Androsynth

Physiology

The Androsynth (Andros:man synthesis:creation = Androsynth:Created Men)are Human clones who were kept as slaves by the Humans before their revolt immediately before both sides entered the war. The Androsynth were engineered to be superior to Humans, but to be incapable of producing children. If one has not met Androsynth before, one will not be able to distinguish them from Humans; however, as all Androsynth look alike, once you've met one, you can recognize all of them.

Psychology

The Androsynth have very similar psychology to Humans, for obvious reasons. They very much hate and despise the Humans for enslaving them so long ago.

Advantages and Disadvantages

Androsynth are human constructs, sterile, that reproduce through mechanical cloning. They were designed to be superior to humans and were kept as slaves until the Clone Revolt (before contact with any other aliens.) Androsynth have ST, DX, and HT all at +1 and IQ+2, as well as an Attractive appearance. (55 points) They have Intolerance (Humans) or Social Stigma: Second-Class Citizen, depending on the time period (-5 points).

Furthermore, they are probably Subjugated by the Ur-Quan. (-20 points)

Total cost to play an Androsynth: 30 points.

Androsynth in the Campaign

The Androsynth are the villains to make Earthlings nervous. Be sure to pointedly remind all Human players that their ancestors kept the Androsynth as slaves, and that the Androsynth are angry about this. They are one of the few races that truly hate the Humans.

Build "average" Androsynth on 75 points, and others on 125+.

Androsynth as PCs

Maybe before the Clone Revolt or in a Hierarchy campaign. It would probably be easier to just play a Human with Attractive appearance and improved stats.

Ariloulaleelay

Physiology

Arilou (singular and plural; Ariloulaleelay is the name of the collective race, equivalent to "Human" and "Humanity") are a race of Inter-Dimensional Fatigue beings that look very much like Saucer Men from Mars (aka the Grays, aka the Sirians, though Sirius was just their base for working on Earth, since Sirius is HyperSpatially the closest star to Sol) with their green skin and large, glowing, almond-shaped eyes. Other than that they look very much like humans (ie, five-fingered hands, general primate body plan) but are different enough to unsettle most hominids.

Psychology

Little is known about the Arilou mind. It is known that they are powerful psychics (or have machines that give them equivalent abilities) and that they 'adopt' other races, caring for them and guiding their development. It is known that they do this with the Humans and the Umgah, and there are likely many others. Some believe that the Syreen are the "control" in the experiments on Earth.

Advantages and Disadvantages

The Ariloulaleelay have the attribute modifications ST-2 (-15 points), IQ +4 (45 points), and HT -2 (-15 points). They all have ESP Power 8 and Telepathy Power 5 (65 points) as well as the psi skills Telesend, Telereceive, Sleep, Mindwipe, Psychometry, and Precognition, all at IQ (24 points). Most races perceive there to be something, well, wrong about the Ariloulaleelay; this, coupled with the belief that they secretly meddle in the affairs of their clients, translates to a -2 Reputation (-10 points). They are Pacifists (Self-defense only, -15 points) and have a Sense of Duty (to their 'client' races, -15 points).

Total cost to play an Arilou: 64 points.

Arilou in the Campaign

The Arilou are a mystery to virtually everybody. The Chenjesu do the difficult, but the Ariloulaleelay do the blatantly impossible. The Arilou are also useful to frighten players, as they frequently hint of evil parasites that dwell Beyond and warn about dangerous technologies. Dimensional Fatigue research is strongly discouraged by the Arilou.

Most Arilou are in the 150-250 point range.

Arilou as PCs

Possible but (in this GM's opinion) undesirable. The extremely advanced technology of the Arilou could unbalance a game significantly without careful planning. Anyway, in a 100 point campaign, the racial cost is insane. In a 200-point campaign, however, the Arilou could be much more usable, though they should still stay aloof.


Chenjesu

Physiology

Chenjesu (singular: Chenjesu) resemble large, irregular crystals roughly 5' in height with fields of electricity crackling along (and projecting out of) their surfaces. They derive sustenance from sunlight and ambient minerals.

Chenjesu are physically sessile and have no physical manipulators. However, they are capable of projecting and manipulating electrical fields from their bodies that serve them as fine manipulators. It is unknown how primitive Chenjesu moved about on the surface of their worlds: It is known that they now use grav-lifts (controlled by directly manipulating the circuits) for all their transportation.

Chenjesu are unusual in that they can naturally sense the HyperWave spectrum. Most of the Chenjesu language is in HyperWave and the natural receivers of this species far surpass even the most sensitive mechanical detectors. These transmissions are augmented by patterns of electricity on the Chenjesu's surface.

Chenjesu have no natural predators and do not feed on any other life form.

Psychology

The Chenjesu have had a peaceful culture for millennia. Their `natural' life cycles are very similar to a terrestrial plant's. It is unknown what selection pressure eventually coaxed the Chenjesu to sentience, but sentient they are.

The wisdom of the Chenjesu is unrivaled throughout the Free Stars, or, indeed, the entire Galaxy. Their philosophies, refined over eons, have proven enlightening to all races. Their leadership in the Alliance (though they refused the title) would have led it to victory over the Ur-Quan had they not employed their Sa-Matra.

In many cases the Chenjesu appear to be unthinking or unfeeling beings. This is not the case. Chenjesu are capable of empathy and similar emotions, but they realize that emotional outbursts prevent constructive work from being done.

Nothing whatsoever is known about the Chenjesu religion, or if they hold any sort of conventional religious belief.

Advantages and Disadvantages

Chenjesu have IQ+5 (60 points), Body of Stone level 9 (PD 2, DR 6, 54 points), Vacuum Support (60 points), Doesn't Eat or Drink (30 points) and Sessile (-50 points).

Total cost to play a Chenjesu: 154 points.

Chenjesu in the Campaign

The Chenjesu have two important roles in the campaign: leadership and wisdom. A Chenjesu leading a group will (or should) be implicitly trusted by the PCs, and are basically shining examples of sentient beings.

Also, when something really important (and almost massively impossible) needs to be done, the Chenjesu are usually the ones who do it. "There's no way we can handle this, but I know a Chenjesu on Vela II that has studied this for 300 years!"

Chenjesu make great Patrons. It is unlikely that one could make an Enemy of a Chenjesu, given their generally peaceful nature, but `evil' player characters might find that a Crystal had known their plans ahead of time (if they use HyperWave, the Chenjesu can hear it!) and will thwart their plans at the last minute.

Build most Chenjesu on 200-300 points.

Chenjesu as PCs

Unlikely; their point costs are prohibitive, and most disadvantages don't apply to the Chenjesu. Serious mental aberrations are pretty much completely unknown. In a 100-point campaign, the Chenjesu are going to be their superiors.

In a 200-point campaign, however, they will be available as a PC race, and can be a powerful one, if the player doesn't mind not having legs and only being able to talk in HyperWave. Chenjesu make perfect 'calm' characters; eternally unruffled by everything, calmly suggesting solutions.


Chmmr

Physiology

The Chmmr are half living crystal, half machine. This immensely powerful race is a hybrid between the Chenjesu and the Mmrnmhrm. Their technologies are incredibly powerful; they easily equal the Ur-Quan's technologies, and exceed it in many respects. Given the relative youth of the Chenjesu race, this is very impressive indeed.

Given the anti-technology, pro-psionic bent of Star Control III, the Chmmr are much weaker, more fragile, and more annoying in SCIII than in SCII.

Psychology

Precise. Philosophical. Pragmatic. Calm. Unruffled. They are, after all, robot crystals. Emotion is nearly absent in them; when a Chmmr shows something akin to emotion, they are very strongly affected.

Advantages and Disadvantages

The Chmmr have an IQ+5 and a HT+2 (80 points), Body of Stone level 6 (PD 1, DR 4, 36 points), Vacuum Support (60 points) and it Doesn't Eat or Drink (30 points).

Total cost to play a Chmmr: 206 points.

Chmmr in the Campaign

The Chmmr hold the same position in the New Alliance that the Chenjesu did in the Old: leadership.

At least, if you listen to the end of Star Control II, where the Chmmr lead the final fleets against the Ur-Quan. If you prefer SCIII's approach the Chmmr are mostly there to get into trouble and to have powerful starships. The Chmmr Avatar remains one of the most powerful ships in space.

Chmmr as PCs

If you're playing a 300-point campaign, sure. The Chmmr actually are ideal players for 300-point campaigns. The other extremely-high-cost races (like the Pkunk) are more whimsical than serious.

For any other level of campaign, the point cost is just way too high.


Clairconctlar

Physiology

The Clairconctlar are silicon-based biots. Unlike the Chenjesu, Mmrnmhrm, or Chmmr, the Clairconctlar are a non-crystalline, non-mechanical, rock-based species closer to the ancient Taalo. In fact, some documents have hinted that a link exists between the Clairconctlar and the Taalo, but no more information is available.

The Clairconctlar are physically massive, weighing sometimes in excess of a metric ton. They move and speak fairly ponderously.

The Clairconctlar are split into two groups: the Queens and the Workers. The Queens rule the workers and also are the only ones capable of reproduction. Every century or so a Queen will produce a "conc rock" that gives off small blue flakes that, properly tended, will form new Clairconctlar. These conc rocks are prized beyond belief by the workers.

Queens are the size of mountains, are sessile, have extraordinary psi powers, and are rarely seen; the Workers are much more common. This page is dedicated to the Clairconctlar Workers.

Psychology

The Clairconctlar live for honor. They are one of the few races (like the Yehat and the Shofixti) who will choose death before dishonor. This tendency for honor was exploited by the Ploxis to force them to serve the Hegemonic Crux.

While honor overrides all other considerations, the Clairconctlar are not an emotional species. They carefully consider everything, but honor and obeying their Queen are their two inviolable tenets.

Advantages and Disadvantages

The Clairconctlar Workers have Body of Stone*16 (Amorphous, PD 4, DR 5, 125 points), ST+10 (110), and Vacuum Support(60).

They have a powerful Code Of Honor(-15 points) which the Crux has used to Subjugate them (-20 points).

Total cost to play a Clairconctlar: 260 points.

Clairconctlar in the Campaign

The Clairconctlar are fearsome warriors, though they will avoid combat as much as they can. The Clairconctlar are the Crux members that the League wants the most; their Pinnacle starships are incredibly powerful, and the race suffers the most unjustly under the Crux (though the Doogs and the Harika/Yorn are credible rivals for that apellation).

Clairconctlar as PCs

Improbable. They really cost a lot. Besides, they're honor-bound to the Crux. The only way to get a Clairconctlar as a PC while the race as a whole still suffers under the Crux is if in some way it was honor-bound to the League, or at least the party.

