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free_union_vassal_species [2018/06/25 15:50]
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free_union_vassal_species [2022/02/02 00:11]
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-====== Vassal Species ======+====== ​Free Union Vassal Species ======
  
 The non-human species of the Free Union are largely treated as equal partners once they sign up to the Accords. New species are encouraged to mingle with humans and apply their strength to the Free Union'​s cause, although some species find this easier than others. The non-human species of the Free Union are largely treated as equal partners once they sign up to the Accords. New species are encouraged to mingle with humans and apply their strength to the Free Union'​s cause, although some species find this easier than others.
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 Etherna have large, pronounced ears, which serve as a means of heat dissipation. Their ears have pointed tips and are long and often broad or - this look is achievable using prosthetics - such as the examples [[https://​www.aradanicostumes.com/​collections/​elf-ears/​products/​faun|here]] and [[https://​www.aradanicostumes.com/​collections/​elf-ears/​products/​largeanimeelfears|here]]. The Etherna have a diet rich in protein, and have elongated canine fangs optimised for tearing at flesh. Some Etherna however, especially those who spend a lot of time with Terrans, file down their fangs as other species can find them intimidating. Etherna have large, pronounced ears, which serve as a means of heat dissipation. Their ears have pointed tips and are long and often broad or - this look is achievable using prosthetics - such as the examples [[https://​www.aradanicostumes.com/​collections/​elf-ears/​products/​faun|here]] and [[https://​www.aradanicostumes.com/​collections/​elf-ears/​products/​largeanimeelfears|here]]. The Etherna have a diet rich in protein, and have elongated canine fangs optimised for tearing at flesh. Some Etherna however, especially those who spend a lot of time with Terrans, file down their fangs as other species can find them intimidating.
 +
 +**Species Keywords:** Humanoid
  
 **Abilities:​** Etherna have 2 Body Hits, and a Death Count of 200 seconds. If an Etherna Character purchases the [[professional skills#​Scientist]] skill, they immediately gain 1 rank of the [[professional skills#​Etheric Science]] skill at no additional cost. **Abilities:​** Etherna have 2 Body Hits, and a Death Count of 200 seconds. If an Etherna Character purchases the [[professional skills#​Scientist]] skill, they immediately gain 1 rank of the [[professional skills#​Etheric Science]] skill at no additional cost.
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   * The Thicket ecosystem is deeply nurturing and caring of those who it feels need its protection. It is the oldest of the Cordyceps ecosystems, and is endlessly patient. It is also the dominant of the three Cordyceps ecosystems.   * The Thicket ecosystem is deeply nurturing and caring of those who it feels need its protection. It is the oldest of the Cordyceps ecosystems, and is endlessly patient. It is also the dominant of the three Cordyceps ecosystems.
   * The Bosk ecosystem was seeded in 3520 PT, and has mostly spread out over its planet. Its planet’s environment is harsh, and Bosk has had to spend a lot of energy and effort to adapt to the violent seasonal weather changes. It has had to shepherd its resources, and has developed a cautious and conservative demeanour compared to the other ecosystems.   * The Bosk ecosystem was seeded in 3520 PT, and has mostly spread out over its planet. Its planet’s environment is harsh, and Bosk has had to spend a lot of energy and effort to adapt to the violent seasonal weather changes. It has had to shepherd its resources, and has developed a cautious and conservative demeanour compared to the other ecosystems.
-  * The Kudzu ecosystem was seeded in 3720 PT and is still in the process of spreading out over its planet, and displays a personality that is much more energetic and impetuous than the other two.+  * The Kudzu ecosystem was seeded in 3720 PT and is still in the process of spreading out over its planet, and displays a personality that is much more energetic and impetuous than the other two. It has become slightly more hesitant since being infected for a time by an alien virus in 3819PT.
  
