Ideas for alien races

Morrus

Well, that was fun
Staff member
What are your ideas for unique alien races? I'm trying to brainstorm a few ideas, and figured a list might be useful to folks in the same situation.

Couple of caveats:

- must be suitable as player characters; a Q or a sentient pot plant might be fun to imagine, but probably not suited for PCs.
- don't worry about the stats; just describe the race briefly and highlight its abilities. That was GMs can use/adapt them for any system.

Here's my starter for ten:

Nerons. Aquatic "merfolk" who live underwater and never saw the sky until visitors arrived. For that reason, they never developed space travel, but they welcome the galactic community and have built underwater domes for their guests. Nerons are half fish - their lower half, like the mythical menfolk, comprise a fish tail, and their upper halves are completely hairless. Gills allow them to breathe underwater; they cannot breathe air without breathing apparatus. While way behind their neighbours in many technologies, for some reason the Nerons developed highly advanced medical sciences, and are galactic leaders in the medical field. Nerons can also speak to fish.
 

log in or register to remove this ad


monsmord

Adventurer
Let's go crazy!

Myrmidons: The term is unjust and inaccurate, but as the name they give themselves is expressed as a complex taste and inside joke, "myrmidon" was the best humans who discovered them could do. The closest translation of their own "word" for their species may be "consensus".

They do not conform easily to human standards of taxonomy. A single myrmidon may appear as an amalgam of vegetable, fungal, arthropoid, and reptilian forms, and that is true to an extent, but that entity is really a combination megalopolis, spaceship, and giant mech for a colony - a family - of millions of mite-sized creatures. Humans compare these small beings to hive insects, but again such notions are only marginally true. The name "myrmidon" arose because their colony bodies often appear armor-plated by an amalgamate of secreted and acquired materials, sometimes woody, sometimes chitinous or even metallic, and because humans (the first to discover the species) assumed the small individual creatures were akin to army ants.

The true, tiny myrmidons are warm-blooded, one-eyed, and communicate with one another through a combination of chemistry and low-level telepathy. Anatomically they are diverse and specialized in function, though differentiation occurs by choice upon the end of an adolescent period, and not by genetic predetermination. They have a leadership hierarchy and ruling council rather than a single queen as humans might expect, and through their telepathy are able to quickly agree on and coordinate actions and reactions, so efficiently that most folks meeting a myrmidon colony would not distinguish it from a single "person". The colony as a whole interacts with the outside world, absorbing, distilling, and distributing memory and experience among its millions of inhabitants, much the way a single human brain works, but with more redundancy and in a less concentrated location.

The myrmidon "body" is a complex of gathered materials and secretions, similar to what both Earth snails and decorator crabs produce. Some of those materials are themselves living organisms, co-opted to produce food, warmth, and housing, to provide defense (hence the armor), and to create a scaffold on which to secure yet more material. The species became so skilled at creating nerve-like networks and physical joinery connecting these larger constructs that their colonies became mobile. As their intelligence evolved, they became experts at biology, chemistry, kinesiology, fluid dynamics, and medicine. The result is that a mature myrmidon colony is a semi-symbiotic, exothermic, walking city, roughly human in size and mass but not necessarily humanoid, with "organs" functioning as hospitals, factories, farms, and laboratories, and all with the same intellectual capacity and curiosity as most space-faring races.

Their evolution has guided them to this colony existence, and no individual or smallish group of myrmidons can survive long. Each colony is a single family unit, and their telepathy does not extend beyond those of their lines. Two myrmidon colonies must communicate as any two non-telepathic individuals must.

Individual reproduction is asexual and at-will, though typically in response to a colony need. Colony reproduction is a complicated, years-long endeavor begun when a colony reaches a certain population. To humans, it seems they "bud", with the bud dropping off and eventually growing into a new colony. The telepathic bond between the individuals of the bud and the mother colony fades, and eventually breaks. There is also a rare event when two colonies merge, though the specifics of this have never been determined by or revealed to non-myrmidons.

