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The aliens detailed below were created by fans.

The A-Team hasn't gone through and


checked them for rules consistency, grammar, or other factors. If you have questions or
comments about a particular race, please contact the author of that race.
Bala'ix'aza
By Benjamin Loebick
(bloebick@juno.com)

The star Taurn Prolicus is located on the far tip of the Orion arm in the midst of a vast,
thick nebula. It is a blue giant star with four planets. The first two planets are little more
than near-molten rocks orbiting too close to the star for life to occur. Next comes a large
asteroid belt which is all that remains of a former planet. After the asteroid belt comes the
multi-colored gas giant Pa'diza'ai with its 5 moons, followed by an eccentrically orbiting
planetoid known as The Wanderer. The nearest star to Taurn Prolicus is over 30 light years
away. The gases and dust of the nebula prevent light from any other stars from reaching the
planets of Taurn Prolicus as they reflect the blue giants light back into the system.

The gas giant Pa'diza'ai itself is unable to support life. However, the five moons that orbit
the planet each have well developed ecosystems. The first moon, Pa'diza'ic, is a desert
world with many insect like creatures living upon it. The second moon, Pa'diza'ap, has a
very thick atmosphere with a high water content and supports vast swamps. The third
moon, Pa'diza'iy, is volcanic with a caustic atmosphere, but home to large, rock-like
creatures. The fourth moon, Pa'diza'am, is very small with a thin atmosphere, home to a
flying hunter known for its ferocity. The fifth moon, Pa'diza'aw has an ice covered ocean in
which gigantic, fish-like creatures slowly swim. It us upon the second moon that the
Bala'ix'aza evolved. Pa'diza'ap is a swamp world 2/3 the size of Earth. The planet is 80
percent covered by land with warm, shallow oceans. Pa'diza'ai and its moons are quite
distant from Taurn Prolicus; this, coupled with the thick atmosphere and clouds, makes
light levels on Pa'diza'ap quite dim to humans (20% full Earth daylight). This lack of light
has caused Bala'ix'aza to develop large eyes capable of discerning minute light and color
changes. The planet is not volcanically active, and would soon freeze over except that
Pa'diza'ai produces a great deal of ultra-violet radiation that warms the planet.

The Bala'ix'aza are descended from an amphibian-like creature. Each has six legs, with the
front most pair having articulated digits suitable for complex manipulation of tools and
equipment. The back two set of legs end in four-toed feet with round suction pads, allowing
Bala'ix'aza to climb vertical surfaces. Adults range in length from 1.2 m to 1.6 m in length,
weighing in from 70 to 90 kg. A typical Bala'ix'az (singular form) moves about using all six
leg, arching between the first and second set to raise the head and forelegs to do work.

A Bala'ix'az has brownish, smooth skin that appears waxy. In actuality, the skin is damp
and leathery, capable of a wide variety of coloration. Bala'ix'aza use a complex language
based on skin color to communicate, being able to control pigmentation in regions as small
as one cm2 across their entire body. This permits the Bala'ix'aza to be richer and more
descriptive than human languages. When speaking, Bala'ix'aza change color at a pace
almost impossible for humans to follow, using subtle shading differences to accentuate
ideas. Bala'ix'aza are also capable of some vocalizations, but most are limited to clicks,
hisses and grunts. Few are capable of human languages, and those that are speak slowly and
with a thick, heavy tongued accent.

Many humans believe Bala'ix'aza to be stupid because of their size, shape and slow speech
or inability to speak human languages. This is far from the truth. Bala'ix'aza are a very
inquisitive people, with brains larger than a human's. They study new technology and ideas
with a fervor and passion, quickly grasping complex ideas. They excel at research, being
capable of prolonged periods of study without need for rest or falling prey to boredom. This
ability grants Bala'ix'aza a -1 bonus to all Research actions.

History
Taurn Prolicus is a large, blue giant star. It is found on the very edge of the galaxy in a
thick nebula. This nebula prevents the light of other stars from reaching the Taurn system,
making the night skies perfectly black except for the star and other planets or moons.
Multicolored Pa'diza'ai dominates both the day and night skies of the Bala'ix'aza
homeworld.

For millennia the Bala'ix'aza believed themselves to be the only sentient race in the
universe. After developing basic spacecraft and exploring their entire system, the
Bala'ix'aza came to believe that their stellar system was in fact the entire universe. Out of
this understanding developed a sense that all life was sacred. This awe led the Bala'ix'aza to
appoint themselves the protectors of life in their system. To this end they put aside all
violence, opting to guide and protect all other species of their planetary system with
wisdom and caring. Arts and philosophy blossomed, and the Bala'ix'aza lived in peace with
nature.