 **Appearance:​** Gardeners are outwardly human, but much of their internal functions have been replaced by the plant or fungal Cordyceps lifeforms. These lifeforms derive energy from chlorophyll sacs embedded in their skin. Chlorophyll sacs impart a patchwork greenish tinge to the skin, which can be physrepped using makeup. The sacs tend to swell over time and can eventually burst through the skin, causing the epidermis to crack and split and leaving angry red scars. The swelling and scarring can be physrepped with prosthetics or scars and wounds painted on with makeup. **Appearance:​** Gardeners are outwardly human, but much of their internal functions have been replaced by the plant or fungal Cordyceps lifeforms. These lifeforms derive energy from chlorophyll sacs embedded in their skin. Chlorophyll sacs impart a patchwork greenish tinge to the skin, which can be physrepped using makeup. The sacs tend to swell over time and can eventually burst through the skin, causing the epidermis to crack and split and leaving angry red scars. The swelling and scarring can be physrepped with prosthetics or scars and wounds painted on with makeup.
 +
 +**Species Keywords:** Plant, Parasitic, Undead
  
 **Abilities:​** The plant-based nature of their major control systems make Gardeners quite resilient, although once their systems begin to fail they quickly reach a point beyond which they cannot recover. Gardeners have 4 locational hits and a Death Count of 100 seconds. Additionally,​ their floral components can rapidly regenerate the tissue that protects them, allowing them to slowly recover from damage on their own. A Gardener automatically regains one lost locational body hit every 30 minutes. Because of the complex nature of their parasitic biology, they cannot interface with Lazarus Corporation’s Rebirth Process as it currently exists, although research is ongoing on creating a viable means of doing so. **Abilities:​** The plant-based nature of their major control systems make Gardeners quite resilient, although once their systems begin to fail they quickly reach a point beyond which they cannot recover. Gardeners have 4 locational hits and a Death Count of 100 seconds. Additionally,​ their floral components can rapidly regenerate the tissue that protects them, allowing them to slowly recover from damage on their own. A Gardener automatically regains one lost locational body hit every 30 minutes. Because of the complex nature of their parasitic biology, they cannot interface with Lazarus Corporation’s Rebirth Process as it currently exists, although research is ongoing on creating a viable means of doing so.
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 ===== Ikunkuma ===== ===== Ikunkuma =====
  
-The Ikunkuma have a reputation as hoarders and scavengers across known space, and are often poorly regarded by the authorities. On many worlds, they are called 'trash puppies'​ or '​garbage dogs', and many have taken these names to heart and respond to them proudly. Originally from the Kumana System in the Julius Sector, their nomadic freighter flotillas can turn up virtually anywhere, loaded with all manner of junk and some useful goods for trade. Ikunkuma are naturally driven to experience the universe and driven to find interesting things to treasure, trade or boast about. They organise themselves into small tribes, usually consisting of a dozen or so family groups who consider their property to be shared amongst each other. Their society is fairly cooperative,​ and tribes tend to meet regularly and share useful things – a legacy of their home-world’s sparse natural resources. When they discovered FTL travel, the species spread out across the local sectors, travelling and trading in small groups, accumulating things that they found interesting and valuable and occasionally bringing their hoards back to their home world of Ikuna.+The Ikunkuma have a reputation as hoarders and scavengers across known space, and are often poorly regarded by the authorities. On many worlds, they are called 'trash puppies'​ or '​garbage dogs', and many have taken these names to heart and respond to them proudly. Originally from the [[system:​Kumana|Kumana System]] in the [[sector:Julius Sector]], their nomadic freighter flotillas can turn up virtually anywhere, loaded with all manner of junk and some useful goods for trade. Ikunkuma are naturally driven to experience the universe and driven to find interesting things to treasure, trade or boast about. They organise themselves into small tribes, usually consisting of a dozen or so family groups who consider their property to be shared amongst each other. Their society is fairly cooperative,​ and tribes tend to meet regularly and share useful things – a legacy of their home-world’s sparse natural resources. When they discovered FTL travel, the species spread out across the local sectors, travelling and trading in small groups, accumulating things that they found interesting and valuable and occasionally bringing their hoards back to their home world of Ikuna.
  
