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FTL:2448 Additional Alien and Historical Data for FTL:2448 FTL 2092 cd/pdf Special LOST RACES Rich Tucholka
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FTLC LOST - thetrove.net Tac/FTL 2448/FTL 2448... · FTL: 2448 Lost Races STATISTICS MODIFICATIONS STR CON DEX AGL WIZ ADA ATU STB SIZE COMPARISON Mazbak Extinct Home World Unknown

Sep 23, 2019

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Page 1: FTLC LOST - thetrove.net Tac/FTL 2448/FTL 2448... · FTL: 2448 Lost Races STATISTICS MODIFICATIONS STR CON DEX AGL WIZ ADA ATU STB SIZE COMPARISON Mazbak Extinct Home World Unknown

FTL: 2448 Lost RacesFTL: 2448 Lost RacesFTL: 2448 Lost RacesFTL: 2448 Lost RacesFTL: 2448 Lost Races

STATISTICS MODIFICATIONSSTATISTICS MODIFICATIONSSTATISTICS MODIFICATIONSSTATISTICS MODIFICATIONSSTATISTICS MODIFICATIONSSTRSTRSTRSTRSTR CONCONCONCONCON DEXDEXDEXDEXDEX AGLAGLAGLAGLAGL

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FTL:2448

Additional Alienand Historical Data

for FTL:2448

FTL 2092 cd/pdf Special

LOSTRACES

Rich Tucholka

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STATISTICS MODIFICATIONSSTATISTICS MODIFICATIONSSTATISTICS MODIFICATIONSSTATISTICS MODIFICATIONSSTATISTICS MODIFICATIONSSTRSTRSTRSTRSTR CONCONCONCONCON DEXDEXDEXDEXDEX AGLAGLAGLAGLAGL

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FTL: 2448 Lost RacesFTL: 2448 Lost RacesFTL: 2448 Lost RacesFTL: 2448 Lost RacesFTL: 2448 Lost Races

Lost RacesRich TucholkaRichard Senasac

ArtistsTom DowAmy BrownShelly GoodgeNancy JandaBill KuehlBill LevyBen RodregrezScott RuggelsKa Xiong

FTL: Lost Races © 2001 Rich Tucholka and Tri TacGames No part of this Art or book may be repro-duced by any means or electronically without per-mission of Tri Tac Games

Tri Tac allows the owner of this CD/PDF to produceup to 12 printed copies of this CD/PDF for his or herplayers and general use. No part of this may besold in any format whatsoever.

Tri Tac Gamesc/o Tucholka

235 West Fairmount AvePontiac, MI 48340

[email protected]

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FTL: 2448 Lost RacesFTL: 2448 Lost RacesFTL: 2448 Lost RacesFTL: 2448 Lost RacesFTL: 2448 Lost Races

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Mazbak ExtinctHome World UnknownColonies North Western Starmap AreaBIOLOGYSIZ: 6-7 ft.GRA: 1.03LSP: 90/460SEX: 2GES: UnknownBIR: 1ENV: 35-110SLP: UnknownSML: EVIS: ETAS: FTOU: FHEA: FVOI: BassPSYCHOLOGY:TMP: 55MOT: 47

PERSONALITY AND VIEWS? SOCIETYISCO: Kids Playing CON:ICL: Police JOI:Family: Important HRS:Work: For Machines QHR:Play: With Family, Friends ATE:Wealth: All Equal SPC:Justice: Responsibility STF:Honor: Rarely Offended REL:Humanity: Early Mazbak LANGUAGEPolitics: For The Good of All Mazbak 99%Red Tape: Inconvenience Common 99%Space: Expansion Other ?%Warfare A Waste

SKILL TENDENCIES:Engineering, ConstructionGOOD TRAITS:Teachers, Builders, InnovatorsBAD TRAITS:Smug, Know they are the Best Teachers and BuildersUSUALLY SAYING:'But its easier to do it this way and...'NAMING:Complex family names Erese Sanga Neelum of the House ofMoyle Hogobom of the Generation Drelink. Stal for short.

MAZBAK

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Data on the Mazbak Empire and its artifacts havebecome the most coveted archeological treasures acrossISCO space.

Legends of the oldest races tell us that 200,000 yearsbefore the advent of humanity a humanoid race built anempire that spanned a thousand light years.

As the Mazbak expanded and built their vast cities ofglass and steel they became the friends and teachers tohundreds of Alien Races as they uplifted them from theirprimitive beginnings. Then the Mazbak met the Akitee, atruly Alien life form with no consideration for other life forms.

The war with the Akitee crossed hundreds of light yearsand the results were terrifying. Worlds were sterilized,continents shattered and suns destabilized. The result wasthe utter obliteration of the Akitee and the Mazbak as well asmany other races.

What remains in 2448 are memories and fragments ofthis once proud race.

Mazbak

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AkiteeAkiteeAkiteeAkiteeAkitee ExtinctExtinctExtinctExtinctExtinct

Home World UnknownColonies South West Starmap AreaBIOLOGYSIZ: 7-8ft.GRA: 0.85LSP: 100/400SEX: 1GES: UnknownBIR: Cluster?ENV: 40-170SLP: UnknownSML: EVIS: CTAS: ETOU: EHEA: EVOI: Light Trilling/BuzzPSYCHOLOGY:TMP: 44MOT: 05

PERSONALITY AND VIEWS? SOCIETYISCO: Food CON:ICL: Food JOI:Family: Servents HRS:Work: What is needed QHR:Play: Sometimes ATE:Wealth: Unknown SPC:Justice: Worthless STF:Honor: Never Offended REL:Humanity: Food LANGUAGEPolitics: Unknown Akitee 99%Red Tape: Unknown Other 05%Space: Akitee PropertyWarfare: Winning is all

SKILL TENDENCIES:Psionics, Hive Building, GrowthGOOD TRAITS:Dilligent, keep humanoid servents and pets.BAD TRAITS:No regard for Alien life, consider them protein. Self centeredand Evil. Hate music, mercilous. Eat or lay egg clusters inpets. Play with their food. Kept Mazbak children as pets.USUALLY SAYING:'small food, first I take a bite, watch it move, take a bite...'NAMING:Buzzing sounds modulated with pitch and tone differences.

