Dralasite

Dralasite.jpg

Standard Racial Traits

  • Ability Score Racial Traits: Dralasite are clever and resilient but awkward. As a result they gain +2 Constitution and +2 Intelligence but suffer -2 Dexterity.
  • Less Skilled than Humans: Dralasite receive 4 fewer skill points at level 1 and 1 fewer skill points at every subsequent level.
  • Size: Dralasite are medium-sized creatures.
  • Base Speed: Dralasite are hampered by their amorphous form and have a move speed of 20 feet.
  • Languages: Dralasite possess the ability to read, write and speak the Dralasite language.

Feat and Skill Racial Traits

  • Elasticity: A dralasite’s stretchable skin is supported by a complex muscle structure. Regardless of its shape, a dralasite’s body cannot be thinner than 1 foot and cannot expanded beyond a width of 5 feet.
    A dralasite can “grow” arms and legs to use for handling objects and walking and it can reabsorb limbs that are no longer needed. A dralasite can grow a number of limbs equal to 5 + its Dexterity modifier (maximum 8). The dralasite must decide whether a limb becomes an arm or a leg when it is grown. Growing or absorbing a limb is a move action. A limb can be up to 3 feet long and no less than 3 inches thick. “Fingers” for handling items can be up to 3 inches long and no less than 1/2 inch thick.
    A dralasite does not gain extra attacks for having extra arms. However, it can use its extra arms to grasp items, including weapons, which then don’t need to be drawn or stowed. A dralasite with thee or more free arms gains a +4 bonus on grapple checks.
    A dralasite with no legs or more than two legs gains a +4 stability bonus on checks to resist bull rush and trip attempts.
  • Pheromones: Dralasite exude and detect pheromones much better than other races. This gives them an edge in social interaction by granting the a +2 species bonus on Bluff and Sense Motive checks.

Senses Racial Traits

  • Scent: Dralasite have the scent ability.
  • Darkvision: Dralasite possess Darkvision out to a range of 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dralasites can function with no light at all.

Armor and Weapon Restrictions

A dralasites cannot wear armor designed for other species. Increase the purchase DC of dralasite armor by +1.

Weaknesses

  • Vulnerability to Gas Attacks: Due to their heightened sense of smell Dralasites take a -4 penalty on Fortitude saving throws made to resist gas-based attacks.

Physiology

Instead of evolving down a similar track as most alien species, the dralasites evolved as complex single celled entities. Dralasite have a light brown to grey external membrane that has a texture similar to fine grit sandpaper. Within their mass are a number of organs that float freely throughout, including several “hearts” (cytoplasmic distributors) , a “central nerve cluster” (an extraordinarily complex chemotaxis response system), and two free-flowing eye spots (photoreceptors). A dralaiste eats by osmosis, simply consuming its meal whole.

Dralasites do not possess lungs, and so respire through their outer membrane, making the detection of gaseous substances many times easier to a dralasite. Instead of lungs a dralasite have a bellows-like organ which it squeezes with intakes and exhalations of air to produce speech. Dralasite hardly ever wear clothing as it taxes their ability to breathe.

Dralaiste are a hermaphroditic species, alternating between “male” and “female” phases in their lifetime. Dralasite have invented pharmaceuticals that help control the change and keep them a desired gender. Reproduction is accomplished through a system called “budding” where males expel spore that are received by females. An embryo then grows within the female for three months before detaching as a unique, infant dralasite.

Child Young Adult Adult Middle Age Old Venerable Maximum Age
8 15 45 90 105 130 130+1d20
Gender Base Height Height Modifier Base Weight Weight Modifier
- 3 ft. 10 in. +2d4 inches 70 lbs. +(2d4×5 lbs.) (80 – 110 lbs.)

History

The dralasite race evolved on a planet called Terledrom, which is perpetually shrouded in water vapor. Dralasite society had worked its way to the tail end of an age of reason, not unlike the human and weren equivalents when an alien species called the vrusk made first contact. The vrusk were an insectile race that had long ago developed stardrive technology. The vrusk taught the dralasites their sciences and helped uplift the race into an age of space exploration. The dralasites were unspeakably humbled by the generosity of the vrusk, and worked toward a symbiotic infrastructure with them.

