| Playable Races | |
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| Tweet Topic Started: Mar 16 2011, 03:02 AM (519 Views) | |
| Capricorn | Mar 16 2011, 03:02 AM Post #1 |
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This thread is subject to changes and updates. Read The Feed to stay current! ![]() Pronunciation: ān•droid Plural: Androids Adjective: Android Racial Slurs: Robot (implies non-sapience), "Fake" Humans/Aspa/Saters/Ra Siph TYPE C SPECIES Click for Visual Aid. Home World: Widely Varied Life Expectancy: Widely Varied Average Height: Widely varied Renown: Androids are valued for being highly reliable and straightforward. The android you met ten years ago is--barring hardware or software modification--precisely the same person today. If they are programmed to be nonviolent, they will never hurt you. If they are programmed to listen to your commands, they will never ignore or override you. If they are programmed to kill you, you would already know because they would already be doing it. Infamy: Androids are extremely unnerving to cultures which are unfamiliar with them or which have strict rules about the place of sapient creatures in the universe (criticism about "lesser creatures playing God" has often come from the Ascended). Cultures which do not have extensive familiarity with AI will likely have difficulty understanding that with an android, for the most part, what you see is what you get. Their motivations are simple and hardcoded, which flat-out doesn't make sense to biological species that are far more comfortable with a certain comfortable randomness in the behavior of their fellows. Some in the IWU resent androids for "stealing jobs." Diet: Power sources vary. Most have an internal power core that works via scientific principles too advanced for PH's admins to adequately describe. Anatomy & Natural Defenses: Androids most frequently mimic the physiology of the people that they were originally built to work with, both for ease in communication and to ensure compatibility of native tools and interfaces. They tend to be made of durable materials to reduce the need for internal maintenance. Genders & Reproduction: N/A unless programmed to physically resemble a member of a sexually dimorphic species. Culture: Androids tend to be conservative people, sticking to what they know and what they believe their functions to be. Provided they are given opportunities to do whatever it is that they individually or collectively were designed and built to do, they are as happy as anybody else who has finally figured out what they're supposed to do with their lives--except for androids the question is a very easy one. There is a lot of confusion and pity where biologicals are concerned. How awful it must be to go through life unsure of what you're for! Some androids even go so far as to be afraid of biologicals. They know that they themselves have hard coded rules of conduct and belief, but biologicals have no such rules. They just do whatever occurs to them, saying whatever they like, and for creatures which are accustomed to absolute certainty... that can be frightening. Androids and Ixo tend to get along pretty well whenever they collaborate on projects, and often live together more happily than with other races. Both tend to be goal-oriented, literal-minded, and personally undemanding. Recent History: The first androids were created by the advanced Artificial Intelligences of Ero Sata as reliable emissaries to other worlds. They were constructed to resemble the people of whichever world they were visiting, so an ambassador to a gathering on Rhis would resemble a Quetsuba, and a Kyuugi-seeming android would be sent to Abaddon. After a diplomatic near-catastrophe in which a ship full of Vector Assembly scientists was taken as slaves on Abaddon, the first laborer androids were created to take their place. This was a controversial move on Ero Sata, but the historical consensus has been that as long as the androids sent to Abaddon were programmed to enjoy their grueling menial labor (which of course they were) then it's not really oppressive or coercive, is it? After that, androids were in increasingly high demand as cheap labor, which started to eat into the influence of the Intergalactic Worker's Union. They took up the cause of full political recognition of androids, a move which has been interpreted by idealists as a show of solidarity with their fellow workers and by cynics as a ploy to undermine androids' attractiveness as an exploitable resource. There have been experiments with making copies of the personalities of biological individuals for reproduction into android bodies, but these have been wholly unsuccessful. The influence of random chance and natural selection on the development of biological creatures is wholly different from the structured coding of an AI personality matrix, and the technology which supports the latter does not support the former. If the AI of Ero Sata know how to overcome this problem, they aren't sharing. The Species Broken Down Positive Aspects of playing an Android:
Negative Aspects of playing an Android:
Edited by Capricorn, May 18 2011, 07:47 PM.
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| Capricorn | Mar 16 2011, 03:03 AM Post #2 |
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![]() Pronunciation: ā•spə Plural: Aspas Adjective: Aspan Racial Slurs: Worm, Savage, Beast-lover/f***er TYPE B SPECIES Click for Visual Aid. Home World: Aetzu Life Expectancy: 40 - 50 years Average Height: 4' - 5' 3" Renown: Unmatched in the art of guerrilla warfare. They've struggled through most of their existence as vicious, brainless creatures and have grown to become the universe's most desired discreet physical operation force. Infamy: The fact that they... evolved rapidly from being one of the most vicious creatures in the universe! Also regarded as callous and unfeeling with more regards toward achievements and victories than the personal feelings of others. Diet: They eat meat, most kinds, but prefer to take the lives of larger creatures, so that one may feed many. Aspa hold a sense of tradition over the process of actively hunting prey to feed, and will usually hunt in groups when intending to provide for more than just themselves. Once the prey is dead, they'll tear a large piece off and swallow without chewing. Anatomy & Natural Defenses: The most outstanding feature of this species are their set of extra arms, which sprout up from the topside of their shoulders. On the end of all four arms, each possess hands with two fingers and a posable thumb. The tips of their digits wedge down and curve into shovel-like digits. All this make the Aspas incredibly swift diggers, and even allows for them to travel below solid ground at the same speed as a running Human. They will use a combination of all four arms in front of their head, working in circular motions to clear tunnels quickly. Their lower halves resemble serpents, with long tails they may stand up-right upon, ranging between ten to thirteen feet beyond their waist. When an Aspa rises above their natural posture's position, they are usually intending to attack, or attempting to intimidate. Due to their subterranean nature, Aspas are virtually blind. Their brain instead registers motion. Most technology developed for this race possesses voice or cerebral commands. Their sense of hearing is slightly better than Humans, and their sense of smell is more comparable to dogs. Most of an Aspa's body is rough and scaly, with harder ridges down the outsides of their arms, down their backs, and all the way to the tip of their tails. Their chests and stomachs, on the other hand, are quite sensitive, as these places are usually guarded by their arms when moving and digging. This vulnerability is marked by a thick stripe of a lighter color (yellow, cream, gold, etc), and softer scales which are almost passable for smooth flesh. The rest of their coloration is usually painted in reds, browns, and other natural mineral tones that help them blend into the ground. If they possess patterns, they may either have thick banded stripes, large blotchy spots, or diamond shapes down their sides and/or back. Aspas have hoods like Cobras they can control, which will spread behind them and take up most of their back and shoulder space. This was originally a defence mechanism, then became an adaptation to help continue their subterranean existance and protect their spines from falling rocks and cave-ins. Genders & Reproduction: Females are usually smaller and less muscular than males, have softer facial features, and their voices are usually more feminine and smooth, but are otherwise indistinguishable until the mating