Join a syndicate bent on gaining control through corporate power and monetary gains Support a government led by the elvish council, and uphold the peace through space Or be a bounty hunter, living by your own rules.
=Kelgidon are a race of telepathic creatures that resemble a cross between dragons and koi fish. =Their home planet of Bowetizen is abandoned, filled with old buildings and structures from a previous time, preserved to remember their earlier history. No living thing is left on the planet. The Kelgidon live on nearby moons as well as the moons of other planets, using their telepathic powers to alter their environment. =Surviving in the vacuum of space is easy for the Kelgidon, and they use their telekenetic abilities to manipulate electronic fields and facilitate movement. =Their powers develop early in their lives, and progress as they grow. Some are better at it than others. Due to the ability to move things without touching them, they work from manual labor to hazardous material in labs, or doing things that require delicate craftsmanship. They can make extremely beautiful buildings and sculptures. =Living on dusty moons may limit the materials available for the Kelgidon. They sometimes get together and pulls asteroids closer to take what things they need from it. Different materials make different colors, hardness, and can greatly affect infrastructure. They take extreme pride in their buildings. =Kelgidon are relatively peaceful and their weapons manufacturing systems are almost nonexistent. They would rather flee than fight, and their telekenetic powers - when properly developed - can be more effective than layzor guns. If they are strong enough, they can redirect the energy blasts from the weapons.
=One can tell class based on nare frills and eye frills. The more there are, the higher class they are. =Kelgidon rarely stop growing as they age. They are extremely long lived and can get gigantic if they manage to live so long. It's rather rare, as it takes more energy to move, they are less efficient at stopping motion, and are far more accident prone. But those who do end up abandoning planets and living in the vacuum. Seen as wise in their age, they are sought out for answers.
=On a whole, they are adaptive, creative, and inventive.
The Lemarck are an arthropod-like species that usually make their homes in large underground nests run by a queen, though some have set off to make settlements elsewhere. They are all female and thus clones of one another, but there still manages to be a remarkable amount of variety in the phenotype of individuals. Which parts of their genetic material are expressed depends on the environment in which each nymph developed. This means that adult Lemarck can vary wildly in appearance.
The most common form of a working class Lemarck adult is a 20 foot long millipede-like creature with strong claws for digging and six pairs of legs for walking and running, a domed carapace that almost makes her look hunchbacked, and an extendable jaw like a dragonfly larvae's that can be used to grab food or potential threats. Other forms may lack specialized digging claws and have wings, gills, shorter bodies, less legs, venom glands, complex eyes, and in a few instances involving Lemarck living near/in space elf cities humanoid shapes (albeit still chitin plated and very not elvish).
Although each colony has a queen, all healthy Lemarck can lay eggs and most choose to raise at least one nymph during their lifetime. They reach maturity in about two years. Mothers care for their young firmly but lovingly; any nymph that finds herself orphaned is adopted by an adult with no child.
The Lemarck's care for nymphs extends beyond their own young. They consider killing infants of any species, sapient or non-sapient, to be a terrible crime, and most will not hesitate to enact their own justice on those who break it. Do not eat eggs in front of them. Most Lemarck are unfamiliar with the concept of unfertilized eggs. Another slight issue with approaching isolated Lemarck colonies is their unfortunate habit of trying to hunt any individuals of a species they don't recognize that do not smell like young. Once they recognize your species as sapient, they'll stop trying to eat you.
Otherwise the Lemarck are extremely peaceful. Culturally they value societal harmony, courtesy, adaptability, and hard work. The societal harmony bit has gotten them into trouble when it comes to representing themselves among the other species. They tend to accept what the government allots to them and try to make do, which coupled with their pheremone-based language led to them not being recognized as sentient until very recently; thus it was perfectly legal for Space Elves to abduct them for experimentation. This practice has since been officially discontinued. They are still not currently represented on the Lit Tritsii.
Lemarck did not have any concept of gender until they were contacted by the space elves. Most who have learned to speak audibly instead of solely using pheremones will refer to themselves as she, they, or it in the common spoken language. A few have decided to go by he instead, but for the most part they are indifferent to what pronouns are used for them. Gloria will humbly correct people who call her "it" as she has come to recognize the pronoun often has negative connotations concerning person-hood.