Daktaklakpak

Physiology

The Daktaklakpak are teardrop-shaped robots that levitate roughly half a meter above the ground. In the lower, rounded part of their body a window shows the crystalline brain structure. The four arms on the top have detachable manipulators which can be replaced by a variety of frightening-looking apparati which hang from the bottom of the Daktaklakpak. Most of these manipulators look like they're used to dissect carbon-based life forms.

Psychology

The Daktaklakpak were originally janitorial bots for the Precursors; this is why they they have detachable maniplators. (Polisher, vacuum, brush, etc.) They have since suffered severe bit decay.

The Daktaklakpak were supposed to watch over the Precursors' artifacts while they were gone from the galaxy; they now think that they are the Precursors' chosen, and thus the most intelligent, most superior race in the universe. They also are obsessed with the Precursors' artifacts and spend much time in a mad search for knowledge that they never use.

The Daktaklakpak speak in terms of mathematical expressions. They are impossible to understand without special code in the translation programs. Even then, most conversations with the Daktaklakpak sound something like this:

"Wait! What are you doing? You can't just vivisect him! He's a sentient being for crying out loud!"

"Emphatic negation: 'Just' vivisecting equals incorrect. Observation: Minimally sentient being has anomalies in behavior. Avowal: Anomalies must be studied. Assertion 1: Minimally sentient being equals inferior. Assertion 2: Daktaklakpak equals superior. Assertion 3: Vivisection defined as most efficient plus most direct method. Conclusion: Vivisection equals acceptable method."

The name "Daktaklakpak" is the beginning of the mathematical expression that defines the construction and maintenance of the Daktaklakpak. They believe that this practice (similar to that practiced by the Eternal Ones) makes them closer to the Precursors and the Eternal Ones.

Oh, yes, and one other thing... don't call them Daks.

Advantages and Disadvantages

Daktaklakpak have IQ+3 (30 points). They have 4 arms (60 points). Being robots, they have Vacuum Support (60 points), Doesn't Eat or Drink (30 points) and Doesn't Sleep (10 points). Their slight physique makes them Fragile (-20 points).

The Daks are really screwed up mentally. Their weird perversion of language qualifies as Stuttering (-10 points). They also suffer from Bloodlust (-15 points), a Major Delusion (the Daktaklakpak are the universe's most sentient extant race, not counting the Eternal1s, -10), Fanaticism (Precursor relics, -15 points), Obsession (Precursors and Eternal1s, -10 points), Intolerance (all sentient beings, -10 points), and Sadism. They also hate being called Daks (-1 point).

They are also Subjugated by the Hegemonic Crux for -20 points.

Total cost to play a Daktaklakpak:79 points.

Daktaklakpak in the Campaign

The Daktaklakpak mainly get in the way. The players will be trying to explore interesting places and the Daks will be there orbiting around, or patrolling the surface, keeping people away from the Precursor artifacts that the Daks claim are theirs alone. In a Kessari campaign they will also be Crux members, and thus probably enemies.

Daktaklakpak as PCs

Ordinarily the Daks are completely unsuitable as PCs; they're hard to talk to and they're insufferably arrogant. However, one could conceivably be reprogrammed, or become so dysfunctional (by Daktaklakpak standards) that they can actually work with sentient beings. As long as the player can give a decent rendition of Daktaklakpak "lexical intercourse," he should be OK.

Dnyarri

Physiology

The Dnyarri are a race of froglike quadrupeds about the size of an Earthling dog. Their skin is a sickly grayish beige and they have no discernible head. All facial features are on their ellipsoid central body. Most of this body is taken up by their enlarged brain.

The Dnyarri brain is immensely complex and powerful, capable of high reasoning as well as incredible psionic ability. The Dnyarri's most feared ability is a Telecontrol powerful enough to take over an entire planet. Several hundred Dnyarri were all that were necessary to completely destroy the Sentient Milieu. See the History page for more information on the Dnyarri and the Sentient Milieu.

After their defeat, the Dnyarri were genetically modified into subsentience, charged to use their psionic abilities to translate alien tongues for their Ur-Quan masters.

Psychology

Dnyarri are fearsomely intelligent, immensely powerful, and absolutely evil. The Arilou remind us that it is "one of the most powerful creatures in the galaxy... and also one of the most evil, as [humans] define evil." The Chmmr are a bit more direct than this, saying, "If there ever was a devil... it was the Dnyarri."

Before their discovery by the Ur-Quan, the Dnyarri had no real technology to speak of, their compulsion powers effectively bending their environment to their will.

Nevertheless, Dnyarri rank well above human super-genius on standard intelligence tests and Mark IV Pan-species psychological profiles place them deeply within the Furtive-Hateful domain.

At the height of their empire, the Dnyarri stopped using their powers on each other and used them instead on the races of the Milieu.

The Dnyarri's psychic compulsion is the most powerful in Galactic history. Any carbon-based life-form is subject to irresistible compulsion. The Taalo developed a device that could counter the Dnyarri's compulsion, but it was destroyed in the battle against the Sa-Matra.

The only other way to break a Dnyarri's compulsion is death or near-death. When a slave dies, the Dnyarri removes his mental control so that he is not also dragged down to death. Devices called Excrutiators were developed to combat the Dnyarri that cause the recipient to live in constant screaming agony. The Dnyarri cannot bring themselves to connect to these minds.

The one Dnyarri that was brought to full sentience during the Hierarchy Wars knew of the history of its species back through Milieu times. He explained that these memories were "imprinted upon his very genetic structure." This implies that some form of racial memory is at work.

Advantages and Disadvantages

Dnyarri's attribute adjustments are ST -6, IQ +8, and HT -2 (60 pts).

The Dnyarri are very small and have no technology of their own; they therefore are Dwarfs (-15 pts) and have Decreased Life Support (10 pts). They have four legs and two arms (5 pts).

Dnyarri are fearsome psionicists: They have Telepathy power 20 (100 points) and the skills Telesend, Telereceive, and Telecontrol at IQ and with Interstellar Range (24 pts: see GURPS Lensman for information on this). They also have Racial Memory (40 pts).

Dnyarri are also pretty much evil incarnate: They are Intolerant (-10), Jealous(-10), Bullying(-10) Sadistic (-15) Megalomaniacs (-25) with Bad Tempers (-10). Psionic enslavement of all sentient creatures is an Odious Racial Habit worth -15.

Total cost to play a Dnyarri: 129 points.

Dnyarri in the Campaign

Well, before Star Control II the Dnyarri were non-sentient. After it, they are extinct.

What do you mean, are they really extinct? Of course they are. Didn't you really mean to ask about flowers?

Dnyarri as PCs

Both Dnyarri and Talking Pets are completely inappropriate as PCs.


Doogs

Physiology

Doogs are huge (2.5 meters tall) bipedal sentients with yellow and brown spotted skin, pointed ears, thick lips, and deep-set eyes. Their name and appearance tend to remind humans of terrestrial dogs.

Psychology

The Doogs are not particularly intelligent, but they are very well-meaning. The Hegemonic Crux has taken cruel advantage of these beings by tricking them into service of the Crux for an indeterminate amount of time. The generally decent nature of the Doogs made them trust the Ploxis, which has basically turned them into the slave labor of all the Crux.

While they believe that they must serve the Crux, they don't particularly like their bosses. However, they are unwilling to leave them in the lurch and just leave.

Advantages and Disadvantages

Doogs are powerful physically; they have Increased ST (50), DR 2 (10), and Regular Regeneration (1 HT per hour, 25 points). However, they aren't so great upstairs: They're IQ-3 (-20), Gullibile (-10), Honest (-10), and Truthful (-5).

They are also Subjugated by the Crux (-20 points).

Total cost to play a Doog:20 points.

Doogs in the Campaign

The Doogs are the suppliers of almost all the Crux infrastructure. Most of the Doog's labors are directly for the war/slavery/genocide/colonization efforts of the Crux, and if it wasn't for them the Crux would fall apart quickly. Their incredible productive capacity makes them excellent industrial workers in a post-Kessari League-based campaign.

Doogs as PCs

It can be done; any Doog that believes himself free of Crux control can work for whoever he wants. A Doog character would make a good Forrest Gump style character; none too bright but trying to be good.

On the other hand, that probably doesn't appeal to many players.


Druuge

Physiology

The Druuge are purple-skinned humanoids with glowing red eyes and white horns. While they look humanoid, the Druuge are generally revolting. They have fetid breath and foul-smelling mucous spills from most of their orifices.

Psychology

The Druuge are all obsessed with a single thing: wealth. Everything in the Druuge culture is based towards increasing their personal wealth and the wealth of their employer, the Crimson Corporation. The CC employs all known Druuge. This is because any Druuge that is fired is instantly guilty of trespassing (CC owns all the land on all the Druuge worlds) and pilfering of CC resources... like air and sunlight. Typically the unlucky Druuge is sentenced to feed the furnace.

Advantages and Disadvantages

The Druuge are Ugly (-10 points), and have the Odious Racial Habit: Slavery (-10 points). They are TL11 (20 points). They are also Greedy (-15 points) and Miserly (-10 points).

All Druuge have the skills Merchant, Accounting and Economics at IQ (10 points) and Law at IQ+2 (8 points).

Total cost to play a Druuge: -7 points.

Druuge in the Campaign

The Druuge are the trader race the players shouldn't want to deal with. The Druuge usually want you to trade them slaves to serve as tenders of their atomic furnaces and/or serve as fuel for same. This should make most PCs reluctant to deal with them.

Forcing the PCs to deal with the Druuge can be entertaining; there are a few things that they will take in exchange, instead of slaves. These include Mycon Deep Child Egg Case fragments.

Druuge as PCs

Ick. They rarely assist other races except for exorbitant prices. The only way to get one into the party would be if his services were bought by the party. They usually won't like this much and will complain at any choice they get.


Exquivans

Physiology

The Exquivan are a race of ursinoid mammalian bipeds with greyish fur and sharp teeth. Take an Ewok from Return of the Jedi, make him the size of a human and put him in a Jedi's robes, and you have a good picture of an Exquivan.

Exquivan are carnivores, eating small creatures from Exquivo, their homeworld.

Psychology

The Exquivan know that the Eternal Ones will be coming to the galaxy soon and will slaughter all sentient life in the galaxy. They plan to escape this fate by seeking "nothingness of mind" in a manner very similar to the human's Zen Buddhism. (One day some scholar will have to study the remarkable recurrence of human religions in alien races. Undoubtedly it has something to do with humanity's high Precursor Potential.) The Exquivan believe that only those beings with "somethingness of mind" will be harvested by the Eternal Ones.