 Ikunkuma have an inherent inclination to pick up and take things that they see as just lying around, and cannot really understand the concepts around personal property that other species hold. Although most spacefaring members of the species understand that others get upset when they take things that are still in use, they have little problems with taking things that have been thrown away or discarded. In a short time, an Ikunkuma tribe can accumulate a vast hoard of material and junk, with a few functional and useful treasures among it. Although their scavenging habits are considered somewhat irritating or unpleasant by many, an Ikunkuma tribe will almost always have something of use somewhere in their vast hoard of junk, and can be the saviour of a canny merchant or colony willing to deal with them. Ikunkuma have an inherent inclination to pick up and take things that they see as just lying around, and cannot really understand the concepts around personal property that other species hold. Although most spacefaring members of the species understand that others get upset when they take things that are still in use, they have little problems with taking things that have been thrown away or discarded. In a short time, an Ikunkuma tribe can accumulate a vast hoard of material and junk, with a few functional and useful treasures among it. Although their scavenging habits are considered somewhat irritating or unpleasant by many, an Ikunkuma tribe will almost always have something of use somewhere in their vast hoard of junk, and can be the saviour of a canny merchant or colony willing to deal with them.
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 The garbage dogs try to dress in a manner similar to fashionable Free Union humans, in an attempt to fit in and participate in Free Union culture. However, their stylistic sensibilities seem to clash with their tendency to gather and hoard, and they often end up looking mismatched and scruffy. They do not really understand why lightly damaged or mismatched items are considered waste by other species, and often end up wearing odd shoes or things with holes in or worn the wrong way around. Regardless of what they end up wearing, their clothes always incorporate large pockets, perfect for stuffing with all manner of trinkets and baubles. The garbage dogs try to dress in a manner similar to fashionable Free Union humans, in an attempt to fit in and participate in Free Union culture. However, their stylistic sensibilities seem to clash with their tendency to gather and hoard, and they often end up looking mismatched and scruffy. They do not really understand why lightly damaged or mismatched items are considered waste by other species, and often end up wearing odd shoes or things with holes in or worn the wrong way around. Regardless of what they end up wearing, their clothes always incorporate large pockets, perfect for stuffing with all manner of trinkets and baubles.
 +
 +**Species Keywords:** Mammelian
  
