Slayne Race (Phase World):


The Slayne are one of the smaller powers within the Three Galaxies, controlling about a dozen star system in total. The space they control is in one of the less populated areas of the Three Galaxies. The environment of many of the planets they have colonized are quite extreme and not likely that most sentient organisms in the Three Galaxies, including humans, would want to inhabit without extensive terraforming. They are far more adaptable to a wide variety of environments than most sentient organisms.


The home planet of the Slayne, and capital of their empire, orbits a yellow dwarf star slightly smaller than Sol. The system is younger than the Sol system and the orbit of the home planet is slightly closer to the star than Earth. The planet is more geologically active than Earth and a much greater tilt. It has more land to water than Earth with about fifty-five percent of the planetary surface is covered with water and forty-five percent water. The land of the planet itself is dominated by eight limbed creatures or various kinds. The atmosphere does allow humans to breath although oxygen content is a bit lower. Weather can be quite turbulent and temperatures are on the cool side for a Terran type planet.


The main plant life is moss like although the internal workings of the plants are quite different. There are moss like trees. The Slayne have adapted a number of these "moss" to agriculture and these plants will grow in a wide variety of conditions including very dry and cold conditions. Whenever they settle a new planet, the first thing the Slayne do is to "seed" the planet with their own crops.


The planet lacked anything like wood and the Slayne seems to have adapted exoskeleton materials to many of the same roles. They even managed to grow / cultivated this material so that it was as strong if not stronger than high strength alloys and composites. As one might expect, stone was a common building material in their construction.


Other than in their growing of biological materials, the Slayne do not seem to be a very creative race. They did advance slowly but slowly compared to most other sentient organisms. It took them around two thousand years to develop what it took humans around two hundred years to achieve. Before their first contact with space traveling organisms, their technology was approximately equal to Earth in the Nineteenth Century. They had only comparatively recently developed steam engines and were using muzzle loading firearms. They did fight wars against each other.


Even now their technology is considered to be a couple of centuries behind that of the major powers of the Three Galaxies although this can be highly variable. They do have advanced bio-materials used for structural purposes including the construction of starships. The material is as strong, if not stronger, that some the toughest alloys and composites used by other space faring powers. Most of the rest of their technology is borrowed or adapted from other sentient organisms of the Three Galaxies. Their achievement of star travel was through the copying those of a merchant ship a bit over a hundred years ago.


A starship, some kind of merchant vessel, either landed or crashed on the Slayne home world. Stories differ on exactly what happened. Some suggest that the ship crashed on the and the wreck was salvaged for technology while others suggest that the ship landed on the planet to investigate it and the ship was rushed by the Slayne. Whatever happened, the effect was to advance the planet many centuries, maybe even millenniums, in a very short time.


It did take several decades before they were able to reverse engineer the technology. The Slayne are surprisingly capable of copying and adapting existing technology. Their initial technology was all adapted from this ship. A single Lord now ruled their civilization. There were a pair of planets within their own system. One was in and orbit further out from the star with slightly less extreme Mars like conditions and the other in a closer orbit although larger with higher atmospheric pressure and gravity. Once they managed to copy the faster than light propulsion systems of the ship, they began expanding out from their system.


It was only when the race expanded outside of their home system that they encountered other sentient organisms. Many were expansionist as well and/or wish to take advantage of their neighbors. This forced the Slayne to develop primitive weaponry from the defensive batteries of the merchant design. While the Slayne ships were far more primitive, the ability of their ships to withstand incredible damage enabled them to hold their own. As well, their ships at that time tended to be large compared to those of their neighbors which allowed them to soak up even more damage than might otherwise have been the case.


These encountered sometimes resulted in the capture of technology from the wreckage of ships that they fought. This technology was copied and their second generation of ships were far more advanced than the first generation. It still took years to reverse engineer such technology. Some things captured was the technology for more powerful faster than light drives, more powerful force fields, heavy energy weapons, cruise missiles, anti-matter warheads, and far better electronics and sensors.


The Slayne are expansionist and look for new worlds to inhabit. For some reason, the Slayne have not attacked already settled worlds although have fought their neighbors over new worlds to settle. It could simply be that already settled planets would take too much resources to fight over and the race has the ability to settle a wide variety of worlds. Still, such hostile encounters made it hard for the various group to come to some sort of accommodation. It does not help that the Slayne are hard to understand in a cultural sense and communications were hard to develop. It is only in the last few decades that there is some limited trading going on.


Somehow, a handful of individuals from other sentient groups have been able to get close to the race. How this is done is rather mysterious. Various ideas have been brought forth including the sharing of technology with another popular idea of having defended their ships. In a few cases, numbers are difficult to tell for sure, they even shared their secret to bio-materials for starships. Whatever the case, the Slayne does appear to have a sense of honor and debt.