This all changed approximately 800 years ago, when an unmanned alien space probe
entered the Taurn system. Quickly discovered by the Bala'ix'aza monitors created to study
their star, the probe caused massive chaos to Bala'ix'aza society. For the first time in
history, their views of being the only life in the universe were shaken to the core. The
brightest scientists dismantled the probe, uncovering its computer core and all the
information it held. From this, the Bala'ix'aza learned of the galaxy outside their nebula, and
of the entire universe. Knowledge that they were not alone created deep rifts within
Bala'ix'aza society. Most Bala'ix'aza continued to believe they were the protectors of all
life, and should be wardens to the rest of the galaxy.

However, a small group became angry, feeling their people had been forcibly cast into a
dark cloud at the edge of nowhere. These Bala'ix'aza became known as *brightshades* for
their tendency to color themselves in bright colors. The brightshades took up the learning of
destruction, basing themselves upon the fourth moon. From their they constructed a vast
and powerful ship with which to destroy the rest of the galaxy.

Although most Bala'ix'aza are still a peaceful race, the brightshades have had their effect on
society. In order to prevent themselves from becoming targets to the brightshades violent
tendencies, the rest of the Bala'ix'aza have been forced to research previously taboo
technologies. Currently all Bala'ix'aza are at Progress Level 7.

Culture
Bala'ix'aza are mostly a peaceful people. They are organized into groups led by their eldest
member. Each group is based around a particular profession for a given region. The size
and shapes of a region fluctuates over time depending on resource availability, population
fluctuations, and discoveries. Whenever a particular group makes a great discovery, other
Bala'ix'aza move into the area in order to participate in the learning. Each group interacts
with other groups peacefully, holding the benefit of all Bala'ix'aza and life in general as a
primary concern for any action.

The brightshades on the fourth moon have changed radically. Led by charismatic
individuals, the brightshades eschew peace. They believe that only through aggression can
goals be obtained, holding little value for life. Only those that achieve goals set by the
leaders are rewarded, and those that fail, punished. The anger within the brightshades is
leading them towards a confrontation with their peaceful brethren, a confrontation that even
many brightshades wish to avoid.

Psychology
Typical Bala'ix'aza are easily mislead due to their sense of guardianship over life. They will
often agree to deals in which they get receive the least benefit, believing that all life will
benefit more. However, they will not permit the misuse of life or natural resources in any
manner.

When faced with aggression, most Bala'ix'aza will demure except for brightshades who will
counter with greater aggression. All Bala'ix'aza will risk their lives to defend oppressed
beings and those taken advantage of by others.

Ability Scores

STR: 4/11
DEX: 3/10
CON: 4/14
INT: 9/16
WIL: 8/15
PER: 4/14

Bala'ix'aza live on a low gravity planet. Although strong compared to life in their system,
even the strongest Bala'ix'az is no match for a slightly above average human. Even though
extremely flexible and capable of amazing contortions, Bala'ix'aza are physically slow
moving creatures. The Bala'ix'az body is round and stocky, making a Bala'ix'az's health
comparable to humans. Even the least intelligent Bala'ix'az is at least as bright as an
average human.

Bala'ix'aza have a strong sense of their place in the universe, believing themselves the
wardens of life everywhere. Though slow speakers, Bala'ix'aza can be excellent
conversationalists and debaters.

Advantages
Able to climb vertical surfaces.
Sharp teeth able to deliver d4s/d4+2s/d4w damage in self defense only.
Curiosity and determination allow a -2 bonus to all Investigate related skills.

Weaknesses
Slow moving.
Require damp skin at all times.
Unable to stand light greater than twice their planet's daylight (40% Earth daylight).
Unusual body form makes outfitting difficult.

Skills

Ability: Free Broad Skill


Will: Investigate
Intelligence: Technical Science
Intelligence: Life Science
Personality: Culture
Intelligence: Physical Science
Dexterity: Manipulation
Maldari
Race created by A. E. VelasquezII (aev2@bellsouth.net)

Home world: Maldaro Prime of the Sveliata system, 4503 MC (Maldari calendar, thirteen
[28] day months). Maldaro is a tropical planet only slightly larger than earth. Maldaro has
no Polar Regions as well as no axial tilt; thus the climate is similar on all parts of the globe.
Unlike Earth, water accounts for only 40% of the planet's surface. Maldaro is a planet rich
with resources and life. Because of the jungle/rain forest type terrain most Maldari
structures are built within the Klato trees to avoid the mass of predators found on the jungle
floors (Klato are trees that reach heights of 5000 Ft., some of the older trees have tops
above 8000 Ft.). A unique feature of Maldaro is that it shares its orbit with 3 sister planets:
Tilanda (water world 98%), Dragosia (volcanic), Nukkari (temperate similar to earth). The
Maldari has colonized each of these planets. All the planets in this orbit have 2 moons
except for Dragosia, which has 4.