They communicate mostly through pheremones as stated above and smell these chemicals with their antennae. Some more learned Lemarck have learned to communicate audibly by forcing air through the breathing holes lining their abdomen. Their voices are usually hissing but not difficult to understand, and they hear using the hairs on their front legs, which are very sensitive to vibrations.
The Lemarck are one of *possibly* two sapient species native to the planet Lemarck. Its gravity is slightly higher than earth's comparatively speaking. A continent that takes up about one fourth of the planet's surface is the only land; it has a few mountains near the center but is mostly plains with marshy areas near the ocean's edge. Patchy forests of thick-leaved succulent plants are common.
=They have been in space the longest, having fled their home planet when destruction besieged it. As such, they have colonized many planets without native, sentient species. Due to not being super specialized, they can adapt easily as well as change the environment to adapt to them. Having access to some of the most advanced technology that focuses on engineering, bio-medicine, and environmental manipulation. =They formed the Lit Tristii, a council comprised mainly of elves but also including some of the other races. They make big decisions about trade, where the police can investigate, weapons manufacturing, settling and making colonies, and many other things. Since it has a lot of elves on it, many of the laws and decisions favor them. =Elves, as a whole, have a nast habit of withholding resources from other races, which has caused hard feelings in the past. Another thing that angers others was the elves used to perform questionable procedures on other races, such as the Lemarck, that would lead to trauma and sometimes death. More or less, those procedures have stopped, but if there are desperate volunteers.... =Whatever caused their planet to be destroyed genetically affected the surviving elves. They are born with many birth defects, both physical, developmental, and mental, which can persist throughout their life. So many elves enhance themselves via cybernetics. While the modifiers are amazing, there is some prejudice against neuroatypical elves that can't be helped via cybernetics. Many of those are swept under the rug as quietly as possible. =All in all, they are clever, innovative, curious, and driven. A lot of elves are ignorant or indifferent to negative things that don't happen to them. Many are happy to explore and study without confronting the 'uncomfortable aspects of life.'
=A race of reptilian creatures that boast quadrupedal legs with a pair of free arms to do other tasks with. They have slit eyes, forked tongues, heterodont teeth with thecodont dentition. They are covered in scales of many colors and may have feathery fringe, spines, and sharp claws. Tail length may vary, and tails have been known to grow back if they are cut off. They are flexible like a skink, and can lie down flat. Membranous wings connect from the arms to the second set of legs and is used for gliding short distances; it can be improved upon with the use of biomechanics and other modifiers. They are a very streamlined race. =Their home planet is very cavernous. Comprised of many caverns, low growing vegetation (shrubs, bushes, ect), and small rivers, it is dry and almost desert-like. Rivers trickle down at the bottom of canyons, where it is cooler and more vegetation grows. =The Dreizas society is very strict and utilitarian. If there is no use for someone, then they are treated with extreme prejudice. =There is a strict class structure embedded in the system, with the higher class having more access to cleaner and better resources. They live above the canyons on floating cities and stations. The middle class is nonexistent, and the lower class consists of warriors and fighters. It is extremely hard for the lower class to ascend to upper without a lot of work and luck and connections on their part. They live in the caverns and canyons near the surface, utilizing tunnel systems. Being close to the warmth of the surface allows them to stay energized for longer. Physically and mentally disabled are cast to the bottom of the canyons for menial labor and physical work and any arbitrary tasks to keep them in line. Being away from the heat of the surface makes work difficult, and many are left to beg or die. =There are numerous Dreizas that have forgone the class system and break away from their home. They are disowned from their society and are usually marked in the system and not welcome in predominantly Dreizas owned societies, unless on official business.
There are four sentient species recognized by the council and rumors of a fifth, but there may be a sixth living on Lemarck. The Lemarck themselves speak of "bad bugs" who live in underground complexes by the sea shore. They tell stories of the bad bugs stealing their young and avoid going too close to the sea. Visitors to the planet's shoreline may see the tip of a chitinous leg or the twitch of an eye stalk sticking out from a concealed burrow before the cover is swiftly drawn back over it, if they are lucky. If they are unlucky, they are generally never heard from again.