process. To produce a single new offspring, and twins on occasion, these creatures must commit a terrible deed an take the life of another race's unborn child. The male will take the DNA of their selected mate by performing something similar to what we percieve as typical mammal copulation, except nothing is left in the female. For a time, the male will carry the female's DNA together with his own, experiencing drastic hormonal imbalances, until he successfully impregnates an already-pregnant entity. In the womb, the Aspa seed will corrupt and take over the existing embryo, and a child Aspa will be born instead of the true offspring of the incubator. The male cannot carry both sets of DNA for longer than seven months before it evacuates his system naturally. At present, Aspan reproduction is usually performed with three willing individuals. There have been cases of "Changeling Incidents", most of which ended in execution or other severe penalties for the ...ahem... rapist. This species reaches puberty at 6 - 10 years, and it may take up to four years to complete the physical changes. Culture: Pride is commonly considered an Aspa's vice. Their heritage and traditions are strong, holding up without much change for several centuries. They are a predatory people, and consider the act of hunting - hunting anything - to be a sacred and spiritual conquest. Failure instigates shame on the fallen Aspa, as well as their clan (family) and friends, or the organization they work for. This makes them desired employees for most corporations, as failing is seldom an acceptable option, even if the odds are ridiculous. A child is considered an adult after their first kill. Usually, the prey will be a wild beast, but if another sentient life form happens to be the first kill, it will earn more recognition in the Aspan community, regardless of the morality of the situation or who was ended. The process is something of a quick ceremony, placing importance primarily on the act of looking in the prey's eyes as they die. This is supposed to impact the youth enough to appreciate life and greet the ugliness of the world, of which they will continue to encounter in the future. It is often an emotional experience, and it isn't uncommon for the new young adult to linger beside its kill for many hours in deep thought. Ethically sensitive races may consider this initiation cruel and traumatic, and it can happen at any time, even if the child is pre-pubescent. Recent History: Aspas have been around for a while. They reached the space age themselves, after many many centuries of civil existence. A Quetsuban ship crash-landed on Aetzu, and their brightest minds worked for many years on reverse engineering the craft. Eventually, they were able to construct their own explorer mothership based on the same engine system. It was crude, but it worked, and they were shocked to find they shared a galaxy with two other sentient species. The Un'Gaani were ready and accepting, but the Quetsuba remained wary. Eventually, repeated counts of technology theft led to the Savage Wars between the Aspas and the Quetsuba. Despite Rhis's favored numbers and advanced weaponry, they were on the verge of defeat when a high-ranking and well-respected Aspa Strategical Advisor turned around and married a Quetsuban princess. The war carried on at full force, neither side knowing what to think about the controversy, for two years more before the Aspa offered to construct a peace treaty. The party that night remains legend to this day, and resulted in the first few examples of sentient cross-breeding. Quetsuban women are now seen as the preferred third to the reproductive cycle, whereas before Aspans would have to use domesticated animals. The Species Broken Down Positive Aspects of playing an Aspa:
Negative Aspects of playing an Aspa:
Edited by Capricorn, May 13 2011, 11:11 AM.
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| Capricorn | Mar 16 2011, 03:04 AM Post #3 |
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![]() Pronunciation: hyu•mən Plural: Humans Adjective: Human Racial Slurs: TYPE A SPECIES Click for Visual Aid. Home World: Celestne, Zeda System Life Expectancy: 90 - 110 years Average Height: 5' 6" - 7' Renown: Humans arrived in the space age against an onslaught of terrible luck, up to and including the destruction of their home world (Earth). Humans are also highly adaptive, and use tools to accomplish almost anything. Infamy: They can come across as too excited for their own good, overanxious, and underestimating. They take pride in their calculations, yet their calculations are often wrong, and are curious in nature to the point of endangering themselves. Diet: Omnivores, they eat both the meat of domesticated animals as well as fruits and vegitables. A healthy diet consists of a bit of everything. Cheap, affordable food is usually processed. Anatomy & Natural Defenses: As early as the first to evolve, they've used their environments to make tools to keep them safe, help them eat, hunt, build, and fly. Because of this, their bodies are covered in soft skin, as they remain unadapted to raw forces of nature. They are born to neutral shades within the light-to-dark scale of brown-black, but often there is the faintest hint of any color imaginable (from light blue tints to sickly yellows and burning reds, etc). They have two eyes, also capable of every color imaginable thanks to genetic science, and the tops of their heads are covered in hair of varying lengths, colors, styles and volumes. Humans rely most on their sense of sight, but also have keen hearing. Having four fingers and an opposable thumb on each of their two hands places them just below the dexterity level of the Saters. Their feet resemble longer hands without a thumb and stubbier digits, allowing them to be the most agile on land of the existing sentients. The unique shape of their feet gives them the potential for great balance. Not all Humans maintain their health, however, and some must live without ever reaching their evolutionary potential. Genders & Reproduction: Go ask your mommy or daddy how babies are made, Kids. Breakthroughs in genetic science among Humans has led to the ability for parents to choose certain aspects about their offspring for the last several generations, such as height, metabolism, hair and eye color, as well as prevention from some diseases. Culture: They've always been curious creatures, leading them to evolve quickly on a young planet (Earth). They are as intrigued by other cultures as they are with anything else. Much of humanity has borrowed ideas from other civilizations, but traditionalists do still exist, who live minimalistic lifestyles. Humans are typically monogamous, but potentially go through several mates in a lifetime. Their courtship rituals include bashful white lies and getting one-another drunk. This species devotes much of their time and energy towards learning. Lacking the physical power some other species have, knowledge is their power. Unlike the Saters, who specialize in technology and science, Humans attempt to expand on all horizons with the ambition of finding some kind of reason to existence, as if it'd been hidden inside the definition of a soft breeze all along. Recent History: At the tail end of their 26th centuruy, the Humans awakened to the startling discovery of a very large rogue asteroid hurtling towards their small, blue planet. It would take eight years for impact, and so in those eight years, they wasted a lot of time trying to plan the most efficient way to avoid a disaster, not a single organization ever actually agreeing on anything. Those of them who did not have political edges and did not have a say could only wait for the end to come. Quickly, states of anarchy began rising. Riots ended the world for a lot of cities, even before the asteroid's arrival, like a dog chewing off its own leg to escape a bear trap. A distant tribe of Ra Siph (who had made the Milky Way Galaxy a part of rural route), came to interviene. Too far away from the next advanced civilization to be transported any ammunition to kill the asteroid before reaching Earth, instead they aided in the building of stations that would transport the Humans, themselves, to a similar planet to resume the continuation of the species. Their induction into the real space age came after they colonized Celestine, a planet considered uninhabitable by the Zeda System's native dwellers, the Scyreks. They've smoothly transitioned into intergalactic mingling, and have been 'nothing special' for a while now. The Species Broken Down Positive Aspects of playing a Human:
Negative Aspects of playing a Human:
Edited by Capricorn, May 13 2011, 11:12 AM.
