The Kurr'd-ah invasion has made the inhabitants of Gaia much more aware of other beings that dwell in the myriad other worlds that exist parallel to Gaia. Over the last half century of warfare, the continued strong resistance of Gaia against the invaders has caused more and more uprisings within the ranks of the Kurr'd-ah slave races. Recognizing a kindred spirit, these rebels often migrate to Gaia, to help defend what they see as the only stronghold against the Kurr'd-ah war machine. They face a difficult struggle, being seen as traitors by the Kurr'd-ah and viewed with suspicion and prejudice by the Gaians, but some few continue to cross over, hoping for escape, a better life, of sometimes to aid a noble cause. It is not too unusual now to see an alien or two in a very large city, where the prejudice against their kind has softened somewhat, or to see one in Fairie lands. The Soluman Empire has been particularly accepting of the aliens, to the surprise of many, as have the Fahael, the Edouna Nach, and all the Faerie Races.
OP Cost: -5
Attributes: Strength 4/4, Endurance 4/4, Dexterity 2/2, Reflexes 2/2, Intelligence 2/2, Wisdom 4/4
Special Abilities:
Magic Vulnerability - The caster's Will Scale is considered 1 point higher.
Alec-nir cannot use Magic
Alien - Start with Kurr'd-ah Language at Rank 3, in addition to native language, and Lore(Kurr'd-ah) Rank 2
Natural Armor - AV 6, type considered Plate
Limitations: Aside from not being able to use magic, none.
Move: Base 5/5/5, Jump 1/1, Swim 3/3/3
Description: The Alec-nir are often seen as big, slow, and not too bright. This perception is, unfortunately, rather close to the truth. A typical Alec-nir looks somewhat like a humanoid version of a Kurr'd-ah, being large and covered in hard, chitinous plates. The resemblence ends there, however, as the Alec-nir's carapace is not dull and dark, but colorful to the extreme. Each Alec-nir has a unique color patter, usually a mix of red, blue, and yellow, but sometimes the colors are combined to form more exotic colors. It is rare to see an Alec-nir with more than three colors on his or her carapace, but some have been recorded with as many as seven distinct colors. Alec-nir normally stand between 5'4" and 5'10", the same as Humans, but are a bit bulkier, averaging between 145 and 215 pounds. Females are a tiny bit taller and larger on average, but not by much. Their general good health and toughness allows them a lifespan of roughly 75 years, much less when in Kurr'd-ah lands. A starting character will be between 15 and 20 years old.
Summary: The Alec-nir, despite their relative similarity in appearance to the Kurr'd-ah, are the most well-liked of the alien races. This is perhaps due to their general good cheer and helpfulness. The Alec-nir are normally very friendly, and have a deeply rooted sense of right and wrong. This does, unfortunately, lead to a somewhat black and white view of the world. Still, the Alec-nir have tried very hard to be a part of Gaian society, and have succeeded far more than many would have ever expected.
OP Cost: 5
Attributes: Strength 2/2, Dexterity 4/4, Wisdom 5/3
Special Abilities:
Galar cannot use magic
Empathic - As Empathy Advantage, but gain a Bonus Die when using.
Double-Jointed - Gain 2 Bonus Dice when unusual positions of the body are required.
Limitations: None
Move: Base 7/8/8, Jump 3/2, Swim 4
Description: The Galar are somewhat comical in appearance, which has eased their acceptance into Gaian society a little. Looking much like an overgrown ostrich with arms, the Galar are the least Human-looking of the common intelligent races. Their limbs seem all joints to observers, and their peculiar habit of twitching in odd directions while listening tends to make most observers queasy. They are not too tall, roughly 5' to 5'4" and weighing between 100 and 140 poinds, but seem much larger due to their overbearing manner. Their plumage is on the drab side, tending toward blacks and greys with very little white. They are very long lived, lasting about 120 years, but reach adulthood late, at around 40.
Summary: The Galar have been met with some hostility by Gaian races. Their utterly alien manner and appearance makes most races uneasy, and the Galar's somewhat conceited view of themselves does little to endear them to anyone. Still, they have been becoming more common within the countries of Anathas, so that armor for their frames is available at four times the normal price. The Soluman Empire has been more accepting, and has a relatively large Galar population. Equipment is available at only triple the normal price.