Asramul are an amphibious race, spending most of their time
underwater. They quite tall, almost four meters in height, with a
mottled orange, yellow, and purple skin that allows them to blend
in very well with the shallow water reefs of their homeworld. Due
to their primarily aquatic nature and large size, they have very
powerful muscles, which are required to push their bulks through
water. They are rather angular for all that, with long, thin
limbs, a rather slender torso, and a long, thin head.
Omnivores, the Asramul prey on fish for much of their food, while
relying on corals, kelp, and other sealife for certain essential
nutrients. Asramul have four independently focusing eyes, that are
set in non-flexible stalks, with one set on either side of the
forehead and jaw, giving their heads a somewhat starlike
appearance. In addition, they have a pair of very sensitive ears,
which are fully retractable, tending to remain behind a layer of
skin when the Asramul are on the surface. When extended, these
ears give them incredible hearing, but when retracted the give the
Asramul hearing not much better than that of humans. In addition,
their four nose-slits are also very sensitive, giving them
detection abilities similar to those of sharks, when they are
submerged.
Leaders:
The Asramul are a democratic society, with a single executive and
a twenty member legislative/judicial branch, all of whom stand for
election every ten years.
World View:
Known for their naturalistic philosophy, Asramul try to live in
harmony with their environment, producing goods and dwellings out
of natural substances, and without disturbing their environments.
Despite all this, the Asramul are not a particularly pacifistic
race, and are quite brutal when fighting in self defence, not
stopping until their enemy is completely destroyed.
Temperament:
Though they try to live their lives without disturbing their
environments, Asramul have predator's instincts, and far prefer
meals that they hunt down and kill themselves to pre-caught food.
Similarly, though they try to co-exist in peace and harmony with
all life, they will not hesitate to kill when it seems necessary.
History and Culture:
The Asramul are a quite ancient race, having developed interstellar
travel over thirty thousand years ago. However, they never formed
an empire of any sort, quite content to remain alone in their
little corner of the sector. They did colonize one planet out of
their system, Uiri, due to the fact that it was remarkably similar
to their homeworld, and due to overfishing of certain areas of
Girgasoom. Since then, Uiri and Girgasoom have remained in close
contact, with Asramul moving from one to the other in the face of
planetary population increases, which are dealt with both by this
method and by voluntary population controls.
During this period, Asramul developed a very sophisticated culture.
Their art, and subharmonic symphonies are quite sophisticated, and
may prove to be quite popular in the general galactic arena. All
aspects of their culture are based on their realization that
resources are limited, and that natures is to be respected, as well
as their own predatory nature.
Due to the fact that their planet is located near the edge of the
Yaeger Sector closest to the slice, they have learned more about
the rest of the galaxy than many other races of the sector.
Piecing together bits of information and rumor, they developed a
surprisingly accurate understanding of the galactic situation, and
they welcomed the New Republic's entrance into the Sector, applying
for membership to the New Republic almost as soon as the first of
their scouts arrived. Since that time, they have developed a quite
close relationship with the New Republic, that has proved highly
profitable for the Asramul, who have started to learn about the
glories of interstellar investment.
Tech Level:
Medium space. Asramul tend to work with natural materials, but at
quite sophisticated levels.
Asramul in the Sector:
Asramul are viewed as being haughty isolationists, and their
immediate adoption of the New Republic Government has raised
suspicions among many.
A Quote:
"Always in motion are the shoals, but their numbers can be
predicted with certainty"
Spaceships:
Asramul's spacecraft are quite unusual, being composed of natural
substances, such as glass, ceramics, and small amounts of minerals,
but manage to preform near galactic standards. The gorgeous
Nautilus cruiser, and the SpineDart fighters are currently the most
sophisticated craft that the Asramul produce.
Stats:
Attribute Dice: 12D
Attribute Min/Max
Dexterity: 1D+1/4D
Knowledge: 1D/3D+1
Mechanical: 1D/3D+1
Perception: 2D/4D
Strength: 2D/4D+1
Technical: 1D/4D+2
Move: 9/13
Special Abilities:
Environment:
Asramul abilities are all at +1D+2 when they are submerged, and are
conversely at -1D+2 when they are not. This is a physiological,
rather than psychological penalty, and the penalty doubles for
every day that the Asramul goes without at least 10 min. worth of
complete submersion, and they will die if kept out of water for
more than a week.
Senses:
When underwater, Asramul have incredibly sensitive hearing and
smell, allowing them a +4D bonus to Search rolls and Perception
checks that can make use of those senses. However, this bonus is
not nearly as powerful on land, giving them only a +2 bonus to
those rolls. However, they can chose to extend their ears from
their sheaths when out of water, and get the full benefit of that
sense (+3D), but they must roll a Stamina check each round that
they are extending to avoid causing permanent damage to their ears
(-1 per failed check.)
Story Factors:
Technology:
While Asramul can use the equipment of other races without penalty,
they are quite uncomfortable while doing so, and will try to go
back to their most aesthetic but less effective tools whenever
possible.