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| Capricorn | Mar 16 2011, 03:04 AM Post #4 |
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![]() Pronunciation: ĭk•sō Plural: Ixo Adjective: Ixo Racial Slurs: Primordial Ooze, Ink Puddle, Shade/Shady TYPE C SPECIES Click for Visual Aid. Home World: Nabiss, Nabissal Asteroid Belt Life Expectancy: 20 - 40 years Average Height: Widely varied Renown: Known for being focused, driven individuals with an aptitude for handling tasks. They are also quite stealthy, and can change forms. Infamy: Not known for being very friendly, sociable, or empathetic. Most species are wary of the Ixo, because they tend to only be out for their own gain. Diet: This species has no mouth. In fact, they don't even have a proper digestive system like the other races. Ixo are photosynthetic, like plants! They absorb light and radiation through their black, membrane-like skin. In fact, they adapted to their dark colors specifically to attract nourishment to themselves. Of course, this also means, just like a flower, they will wilt and die if they live beyond a few days without some source of ultraviolet rays for sustenance. Anatomy & Natural Defenses: It's quite obvious these creatures do not have a spine. Ixo physiology closely resembles that of a giant, complex plant cell. Ixo "flesh" is actually a membrane that exists simply to corral what lies inside. The texture of their outer membrane is cool and slick to the touch without leaving any kind of residue, even though one might expect them to leave a slime trail or something similar after physical contact. A vast majority of their body is simply cytoplasm in which hundreds of chloroplast-like organs float. These organs collect ultraviolet light and convert it into energy that the Ixo can use. All of this is regulated by a fragile central nervous core. Should this core be damaged in anyway, it is almost always fatal. The dominant feature on the body is the large white spot on the otherwise black body. This spot is actually the Ixo's eyes and ears, consisting of organs sensitive to both light (vision) and sound waves (hearing) all bundled together and attached to the core via a nervous stem. While this "eye" is not as sensitive as those of other races, if struck and not treated quickly the Ixo may die. Most interestingly, the Ixo are able to control their shape. This is accomplished by a kind of localized telekinesis, allowing them to independently move each of the cells that make up the outer membrane. Simple shapes are easy for an average Ixo to maintain, but larger and more complex forms require great amounts of practice and focus. Most Ixo choose to craft a simple face and maintain a vaguely humanoid form when interacting with other races. Their form when at rest various greatly and depends entirely on an individual's preference. They can communicate with other species by vibrating a portion of their membranes to imitate vocal chords and sounds. They may change the volume and pitch of their voices by using more or less themselves for this purpose. To defend themselves the Ixo do one of two things: If an attack can be dodged they simply distort their bodies to avoid the incoming blow; If the blow cannot be dodged, the Ixo can contract the membrane where the blow is expected to land making the membrane momentarily as hard as a piece of wood. This last technique can also be used offensively, tightening a protrusion into a kind of organic club before impact. They may only harden a portion of themselves roughly the size of a tea saucer, and repeated use will result in fatigue. Despite all this, the Ixo are neither particularly quick nor are they strong. Because the Ixo developed without an atmosphere, they can exist in the dead vacuum of space. The only other race capable of this are the Ra Siph, making the Ixo valuable allies. Genders & Reproduction: This species is without a gender. They reproduce asexually through mitosis. The process takes roughly a week. This species can perform asexual reproduction, spontaneously any time after 5-7 years of living. Culture: The Ixo have no real culture. There is no competition for food due to the abundance of ultraviolet radiation in the universe, and there is no completion for a mate due to their asexual nature. This left no need for the Ixo to ever socialize with one another and thus no culture. Because of this lack, the Ixo tend to make other species uncomfortable as the Ixo have no concept of simple things like "personal space", let alone more complex and abstract ideas of "liberty" or "order". Recent History: This species is relatively new to the space age still, having only been introduced to the idea only a hundred years ago. At the time of their discovery, the Calvadeir Mining Company already had several working outposts floating around in the Asteroid Belt of the Distis System. In the year 4671, the miners witnessed serial burglaries, the craft of raiders. During an expedition near Nabiss, the commotion drew curiosity from the shadows, and suddenly they were all springing to life. Raiders were the first to find and utilize the Ixo. Since then, they have gradually phased into modern cultures and civilizations. The Species Broken Down Positive Aspects of playing an Ixo:
Negative Aspects of playing an Ixo:
Edited by Capricorn, May 13 2011, 11:12 AM.