The Akitee rose from an insect like ancestor on a lighthot world. Somewhere a mutation occurred that gave thispredatory species intelligence. In a hundred thousand yearsthey learned cooperation and headed for the stars.

After a golden age of expansion and disposing of lowerlife forms the Akitee crossed the path of the Mazbak. Theysimply disposed of Mazbak colonies.

The Mazbak stunned the Akitee with the violence thatwas returned. The conflict became a mutual war of completeannihilation. There was no mutual ground for communica-tion between the two races. The Mazbak sterilized everyworld where there were Akitee Nests. The Akitee learned toNova Suns as their enemy released a Bio-Specific plagueacross a thousand worlds.

The average Akitee is highly Psionic. They can be themaster of mental illusion and telepathy. Only 20% of the linepossessed other talents like mind control and pyrokinesis.This made them formidable in close battle.

AKITEEAKITEEAKITEEAKITEEAKITEE

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Alitee

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TrebottlTrebottlTrebottlTrebottlTrebottl ExtinctExtinctExtinctExtinctExtinct

Home World North Eastern Starmap AreaColonies UnknownBIOLOGY:SIZ: 3-5ft.GRA: 0.94LSP: 65/110SEX: 2GES: UnknownBIR: 1 or 2ENV: 30-105SLP: UnknownSML: EVIS: ETAS: ETOU: EHEA: DVOI: Whispering TenorPSYCHOLOGY:TMP: 55MOT: 85

PERSONALITY AND VIEWS? SOCIETYISCO: Wastefu Empire CON:ICL: Accepted Law JOI:Family: Most Important HRS:Work: For Future QHR:Play: Often ATE:Wealth: Small Family SPC:Justice: What is That? STF:Honor: What is Honor? REL:Humanity: Alien LANGUAGEPolitics: Discussion Shandi 99%Red Tape: Dislike Broza 50%Space: Dark Cold Other 07%Warfare Never

SKILL TENDENCIES:Bio-Engineering, Bio-Construction, Bio-Electronics, Bio-Fabrication, and Agriculture. Asteroid and ORT mining.GOOD TRAITS:Ecologically ConsciousBAD TRAITS:Stagnant Culture, Fearful, Little ExpansionDependency onOrganics.USUALLY SAYING:“I can grow it for you...”NAMING:Often a string of short names and colors. Red Jaye HargoBlue Yellow.

The Trebottl are often called the disposable StarflightCulture by archeologists that study their artifacts.

This odd humanoid species pushed into space a littleover 20,000 years ago and left no colonial sites.

The Trebottl artifacts are known from a handful ofstarship artifacts left in asteroid belts and ORT clouds. Theseship fragments are literally trees that have been adapted forspaceflight. These massive shells were able to hold crewand cargo as they jumped between stars. Another class ofship, barrel like in structure, is believed to be a harvester thatcollected ice or minerals. Ships Engines and Stardrives werecompletely biological in nature.

It is assumed that a biological or botanical plagueripped across Trebottle space and they were unable to stopit. Recent research speculates their star may have goneNova due to the scorched exterior of one smaller craft foundand the several hundred individuals that were trapped in it.

Krelvins hope to reconstitute the race from frozen DNA.

TREBOTTLTREBOTTLTREBOTTLTREBOTTLTREBOTTL

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-02 -04 +0 -04Trebottl

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ArteseeArteseeArteseeArteseeArtesee ExtinctExtinctExtinctExtinctExtinctHome World: UnknownColonies: Everywhere?BIOLOGY:SIZ: 2-3ft.GRA: .85LSP: 90/?SEX: 2GES: UnknownBIR: 2ENV: 40-105SLP: UnknownSML: DVIS: CTAS: DTOU: EHEA: EVOI: UnknownPSYCHOLOGY:TMP: 75MOT: 62

PERSONALITY AND VIEWS? SOCIETYISCO: Big Fuzzy People CON:ICL: Lawgivers JOI:Family: Big and Extended HRS:Work: Enjoyment QHR:Play: When not Working ATE:Wealth: Unknown SPC:Justice: Lawgivers STF:Honor: Never Offended REL:Humanity: More People LANGUAGEPolitics: To Discuss Artesee 1 90%Red Tape: Unknown Artesee 2 10%Space: A Greater Place Artesee 3 03%Warfare: Almost Unknown

SKILL TENDENCIES:Monolithic Engineering, Construction, Medical, Electronics,Business, and Law. Civil Service and Support.GOOD TRAITS:Good Natured, Easy Going, Great at OrganizationBAD TRAITS:Slow, Easy Going, Didn't understand WarfareUSUALLY SAYING:Play now, work later.NAMING:Unknown. Three undecepherable Scripts of writing exist soit is assumed at least three languages were used. No namesseem to survive.

Artesee

A half million years before mankind and ISCO space arace of Lemur like creatures crossed the galaxy and fadedinto history. These are the Artesee, a tiny Alien Race withastonishing engineering skills.

Sadly, the only fragments left of the Artesee culture areceramic plates that decorated their mile high towers andindustrial centers. After 490,000+ years even these are hardto find and require major excavation.

From these plates a culturally rich race takes light, asmall but diligent species that perfected flight and headed forthe stars in great spherical ships. Scenes show diversehome life, robotics, music, crafts and games being played.Oddly no other Alien races were shown alongside the Arteseeand that alone may indicate a high degree of Xenophobia.

Artifacts have been located at the far corners of ISCOspace so it is assumed the race was very wide ranged.Another interesting fact associated with the Artesee is a layerof Iridium dust associated with their sites.

ARTESEE

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Humanity’s first contact with the Gosto showed themwhat could happen when war, religion, and poverty de-stroyed a culture and people.

Near humanoid, the Gosto reached a technologicallevel equivalent to Earth's 20th century. At that time a fewyears of famine created an impoverished under class thatdemanded food from an already weak government. Claim-ing technology was the cause, they began to smash theirprogress with a religious fury. Cities became armed campsand finally the entire system collapsed back to Warlords anda near feudal economy. Disease finished the system and putthe Gosto back into a dark age where ignorance is fashion-able.

ISCO hopes to remedy this world and put them back onthe right track if only they would stop burning the psycholo-gists sent to do the job.

An orbital station has been established to quarantinethis world until a new renaissance can be started and thepeople can re-enter a technological age.

