Andorian

The Andorians were a warp capable humanoid species from the moon Andoria, capital of the Andorian Empire. In 2161, their homeworld became a founding member of the United Federation of Planets in one alternate history.Most Andorians were blue-skinned with white or silver hair. An Andorian subspecies called the Aenar had white skin and, unlike blue Andorians, were blind and telepathic. Andorians and Aenar were genetically compatible and could produce offspring. Andorians, with a higher metabolic rate than Terrans, were especially vulnerable to phase pulse infection; even minor phase injuries could prove fatal. However, they have demonstrated resistance to a wide range of environmental conditions. In a climate where the temperature is near the boiling point of water, an Andorian could still thrive, despite losing 10% of their body weight in two days.Since Andorian physiology made intravenous injection impossible, physicians administered medication through intramuscular injection instead.The Galactic Medical Reference Manuals illustrated and called attention to the species' "limited exoskeleton."


Antennae

Andorians had two supercranial antennae that aided in balance. If one was lost – a humiliating experience – an Andorian became partially disabled in the short term. The loss makes them lose their sense of balance, and unable to fight, but could adapt to its loss within a day. Antennae took up to nine months to regrow, though electrical stimulation and cranial massage therapy could cut regeneration time in half.

The twenty-second century Andorian Shran, reflecting on his own stub, demonstrated that antennae were moved by voluntary muscles that could be controlled separately from one another. Such movement could express feelings as well; Andorians could point their antennae at potential mates to signify attraction. The placement of Andorian antennae had at least four different variations. Shran and others of the 22nd century sprouted antennae from their frontal skullbones. Ambassador Shras and his delegation sported antennae which sprung further back, off their parietal bones.Yet others had longer and thinner antennae.

Blood

Andorians were true bluebloods: Talas' blood displayed nonviscous, translucent qualities, and were as dark blue as Shran's abrasions. Andorian tongues and gums alternated from dark blue to pink. Andorians had increased perfusion in colder environments. On breathing the freezing air of Andoria, Shran remarked how it 'really gets the blood running!'

Society

Andorians were a militaristic race, exemplified in small part by weaponry without stun settings. They consider it an honor to serve in their Imperial Guard, and military rank greatly influenced social reputation. Deploring dishonesty -- and never fighting without reason -- Andorians were nonetheless capable of duplicity. They considered themselves deeply emotional, passionate, even violent; not known for their charity or sympathy, they placed a high value on family.


Culture and tradition

A crucial part of Andorian tradition was the Ushaan, a code of honor demanding a duel to the death, with combatants pitted against one another using an ushaan-tor ice miner's tool. A vast body of regulations – up to 12,000 amendments – bound this code. Such a fight could be called off if one combatant disabled the other enough to prevent its continuance. Though Ushaan could be called by someone to avenge a personal loss, there existed a right of substitution wherein each combatant could offer up a replacement; and married combatants could postpone duels indefinitely if they had no children to continue their clans.

Members of the Andorian Imperial Guard who died far from home could count on their companions to transport a part of them, e.g., some of their blood, back to the Andorian ices. As a special honor, the blood of a dead person could be taken to the Wall of Heroes on Andoria.

Females enjoyed an equal position in Andorian society, and as soldiers were as capable as males. Also, they could initiate an intimate relationship by assaulting a male. Andorian weddings commonly required four people.

Andorians were well known for their determination and endurance in physical combat. On Andoria they were taught how to fight with a Ushaan-tor when they were children


Wound Die Type 1d12 Racial Chakra Modifier +1


Base Movement Speed [BMS]: 30 Feet


Medical Classification: Group III-b: (copper-blood-blue)


Andorian Bonuses:

+2 Strength, +2 Dexterity -2 Constitution


Andorian Size: Medium-Sized Creatures


Andorians gain a +1 Survivalist party ability point and +1 Party ability slot for Survivalist.

Andorians are natural survival experts due to the natural hostility of their homeworld


Class P [Glacial] Homeworld -

Andoria's Planetary classification is Class M/Class P Hybrid.

As a result the Andorians have a strong resistance to Ice magic and the cold.

+4 Wind and Water Resistance


-2 Fortitude saves versus poisons.

Thanks to their twin-layered circulatory system, Andorians are less vulnerable to the cold, but more vulnerable to poison, which spreads through their bodies faster.


+2 species bonus to Perception and Acrobatics Checks

+1 to both per 10 levels.

This bonus is not lost if only one Antennae is damaged or missing, but this ability is lost if both are destroyed.


Blindsense 30 Feet

Benefit: Using their Antennae, Andorians can see what they cannot see with their eyes. Andorians usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that members of this race cannot see still has total concealment against individuals with blindsense, and Andorians still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of members of this race. Andorians are still denied their Dexterity bonus to Defense against attacks from creatures they cannot see.


Andorians antennae enhance their senses, this ability is lost if the antennae are damaged.


DM-RP: 15

Ability Scores: Normal

Attributes: Somewhat More Spiritual. +2 RP [d12|-1 +2]

Elemental Cold Resistance +4 RP

Perception and Acrobatics Bonus +4 RP

Blindsense +4RP

Poison Weakness: -1RP

Survivalist - 2 RP


[Pending Overhaul below]

Aenar Subtype:

Gain full Blindness

Gain improved Psi Roll chance and free feat slot for it.