Trexlyn Antilus
New Member
Images:
[Edited down from Europa Trooper by Koryface http://koryface.deviantart.com/art/Europa-Trooper-386457947 ]
A Zer'kul removes his rebreather due to trace amounts of Chlorine gas in an atmosphere.
Name: Zer'kul
Designation: Sentient
Homeworld: XXXXXXX (On a technicality)
Language: Galactic basic, other learned on an individual basis
Average Lifespan: 450-500 years
Estimated Population: 100,000 - 250,000
Average height of adults: 5'8" - 6'4"
Average length of adults: N/A
Average weight of adults: 155lbs - 190lbs
Skin colour: Human range, rare mutations may allow others.
Hair colour: Human range, rare mutations may allow others.
Distinctions: Have to wear rebreathers on most worlds, smell faintly of Chlorine
Breathes: Type 2 and 3 (due to requiring chlorine gas)
Strengths:
Long lived: The Zer'kul live extremely long lives, approximately 500 years.
Poison Immunity: Many of the substances lethal to humans have no effects on the Zer'kul, however any particular potent or unique mixes will only have a lessened effect at in a best-case scenario. Thier bodies simply do not absorb most toxins and they just pass them like normal waste.
Weaknesses:
Chlorine breathers: Due to their mutations and adaptions they require chlorine gas to survive, they can go at most a standard hour or two before risking damage with what naturally lingers within their body but doing so will leave them exhausted and requiring an extended rest in their normal chlorine environment or a short time in a high chlorine environment. Attempting to go any longer than 24 hours without chlorine gas risks death.
Dying race: Many do not reproduce or have very few children, although their base genetic material is human if they attempt to breed with humans any offspring will turn out fully human, only breeding with another Zer'kul will pass on the mutations.
Sodium allergy: Due to how readily sodium bonds with chlorine the Zer'kul must avoid ingesting any sodium pure sodium is leathal in very small amounts and sodium bound to another element is ingestable but still must be limited to less than 20 grams within a 24 hour period before getting sick and 40 grams brings the same risks as pure sodium.
Races: N/A
Diet: Human normal, however many foods that are lethal to humans are minorly included, and sodium is avoided.
Communication: Spoken language, usually galactic basic.
Culture: The Zer'kul are split into two distinct groups the nomads, and the settlers. The nomad's lifestyle tends to never stay on any planet for longer than a year and tend not to have a group of people they associate with changing often as they hop planets. The other half are the settlers, they find an area or planet that they enjoy and settle down, usually permanently and attempt to make friends with other long lived races, this group tends to do all of the race's reproduction.
Technology level: Galactic Normal
General behaviour: About half of Zer'kul are solitary and nomadic, the other half settle down in a planet and form a small group with other long lived races, they fall into these camps as many can not handle the stress of losing those that have come to love repeatedly. Those who do try end up either very jaded or melancholy after a few of these "cycles"
History:
In approximately 2650 BBY during a time of relative peace during the old republic a large group of colonists were sent to Katarr to repopulate the planet assess the biosphere rehabilitation or if air tight cities would be required. Due to the now toxic atmosphere and the extreme time required to start the task of transforming Republic scientists set to work and growing genetically modified humans. The idea being that work would go faster if safety issues with a toxic atmosphere and if there was no retraining required as members were rotated off planet of various reasons. The initial group of 50,000 was sent, however due "human error" the single large ship was crashed rather than gently set down destroying most delicate technology on board.
It was quickly discovered that due to a navigation error they were sent to another world, XXXXXXX. During the period of time they were stranded the Zer'kul got to work preparing the world for colonisation as was expected of them after all, how long would they be there? Several years had passed and there was no ship from the republic, nor had the makeshift radio gear that they were able to manufacture able to alert anyone of their predicament, it was to be assumed that their expedition had been buried, intentionally or accidentally, by the bureaucratic juggernaut that was the senate. A few years later with still no rescue in sight a split was beginning to form one group wanting to stay with the ship and the others wanting to spread out looking for a way off planet.
Eventually, after a few hundred year and all of the original colonists dying off, the group that had spread out stumbled on a small smuggler base, this enabled them to reconnect with the galaxy at large, due to them being forgotten they needed a name, they choose Zer'kul after the ship that initially brought them there.
Notable Player-Characters: N/A (one planned, will add upon approval)
Intent: To create a race with human aesthetics with an interesting background that has unique atmospheric requirements and strong force potential for use as a nomadic character.