GOSTOGOSTOGOSTOGOSTOGOSTO

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Gosto

GostoGostoGostoGostoGosto QuarenteenQuarenteenQuarenteenQuarenteenQuarenteenHome World: Neladan IV Home +2 (3) DM+32 2241Colonies: NoneBIOLOGY:SIZ: 5-6ft.GRA: 1.01LSP: 45/200SEX: 2GES: 310BIR: 1ENV: 30-95SLP: 17w7sSML: DVIS: DTAS: CTOU: DHEA: EVOI: VariedPSYCHOLOGY:TMP: 48MOT: 50

PERSONALITY AND VIEWS SOCIETYISCO: Aliens CON: 2315ICL: Alien Military JOI:Family: Important HRS: 1900 BCWork: A Necessity to Eat QHR: BPlay: Children ATE:Wealth: Food and Comfort SPC:Justice: For the Wealthy STF:Honor: Offended Easily REL: B3Humanity: More Gosto LANGUAGEPolitics: Strength Dendeen 60%Red Tape: Keps Us Hungry Teeen 31%Space: Not Important Belko 17%Warfare Necessary 36 Other 02%

SKILL TENDENCIES:Finding Food, Repair of ''Necessary' Technology, Agraculture,and just Staying AliveGOOD TRAITS:GrimSense of Humor, Determined, Hate their Governmentand the Anti-TechBrotherhoodBAD TRAITS:Virtually Enslaved and Won't Fight, Destitute, Hard Life,Substance Abuse rampant.USUALLY SAYING:“Life is work and then you starve and die...”NAMING:Triple Names Lir Rafo Canabro, Fam Corpo Aramfa

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NalaniNalaniNalaniNalaniNalani ExtremeExtremeExtremeExtremeExtreme QuarenteenQuarenteenQuarenteenQuarenteenQuarenteen

Home World: Nogulaa (Home -2 (6) DM-28 433)Colonies: NoneBIOLOGY:SIZ: 6-7ft.GRA: 0.96LSP: 60/150SEX: 2GES: 244BIR: 1ENV: 25-100SLP: 20w5sSML: CVIS: DTAS: CTOU: DHEA: DVOI: AnyPSYCHOLOGY:TMP: 49MOT: 45

PERSONALITY AND VIEWS? SOCIETYISCO: Aliens CON: 2440ICL: Police JOI:Family: Happy and Large HRS: 2120 BCWork: For Wealth QHR: CPlay: Sometimes ATE: 2410Wealth: Buys Social Status SPC: 2440Justice: All Important STF: -Honor: Important REL: B2Humanity: Who? LANGUAGEPolitics: Necessary Evil Nalani 95%Red Tape: Universal Other 60%Space: Almost ThereWarfare Imminent

SKILL TENDENCIES:Labor and Heavy Equipment Operation, EngineeringGOOD TRAITS:Friendly, Have Potential, Rich Culture and History.BAD TRAITS:Territorial, Warlike, Easy to Anger and not Forget. Love theircountries far too much. Emersed in senseless politics.USUALLY SAYING:"We have the right..."NAMING:Two names, first is family, the second personal and themiddle the number of Generations that name has been usedin the family. Boro 13 Grezatt, Moro 7 Hesso, etc.

The rich culture and strong family life of the Nalaniwould be a great addition to ISCO. Unfortunately their loveof politics and their precarious balance on the brink of warhas caused Nogulaa to be quarantined.

With 104 feuding states (38 Governmental types) and300 smaller client states, the map of their world is a crazypatchwork of alliances, friends and enemies. Compoundingthe problem is a 1950's Earth equivalent technology andNuclear Weapons.

Three of the nations have achieved space flight and arebuilding several research and weapon platforms.

The ICL maintains stealth craft for monitoring Nogulaaand a base has been built on the dark side of one of their 3moons. Psychologists have advised ISCO to avoid contactthat could start a Nuclear Holocaust, but continue their covertplan to create a United Nations to stabilize the situation.They hope this planet will survive its nuclear era as Earth didor hope to pick up the pieces if they fail.

NALANI

Nalani

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HukHukHukHukHuk

This race of primitive cannibalistic tribesmen wouldhave been ignored except for the fact of a survey shuttlecrash and the discovery they were 99% human in DNAcomposition.

Resembling the Amazonian natives of Earth's 20thcentury, this group has apparently been seeded to thistropical world sometime in long past millennia. The seedingof other races is a given fact but the Huk language is unlikeany of its terrestrial counterparts.

Huk life is centered around a fort like village and a ringof farm land. Women farm and Men hunt and wage war onneighboring villages. Captives of these little wars are ran-somed for food or eaten.

An orbital station monitors this society and keeps out-side contact away. As this is a human colony, ISCO believesit has the right to help the Huk regain their human heritage.The first problem they see it contact, education, and notlanding in the stew pot.

HukHukHukHukHuk Extreme QuarenteenExtreme QuarenteenExtreme QuarenteenExtreme QuarenteenExtreme Quarenteen

Home World: Meradak (Colony A +0(42) DM-5 5674)Colonies: NoneBIOLOGY:SIZ: 4.5-5ft.GRA: 1.08LSP: 25/200SEX: 2GES: 270BIR: 1 or 2ENV: +40 to +130SLP: 14w9sSML: EVIS: FTAS: DTOU: DHEA: FVOI: VariedPSYCHOLOGY:TMP: 28MOT: 40

PERSONALITY AND VIEWS SOCIETYISCO: Demons CON: 2414ICL: Demons JOI:Family: Protect HRS:Work: Find Food QHR:Play: After Food ATE:Wealth: Much Food SPC:Justice: Eye for Eye STF:Honor: Huh? REL: F1Humanity: Demons LANGUAGEPolitics: Chief Says' Huka 99%Red Tape: Unknown S Huka 10%Space: Sky Shuda 05%Warfare Good

SKILL TENDENCIES:Food Gathering, WarfareGOOD TRAITS:Don't Eat their ChildrenBAD TRAITS:Cannibaliatic, Waring, Ill Tempered, Ignorant, SavageUSUALLY SAYING:"Gimmy that!"NAMING:Names are a simple one sylable word. The higher the rankin the tribe, the more sylables. Each sylable has a differentmeaning. Ord is a Hunter Ord-Onk is a hunter who is asuccess more often then not.