 **Abilities:​** The Ikunkuma are a hardy species, and have 2 locational body hits and a Death Count of 400 seconds. ​ **Abilities:​** The Ikunkuma are a hardy species, and have 2 locational body hits and a Death Count of 400 seconds. ​
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 In their travels, the Ikunkuma tend to pick up various bits and bobs of all sorts, and can sometimes acquire objects of real value or usefulness. Ikunkuma player characters can occasionally receive additional things in their player pack at the start of an event. These could be worthless knicknacks, useful game items, bizarre plot elements, stolen items that the owners are looking for, or potentially anything else – what they get, if they indeed get anything, is entirely random and at the whim of the Game Team. In their travels, the Ikunkuma tend to pick up various bits and bobs of all sorts, and can sometimes acquire objects of real value or usefulness. Ikunkuma player characters can occasionally receive additional things in their player pack at the start of an event. These could be worthless knicknacks, useful game items, bizarre plot elements, stolen items that the owners are looking for, or potentially anything else – what they get, if they indeed get anything, is entirely random and at the whim of the Game Team.
 +
 +===== Vikaas Aquerna =====
 +
 +The Vikaas Aquerna are a species of aquatic humanoids from the ocean world of Vikaas IV in the Veil Sector. Their large homeworld is almost entirely covered by water, with only a handful of volcanic islands piercing the ocean’s surface. It is, however, teeming with life of every kind, from abyssal scavengers to rafts of photosynthetic weed that floats on the surface. The Vikaas Aquerna, literally the “Water People of Vikaas”, are a sentient species that inhabits the shallower ocean plateaus of the planet. When they were discovered in 3553 PT, they had cautiously developed to an industrial level of technology and had recently developed radio communication - a difficult feat for a water-bound species. It took several decades for the Free Union Exploration Corps to establish working diplomatic relations with the Aquerna, and although they are now fully integrated into the Free Union relatively few leave their home world. Those that do enter the wider galaxy are celebrated for their tolerance of harsh climates, their resilience and their powerful empathic abilities.
 +
 +Vikaas Aquerna are physically very “diffuse”,​ due to their porous outer skin. This tendency also seems to reflect itself in their mental state and psionic abilities. Aquerna are highly empathic, and absorb emotions from those around them - an outburst of anger or joy in a group of Aquerna will wash over the group like a tidal wave or ocean storm. Thankfully, Aquerna psions are able to master this effect and psionically calm their emotions, which can anchor others nearby and prevent destructive cycles. Skilled empaths can direct emotions outward, and also allow an awareness of life and living things to seep into their consciousness.
 +
 +The Vikaas Aquerna are somewhat of a physiological anomaly on their homeworld, and among sentient species in general. They possess a cartilaginous internal skeleton, to which their major organs attach. However, they do not possess either a central nervous system, musculature or a typical circulatory system. The functions of these organs are replicated by their skin and gel-like hemolymph (a blood-like fluid that permeates all of their bodily tissues). The skin of the Aquerna acts as a porous filtration membrane, drawing oxygen and other chemicals from their environment and distributing most of their waste products - this somewhat rubbery membrane (which extends into their bodies in diaphragm-like structures) also expands and contracts in subtle movements to push hemolymph around the body to carry nutrients to cells and also facilitate movement via a hydraulic system. The skin of the Vikaas Aquerna most closely resembles the external membrane of an amoeba, as a method of chemical uptake and also movement. They are constantly in a state of slow diffusion into their surroundings,​ and maintain their structure mainly with the aid of millions of homeostasis cell clusters in their hemolymph. ​
 +The dense hemolymph acts against the skin membrane to allow for hydraulic movement, carries nutrients and chemicals to and from cells, and also contains a specialised,​ distributed network of cells that carry neural signals throughout the body - like a constantly reconfiguring network of nerves. No other species on Vikaas IV has these attributes, or anything close to them - how the Aquerna evolved on that planet, and obtained their psionic abilities remains a total mystery.
 +
 +There are some theories as to how the anomalous Aquerna became established on Vikaas IV, but none have enough conclusive evidence to advance beyond conjecture. Some point to the anomalous nature of the planet’s oceans, which contain relatively high concentrations of certain exotic particles, as well as resonant energy bursts that are emitted from the planet’s mantle. Unexplained ruins have been detected on the deep abyssal plains of the planet’s oceans, inconsistent with Aquerna configurations,​ and geological anomalies have been detected deep in the planet’s crust that are inconsistent with natural phenomena. It is thought by some that some Precursor civilisation may be responsible for the presence of the Aquerna. Efforts to sequence the Aquerna genome reveal similarities with that of the Etherna of Thern II, although whether this provides evidence of some localised panspermia or a more directed common origin is the source of many arguments among xenogeneticists and other Life Scientists.
 +
 +**Character:​** The Vikaas Aquerna are a close-knit, friendly species, in part because of their inherent empathic ability. Left to themselves they tend to display emotions in a similar way to other sophonts, but when exposed to strong emotions they get caught up quite quickly and will display those same emotions themselves. They remain aware of the source and will generally take steps to remove themselves from individuals displaying strong negative emotion. This empathic ability appears to be enhanced while in the oceans of their homeworld - it is unclear why this is the case, as psionic theory is not well developed in the Free Union. ​
