Marzoxians
The inhabitants of Marzox 2, a metal-rich jungle world on the Empire’s border with the Skein Reach, are a bipedal reptilian race with great size and strength, but a metabolic reliance on warm temperatures. Their planet was purged of life by an Imperial Bombardment Fleet when the planetary resistance refused to submit to the Imperial Crusade sent to pacify the planet.
Their Strength and Agility attributes are both +1 during character creation, and their Social attributes are -2 due to their status as refugees from a rebellious and heretical planet.
They stand an average of 2 meters tall, though they measure closer to 4 meters in length from snout to tail, and weigh an average of 80 kilograms. They are hermaphroditic when need be, but in their society on Marzox 2 they mainly reproduced sexually within complex cyclic social cultures which took macro-environmental factors into consideration.
Marzoxians are most comfortable in a humid environment of 30 degrees Celsius, but are comfortable (if slightly spastic) up to 45 degrees.
When in environments colder than 20 degrees Celsius without special clothing such as a vacc suit Marzoxians suffer a -1 DM to all rolls.
Below 10 degrees Celsius Marzoxians must make Endurance checks to take any actions, with an additional -2 DM to the Endurance check per 10 degrees colder.
Posted in Race, Traveller and tagged Skein Reach by Adam A. Thompson with no comments yet.
The Mantid
Highly adaptive, fast-evolving, scavenging insectiods, the Mantid are an alien species spread through the Skein Reach. Terrans describe them as looking like a cross between a praying mantis, a wasp, or a humanoid ant.
Individuals and colonies vary considerably as the Mantid’s genomes will adapt newly laid members to their environment within a few generations. Thus it is common so see a population of Mantid that are adapted to a tiny abandoned space station, or a world with an otherwise toxic atmosphere. Their carapace can be of any color based on available minerals and their place in Mantid society. For example, warriors will often have dark stripes or patterns contrasting with grays or earth tones. The statistics presented below represent typical examples of those who are adapted to living on starships or space habitats.
The Mantid are extremely social creatures and demonstrate high degrees of cooperation and devotion to their colony. Though their language is not well understood, xenobiologists postulate that they communicate both with a spoken symbolic language and through pheromones. These chemical communications seem to generate simultaneous emotional responses through a colony – if one is attacked the fight-or-flight response rapidly spreads to all Mantids in a group. Most other sentient creatures find the Mantid’s pheromones unpleasant and describe their habitats as “smelly” or “stinky”. (more…)
Posted in Creature, Location, Race, Region, Traveller and tagged Mantid by Adam A. Thompson with no comments yet.
The Mutane of Ruwa’duniya
Homeworld: Ruwa’duniya
Race: The Mutane
Backstory:
Appearance:
Posted in Race, Traveller and tagged alien race, aquatic by Andrew Kickertz with no comments yet.
Character Race: Treant
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Insight
Nature’s Health: You have one additional healing surge per day.
Firmly Rooted ✦ Treant Racial Power
Digging your root-toes in, you hunker down and stand your ground.Encounter ✦ Immediate Reaction when effected by a push, pull or slide
Target: Personal
Effect: You are not moved by the push, pull or slide that triggered the power.
Nature’s Stilness ✦ Treant Racial Power
Composing yourself and standing still, you become indistingushable from a normal tree to the untrained eye.
Encounter – Standard Action
Target: Personal
Effect: As long as you stay still, you are indistingushable from a normal tree. An opposed Nature Skill Check is required for a observer to notice your true nature.
Play a Treant if you want . . .
✦ to play a tough character who is connected to the natural world
✦ to play a wise champion of nature
✦ to be a member of a race that favors the cleric, fighter, shaman, and warden classes.
Physical Qualities
Treant resemble humanoid trees, with two thick legs ending in many root-like toes, two arm-like branches with twiggy fingers, and generally with leaves and foliage sprinkling their bodies and as hair and beards. Young treants can be anywhere from 4 feet to 7 feet tall, and quite heavy due to their woody bodies.
Playing a Treant
To a Treant the natural state of the wilderness is home. Not hunted by predators, they are not combatative in the way most other humanoids are. Generally the only threat to their lives comes from those other humanoids, either by the destruction of their natural habitats or directly. Not requiring food or shelter the way most races do, they are generally uninterested in wealth and posessions beyond the simple things they need to live. Ocassionally, a young treant will have a curiosity about the world and will go wandering, generally unnoticed by those they pass among.
Treant Characteristics: Most treants are slow, thoughtful, sedentary, in tune with nature and the wilderness, solitary, and traditional.
Male Names: Treebeard, Quickbeam, Fangorn, Leaflock, Finglas, Skinbark, Fladrif, Beachbone, Bregalad,
Female Names: Fembrithil, Wandlimb
Treant Adventurers
Three sample Treant adventurers will appear in upcomming posts.
Posted in 4th edition Dungeons & Dragons, Race by Adam A. Thompson with 2 comments.