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| Capricorn | Mar 16 2011, 03:05 AM Post #5 |
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![]() Pronunciation: kyōō•gē Plural: Kyuugi Adjective: Kyuugan Racial Slurs: Lobster-face, demon ![]() TYPE A SPECIES Home World: Abaddon, Typhod System Life Expectancy: 70 - 90 years Average Height: 6' - 7' 6" Renown: Physically strong and resilient, thorough, and very hospitable towards friends and allies. They make the majority of the Allied Civics grunt forces. Their females are highly sought-after and universally seen as attractive creatures. Infamy: Known for violent tendencies, stubbornness, and hidden agendas. They are typically short-tempered and short-sighted when it comes to diplomacy and socialization. Diet: Kyuugi use a lot of energy to move, and so they all have massive appetites. Pregnant females can eat up to approximately fifteen times the portion of a normal human meal, and healthy adult males can eat up to ten. This species is strictly carnivorous. Their teeth help little with chewing fruits and vegetables, but shred flesh and meat remarkably well. They need plenty of iron, so raw, fresh, bloody meat is most nutritious and satisfying. On occasion, you'll hear about this race taking a bite out of another sentient. Anatomy & Natural Defenses: These guys are strong, even by Abaddon's standards. Consider the intense gravity of their home world, and the Kyuugi can safely be considered the strongest, physically, of the sentient creatures, especially when on planets with less density. They are officially mammals - hair grows on their heads and they give live birth - but they share qualities as well with crustaceans. Hard, ridged shells grow in vertical sections down their backs, resembling a spinal column outside of their bodies. The males have additional plates growing out like pauldrons on their solid shoulders. Several small shelf-like tiers of shell plating are stacked at the base of their prehensile tails, between it and the spine, which resemble lions' tails. Another physical trait which brings them closer to crabs and lobsters are their antennae, used for their sense of smell and motion, stretching between one and two feet behind the raised surface of the tops of their heads. All Kyuugi are various shades of red in color, with four eyes swallowed in black. In low levels of direct light, the reflection against their retinas will produce a golden glint. They rely most on their sense of sight, and they are nocturnal - able to see in pitch darkness with no trouble. Unfortunately, this also means they are super sensitive to light, and must wear protective gear if facing an intense light source directly, such as the daylight we're so used to. They can be blinded by what most races consider a pleasantly warm dose of starshine. Kyuugi raised away from Abaddon are less sensitive, but it's rare and socially frowned upon to keep a child away from the dark lava planet long enough to develop that advantage. The females of the species are universally considered exotically attractive. Their bodies are temptingly soft around the ridged shells, and retain voluptuous curvature well into their sixties. Another trait which tends to attract others are their grandiose breast sizes, which is an adaptation for the amount of nourishment an offspring will require. Females typically have short hair, and the males will shave their heads or shave most of it and tie the remaining back. To grow it out looks 'sloppy and indecent' to most. Their manes are naturally shades of blonde, brown, red, and black. Genders & Reproduction: The mating ritual is precisely the same as with Humans, but pregnancies only last six months. Culture: Kyuugi culture is heavily male-influenced. While both genders of this species are universally considered physically powerful, the males are considerably stronger than the females. They have been able to successfully continue their domination, even to this day, with threats and intimidation tactics. Needless to say, this must be a rather violent race to hold such ethics, even in their civilization's space age. They are not without reason. As there are in any cultures, there are social anomalies and specific individuals which do not fit the typical stereotype. These Kyuugi, who are more intelligent than others, tend to land government positions by the force of the others around them. No, sometimes they don't get to choose their own destiny. Sometimes they have to take it from behind the bad end of an energy pistol (especially females). Because of this, there is a lot of silent repression floating about. Kyuugi females tend to stick with others of the same gender, using strength in numbers against their frightening male counterparts. It may seem, to a foreigner, that they are considerably weaker both emotionally and physically, but they are generally much more clever than they can be mistaken for, with unyeilding spirits and little fear to show for their unfortunate positions. Many of them tend to gain the upper hand in a battle of wits with their husbands, and hold their own aura of intimidation which is comparable to the Quetsuba. Kyuugi are polygamous. It's a normal cercumstance for a male to have a harem-full of wives. However, wives may also be shared if it is a consentual agreement between the males. Taking another's wife by force is only frowned upon if she is the first wife. First wives tend to hold more importance with the husband than any others. They are the "mothers of the broods", and it is definately considered a life's ambition for most females to become a first wife for protection. In addition, female/female relations are encouraged, while male/male curiosities are punishable by death. Homosexual males do not live long if they are open about their particular tastes. Recent History: The Kyuugi cheated their way into the cosmos, technically. When an Un'Gaani mining vessel performed an emergency landing, it fell within Kyuugi territory, and was quickly lambasted by the natives. The crew was taken hostage and tortured until the Kyuugi were taught how to use the technology. Their virgin mission on the stolen craft took them close enough to Nora's orbit for the Norites to take notice an open fire. It began a very disadvantageous war between the races, and lasted less than a week before the prideful lava crabs were threatened with complete annihilation. None-the-less, they were a part of the space game now. Acknowledging their inferiority was a difficult and controversial process, and the IWU was the first faction to extend the olive branch. They offered to aid in helping the Kyuugi understand their place, as well as modern technology, in exchange for opening up to trade routes, goods, and especially services. Once the Kyuugi began leaving Abaddon, moving to mingle with other species, they became revered for their might, and sometimes feared for their willfulness. Many decades have passed since then without incident, but there are rumors circulating that the species is simply biding their time until they can acquire enough resources to topple the Norite empire. The Species Broken Down Positive Aspects of playing a Kyuugi:
Negative Aspects of playing a Kyuugi:
Edited by Capricorn, May 13 2011, 11:13 AM.
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| Capricorn | Mar 16 2011, 03:07 AM Post #6 |
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![]() Pronunciation: nôr•īt Plural: Norites Adjective: Noridian Racial Slurs: Jellyfish, Squid, Ambidos, Luminatzi ![]() TYPE B SPECIES Home World: Nora, Typhod System Life Expectancy: 160 - 200 years Average Height: 3' - 6' Renown: Grand architecture and defense technology. Social. Infamy: Mood swings due to hormonal cycles, not taken by most as any kind of serious threat. Diet: Herbivores. Anatomy & Natural Defenses: The Norites are a simpler design of sentient evolution. Their genetic strain shares qualities with some of the very first generations of life in the Typhod system. They have soft, slick translucent skin which resembles a membrane, particularly on the tops of their heads where a thin growth of tissue sprouts and falls around to resemble a jellyfish. Also like this deep sea invertebrate, tentacles come trailing down like tendrils of hair from beneath the fold of thin crown tissue. They can reach up to three feet in length, and they do possess nerves, so cutting them is very painful. The tentacles do not, however, possess muscle fibers and cannot be moved. A stinging protein coats the tips, and when contacted by a Type A species, the burning sensation is cripplingly severe. Type B and C species are effected much less, and it won't hurt other Norites at all. As mentioned previously, a Norite's skin is see-though, usually possessing a beautiful, pearly blue or lavender sheen. The organs sitting in their torsos are mildly visible, as are the blue veins that reach down their arms and legs. Their hands and feet are webbed with wide-set fingers, allowing them to remain dexterous regardless of the extra swimmer's tissue. In the dark, Norites glow blue along their extremities with bioluminescence, made of the very same substance that keeps them textured slick for speed in water. This allows them to be their own lantern in the deep regions of their sea planet, where light never goes. Another adaptation to the lack of light they had to endure once are their eyes, of which they possess three. The third sits in the middle of their foreheads, between the typically-placed two at the front. Their eyes are large, almond-shaped, and reminiscent of what Humans once imagined aliens to look like before meeting any. Norites have night vision, which they can use voluntarily by opening a second set of eyelids. They'll reflect a vivid cerulean color if caught at just the right time, but otherwise are entirely black. Genders & Reproduction: Can switch reproductive sex at will, though their apparent gender stays the same. (So a Norite woman can have either the male or female role in reproduction, but is still a "she" no matter what role she's chosen this season. A Norite man may contribute the sperm or egg, but is still "he" no matter which he's doing, and next year he might have switched again, but he's still "him.") Culture: Recent History: The Species Broken Down Positive Aspects of playing a Norite:
Negative Aspects of playing a Norite:
Edited by Capricorn, May 13 2011, 11:13 AM.