Huk

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PARNEPARNEPARNEPARNEPARNE

The Near Human Parne moved into their Feudal eraand promptly stayed there. With their religion backing thesystem, the lords entrenched themselves in custom andcreated an amazingly stable society.

Nothing changed for more then a millennia until theadvent if man.

A shuttle crash and early contact by an exploration teamleft the Parne are fully aware of space and the worlds aroundthem. They are picking the technology that best fits into theirsystem of government.

Psychologists call the Parne stagnate but healthy, a farkinder and more gentle people then humans in their sameperiod of time. Because of this ISCO hopes to gently bringthem into the best of the 25th century while making a minimalnumber of modifications on their society.

The Lord Emperor of the Parne has granted the ICLland in the Northern Tundras and the ability to set up anembassy office at the royal palace.

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ParneParneParneParneParne ProtectorateProtectorateProtectorateProtectorateProtectorate

Home World: Thaltron B (Colony F (+0) 34 DM+24 1357)Colonies: NoneBIOLOGY:SIZ: 4-5ft.GRA: .95LSP: 40SEX: 2GES: 270BIR: 1ENV: 35-130SLP: 12w11sSML: EVIS: ETAS: ETOU: EHEA: FVOI: VariedPSYCHOLOGY:TMP: 48MOT: 55

PERSONALITY AND VIEWS SOCIETYISCO: Sky Kings CON: 2435ICL: Guards JOI: 2447Family: Most Important HRS: 1000 BCWork: For Serfs QHR: BPlay: Hunting ATE:Wealth: Gold/Silver SPC:Justice: A Fact of Life STF: -Honor: Most Important REL: A3Humanity: Star People LANGUAGEPolitics: Part of Life Roane 95%Red Tape: Solved Witha Blade Skeda 20%Space: Not Our RealmWarfare Honorable

SKILL TENDENCIES:Fine Crafts, Stonecarving, Wood Work.GOOD TRAITS:Developing Very Slowly, Logical, Think before they act,Honest for the Most part.BAD TRAITS:Steadfast in their beliefs. Refuse to change or modernize theirindustry.USUALLY SAYING:“The old king did it that way...”NAMING:Triple Names often Associated with a craft or social office.Baker Morn Telk or Lord Asgot Dermok

Parne

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GrathnGrathnGrathnGrathnGrathn QuarenteenQuarenteenQuarenteenQuarenteenQuarenteenHome World: Zamak (Colony E +1 (05a) DM+7 1997b)Colonies: NoneBIOLOGY:SIZ: 5-6ft.GRA: 0.98LSP: 30/140SEX: 2GES: 440BIR: 1ENV: +25-+120SLP: 16w6sSML: BVIS: CTAS: BTOU: EHEA: FVOI: VariedPSYCHOLOGY:TMP: 42MOT: 39

PERSONALITY AND VIEWS SOCIETYISCO: Rescuers CON: 2410ICL: Police JOI:Family: Few Survive HRS: 4000 BCWork: To Survive QHR: EPlay: Dig Deeper ATE: 2380Wealth: Survival SPC:Justice: Simple Necessity STF:Honor: Important REL: B3Humanity: Friends LANGUAGEPolitics: Starts Wars Stejo 95%Red Tape: Continues Wars Shalmeze 25%Space: LostWarfare Had Enough

SKILL TENDENCIES:Survival, Medicine, Scavenging, Wood Work.GOOD TRAITS:Peaceful, Hard Workers,BAD TRAITS:Always Angry, Hate Authority, Carry a grudge, Confused,Shy, Live in underground shelters. Depressing. Go intoRadioactive areas to scavenge.USUALLY SAYING:“It was great here before politics blew it all to hell!”NAMING:Short syllables in a group and a city name. LLoro Ja Hoosakfrom the remains of the City of Moozo

ISCO was 30 years too late to stop the Grathn fromblowing each other back into a dark age.

Originally with two superpowers and several 'between'states, the Humanoid Grathn developed a twentieth centurytechnology and Nuclear Weapons. The missiles sat in theirsilos for 20 years before something triggered the conflict thatslagged a hundred cities and cultural centers.

The survivors decided they had enough war and subse-quently hung every politician, royalist, and member of theestablishment over the rank of civil servant. They thenvented their hatred on the Computers and Higher techequipment of the military.

The net result of all of this was a zero. The handful ofsurvivors were found grubbing an existence by gathering andraiding the still radioactive ruins.

With no choice ISCO has set up bases on Zamak andstarted health programs to save the survivors. The nativesstill mistrust ISCO's motives and the high tech equipment.

GRATHNGRATHNGRATHNGRATHNGRATHN

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+0 +0 +0 -45Grathn

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BuildersBuildersBuildersBuildersBuilders QuarenteenQuarenteenQuarenteenQuarenteenQuarenteen

Home World: Sadler IV (Colony F +0 (42) Pollux)Colonies: NoneBIOLOGY:SIZ: 0.50ft.GRA: .89LSP: 20SEX: 2GES: 55BIR: d100ENV: 25-116SLP: UnknownSML: GVIS: BTAS: GTOU: HHEA: CVOI: ClickPSYCHOLOGY:TMP: 75MOT: 98

PERSONALITY AND VIEWS? SOCIETYISCO: Watchers CON: 2345ICL: ? JOI:Family: Large Communes HRS:Work: Building is Life QHR:Play: ? ATE:Wealth: ? SPC:Justice: ? STF:Honor: ? REL:Humanity: ? LANGUAGEPolitics: ? Click 99%Red Tape: ?Space: Up ThereWarfare Dispose of Enemies

SKILL TENDENCIES:BuildingGOOD TRAITS:Very Fast, Agile, Not HostileBAD TRAITS:Alien Minds, No point of Mutual UnderstandingUSUALLY SAYING:“Click....Clic...Click......Click..Click..Click”NAMING:Click or Click, Most often Click. ISCO research teams havecode tagged some builders for observation and in turn havebeen tagged by the builders.

ISCO researchers first classified the builders as theyclassified the Army Roach Pests that sometimes took upresidence on starships. Given time and a second look, theydiscovered a highly intelligent race of alien life.

The builders were so unlike any of the other races ofISCO space that they were immediately quarantined and leftto develop.

Builders are industrious, creating vast cities that towera hundred feet in the air. Spanning buildings are ramps andgardens. Avenues of commerce dot he cities as well asbioluminescent lighting and use of the wheel.