 +The primary method of communication between Aquerna on Vikaas IV is via their empathy, combined with a series of hand signals and sharp, piercing sounds that carry well in water. It is not unknown for Aquerna who travel the stars to teach some of their sign language to their crews as a secret language. Universal translators do not handle the Aquerna’s native language very well, and they usually incorporate a specialist language projector module into their breathing apparatus. Aquerna who are not wearing this apparatus often have difficulty communicating with members of other species, unless they have learned their sign language.
 +The character of an individual Aquerna at any point will mostly be a factor of their profound empathy - they literally reflect the moods of the minds around them. As a result, many Aquerna prefer to spend a few moments each day either in the company of other Aquerna, or alone in quiet meditation. This helps them to attune to their own sense of self and avoid becoming lost in the maelstrom of emotion they encounter around other species. Other Free Union species often comment that the Aquerna reflect the emotions of the sea - sometimes calm, still and welcoming, and other times filled with storms and fury.
 +
 +**Appearance:​** Vikaas Aquerna are humanoid in general structure, but have one of the most unusual physiologies of any sentient organic species known in the Orion Sphere. They are blue-skinned,​ often with a degree of green mottling around the temples and cheeks, and patches of blue and green often extend into their hair colouring. This is thought to be an evolved form of oceanic camouflage. Their skin is also irregularly spotted with porous areas, which appear as tiny whitish spots, usually in areas where the skin is stretched over the skeleton (collarbone,​ elbows, etc)
 +The Aquerna have fringed ears and patterned ridges along their foreheads, occasionally with small horned protrusions. Due to being a primarily water-dwelling species, they have evolved to have webbed fingers, gill-like structures along their lower jaw or neck, and wide, flattened noses to help them manoeuvre underwater.
 +Although the Aquerna normally absorb most of the oxygen they need from the surrounding environment through their skin, this is much more difficult in air than it is in water. Vikaas Aquerna need oxygenated water to survive for long periods in atmosphere - this is usually accomplished by a flow of oxygenated water into the mouth, nose and gill structures, where their gas exchange mechanisms are concentrated. Aquerna are often seen carrying tanks containing oxygenated water which they can use to breathe from when remaining on land for periods exceeding an hour or so. The tanks usually contain technology to re-oxygenate their water supply, and connect to a circulation mechanism to pass the water across the Aquerna’s absorptive tissues.
 +
 +  * Blue skin, with some green mottling along the cheeks and temples, and potentially into the hairline. This can be achieved with makeup, and with hair sprays, extensions or dye in the hair. Aquerna Psions are encouraged to use UV-reactive greens for their mottling, which will shine in a [[Psionic Aura]].
 +  * Gills on the neck or jaw and fringed or webbed ears - these can be achieved with prosthetics.
 +  * A prominent brow of patterned ridges on the forehead, sometimes with small protrusions,​ and a flattened nose with elongated nostrils. These effects can be achieved with prosthetics (or combined with the above features in a mask)
 +  * Webbing between the fingers, or gloves that simulate this.
 +  * Phys-rep requirement for some kind of breathing apparatus in non-aquatic environments - usually a breathing mask and some kind of water tanks, although some kind of mechanism to pass water over their gills would also be suitable.
 +
 +**Species Keywords:** Aquatic, Psionic
 +
 +**Abilities:​**
 +
 +  * 3 Locational Body Hits and a death count of 200 seconds.
 +  * Psionic - start with 2 Psi Points. May buy psionic powers from the Hydrolysis Path and its Branch Paths.
 +  * Diffuse Empaths - All Aquerna are at least somewhat empathic, and tend to mirror the emotional state of those around them.
 +  * Resistant to physical trauma. RESISTs the first PHYSICAL Condition to afflict them each day.
 +  * Vulnerable to RADIATION, TOXIC and DISEASE Conditions.
 +  * Requires a breathing apparatus to function properly and communicate.
 +
 +The Vikaas Aquerna have 3 body hits and a death count of 200. Their cartilaginous skeletal structure, rubbery skin and gel-like hemolymph grants them a significant resistance to physical trauma compared to other species. Vikaas Aquerna characters may call RESIST to the first PHYSICAL Condition (e.g. broken bones, burns, etc) acquired each day, as their semi-flexible limbs compensate for the damage and their skin heals itself quickly.
 +However, their porous outer surface affords them significantly less protection than the skin of other species, so they are much more susceptible to Radiation, Disease, and Toxins in the environment. Conditions of these types are acquired in half the time, and also progress in half the time stated on the condition card or sheet.
 +
 +Vikaas Aquerna all share a diffuse form of empathy, and are psionic. Like their physical bodies, their emotions and feelings diffuse into the surrounding environment,​ as they simultaneously absorb the feelings presented by other sophonts nearby. The Aquerna all begin with 2 Psi Points, and can purchase powers from the Hydrolysis path, and its Branch Paths, all of which focus on the various applications of this unique form of empathy. However, the Aquerna are especially vulnerable to mirroring the emotions of other characters around them, and their roleplay should reflect that. While this does not rise to the rules robustness of the EFFECT call and similar effects, it is considered an intrinsic part of the rules for playing an Aquerna character.
 +
 +The Aquerna are an aquatic species and have significant difficulty breathing in atmosphere. Without a breathing apparatus and oxygenated water tank assembly they begin to suffer. After 30 minutes without their breathing apparatus they cannot use any of their Psionic Abilities, Professional Skills or Combat Skills with the exception of Toughness and Resilience. They also suffer difficulties in communicating when deprived of their apparatus (as most incorporate Aquerna-specific translation modules). Aquerna without their breathing apparatus cannot use spoken words - they must attempt to communicate using non-verbal sounds and sign language.
  