Form and Physiology: At first glance Maldari appear human with only slight cosmetic
differences. Cosmetically what sets Maldari apart from humans are the excessively bright
color of their eyes (normally purple, red, aqua, or blue) as well as the color of their hair
(bright red, blue, green, white or black). Skin color is as varied as those found on earth.
Similar to humans they are omnivores and can eat most any types of food. Genetically the
Maldari have more complex strands of DNA, which tend to manifest in the form of
heightened abilities, however physiology is nearly identical with that of humans (mutants
are very rare among the Maldari). Longevity of the species tends to be 3 times that of a
human.

History: The Maldari followed a similar development as Earth, however their diversity was
never a problem with their species. On the contrary, their civilization prospered with a unity
of purpose uncommon in the known universe. This atmosphere of unity allowed the
Maldari to progress at a rate much faster than the human species (always 2 PL above human
PL). Although there has been only one significant war, other races have tried to exploit the
Maldari and as a result have been forcefully banned from the system. In year 2129 MC an
aggressive alien species attacked and destroyed nearly all the colonies on Nukkari and
Dragosia. In response to this unprovoked attack the Velkria Protectorate was formed. (The
Velkria are a sub-division of the species whose sole purpose is the protection of the Maldari
race. The Velkria Protectorate is a Unique Group that does not fall under any Career or
profession). Industry quickly produced the necessary equipment and arms to fight off the
invading force. Although the Maldari suffered losses they were able to overwhelmingly
defeat the invading force, allowing only a small portion of the attacking fleet to escape. A
handful of the Velkria Protectorate has ventured out into the universe seeking out the alien
invaders. As a result of this encounter Maldari adapted their industry to a modular
technology style. This form of industry allows the Maldari to produce nearly any item in
any given factory with little modification to the factory itself. Since the war 2384 years ago
the Maldari have continued to progress at a very steady rate. They have since rebuilt their
colonies and have established a system defense network. They have since expanded their
colonies to some of the other planets in the Sveliata system, mostly mining and agricultural
in purpose. In the years that have followed they have encountered several species among
them Humans, Fraal, Aleerins (Mechalus), Weren, and T'sa.

Culture: Culture on Maldaro is much like that found on Earth, however money has no
place in Maldari society. Like humans they consist mainly of family units ranging from 4 to
5 members in the immediate family. Also like humans their culture is based upon written
and spoken language (although they have only a single language there are several distinct
dialects). The Maldari in general are a lawful society. The government consists of several
Provincial Councils and one representative Council. Within each provincial council is an
Agricultural Advisor, Velkria Protectorate Representative, Industrial Advisor, Community
Advisor, and Representative Adviser who is actually a member of both the Provincial
Council and the Representative Council. Maldari are also a group-orientated society, hence
the unity of purpose that has served their goals of progression. As a whole the Maldari
society is peacefully seeking advancement in knowledge and technology. Aside from the
Velkria Protectorate Maldari have no use for weapons and do not allow them to be carried
on planet unless the Velkria Protectorate representative has granted permission. Maldari
treat all species as equals provided the same is show in reciprocation. Trade among other
species is neither encouraged nor discouraged but due to the Maldari society they do not
deal with credits. The Maldari operate from a "treat others as you are treated" (as evidenced
by the malodor's continued mission to hunt down and destroy the invading aliens home
world.)

Psychology: Maldari value society and lawfulness. In general the Maldari have an
apparently limited range of emotions (whether this is due to a psychological condition or
culture has yet to be determined by humans). The Maldari have great aptitude for the arts.
While emotion is very seldom evidenced in behavior, passion can be seen in everything
from their architecture to the clothes they wear. Maldari art, music, literature, fashion and
crafts are among the most sought after in the universe. Due to their psychological make up
psionic ability is not uncommon, however these Maldari's tend to leave their home to
venture into the universe for unknown reasons. Aside from the Velkria Protectorate the
Maldari's are opposed to violence as it does not serve their goals of progression. The
Velkria Protectorate is a completely different matter. The Velkria Protectorate will use any
means necessary to eliminate what they perceive to be a threat to the Maldari. They are
very independent and seem to have less of an emotional range than ordinary Maldari. The
Velkria Protectorate lives by a sacred code of honor. Once committed to a path the Velkria
Protectorate will always follow through.

Playability: The Maldari can be easily played as Diplomats, or Tech Ops.


Rarely you will find a Velkria Protectorate working as a Combat Spec or Free Agent.
The Velkria Protectorate will take jobs as necessary to achieve their own goals. Because of
their independent nature they will most likely work as bounty hunters to acquire the
resources need to continue their mission (see Culture above).
Also if allowed by the GM they can be played as mind walkers.

