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Announcement of Skrell changes, and Q&A


Frances

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I did say I wanted to get the ball rolling, didn't I?


I looked at the feedback posted in the last two days, and these are the changes I was able to come up with for the Skrells. What I'm presenting goes in two parts: first, a short, page-long "quickstart" guide explaining the major points of the species, and then an actual changelist of things I modified since the Tool era.


So here we go.



 

Skrell

Physiology

The Skrell are a species of humanoid amphibians resembling axolotl or salamanders. They are slightly shorter than humans (4’5 to 5’ on average), and their skin takes on a variety of pastel tones, the most common being blue and green. They have large, beady black eyes and very simple face morphology, making it difficult for them to convey emotions to other species. Their lifespan is significantly longer than those of other species due to medical advances and bioengineering, meaning that Skrell can often live for up to 300 or 400 years.


Coming from the swamp world of Jargon IV, Skrell are are adapted to aquatic life and have webbed fingers and toes. They are omnivorous, and do not have teeth. As a result, their diet consists of a blend of soups, aquatic plants, and insects. (Insects on the Skrell homeworld are very large.) Skrell are frail by nature and do not make very good physical combatants, although the Skrell military relies on biochemical and biomechanical implants to enhance the physical capabilities of some of their soldiers.

 

History

The Skrell have been spacefaring for centuries. As a result, they are significantly more advanced technologically than other species. They began colonizing their first planets in the early 2000s, leading to the discovery of their first sentient alien species, the Dionae - they would end up meeting humanity at the turn of the 25th century, some 50 years ago.


Skrells have been expanding their colony system at a stable pace for the last 400 years, although they are now unable to compete with humanity’s fast-paced growth. To this day, they still remain far ahead of humans in the technological race. However, there are rumors pointing towards human scientific progress being quicker than for the Skrell. This has been making some Skrells nervous.


Historically, Skrells have maintained cordial relations with groups of humans they consider “trustworthy”, such as the Sol Alliance and NanoTrasen. They are wary of humans as a whole, however, especially for their recent advances in AI research which they judge dangerous, and for terrorist attacks on Skrell embassies orchestrated by xenophobic human groups in the past.


The Skrell have always favored council-based governments through their history, and are currently led by a federal state, the Jargon Federation.

 

Culture

Skrellian culture puts a lot of emphasis on intellectual enlightenment, as well as efficiency. The average Skrell could essentially be compared to an asian high school student, but doped on Adderall and also neurotic. Many aspects common to human society are surprisingly absent from the Skrell: Skrell are asexual and see reproduction as a chore, and most have abandoned religious or spiritual pursuits, choosing to rather concentrate on ethical philosophies as a guide for their way of life. (Ancient Skrell religions and traditions are still present in small amounts, though they are generally shunned or ignored.) Skrell do experience a full range of emotions, interests and drives similar to those of humans, though they struggle at sharing and communicating those with other species.


As automation is present in great quantities across Skrell worlds, most Skrells choose to pursue scientific fields as their life goals. The extensive lifespan of the modern Skrell allows it to retain vast amounts of knowledge across decades, and the oldest and most renowned Skrell scientists are often said to be worth several of their human counterparts. Skrell mechanics, foremen, nurses, janitor and such are still important to maintaining Skrellian society, though their role is often misunderstood and underestimated by their brethren working in higher fields, and they tend to face discrimination as a result.


A relatively recent development of the past two centuries, biochemical and biomechanical implants have become an important facet of Skrellian life. Skrells will often choose to undergo voluntary augmentation to increase their physical and mental capacities and perform better at certain tasks: for example, an implant might allow a Skrell to go without sleep, help their concentration or parallel thinking abilities, or improve their fine motor skills. The choice to undergo augmentation is in theory a purely voluntary one, and left to personal preference as some of the offered implants can call for considerable lifestyle alterations. Nevertheless, there has been a push among the most competitive Skrellian companies and fields for employees to get “implanted” in order to keep up with competitors.

 

Skrell in the Modern Age

Skrellian contributions to mankind’s technological advancements are numerous, and Skrells are widely respected by humans for this reason. Many important technologies human rely on in the 2450s, including cloning, bioprinting, prosthesis technologies and bluespace drives (which were a joint human-Skrell development project) are the result of Skrell innovation.


Skrell scientists are widely prized for their superior intellect. Although many of the Skrells’ technological secrets are still closely guarded, many exchange programs across the Sol Alliance and megacorporations involve humans and Skrells collaborating together to further scientific research. Outside of research and trading stations, however, Skrells are fairly rare as they do not tend to mingle with other species.


Although individual Skrells are seen as frail by other species’ physical standards, they maintain the most fearsome military of the galaxy. Most of their strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.


Skrell tend to look down on other species. They might not display outright xenophobia, but it is not uncommon for them to treat the “lower” species as if they were small children, though common sense dictates this is not something they would ever admit openly.


Recent tensions have been emerging between the Skrell and human scientific communities due to the rapid development of the latter in the field of AI research, a pursuit which the Skrell consider foolish at best, and coming with the risk of potentially universe-ending repercussions at worst. For this reason, the average Skrell does not tend to have a very positive view of IPCs.