 ===== Yelk ===== ===== Yelk =====
  
-The Yelk are a race of sentient fungi, occupying the caves of [[system:​Fornax#​Fornax XII]] in the [[sector:​Veil Sector]]. The surface of Fornax XII is periodically bathed in lethal radiation from its star, but life thrives in tunnels carved by rivers into the calcium-rich rock that is abundant on the planet. The Yelk evolved as an extremely cooperative society to exploit resources and protect themselves from predators, and were making the first steps towards interplanetary spaceflight when their radio signals were discovered by the Ascendancy in 3294PT. Due to the First Tulaki Invasion occurring at the time, the majority of contact between Terrans and Yelk was visits by independent traders and scientists, most with separatist leanings. The Yelk were among the initial signatories of the Sovereign Worlds Charter in 3370PT.+[{{ :​image:​free_union:​yelk_chat_e1.jpg?​300|Two Yelk chatting on New Horizon-Alpha IV}}]The Yelk are a race of sentient fungi, occupying the caves of [[system:​Fornax#​Fornax XII]] in the [[sector:​Veil Sector]]. The surface of Fornax XII is periodically bathed in lethal radiation from its star, but life thrives in tunnels carved by rivers into the calcium-rich rock that is abundant on the planet. The Yelk evolved as an extremely cooperative society to exploit resources and protect themselves from predators, and were making the first steps towards interplanetary spaceflight when their radio signals were discovered by the Ascendancy in 3294PT. Due to the First Tulaki Invasion occurring at the time, the majority of contact between Terrans and Yelk was visits by independent traders and scientists, most with separatist leanings. The Yelk were among the initial signatories of the Sovereign Worlds Charter in 3370PT.
  
-Physiologically,​ Yelk are quite resilient. Their bodies are quite homogeneous,​ and their flesh dense and spongy. They do not have bones or many of the muscular tissue in other species, and their flexible bodies move via a network of fluid-filled chambers, which can empty and fill in by contracting and expanding. This fluid network doubles as a nutrient circulatory system, and areas can be sealed off in response to injury. Their fluid-filled ​flesh and pale flesh leads them to be sensitive to bright light, and they tend to prefer dim, moist environments.+Physiologically,​ Yelk are quite resilient. Their bodies are quite homogeneous,​ and their flesh dense and spongy. They do not have bones or many of the muscular tissue in other species, and their flexible bodies move via a network of fluid-filled chambers, which can empty and fill in by contracting and expanding. This fluid network doubles as a nutrient circulatory system, and areas can be sealed off in response to injury ​- the substance is affectionately known as "Yelk Milk" by Free Union physicians. Their fluid-filled and pale flesh leads them to be sensitive to bright light and dry conditions, and they tend to prefer dim, moist environments.
  
