society, and are often rewarded with positions in the Karsak priesthood as they age.

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Re: Galactic Adventures

Postby NYpurdy » Sat Dec 14, 2013 7:10 pm

Species Name: Tahrui
Other Names:

Home Planet:
Home System:

Physiology: Though they are very similar to humans in appearance, they are generally taller and have slender features. Tahrui skin is colored in various pastel hues. They age very slowly, but young Tahrui are rarely seen by outsiders.

Culture: The Tahrui are and extremely ancient and wise race. The Tahrui tend to isolate themselves from other cultures, especially while they are young and most in need of study and meditation. The Tahrui spend centuries on their home world engaged in their studies .As such, Tahrui youth are rarely seen by outsiders. By the end of this period they are experts in virtually every scientific discipline.

The Tahrui have established several sanctuaries on otherwise uninhabited planets across the galaxy. After the Tahrui mature, they are free to travel out into galaxy, nearly exclusively to these established Tahrui meditation sanctuaries. In these sanctuaries the Tahrui meditate upon the great forces of the cosmos: silence, isolation, chaos, destruction, life.

Tahrui are strict pacifists, though they have been known to provide tangential support and forge allies with other species to ensure their mutual safety and survival from marauders and hostile forces.

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Re: Galactic Adventures

Postby NYpurdy » Sat Dec 14, 2013 7:13 pm

Species Name: Obloc
Other Names:

Home Planet:
Home System:

Physiology: Oblocs are big hulking brutes. They stand nine feet tall and are nearly as wide, with huge shoulders, arms, and legs that bulge with muscles and sinew. Their hands are large enough that when they are used together they can encircle most humanoid species. Their girth gives them immense strength and they are blessed with a formidable constitution.

What is particularly unique about Obloc biology is how minuscule their heads are in comparison to their body. Their craniums are nearly half the size of humans. Their grotesque face seems to be all nose, eyes, and mouth. With these the Oblocs have fair senses, but they are dim-witted and have slow reaction times. Their head may seem to stick out of the chest at first glance, but closer inspection reveals that it is simple the girth of their shoulders that extend above their heads.

Though they prefer freshly killed meat Obloc diets consist mostly of the nutrient rich moss found on their planet.

Culture: Oblocs spend the majority of their time living alone. Once a month they congregate in groups around the nearest pool of pungent phosphorescent algae native to their planet. At these convocations the Oblocs trade goods, establish mating partners (which can change at the next convocation), and vote concerning matters that impact the whole group. Violence is strictly forbidden at these meetings, and are thus the safest time to make contact with the Oblocs. They largely lack the cognitive skills needed to worry about alliances, deals, and politics, but are sought after by other races as loyal and easily controlled guards and soldiers.

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Re: Galactic Adventures

Postby NYpurdy » Sat Dec 14, 2013 7:14 pm

Species Name: Sikeres
Other Names:

Home Planet:
Home System:

Physiology: Sikeres have jet black shimmering hair with silver around their temples. Their skin is a slightly metallic-looking grey with blue undertones. In most ways they are biologically identical to humans. However, they have two special organs that run parallel to the lungs along the spine. These connect to the hands though specialized neural chords. By discharging a pulse from the organs through the neural chords the Sikeres can create a bioelectric force field by extending both arms outward. This creates a perfect sphere around the Sikeres, scorching ground beneath it. The force field is powerful enough to stop virtually all energy attacks, dispersing them in the area around the sphere, and most physical attacks ricochet away. The bioelectric current does not conduct the way most electrical current does, regulated by the complex organ in the Sikeres. However, anything coming into contact with the sphere suffers severe energy burn. The area directly next to the Sikeres is unaffected by the bioelectric shield, and for this reason it is possible to protect another within the force field if they are pressed directly against the Sikeres. The formation and maintenance of the force field is incredibly tasking, and a Sikeres can do little else while their shield is in place.

Culture: The Sikeres have prospered under the galactic legislation of the GSTC. Having been perfectly positioned in terms of economics, technology, and planetary position, their planet is one of the most influential in the Commission. Generally they promote the ideals of hard work, ingenuity, and perseverance; however, personal gain over one’s competitors is also a strong Sikeres drive. Those Sikeres who fail on economic or political hard times are usually faulted as having flawed personal traits. Sikeres frequently find themselves the leader of inter-system businesses or trade organizations, and are accustomed to traveling with – and leading – groups of diverse species.

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Re: Galactic Adventures

Postby NYpurdy » Sat Dec 14, 2013 7:30 pm

Species Name: Ambriote
Other Names:

Home Planet:
Home System:

Physiology: Externally, the Ambriotes appear as some sort of humanoid who is pressing to get out of a tight membrane sac that encases their whole body. This membrane is a sickly grey color with red and blue bloodline and arteries sprawling across its surface. When an Ambriote stands straight with arms at it's side or curls up into a fetal position little definition can be seen. When the Ambriote is moving, stretching, or manipulating controls their hands, legs, and head can be seen as the membrane stretches across the inner creature.

This membrane is incredible tough and malleable, and it heals at a rapid pace. If the inner Ambriote is exposed to the outside environment for more than a couple minutes the creature will die. The true Ambriote without the membrane appears as a painfully undernourish humanoid with translucent skin. The head has no mouth or nose, and ambriotes are unable to taste or smell. Their eyes are huge solid white almonds. With these the Ambriote is able to see energy readings, including heat.

This membrane is semi-permeable, allowing the Ambriote to absorb food through it. Young are budded off of the parent Ambriote; this infant is then wrapped in a portion of the parent's membrane which pinches off and becomes a new membrane sac.

Culture: Ambriotes are not a plentiful race, having developed on one small moon on which their unique anatomy was specifically suited. Considered amoral by many galactic races, the Amorites value personal survival above all else. Due to their unique senses they are often valued, if distrusted, members of crews scattered across space. Many are able to tell if an individual of a known species is lying or not based on the subtle changes in energy signatures that are given off; these Ambriotes are prized as assistants to diplomats and arbiters.

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Re: Galactic Adventures

Postby Libra » Sun Dec 15, 2013 11:38 am

NY Purdy, please accept my compliments; you post more in a weekend than I do in a week! :wink:
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

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