Ability Score Requirements: Recommended method of determining starting abilities is


found on page 23 Gamemasters Guide. Use the Following:

Diplomat & Tech Ops:


STR 5 - 10 d6+4
DEX 5 - 14 2d6+2
CON 8 - 15 d8+7
INT 5 - 16 3d4+4
WIL 4 - 14 2d6+2
PER 4 - 13 2d6+1
Velkria Protectorate: Combat Spec & Free Agent:
STR 5 - 13 2d6+1
DEX 5 - 14 3d4+2
CON 9 - 16 2d4+8
INT 4 - 15 2d6+3
WIL 6 - 15 3d4+3
PER 4 - 12 3d4
Mindwalker:
STR 4 - 11 2d4+3
DEX 4 - 11 2d4+3
CON 4 - 15 2d4+7
INT 4 - 16 2d4+8
WIL 4 - 14 d6+8
PER 4 - 13 3d4+1

Advantage: Due to there adaptability the Maldari also receive the Human Skill Bonus.
However, due to the genetic make up off the species and their drive to gain knowledge the
Maldari as a Race tend to have higher abilities in CON & INT.
*Special* The Velkria Protectorate start equipped with an alien artifact (weapon developed
by the Maldari not available anywhere else) Perk or Flaw determined by Player.
Weakness: Limited emotional range give Maldari typically lower PER. Their lawful nature
and aversion to violence gives them lower STR.
*Special* The Velkria Protectorate have a +1 cost to the initial purchase of PER based
Skills (this is a one time penalty that increases the initial cost of any PER based skill).

Skills: Due to the nature of Maldari society all Maldari start with the following skills:

Stealth - brought about as result of the many ages of developing in a jungle


environment where predators abound.
Survival - also a result of the many ages of developing in a jungle environment
where predators abound.
Stamina - a benefit of their constitution and intelligence scores.
Investigate - due to their quest for knowledge and technological advancement.
Knowledge - due to their quest for knowledge and technological advancement
Resolve - A testament to there endless pursuit of their goals.
Longevity: The following is a table of the average Maldari life span:

Category PL 0 to 5 PL 6 & 7 PL 8+
Adolescent 35 35 35
Young adult 113 160 200
Mature 160 570 848
Middle age 201 895 1560
Old 270 1000 2843
Ancient +8d12 +10d12 +12d12
Altari
By Eric Reynolds reynold@erols.com

The solar system known as Altara lies only a few light years away from the Sesheyan
Homeworld. Five planets orbit the Altarian Star. From there, the naming conventions get
rather unusual. The first planet in the system, a volcanic body one-eighth the size of Earth,
is called Altara Four. The second-closest planet to the sun is known as Altara Major, and it
is a lush world double Earth's size. Fertile plains and freshwater oceans cover its surface.
The Altari Homeworld, Altara Prime, is the third in line and it is nearly fifty-percent larger
than Earth but share's many of humanity's homeworld's favorable characteristics. With five
continents, three oceans and two moons, Prime makes a good origin for the Altarian people.
Next comes Lesser Altara, a planet half the Major's size but with no oceans and only a few
rivers. Lesser Altara's wealth lies in its vast mineral deposits. Finally, Altara Five orbits
farthest away from the system's sun. A gas giant, Five cannot support life.

Appearance
The average Altarian stands 1.7 meters tall and weighs 135 kilograms. Their eyes range in
color from deep blue, to bright green, and back to steely gray. Altarians wear their hair long
(by human standards)-it rests on their shoulders or spills over their backs and down as far as
their waists. Black or brown in color for most Altarians is normal--blond is uncommon and
red is rare. Their ridged noses and pointed ears differentiate them from humans but,
although they appear frail and sometimes even emaciated, they are surprisingly strong and
possess incredible speed and intelligence. In all other respects, they appear to be close
relatives to the human species.

History
The Altarians appear somewhat precocious as a species. They learned to manufacture tools
and weapons thousands of years before humans developed the knowledge. Altarians even
domesticated the only animal on the planet likely to be useful as a riding beast or pack
animal. Instead of horses, camels, or other Earth-like animals, Altarians rode on large
catlike steeds capable of reaching speeds up to 120 miles an hour-turning suddenly and
stopping almost instantly.

Fortunately for their planet, Altarians are a peaceful race and their histories only detail two
major wars before other species entered the Altarian system. Weapons were rare on Altara
Prime and have always been used primarily for law enforcement, hunting, or decoration.
Altarian warriors learned their trade in mock battles in an arena, seldom if ever striking
others of their species to harm or kill.
But Altarians also seem gifted with prophecy. Long before any other species entered
Altarian space, the peaceful inhabitants of this system came to accept an ancient decree:
One day, evil would come from the sky. Creatures never before seen by Altarians would
attack, and the Altarians must ready themselves. That was the reason behind the mock
battles and the training and, indeed, the accidental cause of one of the two wars. Despite
millennia of peace, the Altarians believed they would someday have to fend off an attack
that could decimate their world.

And they were right.

With little warning, another species--large, lizard-like beings--encroached on Altarian space


and came to Altara Prime. These three-meter tall, cold-blooded alien creatures destroyed a
small village and set up some sort of advanced post on the planet's surface, thinking that
they were safe from a species that had not even achieved spaceflight yet.