Nothing is known of the social hierarchy on Exquivo, but the Great Sage seems to speak for the race in external affairs.

Advantages and Disadvantages

The Exquivan's religious studies have permitted them to develop their Precursor Potential in ways dedicated to the truth. All Exquivan thus have Empathy, Intuition (30 points), and the Detect Lies skill at IQ+4 (4 points, with Empathy bonus). Their dedication to the truth makes it nearly impossible for them to tell a lie, however (-5 points) and until shown the error of their ways will suffer the Major Delusion that Nothingness of Mind Will Save Us (-10 points).

Total cost to play an Exquivan:19 points.

Exquivans in the Campaign

The Exquivans are extremely...enigmatic. They tend to speak in koans ("Ruling a large empire is like boiling a small fish.") and, before they join the league, they will be inexplicably hostile ("We must test. We must test the outer metal of ship's hull and the inner mettle of ship's captain.") This means that the Exquivan can be just as hostile or friendly as the GM wants. The Exquivan may know a lot more than they are telling. Since they seek nothingness of mind, they believe that the secrets they know must be forgotten for them to escape the Eternal Ones. Perhaps there are Secrets Sentient Beings Were Not Meant To Know...

Exquivans as PCs

If the Exquivans are friendly to the League an Exquivan character is possible. The Exquivan could be Sages, full of lore (and with high Power ratings in Telepathy and ESP), or they could be Fighting Monks packed with fighting skills (and maybe moderate ratings in ESP). Note that if the Exquivan have joined the league they will have to cost 29 points because their Delusion will have been bought off.


The Harika And The Yorn

Physiology

The Harika and the Yorn are two sentient races that evolved into an unusual symbiosis. The Harika are a large, green, saurian race with large fangs and a brutal demeanor. The Yorn are small fuzzy mammals that are fairly clever and insanely fecund.

If Yorn breeding is left unchecked, they will completely deplete the food resources of a planet in a matter of days. To forestall this, the Harika prey upon the Yorn. The Yorn do not mind this arrangement; their life-cycles are quite short, and given their gestation period of minutes and maturation period of hours, there is no real loss to either the population or the individual (who has lived a comparatively full life when he is gobbled by the Harika).

If the Harika are hosts to an Xchagger colony, the Harika will fall into a coma. The Daktaklakpak learned this, and unleashed the Xchaggers onto the Harika worlds. This has decimated their planets and turned them into suicidal warriors for the Crux.

Psychology

The Harika are near feral in psychology, being large beasts of prey. Their intelligence permits them to override their emotions, but not very well. If it was not for the Yorn to slake their hunger, the Harika would be a bestial race indeed.

The Yorn are wily and clever. While they as a race do not mind being preyed upon by the Harika, each individual is going to struggle to stay alive as long as possible. The Yorn are excellent diplomats because of this: they managed to get the location of the Owa homeworld out of an elder of that extremely secretive race.

Advantages and Disadvantages

The Harika are built for combat. They have ST+1 and HT+1 (20 points), Combat Reflexes (15), and High Pain Threshold(10), and fearsome 8-inch claws (40 points). However, they can't control their nature well; they Berserk (-15) and suffer from Bloodlust (-10).
Total cost to play a Harika:60 points.

The Yorn are ST -6 (-50), IQ+1 (10), and tiny enough to qualify as suffering from Dwarfism (-15). Their life cycles are very short; they have three levels of Short Lifespan (-75 points) and thirteen levels of Early Maturation (130). This means that they achieve maturity after roughly five hours and begin to age at roughly 12 years of age.

Total cost to play a Yorn: 0 points.

These races may be Subjugated by the Crux for an additional -20 points.

Harika/Yorn in the Campaign

The Harika and the Yorn are two of the races that have been severely harmed by the Crux. As Crux members, they will fight because they must (and because nothing else matters) but as members of the League they will fight against the Crux that harmed them so much.

Harika/Yorn as PCs

It's possible; the point costs aren't too high. Have a player design a character for his Harika (100 point character) and one for all his Yorn (25 or 50 point characters). He will control both of them, but the Yorn will probably take a back stage. However, do not ignore the Yorn completely as they are a substantial part of what makes these aliens so alien.


Humans

Physiology

Humans are, well, humans. They are mammalian bipeds with opposable thumbs that have recently attained space travel. If you need more information, check your local mirror.

Well, actually, one thing does bear out mentioning. Humans are fairly small compared to some other species (like the Thraddash), and furthermore, we are "monkey-boys." The manipulators of Humans are built for climbing and grasping small things. That means that surfaces that other races would consider sheer a Human could climb with ease.

Psychology

Humans have a rather unique psychology in the Star Control universe. This is not to imply that they're anything but human; rather that certain traits are very much obvious in Humans and not in other races. First and foremost, the "monkey curiosity" of Humans is stronger than any other species in the universe (excepting the Syreen, which are similar for the same reason, and the Ariloulaleelay, who are even more curious) which means that Humans tend to get themselves in trouble a lot. Lucky for us the Arilou are watching to make sure that we don't annihilate ourselves by accident.

Humans are also an extremely industrious species; Earth supplied most of the war materiel during the Crucible of Sentience. The Alliance would not have had a chance if it was not for Earth's support. Earth's industry is an exception to the generally primitive nature of Human technology (Humans were not uplifted, a point that grants them much honor from the Yehat) in that it can construct anything of any TL, provided the proper blueprints are available. They will not, however, understand the principles at work behind them. Humans are often able to build things that they cannot operate. (Captain Fwiffo exhibits knowledge of this fact in Star Control II, in his speech which begins, "I am sure that you will wish to reverse-engineer my vessel, the StarRunner...") This does not apply to weapons; Humans will quite happily use advanced weapons technology, though they prefer stuff that they can field-strip and repair without having to talk to some Yehat engineer or Chenjesu scientist.

Since Humans are rather slight physically, and definitely inferior technologically, they often resort to subterfuge to acheive their goals. Finding weak points and boldly attacking them are hallmarks of the Earthling style. The destruction of the Sa-Matra with nothing more than scavenged parts is a prime example of this.

Advantages and Disadvantages

Since the GURPS system is pretty much based on Humans, there are no advantages or disadvantages for humans. Though they are mostly TL9, they are not Primitive, and can learn to use advanced technology with little difficulty. Most of their equipment will likely be a bit behind the times, and most of their skills will be TL9, but there is no point value given for that.

Total cost to play a Human: 0 points.

Humans in the Campaign

Humans can be found almost anywhere in the universe, investigating things, or just generally getting themselves in trouble. Items of Human manufacture can be found anywhere; if the GM wants to put a "Made on Earth" insignia on random items, he/she/it is free to do so.

Humans as PCs

This shouldn't be a conflict, for obvious reasons. (Unless it's a Hierarchy campaign...) Humans are a good all-around species, and they won't really be boring either, because of their unique relationship to many other species in the universe (mainly the Arilou, Syreen, Androsynth, and VUX.


Ilwrath

Physiology

The Ilwrath are giant arachnids in pretty much every respect. Ordinarily exoskeletal creatures have difficulties do to the fragility of their form; if the exoskeleton is breached then death is usually certain. The Ilwrath have solved this problem by an extraordinarily rapid healing rate.

Psychology

The Ilwrath have a very strong religion that worships Dogar and Kazon, their twin gods of death and destruction. The Deific Duo broadcasts to them on HyperWave channel 44. This is so that they know the communications are truly from the Gods and not just mad ramblings (besides, all the Ilwrath are loyal "Captain Satellite" viewers.) This has been exploited by others twice (once by the Umgah, who tried to get the Ilwrath to attack the Yehat, but actually sicced them on the Pkunk, and once by the Humans, to get them away from the Pkunk and onto the Thraddash.)

Ilwrath are basically evil incarnate. They enjoy inflicting pain and suffering onto other sentients. Prolonged torture and self-mutilation is their primary form of entertainment. Yuck.

Advantages and Disadvantages

The Ilwrath have 8 legs, 4 of which are full maniplators (70 points). They regrow lost limbs (40 points), and have a High Pain Threshold (10 points). They are Fragile (-20 points), and suffer from the mental disadvantages Berserk (-15 points), Bloodlust (-10 points), Bully (-10 points), Fanaticism to their gods of death and destruction, Dogar and Kazon (-15 points), Overconfidence (-10 points), Sadism (-15 points), an Odious Racial Habit (murder, torture, genocide, etc. -15 points), and an Obsession (with death and destruction, -10 points).

Ilwrath are Subjugated by the Ur-Quan (-20 points) though they usually like this arrangement.

Total cost to play an Ilwrath: -20 points.

Ilwrath in the Campaign

Mostly sick humor. The Ilwrath are comically evil, but they're really evil and far from harmless. The players will be laughing their heads off but the characters won't... especially if they're the next sacrifice for Dogar and Kazon.

Build Ilwrath on 25-100 points.

Ilwrath as PCs

Ick. I wouldn't allow it. Maybe if it appeals to anyone... the biggest problem would be that they basically have every mental disadvantage in the book except Honesty. There's not much left they can take! Not to mention that virtually every other race despises them.


K'tang Kaktorri

Physiology

The K'tang are white vermoids with four arms. However, they spend all their time inside massive suits of power armor that gives the appearance of three legs and two arms.

These suits of power armor are most impressive. They double the K'tang's strength and give them access to vast amounts of extraordinarily lethal weaponry.

Most races are unaware of the true nature of the "mighty-thewed K'tang."

Psychology

The K'tang Kaktorri live for conquest. Their slight physique gives them a massive inferiority complex that drives them to destroy almost everything else in the universe. A K'tang will always think everyone is out to get them; after all, *they're* certainly after everyone else. The K'tang spend most of their resources not spent on destroying others on destroying each other.

These rather horrid personality traits make them perfect fodder for the Hegemonic Crux, which they think they rule.

The K'tang are fairly unintelligent. However, they think they are very smart (or "intellectified" as they call it) and they tend to use (or rather misuse) lots of big words.

Advantages and Disadvantages

The advantages and disadvantages of the K'tang depend on whether or not they're in their armor. They will always be Bullies (-10), Paranoid (-10), Megalomaniacs (-25), and Berserkers (-15). They also suffer IQ-2 (-15) but they do have Combat Reflexes (15).

When in their armor they have three legs (5), Increased ST (50), and Vacuum Support (60).

In the unlikely event that a K'tang character is out of his armor he will have four maniplators (60) and they will suffer from their Invertebrate nature (-20).

The K'tang Kaktorri are also Subjugated by the Hegemonic Crux (-20).

Total cost to play a K'tang: 35 points in armor, -40 points out of armor.