Beyond that, these crab like creatures will not acknowl-edge researchers in any way or form. Humans are free towalk through a city and watch. Accidently damaging astructure is permitted. If the researcher deliberately dam-ages or kills a Builder the punishment is immediate andcomplete as thousands of the creatures attack and disposeof their foe. ISCO is still watching and learning.

01 +0 +04 +04

+0 +0 +0 +0Builders

BUILDERSBUILDERSBUILDERSBUILDERSBUILDERS

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ScomboScomboScomboScomboScombo ProtectorateProtectorateProtectorateProtectorateProtectorate

Home World: Morgan III (Colony G +0 (36) Airal)Colonies: NoneBIOLOGY:SIZ: 6-7ft.GRA: 1.05LSP: 50SEX: 2GES: 340BIR: 1ENV: -45-+96SLP: 20w5sSML: CVIS: DTAS: ETOU: EHEA: EVOI: Mild TenorPSYCHOLOGY:TMP: 50MOT: 56

PERSONALITY AND VIEWS SOCIETYISCO: Tribe CON: 2435ICL: Warriors JOI:Family: Lodge & Children HRS:Work: Accepted Necessity QHR:Play: Sometimes ATE:Wealth: Many Things SPC:Justice: A Fact of Life STF:Honor: IFact of Life REL: D2Humanity: Weird Tribe LANGUAGEPolitics: Tribal Law Skule 90%Red Tape: Unknown Preta 20%Space: HeavenWarfare Happens

SKILL TENDENCIES:Fine Survival Skills, Primitive Metalworking.GOOD TRAITS:Very Fast, Agile, HonestBAD TRAITS:Primitive, Bad Hygene, Quick to anger and fight over sometrivial thing. Multiple wives.USUALLY SAYING:“I Kodo... trade you skin, fine skin for knife”NAMING:Short syllables in a group. Kodo the Hunter, Cev finder ofDrivakas, Ioto Carver of Horn.

This group of bronze agers got a real surprise whentheir sun began to decline and those people from the skymoved in.

Once thriving, the Scombo are now nomadic hunterswho are ever being encroached on by the ice sheets that arereclaiming their world. It is estimated they have little mor thena century before their seas become ice locked and the last oftheir wildlife freezes.

Due to the small size of the population left on Arial,ISCO sees the possibility of a massive relocation operationto save this race.

Before this can be accomplished ISCO must first seedwildlife to another world before they attempt to transplant asmall number of natives. After 20 years the project will becontinued to include most of the Scombo. Before beingplaced in Cryo Sleep for their journey all will be made diseasefree and restored to optimum health while trying to avoidexcessive cultural shock.

SCOMBOSCOMBOSCOMBOSCOMBOSCOMBO

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GRANEZIIGRANEZIIGRANEZIIGRANEZIIGRANEZII

GraneziiGraneziiGraneziiGraneziiGranezii QuarenteenQuarenteenQuarenteenQuarenteenQuarenteenHome World: Kallon (Frontier 6 +0 (04) DM-51 1535)Colonies: NoneBIOLOGY:SIZ: 5-6ft.GRA: .89LSP: 70SEX: 2GES: 350BIR: 1ENV: 15-106SLP: 18w12sSML: GVIS: DTAS: FTOU: EHEA: EVOI: Low BassPSYCHOLOGY:TMP: 72MOT: 70

PERSONALITY AND VIEWS? SOCIETYISCO: Unknown CON: 2439ICL: Unknown JOI:Family: The Joy of Life HRS: 120 ADWork: Accepted Necessity QHR: FPlay: With Children ATE:Wealth: Status SPC:Justice: A Fact of Life STF:Honor: Important REL: B2Humanity: Unknown LANGUAGEPolitics: Part of Life Copo 95%Red Tape: Part of Politics Kodo 50%Space: High FlightWarfare Caused By Primitives

SKILL TENDENCIES:Crafts, Woodwork, Stonework, Sailing, Basic ScienceGOOD TRAITS:Intelligent, Honest, Inquisitive, InventiveBAD TRAITS:Dull, Careful, Ponderous, Love Politics and Discussion, SniffEverything, Limited Dexterity.USUALLY SAYING:“Consideration is given to this methodology of metal engrav-ing but surely we can change...”NAMING:Massivly long names with honorific titles. His Regal Govenerof Street Shoveling, the Exhaulted Brominforryekalli. IV

This ponderous Elephantine like race has pulled itselffrom savagery to a technological renaissance in less then1000 years. In the last 200 years the fruit of their inquisitive-ness has been amazing.

The Granezii are now in their age of exploration, sailingtheir stormy seas and charting continents. Their technologyis an Earth equivalent to the 1490's with one striking differ-ence. The difference is flight. For all their weight and size,they are learning to fly. ISCO surveillance has spottedgliders and balloons as well as their first runway. Severalgreat telescopes have been spotted and unverified reportsshow very basic solid propellent rocketry is being attempted.Close survivance shows tracks are being laid for what maybe their first steam powered train.

The Graneziis lack of enemy nations, other then theirsavage cousins, and little wholesale bloodshed has fasci-nated sociologists who believe this race will be knocking onISCO's door in a century or two.

+15 +10 -08 -06

+04 +0 +0 +10Granezi

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NyrnNyrnNyrnNyrnNyrn ProtectorateProtectorateProtectorateProtectorateProtectorate

Home World: Tebble (Frontier 11 +0 (02) DM+45 404)Colonies: NoneBIOLOGY:SIZ: 4-5ft.GRA: .79LSP: 60SEX: 2GES: 370BIR: 1ENV: 35-96SLP: 16w10sSML: CVIS: DTAS: DTOU: EHEA: DVOI: Mild TenorPSYCHOLOGY:TMP: 79MOT: 43

PERSONALITY AND VIEWS SOCIETYISCO: Government CON: 2440ICL: Police JOI:Family: Who cares HRS:Work: Why Bother QHR:Play: Too Much Work ATE:Wealth: A Full Belly SPC:Justice: Why? STF:Honor: Stupid Concept REL: C1Humanity: Works Too Hard LANGUAGEPolitics: Lost Art Nyami 95%Red Tape: Unknown Kedaka 20%Space: Too FarWarfare Too Destructive

SKILL TENDENCIES:None Currently. Once they were outstanding craftsmen andbuilders with stone. They left monoliths and terraced citiesin the jungles of Tebble.GOOD TRAITS:Slow, Work on light jobs, HappyBAD TRAITS:Mooch Food, Don't Care, Don't Think, Live to Sleep, Lack ofPersonal Hygene, IgnorantUSUALLY SAYING:“Sleep...”NAMING:Short syllables in a double group. Hach-My, Ne-Qceps,

NYRNNYRNNYRNNYRNNYRN

Tebble is best described as a large world covered insteaming jungles and sluggish rivers.