Changelist:

 

  • Longer lifespan: Skrells can now live up to 300-400 years, which lets them learn many, many things
  • Skrells are just one species. No more cave-Skrells, ice-Skrells or lava-Skrells.
  • Skrell scientists can now be experts in any variety of fields as long as they have the credentials (and age) to back them up (A scientist, researching human biology, working as an MD and moonlighting as a geneticist? Now possible!)
  • Qualification of Skrell speech: Short, concise. Reproduces Skrellian desire for efficiency. No unnecessary information or repetition. Comparable to these sentences. ((Skrells can basically speak like
    from Mass Effect.)
  • Skrell culture is all about efficiency and performance. Skrells are obsessed with being the best and doing things in the most “ideal” way.
  • Many Skrells rely on implants and prosthetics to enhance their bodies. Most do it to be better scientists but the practice is also common among the military, both for ground troops and pilots.
  • Humans are still very reliant on Skrell tech and assistance for their future plans, which makes them very nervous about the recent tensions between Skrells and humans (hey, gotta be nice to skrells)
  • Skrells subtly look down on other races for not being as smart as them. No “fuck the catbeasts”, please.
  • Most Skrells are euphoric atheists and do not believe in a superior deity, rather choosing to base their lives around ethical philosophies for guidance. Ancient Skrell religions have been left in as a vestige of the old days, but keep in mind your Skrell is going to be weird for believing in them, not average.



The rest of this thread shall be dedicated to a Q&A period, before I finalize things on the wiki. :) Basically, tell me what you think, if you like or hate the changes, and what I could do better. Keep in mind this isn't the end of the changes but only the beginning. ;)

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looks like some good stuff honestly, im very interested in the possibilities of roleplaying as someone 2 or 3 hundred years old. However we would have to strike a balance SOMEWHERE as you could argue that 2-300 hundred years is enough time to know how to do literally everything on the station.

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looks like some good stuff honestly, im very interested in the possibilities of roleplaying as someone 2 or 3 hundred years old. However we would have to strike a balance SOMEWHERE as you could argue that 2-300 hundred years is enough time to know how to do literally everything on the station.

The downside of Skrells is that they are very bad at combat. A four foot tall frog coming at you is not very scary. ;) They can honestly know a lot of things, but I'm not too afraid for gameplay. Is a doctor that knows science or a scientist that knows medicine a balance issue, or is it one of realism? If realism, keep in mind Skrell can be hundreds of years old and very very smart. I do not think it is a Mary Sue as they still look ridiculous. :roll:

 

Do skrells not do senile? It seems like after 150 years, they'd have issues trying to sift through all those memories.

Yes, as you get older time begins to lose significance. :) Skrell medicine would find a way to preserve mental functions (what is the use of living for 400 years if you spend 250 on a respirator?) but one consequence would be that events would seem less important for older Skrell. A year for a 25 year old is equivalent to a decade for a 300 year old. :shock: I hope people have fun roleplaying with this. ;)

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I know this is a stupid question, but it's bound to be relevant sooner or later:


Are you planning to retconn the fact Skrell cannot have coitus with members of other races without looking like retards due to physiological differences? If not, it's worth reminding people that this is the case. If I see another skrell ERP log I'm going to get a brain hemorrhage.

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I know this is a stupid question, but it's bound to be relevant sooner or later:


Are you planning to retconn the fact Skrell cannot have coitus with members of other races without looking like retards due to physiological differences? If not, it's worth reminding people that this is the case. If I see another skrell ERP log I'm going to get a brain hemorrhage.

 

But Skrell don't have.... what? They're like fish, one lays eggs and the other sprays fertilizer on it, last I checked. I mean, didn't they actually look into the race? Or did they just want a Twi'lek fantasy to come into realization.



Edit: Also, liking the changes. No more slobbering Skrell and psuedo-Unathi frog people tribes..

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I know this is a stupid question, but it's bound to be relevant sooner or later:


Are you planning to retconn the fact Skrell cannot have coitus with members of other races without looking like retards due to physiological differences? If not, it's worth reminding people that this is the case. If I see another skrell ERP log I'm going to get a brain hemorrhage.

As an underage person I don't feel qualified to answer this question :(

please keep the sexual passion absolute, frances-sama

:?:?;)

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I love it! Now I have a race of xeno I would want to play as!

Could you explain a bit more about the nature of combat augments? Basically could you be a super-skrell nukeOp and wreck humans in CQC without it being considered unrealistic?

Also, how strong do humans believe Skrell military to be? Do we fear them as a race that could wipe us out if they chose?

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I love it! Now I have a race of xeno I would want to play as!

Could you explain a bit more about the nature of combat augments? Basically could you be a super-skrell nukeOp and wreck humans in CQC without it being considered unrealistic?

Also, how strong do humans believe Skrell military to be? Do we fear them as a race that could wipe us out if they chose?

Combat augments can be whatever you want them to be, keep in mind this is for super rare secret spy military commandos, normal Skrell probably aren't as fancy. ;) Killerhurtz wanted to write a page about implants, so you should ask them for more details if you see them! As for roleplaying implants (for combat, antag, nuke op, so on), they are as good as you are robust. :D


Skrell military? They are pretty good. However, have you ever seen humans be afraid of something? :P

 

Skrell is already plural. Yet you used the word 'skrells' multiple times

Can we have both, like persons and people? :)

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I'm curious if that once we get a Dionae writer, if you'll be working with them to intertwine the Skrell and Dionae lore a bit more, and if you'll be adding some Jargon Federation Laws to the WIP Space Law guide in the Lore Questions area.

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