The enraged Altarian government was remarkably quick to respond. Sending out a force of
three thousand Altarian cavalry to destroy the invaders was their first course of action.
Outnumbered but armed with PL 6 weapons-including long range energy weapons-the
lizard-like beings inflicted a heavy death toll on the Altarians before being destroyed by the
"primitives" they had come to "observe." Without their prophecy or their one high-tech
weapon (the Altarian version of the Star Sword), the natives would never have stood a
chance. Even so, more than half-the blessed 1,758-of the three thousand cavalry troops
were killed.

This kicked the Altarian "war effort" into high gear. The Altarians learned from the
weapons and equipment left behind by their lizard enemies. They made technological
progress faster than any species had a right to. They went from crude hovercrafts to
spacecraft to starships in a few short decades and their defensive weapons held off other
incursions by the "space lizards" while they prepared their own counterstrike. Once the
Altarians achieved spaceflight, the space lizards didn't stand a chance. Like the Altarians,
the lizard-species had "inherited" their technology from an older, more knowledgeable
species, but had failed to improve upon it or even keep it up to any sort of reliable standard.
The near-fanatical Altarians seemed to come out of nowhere. The lizards' invading ships
were destroyed and their homeworld discouraged (as humanely as possible) from future
aggression.

Culture and Colonies


Altarians remain peaceful by nature even after their accelerated war effort. They love music
and art of many kinds and value those individuals who can contribute to their culture as
much as those who can defend it in war. The Altarians have only one religion-called
Altarism, not surprisingly. Its philosophy centers on interwoven themes of Nature, Music,
Art, and Freedom. It has avoided most (but not all) of the militant or xenophobic attitudes
some one-planet cultures develop when they first encounter a hostile alien species and for
that the Altarian's neighbors can be grateful.

The Altarian Government has been planetary in scale since the last great Altarian war. It is
made up of a Senate with two representatives from each of the five continents and four
representatives from each colony world-including the newly installed "moon" (a huge space
station) orbiting Altara Prime. The moon is devoted to the study of art and music and has
become something of a living museum/cathedral to Altarism. "Altara Six," as this gigantic
station has been called, is nearly 3,000 Earth-miles in diameter.

The Altarians have constructed two smaller space stations throughout their home system. A
Surveyer Station orbits between Altara Four and the sun (it is known as the "Sunsphere" for
obvious reasons). Defender Station has achieved a far orbit beyond the last planet in the
system and it contains much of Altara's military training bases and defensive weaponry.
There is also a dry-dock for shipbuilding.

Since developing in-system travel, the Altarians have colonized Altara Major with over two
hundred settlements. Lesser Altara has begun to be colonized, but only six substantial
mining operations have been set up so far. With luck, the Altarians hope to increase their
system-wide colonization before expanding beyond their own home planets-to avoid
treading on any neighbors like the aggressive lizard-people did on them.

Ability Score Requirements

Str 6/15
Dex 8/16
Con 2/10
Int 6/15
Wil 2/12
Per 6/12

Altarians have the potential for great strength and lightning-fast reflexes. They are
somewhat frail and their keen minds have sometimes actually been blinded by their strong
desire to learn-as if gaining knowledge were much more attractive than using it.

As a species, Altarians have a poor immunity to disease and a fragile bone structure.

Perks

Heightened Ability (optional): Strength and/or Dexterity, 10 skill points pts. for 1 pt.
increase in ability
Lightning Reflexes (optional, new): For 10 skill points, an Altarian can gain a one step
bonus (-d4) adjustment to his or her action check score.

Flaws

Fragile (mandatory): Because of their susceptibility to disease and their low innate Stamina,
all Altarians suffer this 3 pt. flaw.
Increased Damage (mandatory, new): Because of their thin frames and peaceful evolution,
all Altarians suffer +1 point of damage (stun, wound, or mortal) from any HI attack. This is
a 6 pt. flaw.

Free Broad Skills

Strength: Melee Weapons


Constitution: None
Dexterity: Manipulation
Intelligence: Knowledge
Will: Awareness and Creativity
Personality: Entertainment
The Trophians
By Javie Patag cpatag@pworld.net.ph

Form and Physiology


Trophians are unique in that they did not descend from animal-type organisms, but from
plants, fungi to be precise. Microscopic examination highly evolved plant life systems in
the Trophians' bodies.

Trophians are strange creatures to behold. Their bodies are a mix of solid, ochre leathery
plates, frames and structures mixed with bunches of yellow-green wire-like tendrils inter-
connecting each major body part, usually forming "muscle" masses, joints, appendages and
vital fluid passageways. These bundles of plant-like cords and tubes are held and sealed
together by a leathery membrane that acts much like skin. All of it is neatly arranged into an
otherwise humanoid form with two legs, two arms, a head, a torso and a pelvis. The
Trophians stand at an average height of 1.7 meters tall and weigh usually around 50-60
kilograms. The males are stocky, wide-framed and lightly spotted with cool colors, usually
blue or green, while females are slimmer, more graceful in build and lightly spotted with
reds and oranges.

