Attribute Dice: 12D
Physical Appearance and Structure
average size: 1.5 m tall, 1.5 m long
average mass: 85 kg
average lifespan: 175 years
reproduction: heterosexual, ovoviviparous
body temperature: 38 C
Vrusk look like large insects. Eight legs grow from their abdomen, four on each
side. Their torso is upright in front of the abdomen. The torso is humanoid,
with two arms connected at the shoulders. The head is above the shoulders. Vrusk
hands are circular pads with five fingers spaced evenly around the edge. A
Vrusk's shoulders are double- jointed, so they can rotate their arms in a full
circle without straining any muscles. They can reach any point on their abdomen
or behind their backs easily. A Vrusk's body is covered by a carapace (hard
shell). This shell is jointed at the Vrusk's elbows, hips, knees, etc. The
carapace protects the Vrusk from bruises, cuts, scratches and other minor
injuries. Unlike insects, Vrusk have an internal skeleton to support their
bodies. Young Vrusk have a blue carapace with bright orange near the joints. As
the Vrusk gets older, its carapace changes to dull green with yellow joints.
Vrusk have large eyes that are protected by a hard, clear covering. The mouth is
surrounded by four eating mandibles. The two larger mandibles hold food while
the small ones tear it apart and place it in the mouth. They are omnivores.
Vrusk have lungs, and breathe through many small nostrils under their abdomens.
This arrangement makes it difficult for Vrusk to swim.
Vrusk have very good color vision, but they see more of the short wavelengths
(blue and ultraviolet light) than Humans do, and less of the long wavelengths
(orange and red). Their sense of smell is centered in their antennae, and is
slightly better than a Human's. They also can touch with their antennae. Their
hearing is about the same as a Human's.
Vrusk speak by combining clicks produced by their mandibles and buzzes produced
by a plate in their mouths.
Society And Customs
Vrusk are hard-working and practical. Their society is organized around
independent corporations. To a Vrusk, the company he works for is his family and
his nation. The company determines everything about the Vrusk's life; who he
lives with, what his job is, where he travels, etc. Vrusk give their company
name before their personal name.
Vrusk have two types of corporations: conglomerates and trade houses.
Conglomerates have business interests in many areas. A single conglomerate might
have divisions that build computers, operate farms, train lawyers and set up
colonies. A Vrusk that works for a conglomerate usually works for only one
division, and might not even know what other divisions the company owns. Trade
houses, which are more common in the Frontier, specialize in one type of
business. Because all Vrusk working for a trade house do the same work, trade
houses usually work together. For example, a trade house that builds farming
equipment would hire accountants from an accounting house to keep their
financial records. Business between companies is regulated by laws that are so
complex no one besides Vrusk have ever fully understood them. Vrusk also love
beauty, harmony and order. The goal of most Vrusk is to become wealthy, collect
art and live in peace. Their love for beauty makes them unwilling to get into
fights that do not involve their company. However, Vrusk that are defending
their company will do anything to remove the threat permanently.
Vrusk adventurers, however, do not belong to a company. Some are independent
businessmen, some are company employees who were fired and some are just too
rebellious to put up with company rules. A few start their own companies and
eventually become leaders in their communities. Vrusk get along well with
the other races. They understand Humans the least because, to a Vrusk, Humans
seem unpredictable and a little lazy.
+2 Physical Damage, 0 energy
All Vrusk are ambidextrous (they can use both hands equally well). Players with
Vrusk characters do not need to choose whether their character is right or left
handed. Vrusk can shoot weapons, throw grenades, write, catch or grip with
Because Vrusk have such a complicated society, they are able to understand all
sorts of social dealings. All Vrusk characters start with a Comprehension score
of 1D. This score is the character's chance to figure out any type of social
dealing that the player himself can not, and is added to Perception when using.
For example, a Vrusk is following a Human he thinks is a spy for another
company. He follows the Human into a bar and sees him talking to a group of
rough-looking Wookie, occasionally glancing over his shoulder. Then the Human
hands some money to the thugs and leaves the bar. The Vrusk player is not sure
what the Human was trying to do, so he tells the GM he wants to use his
Comprehension ability. If he rolls successfully based on a difficulty determined
by the GM, the GM will tell him that the Human paid the Wookie to attack the
Vrusk if he tried to follow the Human from the bar. A character's Comprehension
score can be increased by spending character points.