Stauto Posted May 20, 2017 Posted May 20, 2017 Lore: Overview: A species reminiscent of slugs, the Malthin live on a planet that is dry and cold. Their race is very new to space flight, and still has very limited numbers, although the Malthin refuse to give exact data. Their flesh is spongey and weak, but they have developed methods of avoiding combat, such as medical skills, brewing, and talking out their problems. Homeworld: Hoynia Hoynia is a swamp world approximately 80% the size of Earth, with no axial tilt. Home System: Karabon Language: Karab Political Entities: Malthin Tranquility (Unification of the pre-flight economic guilds that ruled their world) Coloration: The Malthin come in several colours, but all are in one of six categories. Red – Breaker’s Guild (Mining, woodcutting, and demolition) Yellow – Planter’s Guild (Farming, ranching, fishing) Green – Builder’s Guild (Construction, metalworking, woodworking) Orange – Speaker's Guild (Merchants, diplomats, therapists) Blue – Caretaker’s Guild (Doctors, police officers, firefighters) Violet – Thinker’s Guild (Researchers, philosophers, teachers) These categories are representative of the guild that their ancestors belonged to. There are also those known as the Guildless. The Guildless reject their placement, and have decided to forge their own path. This is respected by other Malthin, as it shows great courage to deviate from the path set by life, and forge a new trail. Many of the Guildless become explorers or decide to work in other guilds. For example, a Red Guildless could become a respected doctor or farmer. Guildless are identified by their first name containing the suffix –lr. Political Structure: The Malthin Tranquility: The unification of the various guilds, the Tranquility was created when the Gardeners first appeared, out of fear of the unknown. The political climate quickly became volatile, until the Gardeners stepped in to restore order. The guilds of the past were erased from recorded history, their feuds forgotten, and a new system for leadership was put into place. Every two months, the leadership changes from one colour to the next in a sequence (Red->Violet->Blue->Green->Yellow->Orange->Red). Since this could get quite difficult to manage, the Tranquility put away its disagreements, and decided to work together to govern. The Gardeners: The Gardeners are constructs made of a diamond/uranium alloy, and they appear to be able to change their density at will. The Gardeners arrived in a large pod approximately three thousand years ago, and appear to have taken it upon themselves to protect the Malthin from any harm. They fight off predators and help to prevent disasters by rescuing citizens and putting out fires. The Gardeners remain a strong defensive force for the Malthin, and have come to be thought of as caretakers. The Gardeners themselves simply laugh off worship and offerings, and simply go on their way. The constructs avoid all conversation about their pod, their creators, and their technology, only saying that their goal is to “ensure the Garden of Life flourishes.” The Pod: Considered the home base of the Gardeners, the Pod appears to be a 2 Km wide cube, with no visible method of propulsion. If a Gardener is destroyed, the Pod begins to make a psychic drone that drives off all nearby creatures. When the droning ends, a new Gardener has already been made, and the materials of the destroyed Gardener turn to glass and granite. Naming: The Malthin have no concept of family names, and so have a singular name, called a Home Name. Upon encounter with the other species of the galaxy, it was discovered that the others could not easily pronounce their name, due to their total lack of vowels, so they took on nicknames similar to their Home Name, and tend to go by those names. Examples: “Mklfd Michaelford” “Phlntsc Flint” Gender roles: Gender is a difficult concept for Malthin to grasp, as they can easily change based on environmental or psychological factors. Due to the confusion created by their gender changes, most Malthin do not mind being called the other gender, as it was most likely true not too long ago. Benefits (Ideas): High resistance to toxin damage Run duration increase Better nightvision (If that works, still) Penalties (ideas): Increased brute damage unable to digest salt, leading to vomitting slower overall movement speed Picture https://gyazo.com/8e6c889a8a2ca7fe46d7c450b44bf27e Yes, they have eye stalks. Any criticism or alternate ideas are fine by me. This is just a rough draft, and I welcome new input on this.
Scheveningen Posted May 21, 2017 Posted May 21, 2017 uh. reminds me of that one episode when mr krabs lost his shell.
Arrow768 Posted May 21, 2017 Posted May 21, 2017 What is the distinct mechanical difference this race offers ? It has been established a while ago, that there will be no new races unless they feature a very distinct mechanical difference. And / Or one of the Existing Races is retired.
Wiebman Posted May 21, 2017 Posted May 21, 2017 I would say, increase burn damage too (As they would dry out.) And for mechanical difference, err, maybe having the need for some sort of on-body fluid IV, as to not dry out, the IV needing replenishing?
Butterrobber202 Posted May 22, 2017 Posted May 22, 2017 Literally doomed by the New Race curse, but still, would be neat I guess if given some polish.
Stauto Posted May 23, 2017 Author Posted May 23, 2017 Well, two major points for ideas First: Open Circulatory System. It gives huge bonuses to surviving in pressure (or lack thereof), but makes it so that bleeding happens quite fast, making medical treatment much more important than it already is. Second, mechanical idea: Chem synthesis. Similar to a medborg, Malthin have the ability to internally combine chemicals extracted from nutriment to create several types of chemicals. If they have a beaker, syringe or liquid container of some sort, they add the chemicals into it. Otherwise, the chemicals can not be synthesized. It also looks quite unpleasant, since the chemicals are excreted in a form of sweat or mucous, causing them to have to touch their digit to the side of the container or dip it directly into the liquid. 30 pt pool 10 pts: 5u of Tricord or Kelotane 20 pts: 5u of Bicardine or Dylovine 30 pts: 5u of Ethylredoxrazine or Spaceacillin. Each point of nutriment provides a measely 0.5 points for their pool, while providing no nutriment to the Malthin who consumed it. If a Malthin wants to make a lot of chemicals, they will need to devour mountains of food to replace the chemicals used. Sorry if I have ideas that don't work. I don't entirely know how the code works, and what is possible in it. (Edited for clarity and restrictions on the synthesis)
LordFowl Posted June 20, 2017 Posted June 20, 2017 Voting for dismissal because of the "New Race Curse" as was aptly put above; aka no new crew races.
Alberyk Posted June 20, 2017 Posted June 20, 2017 I also vote for dismissal, also due to how the status of new crew races stands now.
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