[Edited down from Europa Trooper by Koryface http://koryface.deviantart.com/art/Europa-Trooper-386457947 ]
A Zer'kul removes his rebreather due to trace amounts of Chlorine gas in an atmosphere.
Name: Zer'kul
Designation: Sentient
Homeworld: XXXXXXX (On a technicality)
Language: Galactic basic, other learned on an individual basis
Average Lifespan: 450-500 years
Estimated Population: 100,000 - 250,000
Average height of adults: 5'8" - 6'4"
Average length of adults: N/A
Average weight of adults: 155lbs - 190lbs
Skin colour: Human range, rare mutations may allow others.
Hair colour: Human range, rare mutations may allow others.
Distinctions: Have to wear rebreathers on most worlds, smell faintly of Chlorine
Breathes: Type 2 and 3 (due to requiring chlorine gas)
Strengths:
Long lived: The Zer'kul live extremely long lives, approximately 500 years.
Poison Immunity: Many of the substances lethal to humans have no effects on the Zer'kul, however any particular potent or unique mixes will only have a lessened effect at in a best-case scenario. Thier bodies simply do not absorb most toxins and they just pass them like normal waste.
Weaknesses:
Chlorine breathers: Due to their mutations and adaptions they require chlorine gas to survive, they can go at most a standard hour or two before risking damage with what naturally lingers within their body but doing so will leave them exhausted and requiring an extended rest in their normal chlorine environment or a short time in a high chlorine environment. Attempting to go any longer than 24 hours without chlorine gas risks death.
Dying race: Many do not reproduce or have very few children, although their base genetic material is human if they attempt to breed with humans any offspring will turn out fully human, only breeding with another Zer'kul will pass on the mutations.
Sodium allergy: Due to how readily sodium bonds with chlorine the Zer'kul must avoid ingesting any sodium pure sodium is leathal in very small amounts and sodium bound to another element is ingestable but still must be limited to less than 20 grams within a 24 hour period before getting sick and 40 grams brings the same risks as pure sodium.
Races: N/A
Diet: Human normal, however many foods that are lethal to humans are minorly included, and sodium is avoided.
Communication: Spoken language, usually galactic basic.
Culture: The Zer'kul are split into two distinct groups the nomads, and the settlers. The nomad's lifestyle tends to never stay on any planet for longer than a year and tend not to have a group of people they associate with changing often as they hop planets. The other half are the settlers, they find an area or planet that they enjoy and settle down, usually permanently and attempt to make friends with other long lived races, this group tends to do all of the race's reproduction.
Technology level: Galactic Normal
General behaviour: About half of Zer'kul are solitary and nomadic, the other half settle down in a planet and form a small group with other long lived races, they fall into these camps as many can not handle the stress of losing those that have come to love repeatedly. Those who do try end up either very jaded or melancholy after a few of these "cycles"
History:
In approximately 2650 BBY during a time of relative peace during the old republic a large group of colonists were sent to Katarr to repopulate the planet assess the biosphere rehabilitation or if air tight cities would be required. Due to the now toxic atmosphere and the extreme time required to start the task of transforming Republic scientists set to work and growing genetically modified humans. The idea being that work would go faster if safety issues with a toxic atmosphere and if there was no retraining required as members were rotated off planet of various reasons. The initial group of 50,000 was sent, however due "human error" the single large ship was crashed rather than gently set down destroying most delicate technology on board.
It was quickly discovered that due to a navigation error they were sent to another world, XXXXXXX. During the period of time they were stranded the Zer'kul got to work preparing the world for colonisation as was expected of them after all, how long would they be there? Several years had passed and there was no ship from the republic, nor had the makeshift radio gear that they were able to manufacture able to alert anyone of their predicament, it was to be assumed that their expedition had been buried, intentionally or accidentally, by the bureaucratic juggernaut that was the senate. A few years later with still no rescue in sight a split was beginning to form one group wanting to stay with the ship and the others wanting to spread out looking for a way off planet.
Eventually, after a few hundred year and all of the original colonists dying off, the group that had spread out stumbled on a small smuggler base, this enabled them to reconnect with the galaxy at large, due to them being forgotten they needed a name, they choose Zer'kul after the ship that initially brought them there.
Notable Player-Characters: N/A (one planned, will add upon approval)
Intent: To create a race with human aesthetics with an interesting background that has unique atmospheric requirements and strong force potential for use as a nomadic character.