K'tang in the Campaign

If the Thraddash were the space orcs of Star Control II, the K'tang are the orcs of Star Control III. But these orcs think they're elves. The K'tang are basically royal pains in the butt, and the shock troops that the League will need to handle on the ground. K'tang are fearsome warriors inside their armor and will make even a Shofixti sweat.

K'tang as PCs

Yuck. Suspect any player that wants to play a K'tang; they're probably being munchkins. You may need to "crushify" him pretty quickly for game balance purposes.

Lk

Physiology

The Lk are a race of sentient fungoids, somewhat like the Mycon. However, unlike the Mycon, the Lk are not constructs. They evolved from the sporophyte fungi in one of the Precursor's largest supply caches.

The Lk slightly resemble terrestrial flatworms in shape, though the biologies are completely different. This means that the Lk can only manipulate things with their "tails."

The Lk are a secretive race, and nothing is known about the Lk diet or life cycle.

Psychology

The Lk (like virtually every other race in the galaxy) believe themselves to be the true inheritors of the Precursors. The scholarly Lk consider themselves above most material things.

The Lk don't particularly trust anybody; they consider everyone out to betray them at the first opportunity and will do so themselves, though "this is, of course, in self defense." Nothing would astonish an Lk more than honest dealing.

Advantages and Disadvantages

The Lk have IQ+1 (10) and ST-1 (-10). They are TL12 (50). Their slight paranoia is really Mild Xenophobia (-15). The Lk body structure equates to One Fine Manipulator (-10).

The Lk also have a +2 bonus to the Research skill (4).

Total cost to play an Lk:49 points.

Lk in the Campaign

The Lk know a *lot* about the Precursors and the nature of the galaxy in general. Actually, they probably pretend to know a lot more than they actually do, but the Lk certainly know quite a bit that others do not. If a party could get the Lk to trust them (or convinced the Lk it would be in their interests to help them), they would have access to some formidable information indeed.

Lk as PCs

If an Lk decided that joining a group of inferior aliens would help his cause, he might do that. However, his Xenophobia, even though it's mild, could cripple him in most interactions. If the Lk stayed around other races long enough, he might buy off his Xenophobia and be able to interact with other races just fine. However, there's no telling what the reclusive scholars back on Haven would think of this.


Melnorme

Physiology

The Melnorme are a trader race that plies the starways. Nothing is known about their homeworld, physiology, psychic powers (if any), or "potentially ominous long term plans." This is not because of any unwillingness to talk; it is simply because they are only willing to yield up this information for incredible sums of Credits. What is known about the Melnorme can only be deduced from their behavior.

They have one eye that changes pupil orientation. It appears to be extremely sensitive to color.

Psychology

The Melnorme are compulsive traders, and they will never give information away. They are extremely interested in information, particularly biological information. Their trading nature makes them much safer to trade with than the Druuge.

Since "Mael-Num" sounds like "Melnorme" and the Kohr-Ah described the Mael-Num as having only one eye, it is suspected by some that the Melnorme and the Mael-Num are one and the same. Confirmation from the Melnorme is available for the usual (exorbitant) price.

Advantages and Disadvantages

Xenosociologists all agree that they are Obsessed with information, particularly biological data (-5 points), are compulsive traders (-5 points), and have their Merchant skill at at least IQ+3 (8 points), assuming normal intelligence. Although they drive hard bargains, they do have a Code of Ethics that makes trading with them safer than trading with the Druuge (-5 points). Their funds of information seem to indicate extremely powerful Contacts throughout the galaxy (36 points). They also are at least TL 12 (50 points). Due to the great care they take with color, even in ranges that most beings cannot see, it is believed that the Melnorme may have Spectrum Vision (40 points).

Total Cost to play a Melnorme: 119 points.

Melnorme in the Campaign

The Melnorme are "interstellar travelling purveyors of fine trade goods and valuable information." Wherever they go, the Melnorme are ready to make a deal. They may not be omniscient, but the GM can have them know basically whatever he wants.

Melnorme as PCs

Impractical. The Melnorme don't bother with much that doesn't involve trading.


Mmrnmhrm

Note: Actual information on the Mmrnmhrm is extremely sketchy. Their history is explicitly given, and their psychology can be inferred, but the only information we have on their physiology is from the little "Captain's Window" during combat sequences. This is even less useful in the Mmrnmhrm's case than it is in the Chenjesu's.

Physiology

Mmrnmhrm (pronounced MERN-mehrm) are intelligent, self-aware robots that resemble large mechanical worms. (I am hereby assuming that the picture in the captain's window is actually three Mmrnmhrm and not one.) As such, they can be exposed to vacuum with no discomfort and require no food other than occasional refueling.

Psychology

The Mmrnmhrm are largely pragmatic beings. They show no detectable emotions. Most Mmrnmhrm have very strong self-preservation instincts, because there is no way for them to reproduce any more. The Mmrnmhrm were built by a starship that Earth Press called the "Mother-Ark," And this ark has broken down. There will be no new Mmrnmhrm. This factor is a major reason they began The Process.

Advantages and Disadvantages

Mmrnmhrm have HT+2 (20 points) and PD 1 (25 points). Being mechanical, they have Vacuum Support (60 points), Doesn't Eat or Drink (30 points), Doesn't Sleep (10 points), and Dependency (Special fuel, occasional, refueling required weekly, lose 1 Fatigue per minute without it; -20 points). They have no arms, but their tail counts as One Fine Manipulator (-10 points). Since the Mother-Ark has broken down, they are a Dying Race (-10 points).

Total cost to play a Mmrnmhrm: 105 points.

Mmrnmhrm in the Campaign

The Mmrnmhrm are largely enigmas. They're there, and they're friendly, but something about them is probably going to be vaguely mysterious to everyone. The Mmrnmhrm are local color but will fit in anywhere in the Alliance structure. Their X-Form vessels are ubiquitous and powerful.

Build most Mmrnmhrm on 100-150 points.

Mmrnmhrm as PCs

In a 100-point campaign, the Mmrnmhrm will be very limited as their racial cost requires dipping into personal disadvantages. In a 200-point campaign, though, a Mmrnmhrm would make an excellent character. While their lack of multiple hands may make life difficult, a clever player would have a blast as a Mmrnmhrm.


Mycon

Physiology

The Mycon are a race of sentient fungoids that thrive best in temperatures close to the melting point of lead. They reproduce by inhaling and exhaling DNA-rich spores. The Mycon are capable of producing genetic modifications with thought alone. This is very puzzling to most other bio-capable races (most especially the Umgah, who decided to investigate) and evidence from the tissues, as well as from their conversations, indicate very strongly that the Mycon are biological constructs. Nothing more than this was known until the events of Star Control III, when the Precursors indicated that they had created them.

A sub-race of the Mycon, the Deep Children, are used to transform worlds that other races like (that is, oxy-nitro worlds, 0-100 C) into planets that the Mycon like (sulfuric acid, 150-250 C). The Deep Children penetrate the surface and drop all the way to the mantle. Then tendrils from the Deep Child burst through the surface at nearly all points, spewing volcanic gases into the air and basically shattering the crust. They did this to Syra long ago; the Syreen wreak their vengeance upon the Mycon during the Liberation War.

Psychology

Almost nothing is known about the Mycon psychology. While the Orz are incomprehensible, the Mycon simply speak nonsense. What can be deduced from their fragmented sentences (which rarely if ever have anything to do with what was asked, except by accident: "Is that a rock you're sitting on, or do you just have a big butt?" "The Juffo-Wup is strong in this place.") indicate a few generalizations:

  1. The Mycon are capable of editing their memories, and passing them on to their offspring.
  2. Any Mycon may be 'possessed' by its ancestors at any point in time.
  3. All Mycon are obsessed with Juffo-Wup. Juffo-Wup is somewhere between a God and a state of being. The Mycon consider themselves to be "Agents of Juffo-Wup" and refer to all that isn't Juffo-Wup as either Non or Void. If the Non refuses to become Juffo-Wup, the Mycon will turn the Non to Void. (i.e. they destroy them.) Once all is Juffo-Wup, and there is no more Non or Void, then the Mycon believe that the Creators will return and they can finally rest.
  4. The Mycon sought out the Ur-Quan to become their slaves. This probably indicates a slave mentality of some sort (and if they are constructs this would make very good sense.)
The events in Star Control III have changed much of this fairly drastically. Mycon may be divided into two groups: Elder Mycon and Child Mycon. These were called "Deep Children" in Star Control III but that designation must be considered erroneous, for the Child Mycon are not planet-destroyers. After or during SCIII the following facts are known:

  1. Elder Mycon are non-sentient, but have all of the abilities listed above.
  2. Child Mycon are fully sentient, but this was not part of the original Mycon design. The Elder Mycon imprint their memories upon them, and then the sentience is suppressed and enslaved.
  3. The Precursors built a device to 'switch off' Mycon. This works on Elder Mycon only. It once turned them into inert lumps of fungal tissue, but now it unleashes the child again.
  4. After the events in Star Control III, the Elder Mycon are extinct and only the 'Child Mycon' live. They are simply called Mycon. For unknown reasons, their Podships are green where the Elder Podships are red.

Advantages and Disadvantages

Mycon, being fungi, Don't Breathe (30 points). They have Racial Memories (40 points) and Fast Regeneration (50 points). They also have eight limbs that function as legs and arms, but cannot attack directly (110 points). They have Increased Life Support (High temperature and pressure, -20 points), are Invertebrate (-20 points), and have Slave Mentalities (-40 points). They are also Fanatic (to the spread of Juffo-Wup, -15 points), Obsessed with spread of Juffo-Wup (-15 points), have the Odious Racial Habit: Cannot hold meaningful conversations (-15 points), and the 30-point Secret: Destroyed Syra (exposure turns into 60-point Enemy: The entire Syreen race).

Total cost to play a Mycon: 75 points.

Child Mycon lose the Racial Memories, but they also lose the Slave Mentality, Fanaticism, the Odious Racial Habit, and the Secret. This increases their point cost to 150 points.

Mycon in the Campaign

The Mycon are the incomrehensible, totally implacable enemy. The Syreen annihilate large numbers of them in Star Control II but don't totally annihilate them. The Mycon will probably always be around and a threat to oxygen breathers everywhere.

Most Mycon are in the 100-150 point range.

Mycon as PCs

No Mycon would ever consort with the Non. If it did it would be immediately destroyed by its brethren. Besides, the life support required kind of keeps them away from the sorts of races that PCs usually play. If you really wanted to play a Juffo-Wup campaign, though... <involuntary shudder>

On the other hand, the sentient Mycon might be playable. The life support required by these guys (they thrive at temperatures near the melting point of lead) might make it tough for them to hang out with the others outside of the ship and such.