In game terms, a myrmidon colony is a single intelligence, usually curious, pacifist, and tending toward careers in exploration, the sciences, culture (which they find fascinating), and education. Colonies can reshape themselves given a day's dedicated effort, and therefore may be humanoid or not. They can (and often do) avail themselves of technology and habits of non-myrmidons, including wearing clothes, using tools, and producing physical speech thanks to specially-crafted "organs". A myrmidon colony may do virtually anything a human can do, but more slowly, and always acts last in any situation where initiative or turn order are required (unless utilizing special technology, such as a mechanical exosuit).

Because a colony of myrmidons is largely homogeneous, it is virtually impossible one can be fatally wounded by a single physical attack - attacks such as decapitation, stabbing, gunshots, lasers, etc. deal lower damage than usual and produce no special death effects. Other types of damage - fire, acid, electricity, etc. - deal normal damage. Most injected poisons have little effect, as do toxic or poisonous gases, because myrmidons can quickly cordon off affected areas. For similar reasons, a colony can survive for great lengths of time (though not indefinitely) in a vacuum or in the coldness of space, but does suffer damage initially. Myrmidons are especially vulnerable to telepathic attacks and nanotech.

Roleplaying notes: Myrmidons tend to refer to themselves as "we" and "us". They are ungendered, but may (or may not) adopt names, mannerisms, or habits of any gender or sex they've met. They often have difficulties mingling with other species due to not understanding constructs of culture and non-telepathic/non-chemical language, etc., but myrmidons are quick to adopt technologies and gear that help them better interact and integrate with other (much larger) species. Few take up the skills of combat or war, as conflict of this type is antithetical to their evolution, but they can be master strategists - and learn quickly.
 
Last edited:

monsmord

Adventurer
And how exactly are the Nerons supposed to be PCs when they can't move on land?

Since this is a sci-fi question, they might have environment suits, exo-skeletons, vehicles, or cyborg enhancements that would permit it. Maybe more interesting, those who choose to leave their habitat undergo surgery or genetic reprogramming to give them better non-aquatic mobility - that would suit their listed medicine expertise.

Hi, Aquaman!
 

Well, I don't have any outlined, but you can think of the following types of races;

- animal variants/similarities
- - monkeys
- - bears
- - reptiles
- - birds

- Insectoid variants / similarities
- - arthropod types (spiders, bugs, beetles)
- - worm types
- - hive or hierarchy types like bees

- crystal/silicon based lifeforms
- - bipedal or otherwise

- plant / photosynthesis or "absorbers"
- - i.e. anything that gains energy by absorbing rather than digesting

- non-corporeal (energy, psychic, etc) entities
- - though may be very hard to balance with human and other standard races

- amoeba or volumetric races that have no set form
 

Derren

Hero
Since this is a sci-fi question, they might have environment suits, exo-skeletons, vehicles, or cyborg enhancements that would permit it. Maybe more interesting, those who choose to leave their habitat undergo surgery or genetic reprogramming to give them better non-aquatic mobility - that would suit their listed medicine expertise.

Hi, Aquaman!
If you use that explanation then a potted house plant would be suitable, too.
 



Fernian:
This species have a medium sized core with numerous tentacles that extend from it's top. They usually like to keep their body protected in a tapered cylinder with their tentacles extending from the top. Often these cylinders have one or three holes in the bottom where there feet extend from. The like to hang out in showers or near waterfalls, often clinging to the walls or hanging their cylinders from hooks. Sometimes they can be found seeking the solace of the shade of a large old growth tree. Though they can tolerate both cold and heat, they avoid full sunlight and can often burn and die if they can not find shade in places like a sand desert. They are very intelligent, but rarely speak to others not of their race. They reproduce by sending buds off of one of their tentacles, often emerging it in an adjacent but empty cylinder that has been filled with a special nutrient solution called "dirt".


More information can be found in this article.
 
Last edited:

Calithorne

Explorer
A race that saw the future as clearly as it sees the past would be a good player character race. Prior to the start of each session, the GM would take the player playing that character to another room and show him all the stat blocks of every monster the party would meet that night, the map of the dungeon, where the loot was hidden, where the traps were set, and then the player and the GM would roll all the combat rolls for every member of the party ahead of time so that the player would know how the combat would end up. If the player found out his character would die that night, he would know ahead of time, but of course, would not be able to change it.
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top