Unfortunately the vrusk were not as internally united as the dralasites first believed. Only a few short centuries after first contact, the vrusk descended into a violent civil war among themselves. The dralasites, still young in the ways of interstellar travel and equally ignorant to vrusk politics looked on in horror as the vrusk destroyed themselves and their homeworld. Left alone in their corner of the galaxy the dralasites resolved to never allow the fate of the vrusk happen to themselves or any other sapient species if they could help avert it.

The central dralasite government agreed that the major objective of their entire race would be to spread across the cosmos promoting peace and uplifting other species as the vrusk had once done with them. In 2485 the dralasite nomads ventured into the Orion arm of the galaxy from the Perseus arm, insisting that most of what they had discovered were lifeless planets devoid of useful elements. When asked to join the interstellar community of the Orion arm, the dralasites were overjoyed to accept. After discovering the violent history that the humans had dragged across their sector of space only fifteen years previous, the single-celled nomads were all-at-once convinced that they had found beings that required their peaceful council.


Government

Dralasites are subdivided into small mission-groups called phoros. Humans refer to these as branches or arms (the dralsistes having no distinction between the two concepts). Each phoros is led by the eldest individuals among them by generation. This group sends long-distance interstellar communication back to the central government on Terledrom for purposes that have yet to be understood. The dralasites thus encountered confess that they themselves are not entirely sure with what those remaining on Terledrom do with the information, but agree that it must be important or else they wouldn’t have been asked to do it.

The elder council of a phoros is entirely independent in their philosophies on how best to help the races they encounter, and have revealed that they never receive advice or commands on the matter from those left on Terledrom. To date, there are several dozen phoros that have arrived within the Orion arm, each numbering tens of thousands strong in individual numbers.


Religion

Dralasites prescribe to no central religion and in fact are quite individualistic in their philosophies. Most dralasites live apart from one another, but come together in debates not unlike the Socratic method. They refer to this as otorom or a “coming together”, and use the opportunity to refine the dralasite understanding of their group experiences. In these otorom dralasites judge individuals by the quality of their ideas and their ability to discuss important ideas wisely.

Long ago prehistoric dralasites did worship a singular divine entity referred to only as Ahm who self replicated, creating all things in existence. Since then belief in deities or cosmic powers have given way to the scientific revelations that the vrusk imparted upon the dralasites.


Language

Dralasite language can be difficult to replicate for statically-shaped individuals. The primary speech aspect is reinforced through shapes, odors and tactile experience. Both volume and pitch are important parts of the dralasite speech pattern, often varying from thundering-bass rumbles to high-pitched screeches and whines.

Dralasite names consist of a given name (given by parental units), a self designation (chosen during adolescene by the individual, and a phoros designation (applied from the phoros a dralasite belongs to).

Example Names: Moporo Ummu Ahm, Timpok Phahara Iim, Zeeema Ohmo Os, Oomwu Eempa Lo


Culture

While dralasites are solitary individuals among their own race, they enjoy immersing themselves in new and different experiences almost as much as humans and t’sa. Dralasites can sometimes become “drunk” on experience if the do not moderate their involvement in social gatherings. This is a result of being exposed to too many different odors, primarily alien pheromones. Dralasite interaction guides often suggest limits of twelve to twenty individuals around dralasite envoys, and reduced interaction time with groups larger than that.

Dralasites place high value on humor over concepts such as wealth, power or status. To a dralasite a shared joke or pun is a great bonding experience. Witty dralasites often use their humor to catch attackers off-hand or unprepared. Unfortunately, most races agree that dralasite humor is rather dry and underdeveloped, leading to a new adage for simple tasks; “Easier than amusing a dralasite.” A great example of dralasite humor, is the often re-purposed human joke, “Two dralasites consume a jester. One dralasite asks the other, ‘Do you taste something funny?’”


Technology

The dralasites inherited the vrusk society’s technology and have done everything in their power to continue its advancement. The vrusk helped advance the dralasite race from a progress level 4 society into a progress level 7 society. And although they are not there yet, the dralasites have made slow but steady progress towards becoming a progress level 8 society.

Dralasite

Star☀Drive MorganWilliams