The Slayne appear to be a caste type feudal society almost insect like. They seem to be born into various roles which have been called "Lords", "Officers", "Engineers", "Soldiers", and "Workers"by those who have studied them. Each one appears to do poorly outside of their own specialty. The "Workers" are considered barely sentient and will follow almost any command. About two-thirds of the Slayne are "Worker" caste. They form the vast majority of the ship crews. "Soldiers" are a bit better as well as being tougher. Still, they are extremely simple in their mental abilities.


The others have more complex thought process. The "Engineers" do most of the more difficult tasks. They do most of the more complex tasks on starships are mostly done by "Engineers." The weaponry of starships is not operated by "Soldiers" but instead by "Engineers." The term "Engineer" is a catch all and fill a variety of different technical roles including medical areas (their race only), piloting, and engineering areas. About one in ten are "Engineers." Most encounters which involve negotiations are with "Officers" who command most things. About one in fifty Slayne are of the "Officer" sub-species. "Lords" are the highest level of the society. They are the smallest number. Only one in several thousand is a "Lord." Only a very small number of other sentient beings have ever met them. One of them acts as the "High Lord" of them.


Even though a bit hive like, they do have a sense of individuality at least at the levels above "Workers" and "Soldiers." They should not be considered truly insect like. They speak in a chirping like language and have trouble learning the languages of most races. A small number of the higher versions of the Slayne learn Trade Five language. There are no known members of the race to have psychic abilities and are no known members of the race to have learned magical abilities.


Physical Appearance & Biology:


Slayne have no real good Terran analog although they have features similar to an Earth organism known as the Tardigrades. As well, they have some features in common with Earth insects. They are huge larger than Tardigrades which are microscopic.


The Slayne have four limb pairs with two pair ave adapted as feet and two which have adapted to perform similar functions to arms. Each has three digits. All have claws on them. The lower "arms" are much more coarse in the abilities but extremely strong. These, along with the feet, also have heavy claws on them. The upper arms and hands are much more for fine and delicate work. The warriors have larger claws than the other casts. They are all partially covered with an exoskeleton as well although the soldiers have a tougher exoskeleton. The organisms have four more capable eyes although primitive compared to human eyes and a series of smaller eyes running along the head which are extremely primitive. Weaknesses in the species include that their speed and dexterity is less than humans and many other races.


Maximum life span for soldiers and workers is about ten Terran years although often are far less. Five years appears to be the average life span of them. They breed comparatively rapidly and can be replaced quickly. Engineers and officers have a longer life span, about thirty years. In some cases they can live up to around forty years. High Lords have the longest life span and live to around one hundred years. They breed far slower than the others. The Slayne can theoretically breed new sub-species.


The race is exothermic, having no temperature regulation on its own, but it makes up for this by being extremely tolerant to different conditions. They can operate normally in conditions down to -40 degrees Centigrade and +60 degrees Centigrade. They have the ability to survive in environments of much lower oxygen and can hold their breath up to two hours. They can survive radiation several times that greater than humans and can survive in space with only a breathing apparatus for extended periods of time. They can withstand pressures of up to two hundred atmospheres.


They can also survive in even more extremes of temperature and conditions by going into a state of cryptobiosis. In this state, their metabolism lowers to less than one percent that of their normal metabolic rate. They also become desiccated (about five percent of normal water content). It is an incredible state that allows the race to survive in incredible conditions. It takes about two hours to enter this state.


When in this state, the organisms can survive for up to one year. They can also survive in a complete vacuum (for up to five days) as well and in pressures up to one thousand atmospheres. Can stand temperatures down to -100 degrees Centigrade for several days and -200 degrees for several hours. As well, they can survive several minutes up to +100 degrees Centigrade. Their radiation tolerance is also around one thousand times that of humans in this state.


Note: This race is primarily meant as an N.P.C. Race and are not recommended for player character. At game masters option they (Lords, Officers, and Engineers) can be used as player characters.


