The
Aleerins, also known as Mechalus, are a species of humanoids that blend flesh
and metal unlike any other species. Orderly and logical, they hide passion in
their hearts that strive to keep buried except around those that they fully
trust.
The Aleerins made first contact with
what was then known as the Terran Authority, or the Sol Systems Alliance now,
not long after the First Contact Wars. Although relations where cool between
the two parties at first, the emergence of the Illithid threat made them
realize that it was better to be part of the galaxy instead of trying to
survive alone.
Physical
Description/Biology: An aleerin can be easily mistaken for a human at a
distance or in poor lighting, for he bears the general shape and size of a
human. Closer inspection, however, reveals veins of circuitry that weave with the
aleerin’s flesh and blood to form a totally synthesized body. An aleerin’s hair
consists of combined protein strands and filaments of cable and wire. Even the
aleerin’s skeleton has been reinforced with super-strong synthetic materials,
and bony protective plates cover the bio-organic flesh at the shoulders and
across the chest. The aleerins’ appearance has led to humans calling them
“mechalus” (singular and
plural), and the aleerins don’t seem to mind.
Aleerins
are slightly heavier than humans, on average, but their builds are less varied.
The average aleerin stands approximately 6 feet tall and weighs 175 to 200
pounds. Aleerins tend to have well-proportioned, athletic frames. Their
lustrous turquoise eyes are opaque and have no visible pupils.
Aleerins
share an affinity for computers. While they can easily employ standard computer
interfaces, aleerins have the ability to personally connect with computer
systems. Filaments can extend from an aleerin’s fingers, snake into a computer,
and form a solid link between aleerin and machine. This link gives the aleerin
speed-of-thought access to the computer system, with more precise control than
any manual interface can provide.
Personality: Aleerins have ordered minds,
which translates into a highly structured society and an equally organized
outlook on life. Although they think with the precision and logic of a machine,
they are deeply emotional people who work hard to subdue their negative
emotions. They possess the same range of emotions as humans, although they downplay
hostility or aggression. Aleerins have demonstrated violent tendencies in the
past. Their early forays into space placed them at odds with another warlike
race, which the aleerins ultimately annihilated. Appalled by this heinous act
and jarred by an unexpected emotional backlash, modern aleerins have made a
conscious and consistent effort to suppress or regulate their more primal
nature.
In
a tense or dangerous situation, aleerins are likely to remain calm and
rational. They easily suppress their emotions when they deem such action
appropriate or necessary. However, in a climate of relaxation and celebration,
their emotional pendulum can swing to the other extreme—to other species, it
seems as though they are making a special effort to appear cheerful or
jubilant. The aleerins do not consider their behavior at such times to be
exaggerated. Strong displays of positive emotion, when the situation permits, afford
them the chance to demonstrate that they are not merely machines encased in
biological bodies.
Homeworld: Aleerins hail from the highly
advanced world of Davck in the Mehal system. They have not colonized other
worlds, though they do maintain several space station in the system.
Religion: Officially, there is no religion
in Aleerin culture. However, their connection to technology and their
continuing desire for technological perfection reaches near fanatical levels.
Some Aleerin express interest in the religious beliefs of other cultures, and
may even take part in a religion for a while, but few ever stick with it.
Mutations: Aleerins have a very strong
genetic makeup that is nearly as rigid as their personalities. Birth defects
and genetic disorders are rare and mutation is unheard of.
Cybernetics: Aleerins are born with
cybernetics as part of their bodies. There is more of a stigma of not being
outfitted with cybernetics than there ever could be about having cybernetics
installed. To them, cybernetics are as
common as jewelry is to most other species.
Psionics: Aleerins have little aptitude
with psionics. Some individuals do have the ability for psionics, but it has
been estimated that as little as .01% of each generation has the ability.
Aleerin Species Traits
·
Hardy: Aleerins start play with a d6 in
Vigor.
·
Cybernetic Adaptability: When calculating the character’s
maximum strain, treat the higher die (Vigor or Spirit) as one die higher than
it actually is to a maximum of d12). Also, when having a Street Doc install and
remove cybernetics, Aleerins suffer only a -2 penalty during installation, and
a -1 penalty during removals.
·
Computer Link: An Aleerin can make a Computers
check to connect to a computer by touch. This connection allows an Aleerin to
control the computer via speed of thought rather than relying on manual
coordination. This link can be severed by the Aleerin or whenever he cannot
reach the computer any longer.
·
Quirk: All Aleerins try to keep their
stronger emotions (anger, hatred, frustration, even laughter and love) in
check.
·
Rigid: Aleerins tend to be too “stiff”
to many other species. When dealing with non-Aleerins, an Aleerin character
suffers a -4 penalty to Charisma checks.
Aleerin Species Traits (Rogue Space)
Archetypes: Soldier or Technician, and add +1 to either Fighting or Science
One with Machines: Aleerins start play with the Brainware implant that allows them to interface with computers easily. In addition, they can install two pieces of cybertech before having to lower their Empathy by the typical -1.
Psionics: Aleerins cannot be Espers.
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