Biology: Biologically, Xeno-Kwal are quite alien. They are primarily insect-like in appearence, and no man has ever
seen a Xeno-Kwal without it's runic-armor on. They can walk on two legs just as easily as they can walk on four, or
even six. The armor alone is a source of awe. You may never see a Xeno-Kwal as was shown in the illustration. Each
Xeno-Kwall is 100% covered in ornate (unique) body armor made of some strange metal. These metals range in color
from black, to gold, to metallic blue - and sometimes milky white. They're any color but neon pink, really. The design of
this armor must (of course) match the Xeno-Kwals own body enough for them to be easily mobile, but the design is
such that... It's breath taking really... You will never see two alike, and they must be carved by the individual who wears
them.. Not only that, but the carvings.. All the armor is covered in carvings. Thousands upon thousands of them. Unlike
the exoskelleton, these are not just carved.. Within' the grove of each marking, they seem to have placed the foundings
for some sort of mineral or crystal - and within' them, grew them. The "red" (or whatever color it happens to be)
markings on the armor is colored this way because they are billions of tiny crystals grown in such a manner. If the
exterior of such a suit was not impressive enough, the interrior is as well. The helm alone is the source of wonderment
- for in the inside of it I can see what appears to be millions of tiny glowing lights, darting around on invisible "strings",
racing along the lining of the helm. The purpose of these "lights" is still unknown, but most likely it's somehow tied into
the crystals, and the runic markings. Within' the inside of the helm, you can also hear a faint humming... A human
however should probably not actually try ON the helm, for it will result in instant death.. your brain will melt. Each Kwal
looks unique. Not only physically, but also their armor.
Common Culture: Art and perfection. Architecture and craft. Perfection. Perfection. Perfection. They are a patient
race, deep in the caverns beneth the world. Deeper than that. No, deeper. Just above the magma layer, yup. That
deep. There is no natural light there, and they farm glowing mushrooms, and all the animals down there (them
excluded) are usually blind. They can "hear" things that no ear could ever pick up... like how they can hear the electricity
coarsing through your nerves. Xeno-Kwal are very shy and distant. They probably think of the surface dwellers as
something of a curiosity - wanting to "see what the things do", much like a child fascinated by an ant-farm. They have a
general respect for other cultures, but refuse to take any in, and are fearful of allowing theirs to be "known". This
perhaps goes in with the "shy".. Though - I'm sure they have no problem in expressing themselves - they still wouldn't
want to be "infected" by other cultures.. much as a child with that ant farm wouldn't wanna' stick their finger in there.
Xeno-kwal are asexual. Though they do hold titles based on disposition (such as "he" or "she"), but there is no real
difference - all Xeno-kwal are capable of carrying young.
Religion: Patience. Mind. Self. It has to do with energy, crystals, and a "perfectly crafted world" - even with it's
imperfections, it just adds to the marvelous design. If they had a god at all, it would be of architecture.
Language: Other races call their language Kwalish. Kwalish is impossible for other races to even attempt to
pronounce, so most Xeno-Kwal who travel to the "Overlands" learn to speak common - though their accent is poor, at
Common Names: Xsi, Kaa, Tsu, Ta-ksi, G'has, Tsaa
+1 Mentality, +3 Resistance
Has moves "Climb", "Claw", and "Hive Mind"
Must choose 3+ points in Flaws, for which you don't recieve the "flaw bonus" of extra points!
Can access "Psionic" magic skill group
Psionics (soul and body) Skill Group grows at x2 the normal rate
Masonry Skill Group grows at x4 the normal rate
Tinkering Skill Group grows at x2 the normal rate
Social Skill Group grows at /2 the normal rate
Keep in mind when making Xeno-Kwal:
*They always wear their carapace, or "armor".
*They have an "otherworldly" way of thinking... because they are, in fact, aliens... Though they've been living
underground on this planet so long that their culture has long since forgotten that.
Xsi-an did spend all her time in library, she did. Xsi learned of man speach from over-world. World of light and sky. Learned of world from below where forefathers came from time before time was even time. This much she had learned from before her hatching, as her father told her in her Ksi, her mind.
"K-k Tsak" - "Take nothing." he told her. And Xsi-an takes his word, for he is her father, and father has lived for a very long time. But surely he did not mean her carapace? Her soul? The part of her she crafted and should never loose? Without it, on the over-world she would freeze, and there would be so much to Tsuk - to "see" that she would go blind! She would need her carapace to see as the over-worlders do! She let her clawed hands run over the smooth surface, riddled with intricate and delicate runic markings... it had taken her almost 40 years to craft it to perfection. She was taking it.
She dawned her Carapace, and knew that as long as she was on the surface, it would never be removed. Not once. And grabbing ahold of the surface of the eternal-night rock, she began to climb vertically up the chamber toward the surface. It was a long journey, mazelike, and if not for her own intuition, would have been impossible. No wonder no overlander never came down here, it was miles of riddled maze in the darkness, and if they really did see with light - an impossible task. Luckily for her, she didn't need her eyes. She chuckled to herself, "grk-grk-grk!" as she climbed, imagining all the things that she could only dream of on the surface - such silly little creatures! At least she chuckled until she saw it for the first time in her short life of only 60 years... sky.
In addition to all that, the Xeno-kwal (and only the Xeno-kwal) may choose from ONE of the following listed below.
To take your choice of one from below, simply copy and paste the appropriate code provided for you - we suggest
you put it somewhere like your character profile once you sign up with the roleplay site. Until you sign up however,
you could save it to a word-file.