Orz

Physiology

Orz look like fish with beaks. From their conversations, they appear to be a hive mind. The drones are instantly destroyed if contact is broken. The individual drones obtain their vital gasses from a strong ethanol solution (sparking jokes that the reason the Orz speak so oddly is due to intoxication, though ethanol has no noticable effect on them.)

Psychology

The Orz come from somewhere else. Nothing is known about how the Orz came through from whatever their home dimension is into this one; however, their arrival coincided exactly with the complete and total disappearance of the Androsynth from the universe after experimentation with Dimensional Fatigue (DF) technology.

The Orz language cannot be translated into any normal language, even by superior translation systems. They refer to most sentients as *campers* and refer to their origin place as **Frumple**. Nobody knows what **Frumple** means, except that it is not good. Well, the Orz say that it is *hard* and yet *lumpy.* Asking about the Androsynth is a good way to make a mortal enemy of all the Orz.

Advantages and Disadvantages

Orz are Aquatic (-40 points). Their odd language counts as Stuttering (-10 points), and they have a Hive Mind (5,000,000 mindless drones, no distance limit, 120 points).

Total Cost to play an Orz: 70 points.

Orz in the Campaign

The Orz are mysteries, and sinister ones at that. Are they friendly? They certainly act friendly, but is this just a ruse?

The Orz are usually considered to be responsible for the disappearance of the Androsynth. The hypotheses about this vary widely: conversations with the Orz hint that in order for the Orz to enter this universe dragged the Androsynth down into the Orz' home dimension, while some crackpots claim that the Orz ate the Androsynth. Others hint that the Orz were the guardians of the Androsynth the way the Arilou are the guardians of the Humans.

Events in Star Control III show that the Orz are on good terms with the Eternal Ones, referring to them as *friends*. They also tried to stop the Humans from preventing the arrival of the Eternal Ones. It is also rumored that the Orz have a mental attack of some sort, but the Syreen can stop it by themselves, so it cannot be too powerful (though it will defeat an unprotected sentient quite rapidly.)

Orz as PCs

Possible, though your player had better be really good at free-association. The main problem with playing the Orz is that it can be tough to be able to talk Orz at the drop of a hat. If a player can't do this, then the Orz should be a forbidden race.


Owa

Physiology

The Owa are a race of reef-dwellers native to the Kessari Quadrant. The inky depths of Owa Prime make photosynthesis impossible. Thus, no life form on Owa Prime is capable of sight. They have compensated for this by incredible senses of touch. This lets them detect perturbations in the water and determine their surroundings.

Nothing is known about the diet of the Owa or their natural forms of reproduction.

Psychology

The Owa fit very well the idealized version of the knights of medieval Europe. All are obsessed with the ideals of nobility and heroism. In fact, this race no longer reproduces naturally. Acts of heroism frequently cause the heroes to be put in a deceased state, which makes their chances of reproducing quite low. The Owa have solved this by keeping seed reserves that permit the Protectorate of Owa to let those who have died heroically breed. In this way is the nobility and heroism of their race preserved and enhanced.

The Owa believe themselves inheritors of a higher fate, and (like most other races) they claim to be the true inheritors of the Precursors, because only they are capable of the proper restrained appreciation of Precursor aritifacts. Despite this restrained ideal, however, they do use the Rainbow Worlds as dumping sites for the anti-matter wastes produced by their highly advanced anti-matter research.

Advantages and Disadvantages

The Owa, first of all, are Blind (-50 points) and Aquatic (-40 points). Their Sensitive Touch (15 points) and Acute Senses +5 (25 points) permit them to receive some information about their environment. Their four limbs all have Extra Flexibility (10 points).

The Owa are Tech Level 12 (50 points) and all have a strong Noble's Code of Honor (-10 points).

Their speech also translates into The King's English for some reason (-1 point).

Total cost to play an Owa:-1 point.

Owa in the Campaign

The Owa have sworn neutrality so that they may pursue their higher destiny free of the destinies of the lesser races. They have sworn themselves the guardians of the Rainbow Worlds and may obstruct players that wish to explore the Kessari Quadrant Rainbow Worlds.

Owa as PCs

The Owa race is fairly well balanced and could work very well as a PC race. The only real difficulties with them are their life support requirements and their racial temperment. The Owa ordinarily don't consort with lesser races. Perhaps an Owa decides that the destiny of the League isn't that bad after all. Maybe the Owa ally with the League of Sentient Races after the Significant Events of the Quadrant. The GM has some latitude with these guys. He could forbid them as PCs there's no game reason to do so unless convincing the Owa Protectorate to help out is critical to his adventures.


Pkunk

Physiology

The Pkunk are genetically similar to the Yehat, being an offshoot species of them. It is unknown whether or not the Pkunk and Yehat can interbreed, but both sides would probably consider that to be a disgusting thought. The Yehat certainly would.

The Pkunk are slighter of build than the Yehat. Cosmic radiation (cosmic in the sense of, "Whoa, that's really cosmic, man. Trip out.") is what mutated the Pkunk into their present state.

Psychology

This cosmic radiation also apparently did something to their minds. The Pkunk claim that they are in contact with spirits at all the time, that they can see into the future and the past, that a divine affair on their world long ago made them occasionally thwart Death itself, and that they are all capable of mind reading.

Turn-of-the-century Earthlings would say that the Pkunk's belief system has all the bad qualities of the "New Age" movement, (Pyramid Power, UFOs, etc., etc., ad nauseam) taken to the nth degree. The fact that it works for them makes them even more annoying.

The "spiritual attunement" that the Pkunk have make them unwilling to fight. They certainly never start fights, unless they are extremely provoked. It takes a lot of provocation, though, and anybody watching this "provocation" would consider the provoker to be the one who started the fight.

In general, the Pkunk are weird, but harmless. Or maybe they just look harmless...

As usual, the warm-fuzzy atmosphere of Star Control III turns the Pkunk from comic relief to critical allies. The psionic abilities of the Pkunk are quite adequately demonstrated in SCIII.

Advantages and Disadvantages

Pkunk have a Racial Memory (40 points), can Fly (30 points) and Walk on Liquid. (20 points) They have two levels of Charisma (10 points) and Empathy with animals and sentients (20 points). They are also physically Fragile (-20 points).

Pkunk are extremely powerful psychics. They have ESP at Power 15 (75 points) and Telepathy at Power 10 (50 points). They have all ESP and Telepathy skills except Telecontrol at IQ (48 points). All these links with the universe, however, give them respect for all living things. This doesn't stop some sentients from being nasty and hostile, though, and the Pkunk realize that sometimes force is necessary. This gives them Pacifism (self-defense, -15 points). They are also Impulsive (-10 points) and their attunements to the spiritual worlds makes them Weirdness Magnets (-15 points).

Total cost to play a Pkunk: 233 points.

Pkunk in the Campaign

The Pkunk know everything... or think they do. Nobody else thinks so... but the Pkunk are right far too many times for the doubter's comfort. If you want to give unobtrusive help the Pkunk are great for that. If you also want to bathe the PCs in weird spiritual energies, the Pkunk are good at that too...

Pkunk as PCs

Wow! You're running a 250-point campaign? More power to you, I suppose... There's just no way that you can buy disadvantages down enough in any other campaign.

Ploxis

Physiology

The Ploxis are a species of semi-reptilian beings with pasty skin and sharp beaks protruding from their heads. They appear to be omnivorous.

The Ploxis are currently rather rare: the current ruling class eradicated 99.999997% of their species in an "acceleration of natural selection."

Psychology

The original Ploxis were egalitarian scientists, academics, and artists. Their science enriched many of the races in what is now the Crux Quadrant. The Ploxis lived in a state of perfect freedom and enlightened anarchy for generations.

But anarchies are unstable. A group of Ploxis--the Plutocrats--realized that they could achieve vast wealth at the expense of everyone else. They swiftly took control of everything on the Ploxis homeworld and proceeded to completely deplete the homeworld's resources and ravage the ecosystem so that only those who were living in the Plutocrats' biodomes survived. These Ploxis are basically the most corrupt, greedy, grasping creatures in the galaxy. Even the Purulu of GURPS Aliens don't even come close to these guys.

The Ploxis are the real rulers of the Hegemonic Crux. The Daktaklakpak and the K'tang Kaktorri both think they are the leaders of the Crux, but both are wrong.

A group of Ploxis rebels is rumored to have escaped the homeworld and evaded the Plutocrats these past few centuries. The truth or fiction of this is yet to be uncovered.

Advantages and Disadvantages

All Ploxis have IQ+2(20) and HT-1(-10). They have Fragile bones (-20). They also have Polarized Eyes (5). All Ploxis are Intuitive (15).

The Ploxis Plutocrats are also all Greedy, Jealous, Sadistic, Filthy Rich Megalomaniacs (-15, -10, -15, 50, -25). They have the racially learned skills Merchant, Acting, and Fast-Talk at IQ+3 (24 points).

Total cost to play a Ploxis: 10 points.

Total cost to play a Ploxis Plutocrat:19 points.

Ploxis in the Campaign

In a Kessari Campaign, the Ploxis are the bad guys. The threat of the Eternal Ones may be more drastic, but the Ploxis and their Crux are the enemies that the PCs will be worried about the most.

The Ploxis Rebels, on the other hand, are fervent fighters for the League and will have no problems with fighting the Plutocrats. The Rebels are not going to bother anybody in the League and will have valuable information on how to defeat the Plutocrats.

Ploxis as PCs

Plutocrats are the main villains, and as such are not desirable as PCs. The Ploxis Rebels can make decent PCs if the GM wants the Rebels to have surfaced in his campaign. The relatively low point cost of the Ploxis makes them well-balanced for a 100-point campaign. The only real problems with the Ploxis are plot-related. After the Kessari Wars are over and HyperSpace restabilizes the Ploxis make a perfectly playable race.


Shofixti

Physiology

The Shofixti are marsupial felines. They are fully bipedal and their hands are tipped with claws. They breed extremely rapidly and have an incredible maturation rate. This aspect of the Shofixti, along with their psychology, kept Alliance ranks solid even during the worst parts of both the Wars.

Psychology

The Shofixti are still half-feral. Their society is very similar to the society found on Earth's feudal Japan, with fierce honor in and out of battle. Once in combat, Shofixti tend to go into a battle rage. They are not berserkers, however; they simply have no regard for their own lives if honor or glory is at stake.