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| Capricorn | Mar 16 2011, 03:07 AM Post #7 |
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![]() Pronunciation: kět•sōō•bä Plural: Quetsuba Adjective: Quetsuban Racial Slurs: Feminista, Raptor, Savage ![]() TYPE A SPECIES Home World: Rhis, Sinth System Life Expectancy: 80 - 90 years Average Height: 4' 6" - 6' 10" Renown: Quetsuba are most famous for their intuition, their skills as warriors, and their entrancing, primal music. Infamy: The racial stereotype depicts them as savage and under-handed, with a fiery temperament and frightening hunting skills. Diet: Carnivorous in nature, Quetsuba eat and digest the meat of domesticated beasts. Anatomy & Natural Defenses: This species shares many similarities with humans, with the acception of their basic reptillian differences. Small scales cover their body, but retain a pleasantly smooth and cool texture. Their bodies come brightly-colored, based on their parents and their habitat. Quetsuba of the swamps are usually shades of green and terquoise. Purple and red ones come from the desert, etc. If they do possess markings, they will generally be of a similar, darker color worn in stripes down their extremeties. Females have horizontal marking on their faces like the rest of them, but the males have four vertical stripes coming from their jaws and hairlines, like the parted fangs of a viper with a face inside. Their eyes are bursts of fiery hues, and they have a keen sense of sight during the day. In darkness, however, it is difficult for them to see. On the sides of their heads, surrounding their ear holes and acting as lobes for acoustic amplification, are feathers. Females have longer sets. All Quetsuba are naturally born with thick, black hair which grows very fast. The females will usually do something with it: either keep it tied back and out of the way or fashionably shaved/hawked. The advantage the females have over the males of the species is within their speed and strength. Directly opposite of Humans, Quetsuban women are born physically superior with thicker legs and quicker reflexes. Regardless, all members of this species are very swift sprinters, and healthy ones can reach top speeds of sixty miles per hour upon a nice, flat expanse of land without the use of technology or steroids. Obstacles and hurdles can slow them down considerably. Lastly, they possess long, reptilian tails similar to that of a lizard. They are prehensile to an extent, but often become stiff invulnerably depending on environmental stress. Also like a typical lizard, they are capable of re-growing limbs if they are severed. The process of re-growing limbs is full of dull aches and takes lots of time. Genders & Reproduction: As explained above, there are males and there are females. The actual reproductive ritual is exactly similar to typical Human copulation, but the female will give birth to an egg only two weeks later. After the egg is born, the males will care for and incubate it until a child hatches. When it does, the mother will typically have a higher hand in raising it, especially if it is a daughter. This species reaches puberty at 13 - 16 years, and it may take up to two years to complete the physical changes. Culture: As if born into existence to provide a perfect counterpart for the Kyuugi, the Quetsuba are equally as rooted in their matriarchal nature as they are to their patriarchal one. Feminism is a controversial topic and socially taboo to mention, yet the males will talk amongst themselves. Evolution gave the females a more precise physique, but it was they, themselves, that turned in towards development and and enlightenment (as opposed to brutish warrior pride). They are ravenous to challenges, having been introduced to the other races of the universe with such a different, influential beginning. When they came to space and took a look around, they acknowledged their differences only after fighting for it as if they really had anything to defend themselves over. Since then, it is as if they've been attempting to make up for their previous incompetents by doing a really great job at everything! Yet, on their planet and within Quetsuba-dominated areas, the males of the species are still getting the shorter end of the stick. Otherwise, they are a previously savage race turned intellectual, which tends to give them a bit more fame and reverence from everyone else for deciding to take this path, instead of the warpath others have chosen. The high value placed on history and heritage has become--thanks to the influence of modern communication and archiving technology--a reputation for producing and educating some really excellent historians and other scholars. Recent History: This species is neither new nor seasoned to the modern universe, but somewhere in between. It was easy for them to find allies, as they provided quality services for trades, and gave adiquate respect to the existant sentient species. They demand their own respect, of course, and it has been widely reciprocated. Their most recent fame was brought about during Aetzu's war with Rhis, when the Aspas entered the space age by stealing loads of Rhis' technology, then re-building it to their specifications. (See above in Aspan recent history for more details about the war) The Species Broken Down Positive Aspects of playing a Quetsuba:
Negative Aspects of playing a Quetsuba:
Edited by Capricorn, May 13 2011, 11:14 AM.