The team of bounty hunters from our story have a ship called the Deathstalker. It is equipped with three powerful tractor beams, top of the line sensor systems and equipment for disabling communications, shields, and weaponry. The bounty hunters rely on its superb maneuverability and speed to ambush a target and disable it before latching onto its surface using the tractor beams. The hatch door is made of a special material that shifts its size depending on electrical currents sent through it. This means it can be manipulated to fit any hatch door, allowing for entry into the target ship while still in space. If this is deemed impractical, the bounty hunters can just haul the successfully disabled ship back to their client. The Deathstalker's weaknesses are its almost nonexistent shields and lack of hull-damaging weapons. This means that if an ambush goes awry or if they are unable to successfully disable a ship, the bounty hunters need to secure a speedy escape route to avoid being blown to pieces. Fortunately the Deathstalker is as easy to drive backwards as forwards.
The upholders of the Lit Tristii's laws will be utilizing a ship named The Assailant. It is larger than the Deathstalker but still fairly swift and maneuverable, being a pursuit ship instead of a warship. The Assailant has standard shields and weaponry, with sensors on-par with those aboard the bounty hunter vessel. Those aboard have orders to bring the Deathstalker's crew in alive if possible, but having evidence of their demise instead is acceptable. If the Deathstalker's superior maneuverability proves too much for a capture, that may be the only plausible course of action.
(The thing I drew above The Assailant is a bad bug.)
=A race of beings that are just being rediscovered, they use old steam technology coupled with little bits of ingenious inventions they came up with using the materials of their planet. =An small colony of elves, they were cut off from other civilization for a long time following an accident with the communications and the passing of a huge meteor storm that wiped out a lot of the population on the planet. =Many of the elves found they could mate with the Kelgidon, and with population so small, it was necessary to reach out for survival. =The Garinti are lithe like elves and humonoid in shape, yet they share many characteristics with the Kelgidon. Finned ears, solid color eyes, sharp teeth, jutting lower jaw, lobed fingers. Some even have gills on their throats or chests. =The main thing the Garinti suffered from were deformations in their legs. They have modified metal casings coupled with anti-gravity machines that allow them to sore several feet above the ground. =While they do concentrate a lot on survival, decorating ones abode in a pleasing manner is a must. They take pride in artistic endeavors, and many are hoping to reconnect with the world now that the storms that isolated them are gone. =Many of their innovations and creations are to make survival easier and to help in daily life of those who need it. =In short, they are space steampunk mermaids.
=The government that makes the rules and regulations of a lot of the planetary and spacial code of conduct. =They employ police to make sure the policies are followed. If not, they are allowed to detain both persons and ship. =Much of the codes in place favor the elves over others, but many species are getting their say on the council in hopes to change that. It's slow going. =They do focus more on the status quo than helping others, and are not generally trusted by the down trodden. =Working for them generally focuses on paperwork, investigating claims, or police work. They pay well, however. =As of now, the council numbers 7. Four are elves, one Kelgidon, and two Dreizas.
=They are seen as a terrorist group by the Lit Tristii, but many people see them as a source of help when the council fails them =They control a lot of the big businesses and corporations across space, so many of their operators and leaders own a lot of wealth. =When it helps them, they distribute the wealth or help others (whether its payments, operations, or getting jobs). Being in their debt might not end well for some, however. It's a matter of luck. =Many of them are against the government control, and use their wealth and power over huge corporations to block government action. =The leader is a heavily modified Dreizas whose relation with the Lit Tristii is a mystery. =The Syndicate has many ships, people, and colonies of all races under their influence. They are subtle, crafty, and usually try relying on persuasiveness before strong-arming people.
So to give this more of a chance feeling and stuff, we're adding DICE ELEMENTS. here's the basics.
Basically, to hit, you roll a 20-sided die twice. Once to see IF you hit, and once to crit. If you roll greater or equal to 10, you hit. If you roll greater or equal to 10 on the second roll, you crit for x2 damage.
How to do damage: Roll twice. Multiply those numbers together. Ex: Roll two 6-sided die. Get 4 and 3 Without critting, do 12 damage. With the crit, do 24.
And it can be changed around depending on what is needed. Like, sneaking for instance. Roll for successful sneak, roll to hit. And successful sneak could probs do x3 damage or something.