The residing intelligence is the Nyrn, a humanoid spe-cies close to humanity in structure.

The Nyrn were master builders that created cities,castles and monolithic buildings of natural stone. Theyaqueduct fresh water in and composted waste for terracedgardens. Ceramics abounded as well as stained glass.

More than a thousand years ago the Nyrn simplystopped developing, building and running their society. Theirachievements abandoned, they walked back to the jungles tolive in small family bands.

Thinking this might be a medical problem, ISCO estab-lished a ground base and began its fruitless search for whythe Nyrnese just quit civilization. Just a few of the natives talkto ISCO personnel, telling them there is no reason to workwhen food is easy to find and life is just a step from Nyrtala,the paradise of the Gods.

Nyrn

-04 +05 +0 +02

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GeemerGeemerGeemerGeemerGeemer Ancient Alien RaceAncient Alien RaceAncient Alien RaceAncient Alien RaceAncient Alien Race

Home World: Witchita (Colony E+1 (22) Callisa A)Colonies: NoneBIOLOGY:SIZ: 6-7ft.GRA: 1.01LSP: 120/540SEX: 1GES: 30BIR: 6ENV: 35-135SLP: MileniaSML: CVIS: CTAS: HTOU: HHEA: GVOI: Cool BassPSYCHOLOGY:TMP: 82MOT: 88

PERSONALITY AND VIEWS? SOCIETYISCO: Colonists CON: 2431ICL: Colonists JOI:Family: All Geemer HRS:Work: Unknown QHR:Play: Unknown ATE:Wealth: Knowledge SPC:Justice: What is Right STF:Honor: Unknown REL:Humanity: Podlings LANGUAGEPolitics: Unknown Geemer 99%Red Tape: Unknown Telepethy 99%Space: HostileWarfare Nauseating

SKILL TENDENCIES:Engineering, Climate ControlGOOD TRAITS:Keep to themselves. Long lives, maybe wise.BAD TRAITS:Believe humanity are just podlings about to grow up even ifthey have settled the Geemer world.USUALLY SAYING:“mmmmmmmmmmmmm”NAMING:No names known. Contact has been extremely rare. Groupsof Geemers talk to individuals while in a dream state whencaptured or under special circumstnces.

GEEMERGEEMERGEEMERGEEMERGEEMER

Wichita was unique in climate and position ISCO space.It was the only local system rich in minerals and fuel. It alsohad a missive inhabitable planet.

Of its 18,000 mile circumference a mere 2000 miles ateach pole were perfectly habitable. The rest of the world wasa raging magnetic and wind storm the likes of which werenever seen.

Out in that trackless void are the legends of Geemer, aplant like race of creatures that are sleeping and waiting fora special time to return their planet to a botanical paradise.

Now with a human Corporate Colony at each pole thedreams of the Geemer have intensified among the Psionic ofthe 80,000 colonists. Many believe the Geemer are stillhiding from the Mazbak/Akitee war 200,000 years before.Linemen working for the Corp have reported finding stone-work in the deserts. The Meta-Star corporation refutes theseclaims and knows they will loose their ISCO lease of anintelligent species is found here.

+0 +0 +0 +0

-10 +10 +0 +40Geemer

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+0 +0 +0 +0

AphonopAphonopAphonopAphonopAphonop Hostile IntelligenceHostile IntelligenceHostile IntelligenceHostile IntelligenceHostile Intelligence

Home World: Garson II (Colony B+1 (21) DM-58 8327)Colonies: NoneBIOLOGY:SIZ: 3-12ft.GRA: .82LSP: 20SEX: 2GES: 140BIR: 2x d100 Workers d100 Warriors d10 RoyalsENV: 35-160SLP: NeverSML: BVIS: DTAS: ETOU: FHEA: BVOI: High Pitch ChitterPSYCHOLOGY:TMP: 10MOT: 20

PERSONALITY AND VIEWS SOCIETYISCO: Hostile Food CON: 2370ICL: Hostile Food JOI:Family: Hive HRS:Work: Workers QHR:Play: Never ATE:Wealth: Unknown SPC:Justice: Unknown STF:Honor: Unknown REL:Humanity: Food Group LANGUAGEPolitics: Unknown Aphonop 99%Red Tape: UnknownSpace: UnknownWarfare Defend Nest, Expansion

SKILL TENDENCIES:Nest Building, Farming and animal husbandry of bovine likespecies and humans.GOOD TRAITS:Very Fast, Agile, Think, TacticalBAD TRAITS:Believe Humanity is a Food Group, Hostile, Killers withoutEmotion.USUALLY SAYING:“t'tttttttttttttttt...sssssssss”NAMING:No names, part of a mass hive structure like the Kendak butmuch more primitive. Individuals may be designated byscent.

APHONOPAPHONOPAPHONOPAPHONOPAPHONOP

The Garson's Green Colony was evacuated after com-ing under attack by a hostile spider like species. Their 6months under the Aphonop were a living hell.

More then 40 colonists vanished and were found live inholding pens in a mountain valley. After their bloody rescuethe hive opened its doors and began relentless attacks on the4000 colonists. At rescue only 1600 were taken away.

The Aphonop is a spider like species with the habits ofinsects and an amazing degree of intelligence. They canlearn and pass knowledge to others. Structure of the hive,depending on size is 25,000 workers, 3000 warriors, and ahandful of Males that attend the Queen and her egg layingsisters.

As ISCO began its observation, from orbit , it discoveredthe Aphonop farmed, fished, and conducted warfare againsttheir neighbors. Technology for these aliens remains at thelevel of Spear and fire use. It appears metal is now beingrefined and exterior structures are being built.