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| Capricorn | Mar 16 2011, 03:08 AM Post #8 |
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![]() Pronunciation: rä sĭf Plural: Ra Siph Adjective: Siphan Racial Slurs: Phoenix, Chicken, Chocobo TYPE C SPECIES Click for Visual Aid. Home World: None Life Expectancy: 150 - 170 years Average Height: 7' - 9' Renown: The first, and most ancient, of the sentient races, Ra Siph have long-standing relationships with every other race pre-dating their eras of space exploration. They've been seen as religious figures to many, and the messengers of science to others. Infamy: Their generosity towards some civilizations with technology have led to genocides. The universe is wary that these acts were intentional. Their feathers are also highly sought-after for their unique chemistry. Diet: Ra Siph like sweet things, like fruit. Due to the fact the Ixo species generates natural sugar from photosynthesis, like a plant, the Ra Siph have been known to hunt them for food as well. Anatomy & Natural Defenses: They have heads which resemble birds of prey, usually light-colored (white, tan, gold, pink, and sometimes an icy blue) with dark markings (black, dark grey, dark red, and dark brown). These markings appear in a pattern resembling two eyes on either side of the head, but the Ra Siph are actually eyeless and without optic senses. Instead, they have holes like nostrils around where ears may be, which sense motion. They also have a keen sense of smell. Like a bird, they are covered in feathers, not made of any known protein fiber. Their feathers are capable of adapting to whatever atmosphere they find, including intense heat and dead space, making them the only other species besides the Ixo that could survive virtually anywhere. These feathers are usually a medium tone between the color of their faces and the color of their markings. Possessing a pair of large wings on their backs, they are capable of flight within lower fields of gravity, providing there is atmosphere enough for adequate air pressure. For instance, it isn't likely they could fly through dense fields of water like that of the ocean surrounding the core of the planet Nora. They may, however, be able to fly closer to space, between its floating isles. Otherwise, the Ra Siph are humanoid in appearance, with two arms and hands, two legs and feet, opposable thumbs, and a mostly humanoid skeletal frame. Their bones, however, are hollow, making them light in weight despite their tall nature. Genders & Reproduction: They have evolved into creatures which use technology to reproduce, rendering genders useless and obscured through the generations. Gradually, their bodies have rid themselves of reproductive systems and have made their natural hormonal balance into a constant. Ra Siph do not suffer sexual impulses or violent swings of aggression. To create a child, they clone themselves, complete with the memories of their previous lives. While their bodies only sustain life for a limited time, their essence, their 'spirits' are forever until their DNA is lost. The child will spend some time in an incubation chamber to speed up its growth process, and will be released a few weeks later in a young adult form. Neither male nor female, an individual is referred to as an 'it'. Culture: Ra Siph possess a strong sense of heritage, their minds and memories much older than their physical forms. They remember simple times and simple ways of life without the overcomplications new races entering the galaxies, and that way has managed to work for them so far. Few seek to change it. They are nomadic, tribes never resting on one planet or system for more than a season or two. It is common for a member of a tribe to disband and join other civilizations for a time, for whatever reason. Unless it left on violent terms, a tribe will never refuse to accept their lost member upon their return. For the most part, they are a peaceful people, and will always attempt to solve conflicts diplomatically before fighting. They will often give gifts to each other and other races as a sign of good faith and comradeship, and they are heavy believers of utilizing one's surroundings entirely to further social fulfillment. Recent History: As far as anyone can tell, it was most likely the Ra Siph who blazed the trail into the space age. Elders may even recall memories of the epic journey across dead space to set the Stargates. They've always been there, lurking around like silent guardians, even though their activity in recent history has substantially faded from the myths and legends they are rooted in. Also, because of this, their history is shrouded in mystery. Yes, some Elders are alive who could recall their last war, but the memories are so faded and old that not a one of them can give a straight answer. The Species Broken Down Positive Aspects of playing a Ra Siph:
Negative Aspects of playing a Ra Siph:
Edited by Capricorn, May 13 2011, 11:14 AM.
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| Capricorn | Mar 16 2011, 03:10 AM Post #9 |
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![]() Pronunciation: sā•tûr Plural: Saters Adjective: Sater Racial Slurs: Gremlin, Goblin, Punko ![]() TYPE B SPECIES Home World: Ero Sata, Ergious System Life Expectancy: 200 - 300 years Average Height: 4' - 5' 3" Renown: Leaders in consumer technology and A.I. development. Stereotyped as extremely clever with bold personalities. They can adapt quickly. Infamy: Also stereotyped as lazy, obnoxious, promiscuous, and sometimes apathetic. Diet: Due to the adaptive nature of this species, they are omnivores, as well as manufacturers of their own foods. Some items or beverages are based on intelligently designed chemical compounds specifically suited to a Sater's flavor palette. Anatomy & Natural Defenses: Over the last five to six-hundred years, since the corruption of their home planet and their re-location to Ero Sata's three different moons, the cosmos have been witnessing the next step in this line of evolution. Having to live on these moons for many years, their bodies have begun taking on different traits which are advantageous to their environments. The Saters of Ceri come in varying shades of green and aqua tones, some with dark, spotted colorations in poisonous purple hues. Their saliva is toxic to most other species of life, and they, themselves, are immune to most known poisons. Those born to the civilizations of Eluid have begun to form small gills on their sides, and are capable of using water to regulate their systems for up to several hours. This is because the Eluidians have progressively moved into the freshwater of the moon's surface. Each generation tends to last a little longer than the previous. These Saters possess white, blue, and aqua tones, with darker spots around their eyes and down the sides of their extremities, like that of a caterpillar. Saters born to Lyris have adapted to the moon's foresty nature by turning shades of brown, their hair naturally the color of moss. Their fingers are also tipped with sharp, retractable claws for swift climbing. One of the most obvious physical features of this species is the displacement of their mouths, which rest not on their faces, but within the palms of their right and left hands, surrounded by rows of teeth like the maw of a demented starfish. They have a third hand, sitting on the end of an extra tail-like appendage, but this one lacks a mouth. Each one possesses six slender fingers, making them especially dexterous when working inside cluttered objects, like machinery. All Saters also sport a pair of horns. The horns of males are long and straight, females have shorter, stubbier ones, and ambimales typically have the longest, which also bend up in an elegant curve. The last notable feature of all three is their hairline, which continues down their neck and spine like a horse's mane, ending usually just above the small of their backs. Genders & Reproduction: There are three distinctly different sexes: Males, females, and ambimales. The males and females consummate predictably. Children are live-born after about a year of incubation in the mother's womb. Ambimales, however, are entirely new and different to the rest of the universe. First of all, they are hermaphrodites, possessing both reproductive organs. In addition, unlike most hermaphroditic mutations, both systems work. Their waists are a bit longer than their brothers and sisters to make room for the extra parts. What defines this sex is their tendency to seek out other species for reproductive purposes, not their own. They can