Trophian "muscles" are water-based systems that use an organic form of hydraulic pumps
to move. The tubes that form the musculature of the Trophians are filled with this liquid
that flows and pumps through their bodies, enabling them to move. The membrane that
serves as skin to the Trophians makes sure that this liquid maintains a constant temperature
and does not dry up in the heat (or freeze for the few Trophians who live at the Trophian
polar regions).

Trophians have evolved all the senses animals have. They have developed a goggle-like
pair of eyes, large, grill-like ducts that act much like ears, and a pair of olfactory sensors
that strangely reminds humans of the muzzles on a gas mask. All these senses are up to par
in capability to the senses of animal organisms.

Trophians communicate verbally, but their "voices" are high-pitched and string-like in
sound. The language, as it sounds to alien visitor, seems to be made up of humming and
droning. They speak through the same ducts that serve as their ears.

Trophians do not have flexible facial structures and cannot express their emotions using
facial expression. Their emotions are displayed by their eyes instead. Their large, orb-like
eyes can change color as they experience a certain emotion. However, these changes are
subtle and complex and only Trophians fully comprehend these signals. Aliens often have
difficulty understanding their Trophian counterparts.

Trophians, though fungi in origin, act just like other animal-based creatures. They need
oxygen to live and breathe through the muzzle-like passageways that also house their
olfactory sensors.

Trophians eat through a retractable sucker tube that terminates in a mass of tentacle-like
tendrils. These tendrils burrow into their food and suck up the nutrients they need.
Fascinatingly, though evolution has changed much with the Trophians, they retain a very
interesting characteristic: like their fungus ancestors, Trophians are saprophytes, eating
decaying organic matter for sustenance. Though they can, and normally do, eat less fetid
material which they also prefer, they can survive on the waste matter of rotting organisms.
Though the toxins found in decaying matter are neutralized by their saprophytic nature, this
does not confer any immunity to lethal and excessive toxins and poisons, thus Trophians
are as susceptible to poison as other space-faring races. The normal form of decayed food
matter the Trophians absorb their nutrients from is compost-rich loam soil.

Another benefit from their fungal origin is their resilience to injury. Trophians have
powerful regenerative capabilities that allow them to recover from wounds and disease
rapidly. Amazingly, this advanced healing ability also allows them to grow back some lost
limbs and destroyed body parts in the span of a few weeks or months. However, this
healing factor should not be taken for granted, as very grievous and serious wounds may
kill a Trophian before his healing ability has a chance to act. Otherwise, the Trophians are
blessed with a natural longevity, the average life span being 130 year old, while the oldest
Trophian lived up to 160 years old.

History
Trophus is a bleak desert world the size of Earth and with the same amount of gravity. It
has environmental conditions similar to Earth. Radiation is at a level tolerable by humans.
The planet has an Earthlike atmosphere consisting mainly of oxygen, nitrogen and carbon
dioxide. Because there is very little water on the surface, clouds are rare while rain, no
matter how welcome, is always rarer. The atmospheric pressure is heavier than Earth's, but
is otherwise tolerable by humans. The average surface temperature on the planet is around
the temperate to tropical climate temperature range of Earth. There is minimal volcanic
activity on the planet, the hot temperatures mostly from solar radiation. Only at the polar
regions of Trophus is the climate cool, but these cold wastelands contains almost no life,
owing from the sub-zero temperatures that cover it. In space, Trophus' only neighbors are
its two moons, yellow sun, two similarly sized uninhabitable planets and three gas giants.

From space, Trophus appears as a dust-brown orb with a few tiny patches of green and
blue. These tiny spots of color are perhaps the only life on Trophus. On the surface, it is a
rolling landscape of arid dust, sand and rocks. Once, Trophus was a planet lush with life,
the planet's surface covered in oceans filled with teeming numbers of aquatic life forms, the
land being covered with forests, savannas, swamps and other living ecological
communities. However, some sort of prehistoric catastrophe occurred that practically
decimated all forms of life on the planet. This catastrophe, which, even today, remains an
unexplained mystery, managed to destroy the major bodies of water on the planet, leaving
only a few, small bodies of water on the surface. The only major source of water currently
is underground or can only be found in the nutrient rich muck of the compost fields.

The catastrophe left a planet completely covered with dying and decaying plant and animal
matter. These fields of compost and decay were the only real and available source of water,
minerals and proteins remaining on the surface of the planet. These fields could sometimes
be the size of a small garden only, or could extend for hectares and hectares of desert land.
Though initially abundant, the changed atmospheric conditions caused the rapid
deterioration of these compost fields immediately after the catastrophe to the extent that
Trophus is now a desert planet.