Aphonop

APHONOPELMAEUTYLENUMGARSONIS

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DogoDogoDogoDogoDogo Hostile Alien RaceHostile Alien RaceHostile Alien RaceHostile Alien RaceHostile Alien Race

Home World: Unknown (Northern Starmap Area)Colonies: UnknownBIOLOGY:SIZ: 3.5ft.GRA: 1.30LSP: 60/?SEX: 2GES: 258BIR: 4ENV: 45-165SLP: UnknownSML: BVIS: CTAS: DTOU: DHEA: DVOI: SingsongPSYCHOLOGY:TMP: 32MOT: 38

PERSONALITY AND VIEWS? SOCIETYISCO: Invaders CON: 2447ICL: Pirates JOI:Family: A Nuisence HRS: 5600 BCWork: Gets Wealth QHR: DPlay: Murder ATE:Wealth: At Any Cost SPC:Justice: Right For Dogo STF:Honor: Gets You Killed REL: D1Humanity: Godsless Aliens LANGUAGEPolitics: For Uppers Dogo 99%Red Tape: Slows All Low Dogo 70%Space: To TakeWarfare Ordaned by the Gods

SKILL TENDENCIES:Menial Labor, Heavy Engineering, Mining, Mammoth Con-structionsGOOD TRAITS:Away from ISCO Space,BAD TRAITS:Use Brute Force and Ignorance for Starflight, Greedy, Nasty,Smell, Live in Squallor, Murder Each Other.USUALLY SAYING:"Use a hammer, hammer, yessssss... hit it fast fast.!"NAMING:A Code number on their tail with occupation code.810-3344191ENG, 267-3721446 WAR etc.

If ISCO didn't have enough problems on the WesternFrontier, the advent of the Dogo have added another front tothe expected upcoming conflict between Human and Hagonni.

These diminutive aliens are self centered and obnox-ious, leaving ISCO psychologists to wonder how they everblundered into space or gained the technology to build aStardrive.

Contact with the Dogo has been limited and hostile.Exploration craft have easily escaped their inferior technol-ogy.

The Dogo are firm believers in using brute force to buildwhat they need. Their ships have been described a lumber-ing monstrosities composed of iron using nuclear detona-tions for propulsion. A damaged shuttle retrieved by the ICLshows welded 'Tin Can' construction, tubes, wires, andnatural rubber-like seals. The most amazing part of the shipwas a simple Anti-Grav lift system far too advanced for therest of the ship.

Dogo

DOGODOGODOGODOGODOGO

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OmrethOmrethOmrethOmrethOmreth Hostile Alien RaceHostile Alien RaceHostile Alien RaceHostile Alien RaceHostile Alien RaceHome World: Unknown (North Eastern Starmap Area)Colonies: UnknownBIOLOGY:SIZ: 4ft.GRA: 1.04LSP: 80/?SEX: 2GES: 670BIR: 1ENV: 25-120SLP: 12w2sSML: GVIS: DTAS: GTOU: CHEA: FVOI: Raspy GrowlPSYCHOLOGY:TMP: 20MOT: 30

PERSONALITY AND VIEWS SOCIETYISCO: Not Omreth CON: 2447ICL: Not Omreth JOI:Family: Big is Good HRS:Work: For Omreth Good QHR:Play: Combat With Young ATE:Wealth: Expansion SPC:Justice: Family Matter STF:Honor: Family Matter REL:Humanity: No Use For LANGUAGEPolitics: Family Matter Omreth 99%Red Tape: Family DecisionSpace: Belongs to OmrethWarfare Defend Family, Expansion

SKILL TENDENCIES:Coordinated Colonization, Resource Gathering, Organiza-tion, Determinatio, Good enginering.GOOD TRAITS:Agile, Smart, Ecologically Conscious, Resource Conserva-tive, hate the Dogo.BAD TRAITS:Xenophobic, Hostile, Protective, Territorial, Growl, Spit anduse claws to make a point. Expansionistic to the max.USUALLY SAYING:“ggggggggg-This Asteroid Fragment is MINE!”NAMING:Shuewew 'Tk Family Tribdal Patriarch

OMRETHOMRETHOMRETHOMRETHOMRETH

As ISCO pondered the new hostiles on the NorthernFrontiers a second race showed its fangs both figurativelyand literally.

The Omreth can best be described as a humanoidversion of a Terrestrial Wolverine with an attitude to match.The ICL realized their first mistake in meeting this race wasto back off and give ground. Little did they realize the tenacityand psychology of this expansionistic race.

The Omreth are the ultimate end of the Nuclear Family.Extremely protective, they form large extended family groupsthat manage starships or starship groups. All is dedicated tothe survival of the family and finding a habitable world for thefamily to grow on. Omreth commerce only with other Omrethand consider humanity and its allies lower life forms onlyworthy of serving as slaves.

ISCO is lucky in the fact that the Omreth have only beenin space for a half century and their technology is nearly 200years outmoded and they refuse to steal higher tech.

Omreth

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Imprisoned on their own world, the Orban are now thefocus of several ICL covert operations. The Hagu invadedand added Brycinon to the Sphere of Prosperity. Suppres-sion of the local monarchy, and the installation of a Hagonnipuppet government, has done more to upset the Orban thanoppress them.

The Orbans were a progressive, peaceful people, readyto accept and adapt new technologies into their culture. Theheight of scientific achievement was their Bi-Phase FTLdrive. Only Hagonni prejudice and pride has kept them fromrecognizing the benefits of this new technology.

It is rumored that “rogue” Orbanian scientists are hardat work, finding a way to drive the Hagu and their Zankeesoldiers from their world.

Male Orban have fleshy “feelers” that grow from theirforeheads at puberty, but until then, both male and femaleOrban children are identical.