successfully produce an offspring with most other live-birthing types. Only Eluidians have any success with half Un'Gaani children because of their growing amphibian nature. Most ambimales choose a fatherly role. Few consent to being the laborers. Their features are also androgynous, making them appear attractive to either side. This species reaches puberty at 20 - 30 years, and it may take up to twelve years to complete the physical changes. Culture: Saters place an immense value on entertainment. Because their terraforming maintenance, economic management, and medical infrastructure are mostly handled by advanced AI, there is very little actual labor for them to do. Saters are free to spend their time as they please, and as a result they can be hedonistic individualists who believe everybody has a right to pursue whatever makes them happy without being coerced by the expectations of others. This does mean, however, that anybody whose hard work factors into the amusement of the Saters is likely to be treated with immense (perhaps even exaggerated) regard by them. Musicians, actors, and those who teach these skills are widely respected because they work so that others can be happy. Anybody who finds joy in putting in effort to other people's happiness is pretty much a cultural hero. Their appreciation of those who labor on their behalf makes them a grateful people, but aside from a nebulous interest in showing others how gratifying their own way of life is, Saters don't tend to concern themselves overmuch with what others need from them. There are exceptions, obviously, but just as they consider anything done for their benefit to be a great gift, they also consider their own aid in basically any situation to be a gift which deserves at least as much appreciation. After all, nobody can legitimately make them do anything. Recent History: Many centuries ago, the Saters had their last civil war. In their attempt to extinguish their neighbors, they began experimenting with chemical warfare. This tactic was extremely effective, but also extremely destructive to the rest of the environment. Eventually, it began irreparably eating away at Ero Sata's atmosphere. Whole continents became uninhabitable, but by the time they had their first mass disaster, it was already too late. It only took a matter of years to irradiate the planet's surface enough to kill any complex life that stepped onto it. For a time, the Saters built fortresses with regulated atmospheres inside to survive, but only so many could be built before the air became lethal. More than half of Ero Sata's population was wiped out. Eventually, with the help of the Norites and the Scyreks, they developed terraforming technology which would allow them to live on their planet's three moons. Today, those moons flourish with Gremlin activity. The Species Broken Down Positive Aspects of playing a Sater:
Negative Aspects of playing a Sater:
Edited by Capricorn, May 13 2011, 11:15 AM.
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| Capricorn | Mar 16 2011, 03:10 AM Post #10 |
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![]() Pronunciation: sī•rěk Plural: Scyreks Adjective: Scyrek Racial Slurs: Roach, Oswaru, Waterbug, Oiler ![]() TYPE B SPECIES Home World: Oridus, Zeda System Life Expectancy: 20 - 30 years Average Height: 6' - 7' Renown: Despite their appearance, they make excellent businessmen, great friends, brilliant comedians, and are generally very charismatic. Infamy: Because they are visually less appealing than most other species, those with little to no experience interacting with a Scyrek may be initially repulsed. Sometimes one with a good sense of ethics may think this species to be immoral for the sake of business. Diet: Scyrek are the only species where the culture is encouraging of cannibalism, but most instances of this are on non-violent terms. You can pick up buggy body parts at the local market next to the produce. They are omnivorous, and get better nutrition from greasy or sugary foods, and tend to manufacture everything they eat themselves, or prefer the foods manufactured by other species as opposed to naturally grown or raised edibles. Anatomy & Natural Defenses: Their insect exoskeletons are probably the most obvious, and most useful features. The slick, almost rubbery substance it's made from is naturally very hard, and has limited elastic ability. Scyrek have a giant shield made of the stuff sitting on their back, mocking the folded wings of a cockroach. The rest of them, however, is typically skinny with six twig-like appendages (four arms and two legs). Their hands possess three fat digits, and their feet are entirely toe-less, bending forward sharply at the ankle to provide the species with a unique sense of balance: many will idly sway when standing still. Because of their size, they are not fast runners, but their reflexes are top-notch, among the highest in the universe for sentient creatures. They rely most on their sight, with two huge, buggy eyes on each side of their head, capable of seeing in the dark with slightly more sensitivity to light. Long antennae fall two to four feet from the tops of their heads, and are responsible for picking up sound vibrations. The longer the set of antennae, the more sensitive the sense of hearing will be. Genders & Reproduction: Scyrek females are indistinguishable from the males, other than the slightly shorter set of antennae, except when pregnant. Pregnant females appear fatter, as they carry the egg sacks of their progenies beneath their back carapace for forty days until hatching. Their lifespans have remained abbreviated, compared to other species, due to the rate at which they spawn. One female can lay up to fifteen eggs. The process of copulation is predictably insectoid. After fertilization, females will lay their eggs within a few days. Culture: They do not have a violent record of history. Most Scyrek believe in equal rights among sentient entities, but there have been some infamous Roaches who have completely disregarded moral obligations for the sake of wealth and fame. It was never said the Scyrek were unambitious people. It is almost factually oppositional, as they have succeeded in many-a-reputable quest, and have earned great respect for coming so far in such a short amount of time, especially with a disadvantageous life cycle period. Most of the species isn't religious. They can only fill their lives with so much before it ends, and a deity or another set of rules to follow is usually more devoted time and effort than they can afford. Many Scyreks will explain this right to you, knowing full well their own racial limitations. Due to their lack of spiritual awareness, they are greatly a logical type, and will typically present efficient, sensible, and emotionless options. Despite their way of thinking, however, they are lovers of comedy, simpler ways of life, and are more often than not kind-hearted in nature, keeping in mind the polar ethics of the galaxies even thought they may lack the natural sense, themselves. This species is family-oriented, keeping relatively close ties throughout their lives with their parents and most of their brothers and sisters. Recent History: The Scyrek were the forth to join the Allied Civics, the second to join the Vector Assembly, and are the founders of the Intergalactic Worker's Union (IWU). Their home planet, Oridus, is the only other life-sustaining planet in the Zeda System, making them the closest neighbors to humans. However, even before the arrival of Humans on Celestine, the Scyrek had a long-standing, friendly relationship with the Quetsuba race, utilizing them for protection on trade routes and a little extra muscle on the occasions when intimidation works more efficiently than bargaining. They have succeeded in permeating every facet of interstellar economics, and appear to hold the most bureaucratic authority. Two-hundred years ago, the construction of 'The Hive' began, and was completed in sixty-two years. Since then, it's been a second home to the species. Its purpose is to provide those wishing to spend money a place to do it at. The Hive is a megalopolis of consumers' wet dreams, including close to a hundred casinos and hotels to choose from. Back when it was first completed, it had a shiny new reputation which gradually crumbled as the decades dragged on. Now, it's the hidden location of the physical black market, and is the last place one ought to choose to raise a family. The Species Broken Down Positive Aspects of playing a Scyrek:
Negative Aspects of playing a Scyrek:
Edited by Capricorn, May 13 2011, 11:15 AM.
