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Spectralidax

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Hello everyone it's been a really long time since I've posted any journals but I though now would be a good time. Since I've been working a lot on my Traveler universe I need a little help. Everyone who feels like participating post the name of one of my traveler races and a theme. The races can be found here yoblicnep.deviantart.com/art/C… when I receive an idea I will try and make a character based off the theme. Depending on the volume of ideas I might not get to every single one but I will try.
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So I've gotten a comment to talk a little bit about the traveler races that I created for my own game of traveller ( fav.me/d51vzn0 ). Along with some information about the races I've also provided racial traits that can be used in the Traveler RGP en.wikipedia.org/wiki/Travelle… . I hope you guys enjoy it.


Screek
The Screek are a fish like race that must be keep in water to survive. The Screek are a colorful race and the more intresting the color the more likely they are to mate. The Screek talk by moving they do not speak they only move.
The Screek's need for water lead them to create cybernetic suits so that they could escape from the water. Their rise from the water lead them to confront the land dwelling creatures. The Screek pacified the creatures of the land to do most of their manual labor.
The religion of the Screek is based around the cube which can only be created never found in nature. The cube is sacred and represent technology as well as building blocks for civilization. The enemy of the cube is the circle which they recognize as unproductive and binding.
The Screek are an artistic race that praise innovation and change. The more that an individual develops the more respected they are. While this includes technology the arts are also respected for without art a chunk of society is missing.

Racial Traits
No fine manipulators
Engineered
Small
+$20,000

Tarim
The Tarim are a race of large furry people with three eyes. Their body structure is very rounded and centered. Because of their almost ball like shape they have very low mobility in their necks and can't turn heads from side to side. The males have four large tusks while the females have two curled horns on their heads. The Tarim evolved on a very cold world and are often called wollies by the other races.
The Tarim have three Gods that they worship The man of winter, the woman of summer, and the one who leads. The man of winter and the woman of summer are both man and wife as well as siblings. These two were forced apart by the Skull King who was jealous of their love. Now they remain on opposite sides of the year. The one who leads was once a Tarim who lead an army to destroy the King of Skulls but only succeeded in killing two of his sons for this the man of winter made him into a god and now appears to those he deems worthy to lead a great army.
A Tarim's social standing is based around the strength of the Tarim and how many people they have convinced to follow them. The more opponents they defeat also gives them social standing. If a Tarim is insulted then their honor code demands that they challenge the offender to a duel.

Racial Traits
Large (3d6 strength, 1d6 Dexterity)
-1 Intelligence
Natural weapon (tusks/horns)

Synthos
Synthos and human skeleton are very similar but their outside are very different. While humans have hair Synthos grow tentacles on their heads. The males grow their tentacles all around their head similar to a human male while the females only have tentacles on the top and the back of their heads. The tentacles grow fairly long and since it is painful to cut the tentacles most Synthos braid their tentacles into beautiful patterns. The skin of the Synthos is generally warm color such as oranges, yellows, and reds but there have been a very small amount blue and purple Synthos recorded in Synthos history. Patterns appear on the skin as the Synthos come of age. The skin of a Synthos also has another special quality that allows them to create photosynthesis. The Synthos can absorb sun to provide a little food and energy.
The religion of the Synthos is based around the teachings of a single flower. The flower has been around for as far back as Synthos history can record and is a unique and beautiful flower. It is said that if one drinks the dew that gathers on the flower they will be young and beautiful for the rest of their days. This flower is closely guarded and only the queen is allowed to see and touch the flower.
The society of Synthos is a caste system were Synthos are born into a particular job or station. The queen rules over the entirety of the Synthos and the class of elites is her council. If you are born into a low class then you may obtain a higher class only by dressing better and being more attractive than the rest of their caste. A competition is preformed every ten years to raise one lower caste member above their station and if they prove worthy they may stay in the caste.

Racial Traits
-1 Strength
+1 Dexterity

Crethans
The Crethans are a ground of centipede like people with both an interior skeleton and an outer shell. The Crethans have two small arms and a small triangle like mouth. The Crethans are capable of spitting acid five feet. The Crethans have very close and large families. Families generally stick together and an obligation to family takes precedence over any other obligations.
Crethans praise the earth and soil because they associate it with their God the Great Burrower who lays slumbering in the core of their home planet. The Great Burrower is the creator and destroyer of planets and lays sleeping until it is time to feed. Creathans dig into the ground and create temples to be closer to their god. It is a common practice for Crethans to carry around soil from their home planet to remind them of home.
Crethans value land as wealth, especially land that they can burrow into. The amount of land or property that a Crethan owns determines how high they are in society. The poor live in cramped and crowded communities were they fight for space and food.

Racial Traits
Armored 2
Natural weapon (acid spit)
Slow metabolism (-2 Initiative)
-1 Education

Un-Tose
The Un-Tose are beings of a sentient micro-organisms covered in plasma. These micro-organisms work together to form one mind. The shape of an Un-Tose can change depending on the shape they wish to take. Un-Tose have a constant stream of plasma coming off of their skins that makes the Un-Tose appear as if it's on fire. Un-Tose are all psionic and are capable of lifting objects, teleporting, and other psionic abilities. The Un-Tose are genderless and to reproduce they split off a part of themselves and it merges with another split off part Un-Tose. The amount of parents can vary and many different split off Un-Tose can merge together. The effect of merging only lasts an hour after the part is split off and after that they can't merge with any other split pieces. Un-Tose can only exist in a vacuum and are only capable of living freely in space. For an Un-Tose to go into atmosphere they must have a suit so that the atmosphere doesn't crush them.
Un-Tose have no religion and no social status among each other each Un-Tose is free to float were they will. The Un-Tose are a wandering race and love to explore and meet new people and go to new places. When an Un-Tose meets another Un-Tose it is polite for them to offer small gifts that they have acquired in their travels.

Racial Traits
Psionic
-3 Strength
-3 Dexterity
Natural weapon (plasma)
Atmospheric requirements
Flyer (float)
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Art Trades

1 min read
I would just like to inform any of my watchers that I'm available for small art trades. I'm busy but will find at least some time to complete the art.
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And now stuff

1 min read
So since I'm a lazy ass I haven't been making or posting anything lately. So is their anything you guys want to see me make?
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