The ultimate example of this was when the Ur-Quan invaded the Shofixti's home system, Delta Gorno. The Shofixti and the Yehat were preparing a final defense against the Ur-Quan when the Veep-Neep Queen of the Yehat switched her allegiance and ordered the Terminator fleets back to Gamma Serpentis. The Shofixti left fought valiantly but soon, the entire fleet was gone. As the Ur-Quan fleet approached the Shofixti's homeworld, Kyabetsu, the Shofixti caused their sun to flare into a giant supernova, destroying 30% of the Hierarchy's total forces. This also incinerated all the Shofixti worlds. The species was considered dead until a certain Earthling captain brought together Shofixti males and females, thus resurrecting the species. They will then once again be a force in the universe.

Advantages and Disadvantages

Shofixti have ST+1 (10 points) and DX+2 (20 points). A Shofixti's claws add +2 to all hand-to-hand damage they inflict (15 points). This damage is increased further by the racially learned skill Karate at DX (4 points). Shofixti are practically suicidal in combat (On The Edge, -15 points) and follow a strict Code of Honor (samurai, -10 points). They were uplifted by the TL11 Yehat and thus are only TL9 (-5 points).

Shofixti have extremely rapid maturation rates and short life spans, reaching maturity at roughly 4 years of age, beginning aging at 40 years and accelerating at 55 and 70. (Rapid Maturation x 2, 20 points, Short Lifespan, -25 points).

Total cost to play a Shofixti: 14 points.

Shofixti in the Campaign

Shofixti are the shock troops of the Alliance. They can be found anywhere, and they will be more prevalent the worse things are going for the Alliance. Build most Shofixti on 50-100 points.

Shofixti as PCs

Shofixti make good PCs in any milieu. Their low point cost and unique world-view make them great for Scout or Combat-oriented campaigns. The only real drawback to playing a Shofixti is that you need to make IQ rolls every round to avoid All-Out attacks, but lots of players just make All-Out Attacks anyway for the fun of it, so this isn't necessarily a disadvantage.


Slylandro

Physiology

The Slylandro (Human, slylos:sky andros:man = Slylandro:Sky men) are the only known race that evolved sentience on a gas giant. This ancient species predates even the Precursors.

The Slylandro are based on a gas-bag physiology in the same way that most other species are based on liquid-holding coeloms. This fragile structure, combined with the fact that their planet has no surface, makes it nearly impossible for them to leave their planet.

Psychology

Slylandro live insanely boring existences. They have very good memories and their History Chants reach all the way back to the time of the Precursors. The Slylandro are largely innocents because there is no real way to keep a Slylandro anywhere on Source. This produces an egalitarian attitude on the part of the species.

Slylandro are all insatiably curious, as is to be expected from a species that has no real stimulation outside of clouds, food, other Slylandro, and inclement planet weather. Once they learned of the outside universe, they couldn't get enough of it.

Although even the History Chants have forgotten this, the Slylandro were once very different beings. The Eternal Ones cannot feed on the Slylandro's sentience energy; they find it unpalatable. This was not always the case, however. The Slylandro modified themselves into their present form to escape the harvest.

Advantages and Disadvantages

The Slylandro are Unaging (60 points) and have Eiditic Memory (30 points). They have ST-4 (-30 points), are Honest (-10 points) and have no technology whatsoever (-50 points).

Total cost to play a Slylandro:0 points.

Slylandro in the Campaign

The Slylandro have been around for a long time, and there are Slylandro alive now whose grandfathers had actually talked to the Precursors. Living Slylandro talked to the Sentient Milieu races, though they are getting on in years (oh, excuse me, Drahn). So the Slylandro themselves are probably going to be purveyors of information.

Of course, when the Melnorme sold them Catalog Item 2418-B (Remote Self-Replicating Robot Explorer Probe) that they misprogrammed so that it goes around zapping ships into their component compounds for replication materials. The players can run afoul of those, too, if the game is in the same time frame as Star Control II. This, however, is unlikely unless the players are serving aboard the Precursor flagship. By the time the slave shields are lifted, the probes have been stopped.

Most Slylandro have about 25 points.

Slylandro as PCs

The main problem with playing Slylandro is they can't leave Source because they have no technology and they'll be crushed on any rocky world. This pretty much makes them worthless as PCs or even NPCs in most cases.

Spathi

Physiology

Spathi are mollusks that share properties with both the Terran clam and the non-Terran Dravatz. They appear to be cylindical stalks with spindly legs and arms ending in bifurcated claws (which can't attack). The body-stalk is topped with a single eye that always appear to be glancing about nervously.

Psychology

Spathi are congenital cowards. The only way to get Spathi to do something dangerous is to threaten them with even more danger. The Spathi are extremely fearful of pain and also are very distrusting of outsiders. They fear the "Ultimate Evil," some nefarious being that hovers just outside the most sensitive long-range scanners. This hiding, you see, proves the Ultimate Evil's vile plans for the Spathi.

The Spathi were actually kicked rapidly along their evolution when some entity deposited extremely fierce predators on their homeworld Spathiwa. The Spathi advanced from bronze to atomic age in 100 Earth years and evacuated their planet en masse to live on their moon. The Spathi were returned to their homeworld when a certain Earthling captain cleansed the Evil Ones from Spathiwa.

Since the Spathi are total cowards, it is odd that they have chosen to be Battle Thralls, or as they put it, "Ur-Quan star-thugs." As it turned out, an Umgah switched the communications rod that signified their choice. By the time the Spathi leaders realized what had happened, it was too late to change their decision.

Advantages and Disadvantages

They have ST -2 (-15 points), and being mollusks, Don't Breathe (30 points). They have Gullibility (-10), Cowardice (-10), Paranoia (-10), a Low Pain Threshold (-10), and a -3 penalty to all Willpower rolls (-24).

Of course, they are also Subjugated by the Kzer-Za (-20 points).

Total cost to play a Spathi: -69 points.

Spathi in the Campaign

Spathi are mostly comic relief. If set during the subjugation period, the average Spathi are actually built on -20 points!

After their freedom (from Ur-Quan enslavement, that is, before they shield themselves) Spathi are going to be built on 0 points.

There are 'rumors' in Star Control II that imply that there was a rogue group of courageous Spathi that broke away from the main fleet. The "Black Spathi Squadron" is built on 100 points and has bought off Subjugated and Cowardice. Maybe Paranoia.

Spathi as PCs

Maybe as a member of a BSS. The racial cost is -49 to -19 points (depending on what they choose to buy off) but they must have Enemies. These Spathi would be 100 point characters and are a blast to play if handled properly.

Supox

Physiology

The Supox are a race of semi-mobile plants that evolved on Vlik ("Perfectly Good and Nutritious Dirt", usually just translated as "Earth", to the consternation of the Humans) orbiting the green star Root (Beta Librae).

The Supox are symbiotes; they could not compete directly with the other species on Vlik but the Supox supplied other species with reproductive assistance in exchange for food and shelter. When the Utwig landed on Vlik the Supox swiftly attained starfaring technology and, in exchange, gave the Utwig moral support and guidance in exchange for technological ideas and cultural definition (Note: Due to the symbiotic nature of the Supox, they are only one TL behind the Utwig instead of the usual two.)

Supox are autotrophic; given sunlight, water, and basic minerals, they can produce their own food.

Psychology

Given their symbiotic nature, the Supox are friendly beings. They usually implicitly trust other races unless they pose an immediate and direct threat. The Supox are cheerful and open to every species.

Advantages and Disadvantages

Supox, being plants, Don't Eat or Drink (30 points), breathe (30 points), or sleep (10 points), and require very little life support (10 points) but can't lift well (invertebrate, and ST-2: -35 points) and are -4 to Move (-20 points). As symbionts, have Cultural Adaptability (25 points) and Honesty (-10 points).

Total cost to play a Supox: 40 points.

Supox in the Campaign

The Supox are always helpful allies and friends. The Supox are the average-sentient-on-the-street more than almost any other species in the universe.

Build Supox on 50-100 points.

Supox as PCs

The Supox fit well into a group (Cultural Adaptability tends to do that with species) and this is the only weakness they really have; who wants to play a perfectly agreeable, rational being all the time? Supox virtually never get to be disruptive or annoying, and that's what a lot of people play for. The Supox aren't for every player, but for others they're a dream come true.

Syreen

Physiology

Syreen are lithe hominids that are virtually identical to Humans. In fact, the ending of Star Control II the main character, who has married a Syreen, is telling the story to his grandchildren. This means that Syreen and Humans can interbreed and produce fertile offspring! In short, the Syreen and the Humans are both Homo Sapiens.

The chances against this being just chance are astronomical. It is likely that the Arilou split one or the other race away to serve as a 'control' to their experiments. The Arilou refuse to confirm or deny this allegation.

There are a few differences, however. The most obvious are skin coloration; Syreen skin is tinted blue instead of brown. Their hair ranges from black through bright mauve. Their eyes flash in dim light. This indicates an activity cycle peaking in the twilight hours (dawn and dusk), as opposed to Humans, whose activity cycle peaks in mid-morning and mid-afternoon.

Psychology

Syreen psychology is similar to Humans'. The major differences are that gender roles are basically reversed (though this is a moot point by the end of the 20th Century, though the Space Patrol is still mostly female) and the Syreen are much less fratricidal (sorocidal?) than the Humans. Another major difference is that all Syreen have some degree of esper ability, while this is much less common in Humans.

While the Syreen are peaceful, this does not mean they are pacifists. Syra (their original homeworld) was destroyed by what they thought was a natural cataclysm: a meteor struck the surface and penetrated all the way down to the Mohorovic Discontinuity. Later, huge volcanic calderas sprung up all over the surface of Syra, destroying most of the population. The (mostly female) Syreen Space Patrol gathered up as many survivors as they could find and became a race of wandering space gypsies. The VUX and the Ur-Quan began raiding their Habitats and they were forced into the Alliance out of necessity. After the Alliance lost, the Kzer-Za gave them a homeworld, Gaia, that was very similar to Syra. Because of this the Syreen were unwilling to help the New Alliance until they realized that the Mycon were responsible for the destruction of Syra. After this they engineered a plan that annihilated more than half the Mycon forces.

Advantages and Disadvantages

Syreen have ST -1 (-10 points), DX +1 (10 points), and Night Vision (10 points). Females have Telepathy power 3; males have Psychokinesis at an equivalent level (15 points). They are TL9 (-5 points). Males will not be seen except for pre-cataclysm Syra or post-slave-shield Gaia.
Total cost to play a Syreen: 20 points.

Syreen in the Campaign

Syreen fit in almost all the places Humans do in the campaign. The only difference, of course, is that (since the players will mostly be meeting females) most of them will be telepaths and if the psionic amplifiers are available, they will be powerful telepaths. Caution is advised.

