Homebrew Irken Species Details
The Irkens are an imperialistic race of green-skinned humanoids from the planet Irk. The basic goal of the Irken race is total universal conquest; they mostly attain this feat through infiltration/invasion as well as the aid of their vast armada, which aids in planetary destruction via a sort of final attack called the Organic Sweep.
Irken Society
Irken society is best described as a hierarchy based solely on height; tall individuals are respected and usually assigned to high-ranking jobs. Short individuals, on the other hand, are looked down upon both figuratively and literally, and are usually assigned to menial labor. The tallest living Irken (or Irkens, should there be two of the same height) is selected to rule the Irken Empire as the Almighty Tallest.
Irken Biology
Irkens are a race of green-skinned humanoids, with three fingers and three toes. Irkens are generally somewhat short in comparison to humans, usually approximately three to five feet tall. An unique aspect of Irken biology is the cybernetic PAK device that is attached to every Irken's spine at birth, and serves not only as an ever-present Swiss Army knife, but also a backup brain. The antennae on the tops of their heads are unusual in structure, bending back at the ends at a sharp angle. The manner in which they bend, however, differs between genders: males' antennae end in simple perpendicular angles, whereas female antennae curl at the ends. They are seen to be used in the same manner as eyebrows to convey emotion, but they can also pick up vibrations.
They sweat similarly to humans, and can get pimples when the skin is scrubbed by an oily substance. However, unlike human zits, they can grow to enormous size (as big as a medium sized room when fully swollen), are translucent, and filled with a vast amount of pus. Irken zits also have hypnotic powers when shaken.
Most Earth foods will make an Irken sick, although foods such as waffles, rich in sugar and carbohydrates, seem to be fine if eaten in moderation.
Despite their decades of military training, few Irkens show much prowess in the way of physical strength. Therefore, with this in mind, it's possible that Irkens rely on their wits, technology, and sheer numbers when it comes to battling, rather than by actual physical prowess. Irkens are shown to have incredible agility, and this is due to Irk's massive size/gravity, and Irken genetic enhancements.
Irken Names
Irkens are born in DNA vats deep under Irk's surface, and have their PAK installed seconds after. Immediately after this, the baby Irken, or smeet, gets all existing knowledge in the Irken database downloaded into his or her brain including their name, and then immediately reports for duty.
Male Names: Chez, Slant, Scoot, Lardnar, Krunk, Larb, Groot, Zim, Gooch
Female Names: Poot, Wex, Zee, Tenn, El, Tak, Miyuki, Yuli, Zee
Irken Traits
A cybernetic device called PAK is attached to every Irken's spine at birth. Irkens are agile, resilient, masters of disguise/infiltration, and have weakness to seemingly mundane things.Ability Score Increase
Your Constitution score increases by 1, your Dexterity score increases by 1, and your Intelligence score increases by 2.
Ability score deacrease
Your Strength score decreases by 2, your Wisdom score decreases by 1, and your Charisma score decrease by 1.
Age
Irkens can live up to 800 years approximately, and grow fairly quickly to adult age.
Alignment
Most are of lawful evil alignment, though some are chaotic evil, or even neutral evil. Few are of neutral alignments, and even less are of good alignments.
Size
Irkens are generally somewhat short in comparison to humans, usually about three to four feet tall. Your size is small. Though there are very few that are five feet tall and even less that are six feet tall and above. In this case your size is medium.
Speed
Your base walking speed is 30 feet.
Irken Resilience
Irkens recover from broken bones five times faster than a human. Irken skin can kill parasites such as lice, ticks, fleas, etc... Irken appendages can fall off or be removed and has no real influence. Their eyes have been seen falling out of their sockets before, although they can usually be simply popped back in without irritation or injury. While capable of sleep, Irkens don't seem to sleep, and their PAKs may just keep recharging even when functioning so that they don't have to. Though on occasion, they have been shown to be capable of sleep and even able to dream.
Irken Weakness
Irkens take acid damage from polluted water, animal meat, and beans. This applies to skin contact only.
- Irkens take 1d4 acid damage from polluted rain or if splashed by polluted water. If submerged under polluted water they take 2d4 acid damage. Paste suffices to completely nullify the effects of polluted water.
- Irkens take 1d6 acid damage from animal meat.
- Irkens take 2d6 acid damage from beans.
Tool Proficiency
You gain proficiency with the artisan’s tools of your choice: smith’s tools, alchemist's supplies, or tinker’s tools.
Irken infiltration
Irkens can disguise them selves as other humanoid races. Irken disguises appear, feel, and sound exactly like the race they choose to impersonate. Though their size remains that of their original stature.
Irken PAK
The PAK is a backpack-like device that is grafted to the spine of every Irken upon their hatching. Serving as a secondary brain, the PAK contains all of an Irken's personality and statistics. The device contains all of the Irken's knowledge, effectively serving as a auxiliary brain, and holds a great array of weapons or tools. It also contains the host's personality, charging cell, atmospheric processor, and a handy auto-reset that will "reactivate" an Irken if they suffer a fatal injury.
Irkens can only survive 10 minutes without their PAK once it has been removed, a 'Lifeclock' appears in their mind's eye, counting down how much longer their natural body can last. The longer the Irken goes without it, the more incoherent and uncoordinated they become, and it seems to take a lot of willpower for them to muster up any strength or logic in their PAK-less state.
The PAK is sentient in a way, as it can act outside of the will of its host. If the host is unconscious or incapacitated a PAK can act on it's own to bring the host to safety by any means it is capable of. If a PAK is separated from its host, it will soon begin to seek out another, though it will at first attempt to reconnect with its original Irken owner. If this fails, it will attach to the first being available, and will slowly begin to replace the new host's personality with that of the Irken's. However, if the host is not Irken, then they, too, will perish after ten minutes, but in this case after ten minutes with the PAK on.
The PAK also has an "emergency attachment protocol" and is capable of connecting with other devices giving control of the devices through cables to the Irken host.
As well as containing the Irken's knowledge, the PAK also contains their memories, so Irkens would be unable to get amnesia if they receive head injury.
PAKs have been seen to contain the following tools:
- Four mechanical spider-like legs which can be used as:
- A quick and versatile mode of transportation. Add plus 1 to your Dexterity score when the four mechanical spider-like legs are in action being used as transportation. Add 30 ft. climbing speed as well.
- Laser cutters/laser blasters.
- Shield generator.
- Sharp weapons.
If the four mechanical spider-like legs are being used as transportation they cannot be used as laser cutters/laser blasters or as a shield generator. If they are being used as laser cutters/laser blasters they cannot be used as transportation or as a shield generator. If they are being used as a shield generator they cannot be used as transportation or as laser cutters/laser blasters.
- Audio and/or video communicator.
- A portable container for any variety of personals.
- A jet pack. Add 50 ft. flying when the jet pack is in use. The jet pack can't be used while the four mechanical spider-like legs are in use.
- An invisible bubble helmet used for space travel.
- A binocular helmet that has Night Vision Goggles built in.
- A small robotic arm extending from inside the PAK.
- An organ-harvesting device.
- A set of ray guns attached to controllable appendages.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/16/2020 5:46:50 PM
|
20
|
1
|
--
|
Coming Soon
|
|
|
5/16/2020 7:17:11 PM
|
21
|
2
|
--
|
Coming Soon
|
Comments