-**Character:​** Yelk are a highly cooperative species, and enjoy being close to others. They have a tendency towards empathy and being tactile with their friends and allies. They form strong communities and firm friendships in those they trust.+**Character:​** Yelk are a highly cooperative species, and enjoy being close to others. They have a tendency towards empathy and being tactile with their friends and allies. They form strong communities and firm friendships in those they trust. It is rare to see a Yelk frowning or angry, as they hold that positive emotions engender positive attitudes. 
 + 
 +The spores that Yelk release to enhance their communication has resulted in some traits that other species consider odd. As most sophonts cannot detect the spores and their meanings, most Yelk use extremely thorough descriptive language when speaking to non-Yelk. During a conversation they regularly check to see if they have been understood, and this constant questioning has developed into an "​accent"​ of sorts - a rising intonation at the end of each sentence or phrase is extremely common among Yelk who travel the galaxy. Additionally,​ Yelk names tend to be associated with the primary odour profile of their spores - when translated into speech, this results in Yelk names that describe their "​tasting notes"​. Examples include ‘Woodsy with a Subtle Musk’, ‘Petrichor with Ginger Notes’, ‘Bold with a Fresh Flavour’ and so on. Like many names, only a shortened version is used.
  
 **Appearance:​** Yelk are entirely white-fleshed,​ as befits their fungal nature, although some exposed parts may have become beige or brown due to UV light exposure triggering a protective melanin coating. The irises of their eyes are normally white, although some yelk cover their sensitive eyes with sunglasses or a thin gauze when in bright conditions (you can use contact lenses to achieve this effect, or sunglasses or gauzy materials can be used to cover your eyes if you cannot wear contact lenses). Yelk have an array of long, thick [[https://​en.wikipedia.org/​wiki/​Hypha|hyphae]] extending down from their “head” structures (this vaguely resembles smooth dreadlocks),​ rather than anything resembling hair. **Appearance:​** Yelk are entirely white-fleshed,​ as befits their fungal nature, although some exposed parts may have become beige or brown due to UV light exposure triggering a protective melanin coating. The irises of their eyes are normally white, although some yelk cover their sensitive eyes with sunglasses or a thin gauze when in bright conditions (you can use contact lenses to achieve this effect, or sunglasses or gauzy materials can be used to cover your eyes if you cannot wear contact lenses). Yelk have an array of long, thick [[https://​en.wikipedia.org/​wiki/​Hypha|hyphae]] extending down from their “head” structures (this vaguely resembles smooth dreadlocks),​ rather than anything resembling hair.
  
 Many Yelk also have spore-bearing structures around their face, neck or other parts of their bodies - these usually resemble gills or shelf-mushrooms like Terran [[https://​en.wikipedia.org/​wiki/​Pleurotus|oyster mushrooms]],​ in the same colour as their skin. These structures release spores that aid in communication and identification,​ and can be simulated with prosthetics - possible examples can be seen [[http://​www.mandalastudios.co.uk/​product_detail.php?​productID=223&​toplevelID=5&​parentID=170|here]] and [[https://​www.pinterest.co.uk/​pin/​556898310163935799/​|here]]. Many Yelk also have spore-bearing structures around their face, neck or other parts of their bodies - these usually resemble gills or shelf-mushrooms like Terran [[https://​en.wikipedia.org/​wiki/​Pleurotus|oyster mushrooms]],​ in the same colour as their skin. These structures release spores that aid in communication and identification,​ and can be simulated with prosthetics - possible examples can be seen [[http://​www.mandalastudios.co.uk/​product_detail.php?​productID=223&​toplevelID=5&​parentID=170|here]] and [[https://​www.pinterest.co.uk/​pin/​556898310163935799/​|here]].
 +
 +**Species Keywords:** Fungoid
  
 **Abilities:​** Yelk do not have internal organs – their specialised tissues are distributed fairly evenly across their entire body. As a result, they do not have locational hits – instead, they have 6 [[combat#​global hits]], and become unconscious when this total is brought to 0. Each +1LH they would gain normally instead becomes +3 Global Hits. Armour worn by a Yelk functions as normal (i.e., it is locational). Yelk have a Death Count of 200 seconds. **Abilities:​** Yelk do not have internal organs – their specialised tissues are distributed fairly evenly across their entire body. As a result, they do not have locational hits – instead, they have 6 [[combat#​global hits]], and become unconscious when this total is brought to 0. Each +1LH they would gain normally instead becomes +3 Global Hits. Armour worn by a Yelk functions as normal (i.e., it is locational). Yelk have a Death Count of 200 seconds.
  
 {{tag>​free_union faction vassal_species species}} {{tag>​free_union faction vassal_species species}}