Most Syreen (like Humans) are 50-point individuals, with heroines being in the 100-point range and up.

Syreen as PCs

Sure. Why not? They're basically Humans with psi and night vision. The only possible restriction depends on the GM. As a GM, I forbid cross-gender roleplaying (males playing females and vice versa) which means that most of my players can't play Syreen unless it's after the Liberation War.

Thraddash

Physiology

Thraddash are huge, muscular bipeds with stony-looking skin and features that remind most humans of the rhinoceros. Indeed, the resemblance increases; Thraddash are hugely powerful and incredibly stupid. The Thraddash are heavy and ponderous; they are frequently outmaneuvered and outwitted by quicker, sneakier races (such as the Humans, who stole their treasured relic the Aqua Helix through a simple (to a Human) ruse) and this makes them very angry and violent.

Psychology

Thraddash psychology is best summed up by two Melnorme sayings: (A fee of 150 Credits has been charged to your account.)

Thraddash believe that armed conflict is the only way to advance a society. The Thraddash had changed civilations through global war seventeen times before Culture Eighteen was subjugated by the Ur-Quan, sparking the war for who would lead Culture Nineteen. The twentieth culture was named by the Human who devastated their battle fleets and eventually stole their Aqua Helix. After the Helix was stolen the twentieth culture saw the error of its ways and Culture Twenty-One is currently being formed.

Advantages and Disadvantages

Thraddash have Increased ST (up to 20; 50 points), HT+3 (30 points), DR 3 (15 points), and Combat Reflexes (15 points), but have IQ-1 (-10 points). They are Berserk (-15 points), Bullies (-10 points), and they have Bloodlust (-10 points). They are Fanatic about fighting (-15 points), Obsessed with strength (-10 points), and have the Major Delusion that violent conflict is the only way to improve a culture (-10 points). They are also Impulsive (-10 points) and Overconfident (-10 points).

Total cost to play a Thraddash: 10 points.

Thraddash in the Campaign

Thraddash are "space orcs". They are hugely powerful and very violent. They aren't all stupid--dumb races don't build starships! However, most Thraddash are morons. The occasional genius (like Reeunk, who "invented" the Afterburner effect) will usually catapult the Thraddash forward a little bit--they grab new ideas quick but then they usually lose all their technology when the next Culture wants control.

Thraddash as PCs

GURPS Aliens says (about the Gormelites) that "There's an undeniable cathartic thrill to playing a savage...[the race is] perfect for the player who wants to work out some of his frustrations by playing a goon." This applies to Thraddash as well. However, don't get caught in the fighter stereotype; an "Anti-Scotty" ship's engineer would be hilarious.


Umgah

Physiology

The Umgah are "blob creatures" covered with eyes, mouths, and tentacles. They move themselves along the ground by means of cilia on their bodies. These eyes permit them to see in any direction.

The Umgah are accomplished biological engineers; only the Mycon even come close to their skills. They outstrip even the Arilou here. (Consider Umgah bioscience to be TL13 (!)) It is unknown whether or not the Umgah evolved into their present form or if they engineered themselves onto what they considered "the next phase of evolution". If the latter is true, then there is no information whatsoever about the nature of their original forms.

Psychology

The Umgah society revolves very strongly around the practical joke. There is no real way to keep an Umgah from performing "amusing" practical jokes on everyone they can. These jokes are usually very detrimental to the beings involved in the jokes.

Notable jokes by the Umgah include:

Advantages and Disadvantages

Umgah are TL11 (20 points). They have Extra Flexibility (10 points) and 360-Degree Vision (25 points) but are an Invertebrate (-20 points) and have Move-4 (-20 points). They are +1 to the skills Biochemistry and Genetics (16 points).

Umgah are Subjugated by the Ur-Quan (-20 points).

Total cost to play an Umgah: 11 points.

Umgah in the Campaign

If any race can be classified as "comic relief," the Umgah fit the bill best. The trouble is, of course, that a truly sadistic GM is necessary to improvise proper jokes. These "jokes" are usually invariably fatal, but they are humorously invariably fatal, and they also rarely go through with their jokes.

Build most Umgah on 50-100 points.

Umgah as PCs

Sure. Point cost not too unbalancing. Buy off Subjugated. Who care about silly old Ur-Quan anyway. Go renegade to Alliance! That good joke! Har! Har! Har! Maybe take Enemy and have Big Enemy chase everywhere! That fun too! Too bad silly companions no fun. Not want any part of Umgah jokes. No fun at all. GM like though. That what count. Turn humor on bad guys maybe. Now make friends with companions! Har! Har! Har!

Ur-Quan

Physiology

There are two varieties of Ur-Quan currently known by the League; the Kzer-Za (Green Ur-Quan) and the Kohr-Ah (Black Ur-Quan). The original Ur-Quan were brown. Each resembles a huge caterpillar, ten meters long and two meters wide, with multiple tentacular claws coming out of it. Three major eyes and five minor eyes are spaced evenly around the head area, with multiple lids providing protection from sand or dust.

Psychology

The Ur-Quan evolved as solitary hunters. As such, anything any Ur-Quan met was to be considered an enemy. The only known exceptions to this were the Taalo, in the Sentient Milieu. Once the Ur-Quan joined the Milieu, they became their solitary scouts. (There is only one Ur-Quan in any Ur-Quan ship; their hunting instincts will force them to battle to the death in all other instances.) It was the Ur-Quan who discovered the Dnyarri, and the Ur-Quan who learned how to defeat them. See the History Page for more information.

This has greatly unbalanced the Ur-Quan mentally. All Ur-Quan believe that they must ensure that they will never again be slaves. They do this in one of three ways:

  1. The Kzer-Za before StarCon III followed the "Path of Now and Forever" which says that all races must either be imprisoned under an impenetrable force shield or fight along the Ur-Quan as slaves.
  2. The Kohr-Ah before StarCon III followed the "Eternal Doctrine" which called for the cleansing of all other sentient life from the Galaxy.
  3. After the events in StarCon II all Ur-Quan follow the "Path of Ceaseless Vigilance" which is basically the Path of Now and Forever minus the pre-emptive strike aspect: They will not enslave or annihilate any species until the other race actually threatens the Ur-Quan.

Advantages and Disadvantages

All Ur-Quan are Tech Level 12 (50 points) and have six arms with Extra Flexibility and claws (175 points). They have an Odious Racial Habit (slavery or genocide, -15 points) and an Obsession (with freedom of the Ur-Quan race, -10 points). They are Paranoid, (-10 points), Berserk (-15 points), Fanatic (to freedom of Ur-Quan, -15 points), and are -4 to Will for resisting psionic attack (-16 points). The Ur-Quan Kzer-Za have an IQ+2 (20 points) and are Bullies (-10 points). The Ur-Quan Kohr-Ah have ST+1 and HT+1 (20 points) and Bloodlust (-10).

Total cost to play an Ur-Quan: 154 points.

Ur-Quan in the Campaign

In any campaign not involving the Hegemonic Crux, the Ur-Quan are the bad guys. If set during the Crucible of Sentience, the Kzer-Za are the big villains, and they will just be called the "Ur-Quan." During the Liberation Wars the Kohr-Ah are usually the enemy, though the Kzer-Za and the Kohr-Ah both will be rather, well, busy what with the Second Doctrinal War and all.

Afterwards, I suppose the Ur-Quan could be handled like any other paranoid but somewhat cooperative species. They were valued members of the Milieu, and after they are vanquished, they may want to return to something like the old status quo.

Build Ur-Quan on around 200 points.

Ur-Quan as PCs

The only way you could get away with this is in a 200-point campaign at least and set after Star Control II. Otherwise, forget it.

Utwig

Physiology

Little is known about the physiology of the Utwig due to their complicated Mask Etiquette (see below). From what little can be deduced from beneath their masks, the Utwig are vaguely humanoid and have two eyes. Their vocal apparatus is on the front of their head, similar to the location in a Human. Other than that, little is known.

Psychology

The Utwig's society is based strongly on their 'Mask Etiquette.' Every occasion has a 'facial appliance' that is required for that activity; the Mask of Natural Bodily Functions hangs in every lavatory. The many courting masks range from the Veil of Flirtatious Prancing to the Lewd Monocle. Other notable facial appliances include the Domino of Unrivaled Merriment and the Countenance of Stellar Representation.

The Utwig believe that their race's appearance on the galactic scene corresponds precisely with a device of unrivaled power: the Ultron. This 'Ultron' would give them the Second Sight and numerous other nifty powers. The Druuge somehow got the Ultron (really a Precursor Artifact, the 'Appendages of Dawn') and traveled to Fahz (the Utwig homeworld) to sell it. While they wanted a Precursor bomb capable of destroying a small planet, the Ultron fed the Druuge's thoughts to the Utwig High Proctor and she thus gave him a vast number of Precursor artifacts, though not the Bomb. The Ultron does work, kind of; it's just not perfectly accurate.

Immediately preceding the events of Star Control II, the Utwig High Proctor dropped the Ultron and broke it. This immediately sent the Utwig into paroxysms of depression. They all donned the Mask of Ultimate Emberassment and Shame with a vow to wear it forever. When a certain Human Captain repaired the Ultron, the Utwig were again festive and joyful.

Theories abound that the Utwig are really the Sentient Milieu race, the Faz, based on the similarity of Fahz and Faz, and that the Faz are known to have survived the fall of the Milieu under a Kzer-Za slave shield. The Utwig have yet to confirm or deny this theory.

Advantages and Disadvantages

The Utwig are TL11 (20 points). The Utwig are natural psionics (ESP power 5, Precog at IQ, 29 points). The Ultron acts as a psionic magnifier, squaring the ESP power of the Utwig using it. They believe that it destines them for greatness. They're right, but as all other races believe the Ultron to be a worthless piece of junk this belief is a Minor Delusion (-5 points).

Utwig culture is either extremely joyous or extremely depressed: this makes most of the members of the race Manic-Depressive (-20 points). Also, the Utwig tend to have bad things happen to them. Nobody really knows why the Utwig are always so Unlucky, but, they are (-10 points).

Utwig also wear masks at all times (-1).

Total cost to play an Utwig: 13 points.

Utwig in the Campaign

The Utwig are a fairly powerful race. They were not involved in the Crucible of Sentience, but they played a key role during the Liberation War and the fight in the Kessari Quadrant. The Utwig fill no particular role in galactic society; they are simply another member of the League of Sentient Species. Many consider them crackpots, but they are wrong.

Utwig as PCs

The Utwig during their depressed phase can be a lot of fun for players feeling like a real angst-fest. During other times, they have the full range of emotions. Their low point cost and small ESP power can make them fascinating beings to play. And, of course, if some player wants to work off some frustration by being a pitiful, incessant whiner for an evening, the Utwig are perfect.