The only survivors were small plants, some fungi-like organisms; no animals from the
previous era were left, with the exception of bacteria and microorganisms. These plants,
surrounded by rich seas of compost matter, quickly spread and multiplied, growing larger
and tougher. However, these oases of decaying matter were being quickly destroyed by the
heat and radiation of Trophus' sun. These plant survivors were thus forced to evolve
mutations that allowed them mobility. This allowed them to find food in one place, then
move on when the food supply became depleted.

Slowly, from here did the sentient Trophian people evolve. They managed to develop
organic systems that gave them more animal-like qualities.

Because the compost fields of Trophus are filled with saprophytic food, it was natural that
the early Trophian people lived there. The compost fields, considerably cooler than the
desert and less harsh as an environment, gave the Trophians a natural shelter. Because
many Trophians shared a single compost field, as well as having a natural group instinct for
survival, they soon developed a clannish attitude among themselves and began organizing
themselves into families around their compost fields. Only when their compost dried up and
died did a Trophian group move to another nomadically.

Over the course of their history, the Trophians discovered the use of tools, agriculture and
other technological advancements that allowed them to progress on the cosmic scale. They
learned how to raise plants and maintain their precious compost fields for food. These
compost fields grew plants and fungi that served as the food of the Trophians. They could
either eat the crops they raised, devour the diseased remains if the harvest failed, or till it to
grow more food. They also discovered how to tap into the underground water supply of
Trophus, which was the only large supply of water left on the planet.

Because their compost field homes were being maintained and grown, the Trophians lost
their nomadic behavior and settled down permanently around their fields. Over time,
groups of Trophians created civilizations around the compost fields they grew.

Sometimes, regardless of what the Trophian farmers did, the compost fields would wither
away and disappear, causing starvation. Primitive or desperate Trophians would often raid
the territories and fields of other Trophians, causing conflicts and wars. At times, these
wars were brutal and long, owing to the resilience of the Trophians' bodies.

Political, theological and philosophical breakthroughs in the past millennium of Trophus'


history have managed to quiet down and avert these conflicts, though many remain
belligerent to others. This paved the way for advancements in the study of science and
technology. By the time the space-faring races arrive, Trophians have achieved a progress
level of 6 and are beginning to explore their solar system.

It is important to note how dangerous the open wilderness desert of Trophus is. The only
water to be found for miles around is amidst the compost fields and oases, which are very
hard to find. Though the heat is comparable to the temperature of warm Earth climates it
still remains a hazard in the open desert. In the Trophian desert, it not uncommon to die
from thirst and dehydration. In addition, some predatory fungal "animals" make travel
dangerous, as they wait near compost fields for prey to come along.

Culture
Trophians live all across Trophus, though generally in the most temperate climates of the
planet, where the compost fields grow abundantly and well. Some have chosen to live
around or near the polar regions of the planet to avoid the heat. Though growing crops in
the cold temperature is difficult, a few communities exist and manage to survive. The
equator of the planet is a hot band of solid desert with absolutely no chance of compost
fields surviving for long, while the frozen sands of the poles are too cold for anything to
live. No Trophians inhabit these two areas. Trophian society is divided politically into
territories, which act just like nations. These nations independently grow their own food
supply, but they keep close ties with each other for the trade of other valuable commodities,
such as metals, special materials, etc. The Trophians have achieved a democratic-type of
government and this is the most common form of government on the planet.

The smallest social unit among Trophians are families. These families often include
extended relations of many degrees, as well as some outsiders who have befriended the
family and become unofficial members.

Trophians dress in cloaks, capes and loose garb very similar to the clothing the desert
nomads of Earth wear. This helps them maintain the right temperature and moisture in their
bodies. Usually light in color, the richer members of Trophian society have theirs
embellished with many different hues.

Trophians have their own arts and literature, but the most common form of creativity and
artistic talent among Trophians is cooking and gastronomy. For survival, Trophians have
retained their saprophytic natures, but finding the meal of soil lacking, they have turned to
more delectable dishes. They have learned to prepare the crops they raise in a myriad of
tasty manners. Many farmers also keep a "livestock" of fungal animals, which they raise
and slaughter for food. This fungal livestock is very delectable (even by human standards)
and manages to capture high prices on the market. With the introduction of meats and other
forms of foods from the intergalactic community, the Trophians are heavily into
experimenting with these new "alien" ingredients. As cooks, Trophians are virtually
unmatched and many intergalactic establishments keep a high demand for them.

Trophians raise a variety of crops for their food. The fungal livestock they keep is almost as
varied as the crops they raise. If these food supplies are unavailable, Trophians may absorb
the nutrients they need from the compost itself. Though this is often interpreted as a sign of
poverty, the practice is not looked down upon.

Trophian religion involves the worship of a deity they call "The Feeder". They believe that
he raised the compost fields that grew and fed the Trophian people. They also believe he is
responsible for the harvests of fungal crops from the compost fields. Interestingly, with the
arrival of other intelligent life, it is newly ordained dogma that The Feeder is also
responsible for life on other planets.