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| Capricorn | Mar 16 2011, 03:11 AM Post #11 |
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![]() Pronunciation: ōōn•gän•ē Plural: Un'Gaani Adjective: Un'Gaan Racial Slurs: Grasshopper ![]() TYPE A SPECIES Home World: Un'Gaan, Sinth System Life Expectancy: 60 - 70 years Average Height: 6' - 7'6" Renown: They are the biggest producers of goods which are not heavily technology based, and do so for a price few others would accept. The shipyards around one of their moons is also well known, and they are artists by nature. The greatest poets in the universe have been Un'Gaani. Infamy: Generally seen as uncultured and rude. Those who leave Un'Gaan often are little more than petty thugs, or at least enough are to create the image. The intense pollution of their home planet to the point the open air is basically a toxin is also widely known. Also known to be appalling bad people to leave anything valuable with if you want to see it again. Diet: Omnivorous, they sustain themselves with the fruits and meats raised on other planets, their own having become too toxic to trust if taking a bite of anything. They have acquired a taste for fish, specifically. Anatomy & Natural Defenses: Perhaps the most astounding feature of the Un' Gaani is that they can survive in some incredibly inhospitable environments, fitting as they originate from one of them. Their extra set of legs means that they are very agile over any number of surfaces. This agility extends perfectly well below water also, due to their amphibious nature. Due to the high gravity of their home world they also have, for their size and weight, incredibly powerful muscles which makes them well suited to physical labor. Their eyesight is also very powerful, allowing them to see in the murky waters and poorly-lit alleyways they frequent. In the water their "hair" can detect a number of other factors, such as depth in order to make them incredibly aware of their surroundings. Their skin is ever so slightly moist, although not slimy, and this is one of the quickest ways to determine how healthy the individual is, slimy feeling or dry skin being very common signs of many illnesses. Their limbs are long and thin, much as are the three fingers and thumb on their hands. On their feet they also have a similar amount of digits, although they are much shorter but still roughly the same length as a human finger. They have some, very limited, ability to manipulate objects with their toes and in general have very good grip. The "hair" on their head typically grows to a reasonable length, and due to its essential nature it is unlikely ever to be cut as it will not grow back, and without it the Un' Gaani would receive far less sensory information, especially underwater. It may be pierced however, and such a piercing is a popular sign of gang membership. Most sport some kind of tattoo or piercing marking them as belonging to one gang or another, and they tend to favor slightly angular designs. Genders & Reproduction: The Un' Gaani share many similarities with humans in their breeding patterns. After impregnation a Un' Gaani female will remain pregnant for about six and a half months and typically give birth to a single offspring, although the chance for twins or triplets is much higher than in humans. Their children are live-born. Differences between genders are reasonably subtle, although by no means unnoticeable. Males tend to be slightly taller than females, whilst females in return tend to have much softer facial features. Although females do possess external mammary glands, they tend to be small and not always evident if the individual is wearing baggy clothes. Generally speaking gender roles are very loose and ill defined, with neither gender being associated with any particular role. In terms of relationships Un' Gaani tend to be monogamous, but relationships tend not to last for life. Instead they typically last until any child conceived reaches adolescence, at which point the pair often, but not always, split. Culture: Un' Gaani culture is shaped a lot by their past and the planet they stubbornly survived on. Due to the harsh tidal systems on Un' Gaan communities tended to be small, close and violent in defense of what they had. When eventually they managed to create the massive pillar cities that stretched to the sky, this way of association remained and Un' Gaani tend to live in group which could be called roughly equivalent to gangs. The bonds between members are pretty tight, and although gangs do die out it is usually a case of smaller gangs being swallowed up by larger ones, or else a large gang getting too big and fragmenting into three or four smaller groups. The relationships between these gangs is not always violent, and although it is rare for any to work together it is equally unlikely for full out gang warfare. Perhaps the best way of describing the situation would be as an uneasy peace. Most, if not all gangs work on some method of identification usually based on either a tattoo or piercing. Recent History: Although this has been taking place for time, recently the levels of pollution on their home planet have accelerated to levels which mean that almost no food at all can be produced there. None the less they have continued to be the cheap unskilled labor force of choice for most things. Due to their nature to end up in these kind of jobs most Un'Gaani are poor, and as such it is only very recently with a growing trend towards ship building and a larger merchant class (due to the increased off world trading for food) that Un'Gaani have ended across the galaxy in anything other than small numbers. Their nature to form small, tightly knit and very defensive groups has often meant that groups of Un'Gaani end up in, at worst, small mob war like scenarios with other groups upon establishment of a community on a planet. The worst of this has died down now but there are still occasionally tensions with Scyrek communities, who for some reason often tended up to be the ones that many Un'Ganni felt were threatening them the most. The Species Broken Down Positive Aspects of playing an Un'Gaani:
Negative Aspects of playing an Un'Gaani:
Edited by Capricorn, May 13 2011, 11:30 AM.
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| Capricorn | Apr 21 2011, 05:26 PM Post #12 |
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A note about cross-breeding and racial hybrids...![]() This chart shows you what is possible/impossible. Some hybrids have a higher fatality rate during birth than others, such as the delicate Human/Quetsuba and Norite/Un'Gaani hybrids. Complications appear when generally live-born chromosomes have to fit inside eggs and hatch outside of the mother's womb. The child will also be born according to what race the mother is. If you choose to make a hybrid to play, you can take physical traits and abilities from either side, but keep in mind what would make sense according to what would be dominant and recessive traits, based on the location where they were born. For instance, consider a Human/Kyuugi hybrid born on Celestine. It might have two eyes, instead of four, to reduce the amount of light the brain processes and not blind the poor creature, because Celestine gets more natural sunlight. They may keep their shell-like exteriors and muscles, however, because it would be a good adaptation to protect itself against predators. If you need help making a hybrid, the staff is here to help. Anything can be part Android. Biomechanical technology and installation is common enough. The thing that defines an Android, specifically, is its artificial intelligence. Those who possess organic minds but metal parts are 'Cyborgs'. Edited by Capricorn, Apr 26 2011, 05:34 PM.
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3:16 AM Jul 11