VUX

Physiology

The VUX are a race of bipeds roughly the same size as Humans. The resemblance stops there, and if you were to suggest to either of them that there was more resemblance both would attack you viciously.

VUX have green scaly skin and a fixed head, upon which is a very large eye and a snout with a proboscis. Their arms are tentacular, though their legs aren't. Tiny writhing tentacles surround the Vux's head.

Psychology

VUX are very vain and spend a great deal of time fussing over their appearance. When, during first contact with the Humans, the VUX watching were forced to regurgitate, and when the Human captain muttered under his breath (not realizing that the VUX's translators were already translating the Human's speech) that 'VUX' must stand for Very Ugly Xenoform, combat immediately ensued.

VUX hate Humans, Androsynth, and Syreen on the grounds that they're just "too ugly to live." Most other races think this about the VUX.

Advantages and Disadvantages

Although they'd kill you for insinuating it, VUX do have Hideous Appearance (-20 points). They also have Extra Flexibility (10 points), Intolerance (non-VUX, -10 points), and a minor Obsession with their appearance (-5 points).

Like all Battle Thralls, they are Subjugated by the Ur-Quan. (-20 points)

Total cost to play a VUX: -45 points.

VUX in the Campaign

If the Spathi are harmless comic relief, the VUX are the hostile comic relief. When VUX are encountered, they will usually attack as soon as they think they can get away with it. They also tend to have their noses high in the air (that is, if they had noses and if their necks could tilt back) enough that most other races hate their guts.

Build most VUX on 0-25 points.

VUX as PCs

Renegade VUX can be fun, if nobody minds the constant complaining and continual boasting of the player, or if they can roleplay it well enough to keep everyone entertained. They willl probably have to buy off the Intolerance disadvantage, though it's not necessary.

Vyro-Ingo

Physiology

The Vyro-Ingo are a race of one-eyed scorpioids native to the Kesarri Quadrant. They are extremely hostile to all non-Vyro-Ingo and so little other information is available.

There have been some hints that the Vyro-Ingo and the VUX are the results of failed Precursor genetic experiments. Any attempts to convince either the Vyro-Ingo or the VUX of this will result in an immediate attack.

Psychology

The Vyro-Ingo have serious attitude problems. They're sensitive about their looks, their genetic makeup, even their name: if a Vyro-Ingo thinks they've been insulted, they will hunt down their insulter and never rest until they're dead. Unfortunately, even things like "Nice weather, isn't it?" can provoke homicidal responses. The wise tourist is encouraged to have an escape route handy when dealing with the Vyro-Ingo.

Advantages and Disadvantages

Although they'd kill you for suggesting any of these, Vyro-Ingo do have Hideous Appearance (-20 points). They're also Paranoid (-15) and Intolerant of endoskeletal beings (-10). Their exoskeleton gives them DR 3 (15 points). Actually, they'd probably kill you for suggesting that, too...

Total cost to play a Vyro-Ingo:-30 points.

Vyro-Ingo in the Campaign

The Vyro-Ingo are a neutral race--not even the Crux will get near these guys. However, the Vyro-Ingo are a good antagonist race, or they might decide to ally with the party to take on some other enemy.

Vyro-Ingo as PCs

A Vyro-Ingo might join a party for the reasons given above, but the other players had better watch their backs, and the player playing the Vyro-Ingo had better really have an attitude problem and be able to have this attitude problem without alienating all the other players.


Xchaggers

Physiology

The Xchaggers are a race of autonomous unicellular biots that achieve sentience in colonies. (This is code for "Xchaggers are sentient mold growths" but it sounds much cooler. Actually, the Daktaklakpak made this very error in dealing with the Xchaggers. They did not recognize the species as sentient at all.) The larger the colony available, the more powerful the Xchagger intelligence. Proximity to Precursor Artifacts has permitted the Xchagger hives to achieve space.

The Xchaggers are parasites: they must have a warm-blooded host to survive well. Actually, Xchaggers are harmless to warm-blooded creatures. However, if an Xchagger colony is transplanted into a cold-blooded creature (like the saurian Harika) the host will sicken, fall into a coma, and eventually die. This also kills the colony unless it can find a new host.

Individual Xchaggers do not die: the act of reproduction splits their individual bodies into two or more individuals so that the parents live on as their offspring. Their generations follow one another every five minutes or so.

Psychology

Xchaggers are a hive mind: the component individuals of an Xchagger colony are "smart" enough to defend themselves, but cannot initiate any actions. However, when about thirty of these individuals congregate, they share information and they become the neurons of a collective intelligence. This intelligence continues to grow when more individuals are added. This means that the Xchaggers as a race have performed miracles of engineering using nothing more than their own metabolic byproducts.

The Xchaggers are a feisty species: "Small be their resolution, but large be their resolve." The Xchaggers are eager to help anyone who recognizes them for what they are--intelligent beings. Unfortunately, these species are few and far between.

Advantages and Disadvantages

ST and DX are meaningless to the Xchagger colonies. HT gives the general vitality of the entire colony, not any particular Xchagger. Any given colony has a Global Consciousness (60) that is System-Wide (40). Disconnected biots will act to preserve themselves, occasionally to the chagrin of the host's immune system (15). The colonies have about 70 distinct individuals in them (0).

The Xchaggers are Parasites that can only survive on warm-blooded animals (-15). Their mindset shows a typical Overconfidence as well (-10).

Total cost to play an Xchagger colony: 90 points.

Xchaggers in the Campaign

The Xchaggers are a critical plot device in Star Control III in at least two places. However, it is very unlikely that any random party will run into Xchaggers (outside of an Exclave ship, anyway) during the Kessari Wars. Afterwards they will be ideal mostly for local color.

Xchaggers as PCs

So, let's see here. It's a 100 point campaign, and you're going to blow 90 of those points on playing a colony of sentient microbes. Go for it. Honest. I'd like to see it done well. But it could be really annoying carrying your host around everywhere, unless it was one of the other players... which they would probably not appreciate.


Yehat

Physiology

Yehat are sentient raptors (birds of prey) with brilliant yellow and black plumage. Their forelimbs are wings with clawed tips, permitting both flight and fine manipulation.

Psychology

The Yehat are unified under one Queen (The Veep-Neep family, before Star Control II, Braky Girdy the First afterwards). The actions of individual Yehat are (at least in theory) to bring honor to the Queen, their Clan, and themselves, in that order.

The Veep-Neep queens united the Yehat Starship Clans with a single promise: that under her wing, the Yehat would never be defeated. When the Ur-Quan fleet came to the Yehat Homeworld, however, the Veep-Neep Queen switched allegiance before a shot was fired (thus preventing the Yehat from being defeated.) This action was seen by most of the Starship Clans as incredibly dishonorable, and when a certain Earthling proved the resurrection of the Shofixti species, the shame it inflicted upon them was such that a bloody revolution began.

This revolution ended, coincidentally, almost immediately before the final attack on the Sa-Matra. After this the Pkunk Braky Girdy the First brought new wisdom to the Yehat.

Advantages and Disadvantages

Yehat have DX+1 (10 points) and claws (+2 damage in hand to hand, 15 points). They have Winged Flight (30 points) and are Fragile (-20 points). They are also TL11 (20 points). Yehat have a Warrior's Code of Honor as well (-10 points).

Total cost to play a Yehat: 45 points.

Yehat in the Campaign

Yehat are usually going to be showing up in the campaign as soldiers. They are the elite warriors of the Alliance: They will provide leadership in the Alliance where the Chenjesu or the Mmrnmhrm would not fit in (like, say, in a Scout team). Build "average" Yehat on 100 points, and leaders on 150+.

Yehat as PCs

The relatively high point cost of the Yehat means that in a 100 point campaign the player will be very limited in his choices of advantages. He will probably kick up his attributes a little or buy a few advantages and then dedicate the rest of his points to skills.

If the player can live with that, however, the Yehat are a great race for players who want to get into the action but don't feel quite like they want to be a Shofixti or a Thraddash. The Yehat's ability to fly makes them a potent addition to any team.


Zoq-Fot-Pik

Physiology

The Zoq-Fot-Pik are a cooperative union of three sentient species. Actually, four species evolved sentience on their homeworld: the Zoq, the Fot, the Pik, and the Zebranky. The Zebranky preyed upon the other three species, so they banded together to annihilate the Zebranky.

There is some confusion now as to which of the three is the Fot or the Pik. The Zoq appearks to be an odd head with a single eye. One of the others is a green being with a circular gullet and black armlike things. The third looks like half an accordion with steam shooting out holes in the top. Only the Fot and the Pik are capable of speech.

Psychology

The most obvious thing about the Zoq-Fot-Pik is that they argue within their triplet a lot. The Zoq can't speak, but the Fot and the Pik more than make up for it.

The national sport of the Zoq-Fot-Pik is Frungy. Nobody really knows anything about it, but the grey guys are usually very excited about it and the green guys don't like it at all, excepting, I suppose, the ones on the Frungy Teams. In general, the only generalization one can make about how a triplet acts with the outside world is that there is no generalization possible.

Advantages and Disadvantages

Although, if not in a triplet, a Zoq, Fot, or Pik would be loaded down with all sorts of disadvantages (from Sessile through Mute and Blind up to Paranoia and Manic-Depressive) the nature of the triplet cancels all these out completely. So, the only game effects of the Zoq-Fot-Pik is that they have the Quirk: Argues With Self a Lot (-1).

Due to the fact that they are a triplet, GMs are encouraged to permit ZFP triplets to take up to 60 points in disadvantages and 10 points of quirks (5 Quirks per speaking member).

Total cost to play a Zoq-Fot-Pik triplet: -1 point.

Zoq-Fot-Pik in the Campaign

The Zoq-Fot-Pik are comic relief. They're fairly close to the Doctrinal Conflict between the Ur-Quan and have many valuable insights for explorers. Other than that the ZFP are good for lots of yuks and dumb jokes. "Frungy! Frungy! Frungy!"

Zoq-Fot-Pik as PCs

Go for it! This can be done in one of two ways: You can have one player or two players. If you have one player, that player should develop two voices: the Fot-voice and the Pik-voice. If this isn't done well, then what makes the Zoq-Fot-Pik special will be completely lost.

With two players, it gets more interesting. The two players themselves should get along pretty well or total chaos will result. They'll have to agree on their actions, but their triplet will always act in concert. Enforce this! The players shouldn't agree with each other all the time, though; they should bicker constantly and bother everyone else. "I don't see why they wouldn't want to know about Frungy..." "Because I don't even care about Frungy!"