When a Trophian dies, the body is taken to the compost fields. The clerics of the Trophian
religion perform a ritual where "the deceased Trophian is returned to the bosom of The
Feeder that he may nourish The Feeder and essentially nourish all other Trophians." By
allowing a Trophian to fertilize the compost field, the Trophians feel that they are honoring
their god. Sometimes, when an alien dies on the planet, the Trophians also perform the
same last rite on him, applying their beliefs on a universal scale.

If there is one instance where saprophytic feeding is considered forbidden, it is the


consumption of the dead bodies of their race. By devouring a dead Trophian (or any other
body of an intelligent life form), the Trophians believe that they are dishonoring The Feeder
by selfishly taking for themselves what is for The Feeder and the rest of the Trophian race.

Psychology
Living in a very inhospitable planet, Trophians are born survivors. One of their virtues is
the valuing of survival above all trivial things.

They feel that it is very important for each individual to be able to normally survive on their
own, thus instilling a sense of independence among Trophians. Indeed, those who heavily
rely on others for their own sustenance (with the exception of the young, sick or old or
anyone who cannot naturally help himself) are looked down upon.

Trophians, as seen in their history, are clannish by nature. Trophians with common origins,
traits and beliefs also easily band together. The social instinct that grouped them together
for improved survival has affected them this way. This group instinct has also cause
Trophians to value the survival of the many of that of the few. This instinct has also caused
Trophians to value loyalty and honesty to their families and territories.

The downside of this is that Trophians generally distrust those beyond their family, friends
or territory. Trophians are very distrustful of outsiders who try to penetrate their lives and
cliques. However, those outsiders who prove themselves worthy of a family become
accepted and welcomed member.

Because of the group value, Trophians feel no ill will to those close relations and friends
who rely on them for help; Trophians are more than ready to help his relations out. In fact,
Trophians are very noble and martyr-like when it comes to their close relations and
comrades. Though it is not easy for aliens (who are beyond the range of race, much less
family or territory) to befriend Trophians, those who do are rewarded by a loyal friend
willing to sacrifice for them.

Ability Scores

STR: 5/14
DEX: 4/12
CON: 7/15
INT: 4/14
WIL: 6/15
PER: 4/13

Trophians, tempered by thousands of years living on a barren, dessert planet with little
food, have grown strong-willed and tough, thus giving them high Constitution and Will
scores. Their plant-natured origin limits their natural Dexterity. Because Trophians
generally distrust those outside their social units and because their form of emotional
expression is sophisticated, Trophian Personality scores go only as high as 12.

Advantage

1. Regeneration: A gift from their fungal origins, Trophians rapidly heal and grow
back any wounds or injuries they receive. Treat this as the Hyper Healing amazing
mutation.
2. Saprophytic: Another benefit from their fungal origins. Trophians may "eat"
decaying matter, usually in the form of soil, for sustenance. However, this special
advantage has its limits. Though this ability protects them from the toxins and
poisons that are produced when organic matter decomposes, this does not protect
them from any powerful or lethal poisons in the matter that they eat. They also
cannot eat radiated matter without serious ill effects. Lastly, though soil provides
the bare necessities to survive, Trophians, after a while, may need more nourishing
food to stay alive.
3. Desert Adaptation: Living on an arid, desiccated world, Trophians have grown
accustomed to and evolved systems to keep dehydration in check. Though it is still
quite possible to die from thirst in the middle of the Trophian desert, Trophians still
have a good chance of making it to a nearby compost field before they dehydrate.
Trophians count as having the Environment Adaptation ordinary mutation for arid
environments.

Weakness

1. Cyber Intolerance: Due to the regenerative nature of Trophians, they have a very high
level of intolerance to cybernetics, as the body tries to reject most cybernetics implanted in
the body. Calculate Cyber Tolerance for Trophians at Con -7.

Skills

Ability: Free Broad Skill


Constitution: Stamina
Constitution: Survival
Intelligence: Knowledge
Will: Awareness
Will: Resolve
Personality: Interaction

Living on a desert planet has given Trophians a natural sense of survival in the wilderness.
Though they now live in comfortable territories with the comforts of technology at their
fingertips, they have never lost that sense of survival. Their sense of survival also includes
the strong will to live, thus they also get the Will skill Resolve for free.

Playability
Trophians make excellent Combat Specs and Free Agents due to their high emphasis on
Constitution and Will. Trophian soldiers are especially hardy and tough due to their
regenerative abilities. Trophians make for natural Free Agent explorers because of their
saprophytic ability and adaptation to desert environments. Players who want to make on-
field Tech Op scientists and far-traveling Diplomats may opt to use Trophians due to their
natural survival skills and abilities. Any player interested in roleplaying independent or
loyal characters will find a great time in being a Trophian.

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