OrbanOrbanOrbanOrbanOrban Captive Alien Race Captive Alien Race Captive Alien Race Captive Alien Race Captive Alien Race

Home World: Brycinon (Eastern Hagonni Space)Colonies: -BIOLOGY:SIZ: 5-6ft.GRA: 0.99LSP: 60/120SEX: 2GES: 312BIR: 1ENV: 25-115SLP: 15w7sSML: GVIS: CTAS: CTOU: GHEA: FVOI: Tenor-SopranoPSYCHOLOGY:TMP: 62MOT: 82

PERSONALITY AND VIEWS? SOCIETYISCO: Rumored CON: 2448ICL: Secret Friends JOI: -Family: Most Important HRS: 300 BCWork: As Hagonni Direct QHR: HPlay: When There is Time ATE: 2254Wealth: Doesn't Hurt SPC: 2334Justice: Important STF: 2397Honor: Important REL: C3Humanity: New Friends LANGUAGEPolitics: Once Was Fun Orba 95%Red Tape: Hated Freeno 29%Space: Taken AwayWarfare Avoided Until Now

SKILL TENDENCIES:Engineering, Construction, Electronics, Art, and Sciences.GOOD TRAITS:Loving Parents, Diligent workers, TeachersBAD TRAITS:Unassertive, Shy, Paranoid about aliensUSUALLY SAYING:“Have 4 children; Vilfre, Sijhy, A’Ne, and littleTi’Mhe...”NAMING:Orban take a name at puberty, usually a traditional familyname, but until then, and sometimes after, they use thedimutives that their parents bestow upon them. Traditionalnames are Vreen, Hyut, Buin, Reig. Diminutives are similar.

Orban

ORBANORBANORBANORBANORBAN

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Orban WorkersHumanoids

underHagonni

Occupation

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KartamaKartamaKartamaKartamaKartama Captive Alien RaceCaptive Alien RaceCaptive Alien RaceCaptive Alien RaceCaptive Alien RaceHome World: Katama (Eastern Hagonni Space)Colonies: -BIOLOGY:SIZ: 5-6ft.GRA: 1.21LSP: 40/60SEX: 2GES: 278BIR: 1ENV: 20-118SLP: 15w12sSML: EVIS: DTAS: CTOU: EHEA: FVOI: Bass-SopranoPSYCHOLOGY:TMP: 40MOT: 62

PERSONALITY AND VIEWS SOCIETYISCO: Who CON: 2448ICL: What JOI: -Family: Very Important HRS: 2203Work: No Choice QHR: BPlay: TeachYoung ATE: -Wealth: Buys Freedom SPC: -Justice: Desperately Needed STF: -Honor: Important REL: B1Humanity: Who? LANGUAGEPolitics: Hagonni Play Katoi 99%Red Tape: Hagonni Torture JeHuNoi 23%Space: Heaven's Chamber Otoi 15%Warfare What is Needed Others 05%

SKILL TENDENCIES:Agriculture, Engineering, Construction, and MiningGOOD TRAITS:Steadfast, Reverent, HonorableBAD TRAITS:Prone to anger, Fanatic, Easily insultedUSUALLY SAYING:“By the god Benazti, you’ll die for that!”NAMING:Surname first, name second. Surnames are passed alonggender lines: Males take their father’s surname, femalestake their mother’s surname. Surnames are based on clanand family affiliation, Grine–Hyu Joko is of the clan Grine,family Hyu,

KARTAMAKARTAMAKARTAMAKARTAMAKARTAMA

Caught behind the lines of the Hagonni Sphere ofProsperity, the Kartama live in fear of their very lives. A“servant” race under the Hagu, Kartama have been thrustfrom the 3th century into the 25th century unprepared.

On the whole, they have not adapted to the new waysimposed on them by the Hagu. Most believe the Hagu aredemons sent by their gods to punish them for their sins. A fewsee them for what they are: Invaders.

Kartamii are humanoid in appearance, skin coloringvaries from a light yellow–red, to a deep orange–brown. Haircolor is less varied, shading from a golden brown to a jetblack. They have four digits on each hand, and use a basetwelve number system.

The Kartamii's extensive feudal system has beensmashed and small town are the norm. The strong and theyoung are used as labor in the Hagonni small industry that isscattered from pole to pole. These are connected by roadand steam powered railroad.

Kartima

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These pleasant aliens look and feel like large black ormidnight blue bowling balls. Mallory's World, their home, isa cloudy, fow shrouded planet where this race evolvedwithout sight. They compensated with impressive mentalpowers, "seeing" with Clairvoyance, communicating withTelepathy, feel sound and manipulate their environment withTelekenesis. While their usual mode of locomotion is to roll,it is not uncommon to see one bounce of fly.

Balls are often found using their PSI to good effect aspsychiatrists, mediators and micro mechanical engineers.This race has a marvelous sense of humor that runs frompuns to storytelling. They can be charming to clusters ofaliens and generally enjoy the emotional'high' from gather-ings of happy people and bars.

The average Ball starts out with d4 +4 average PSI skillsin Telepathy and Telekenesis. These talents have no WKPcosts for them within line of sight. They can not control mindsor lift more then their own weight.

Mallory's BallsMallory's BallsMallory's BallsMallory's BallsMallory's Balls Mallory 3 Mallory 3 Mallory 3 Mallory 3 Mallory 3

Home World: Mallory's World (Eastern ISCO Space)Colonies: 1BIOLOGY:SIZ: 1-2ft.GRA: .25LSP: 160/320SEX: 2GES: 940BIR: 1-4ENV: -30-130SLP: 20w2sSML: GVIS: n/aTAS: DTOU: BHEA: EVOI: n/aPSYCHOLOGY:TMP: 75MOT: 60

PERSONALITY AND VIEWS? SOCIETYISCO: Friends CON: 2441ICL: Fascinating JOI: 2447Family: Important HRS: 42 BCWork: Fascinating QHR: EPlay: Yes ATE: 2254Wealth: Good Idea SPC: -Justice: Good Goal STF: -Honor: Never Cheat REL: F3Humanity: Friends LANGUAGEPolitics: And? Any 95%Red Tape: Potential FunSpace: NiftyWarfare They do What?

SKILL TENDENCIES:Trade, Psychiatry, Mediation, EngineeringGOOD TRAITS:Loyal, Friendly, Slow to Anger, MediateBAD TRAITS:Inappropriate humor, Love Bars, Objects float aroundthem, Paperwork is an alien concept. Disrupt Bowlers.USUALLY SAYING:“I didn't do that.” or He is firing a missile at us and itreminds me of a joke..."NAMING:Short names or nicknames. Zebulon Sphere 348, Jack

Rotational 21 or Ralph Tennis 798

Dogo

MALLORY'S BALLSMALLORY'S BALLSMALLORY'S BALLSMALLORY'S BALLSMALLORY'S BALLS

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+02 +06 +0 +06Mallory's Balls