Workers:
Alignments: Considered Aberrant although difficult to put in human perspective - Under control of the Lords, Officers, and Engineers.
Attributes: I.Q.: 1D6 (Not considered independent), M.E.: 3D6, M.A.: 1D6, P.S.: 4D6+2 (Considered supernatural), P.P.: 2D6, P.E.: 5D6 (Considered supernatural), P.B.: 2D6, SPD: 2D6
Size (Average): 6.56 feet (2 meters) long and 4.92 feet (1.5 meters) tall.
Weight (Average): 264.55 lbs (120 kg)
Hit Points: M.D.C. Creatures in Rifts.
M.D.C.: 1D4x10+P.E. (Heal 2D6 M.D.C. per day)
Average P.P.E.: 2D4
Horror Factor: 6 (12 in a large horde)
Average Life Span: 5 years (10 year maximum)
Special/Natural Abilities: Extreme environmental survival (See above), cryptobiosis (See above), considered to have supernatural strength and endurance. Regenerates 2D6 M.D.C. per day including regenerate limbs. Climbing 65% and Swimming 60%.
Average Experience Level: First Level Only
Psionic Powers: None
Magic Powers: None
Combat: 2 attacks per melee with claws.
Bonuses (Saves): +4 to save vs Poisons, Toxins, and Radiation (In addition to bonuses for extraordinary attributes.) +4 to save vs horror factor.
Damage: As per supernatural strength (Add 1D4 M.D.C. to punch damage for claw strikes.) Bite inflicts 2D4 M.D.C.
Skills: Land Navigation 50%, Radio: Basic 55%, Read Sensory Instruments 30%, Zero Gravity Movement (Considered First Level),


Soldiers:
Alignments: Considered Aberrant although difficult to put in human perspective - Under control of the Lords, Officers, and Engineers.
Attributes: I.Q.: 1D6 (Not considered independent), M.E.: 3D6, M.A.: 1D6, P.S.: 5D6+2 (Considered supernatural), P.P.: 2D6+2, P.E.: 5D6+6 (Considered supernatural), P.B.: 2D6, SPD: 2D6+2
Size (Average): 7.87 feet (2.4 meters) long and 5.91 feet (1.8 meters) tall.
Weight (Average): 352.74 lbs (160 kg)
Hit Points: M.D.C. Creatures in Rifts.
M.D.C.: 2D6x10+P.E. (Heal 6D6 M.D.C. per day)
Average P.P.E.: 2D4
Horror Factor: 10 (16 in a large horde)
Average Life Span: 5 years (10 year maximum)
Special/Natural Abilities: Extreme environmental survival (See above), cryptobiosis (See above), considered to have supernatural strength and endurance. Regenerates 6D6 M.D.C. per day including regenerate limbs. Climbing 65% and Swimming 60%.
Average Experience Level: Usually First Level (Older Soldier might be 1D4 level.)
Psionic Powers: None
Magic Powers: None
Combat: Start with 4 attacks per melee with claws or ranged weapons (Almost always fight in power armor)
Bonuses (Combat): +1 to initiative and +2 to strike with claws.
Bonuses (Saves): +6 to save vs Poisons, Toxins, and Radiation (In addition to bonuses for extraordinary attributes.) Immune to horror factor.
Damage: As per supernatural strength (Add 2D6 M.D.C. to punch damage for claw strikes.) Bite inflicts 2D4 M.D.C.
Skills: Hand to Hand: Basic, Land Navigation +15%, Radio: Basic +10%, Pilot Power Armor, Power Armor Combat (Basic Only), Read Sensory Instruments, Weapon Systems +10%, Zero Gravity Movement and Combat W.P. Energy Rifle.


Engineers:
Alignments: Considered Aberrant although difficult to put in human perspective - more independent that workers and soldiers.
Attributes: I.Q.: 2D6+3, M.E.: 3D6, M.A.: 1D6, P.S.: 4D6+2 (Considered supernatural), P.P.: 2D6, P.E.: 5D6 (Considered supernatural), P.B.: 2D6, SPD: 2D6
Size (Average): 6.56 feet (2 meters) long and 4.92 feet (1.5 meters) tall.
Weight (Average): 264.55 lbs (120 kg)
Hit Points: M.D.C. Creatures in Rifts.
M.D.C.: 1D4x10+P.E. (Heal 2D6 M.D.C. per day)
Average P.P.E.: 2D4
Horror Factor: 6
Average Life Span: 30 years (40 year maximum)
Special/Natural Abilities: Extreme environmental survival (See above), cryptobiosis (See above), considered to have supernatural strength and endurance. Regenerates 2D6 M.D.C. per day including regenerate limbs. Climbing 65% and Swimming 60%.
Average Experience Level: 1D4+2
Psionic Powers: None
Magic Powers: None
Combat: 2 attacks per melee with claws (Without Hand to Hand Combat.) Start with 4 attacks per melee with claws or ranged weapons (With Hand to Hand Combat)
Bonuses (Saves): +4 to save vs Poisons, Toxins, and Radiation (In addition to bonuses for extraordinary attributes.) +2 to save vs horror factor.
Damage: As per supernatural strength (Add 1D4 M.D.C. to punch damage for claw strikes.) Bite inflicts 2D4 M.D.C.
Skills: Land Navigation +15%, Radio: Basic +10%, Read Sensory Instruments, Zero Gravity Movement
Fighter Pilot: Hand to Hand: Basic, Pilot Starfighter +10%, Starfighter Combat (Basic Only), Navigation - Space +10%, Weapon Systems +10%, and Four (4) Electrical / Mechanical Skills (+10%)
Ship Weaponry: Hand to Hand: Basic, Weapon Systems +10%, and Eight (8) Electrical / Mechanical Skills (+10%)
General Engineer: Ten (10) Skills Total - Choose from Communication, Electrical, Mechanical, Pilot, Pilot Related, Science, and Technical Skills. Can also take the skill of Paramedic for the Slayne only.


Officers:
Alignments: Considered Aberrant although difficult to put in human perspective - far more independent that workers and soldiers.
Attributes: I.Q.: 2D6+3, M.E.: 3D6, M.A.: 2D6, P.S.: 4D6+4 (Considered supernatural), P.P.: 2D6+2, P.E.: 5D6+2 (Considered supernatural), P.B.: 2D6, SPD: 2D6
Size (Average): 7.22 feet (2.2 meters) long and 5.25 feet (1.6 meters) tall.
Weight (Average): 308.65 lbs (140 kg)
Hit Points: M.D.C. Creatures in Rifts.
M.D.C.: 1D6x10+P.E. (Heal 3D6 M.D.C. per day)
Average P.P.E.: 2D4
Horror Factor: 8
Average Life Span: 30 years (40 year maximum)
Special/Natural Abilities: Extreme environmental survival (See above), cryptobiosis (See above), considered to have supernatural strength and endurance. Regenerates 2D6 M.D.C. per day including regenerate limbs. Climbing 65% and Swimming 60%.
Average Experience Level: 1D6+2
Psionic Powers: None
Magic Powers: None
Combat: Start with 4 attacks per melee with claws or ranged weapons.
Bonuses (Combat): +1 to initiative and +2 to strike with claws.
Bonuses (Saves): +6 to save vs Poisons, Toxins, and Radiation (In addition to bonuses for extraordinary attributes.) +4 to save vs horror factor.
Damage: As per supernatural strength (Add 2D4 M.D.C. to punch damage for claw strikes.) Bite inflicts 2D4 M.D.C.
Skills: Hand to Hand: Basic, Land Navigation +15%, Radio: Basic +10%, Read Sensory Instruments, Weapon Systems +10%, Zero Gravity Movement and Combat W.P. Energy Rifle. Six (6) additional skills total - Choose from Communication, Pilot, Pilot Related, and Technical Skills.


Lords:
Alignments: Considered Aberrant although difficult to put in human perspective - far more independent that workers and soldiers (Most independent members of the Slayne.)
Attributes: I.Q.: 2D6+4, M.E.: 3D6, M.A.: 2D6, P.S.: 4D6+6 (Considered supernatural), P.P.: 2D6+2, P.E.: 5D6+4 (Considered supernatural), P.B.: 2D6, SPD: 2D6+2
Size (Average): 9.19 feet (2.8 meters) long and 6.56 feet (2.0 meters) tall.
Weight (Average): 396.83 lbs (180 kg)
Hit Points: M.D.C. Creatures in Rifts.
M.D.C.: 2D6x10+P.E. (Heal 6D6 M.D.C. per day)
Average P.P.E.: 4D4
Horror Factor: 12
Average Life Span: 100 years.
Special/Natural Abilities: Extreme environmental survival (See above), cryptobiosis (See above), considered to have supernatural strength and endurance. Regenerates 2D6 M.D.C. per day including regenerate limbs. Climbing 65% and Swimming 60%.
Average Experience Level: 2D6+4
Psionic Powers: None
Magic Powers: None
Combat: Start with 4 attacks per melee with claws or ranged weapons.
Bonuses (Combat): +2 to initiative and +2 to strike with claws.
Bonuses (Saves): +6 to save vs Poisons, Toxins, and Radiation (In addition to bonuses for extraordinary attributes.) +10 to save vs horror factor.
Damage: As per supernatural strength (Add 2D4 M.D.C. to punch damage for claw strikes.) Bite inflicts 2D4 M.D.C.
Skills: Hand to Hand: Basic, Land Navigation +15%, Radio: Basic +10%, Read Sensory Instruments. Twelve (12) additional skills total - Choose from Communication, Pilot, Pilot Related, and Technical Skills.




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Image drawn and copyrighted by Talis D. Merrill (taalismn@pop.tiac.net).


Writeup by Kitsune (E-Mail Kitsune).


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