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Old January 19th, 2004, 09:03 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Racial Trait Disadvantages

Yes, we need more abilities than can be implemented with the current code.

1) 'Non-respiratory' racial trait. This is a race that does not need to breathe, like Silicoids in MOO, and so treats all atmospheres the same -- even None! Should probably be as expensive as "Emotionless" since it's another sort of immunity.

2) 'Fragile' racial trait. A race that is so physically delicate that it cannot engage in ground combat at all. Not able to use troops, and no militia appear to defend planets when invaded. If enemy can land troops on the planet, invasion is automatically successful. Returns lots of racial points to be used on something else. (The Amon Krie are good candidates for this. How do worms operate battlemechs?)

3) 'Resistant to Infiltration' - Several types of races are considered to be 'naturally' resistant to intelligence infiltration. An ability needs to be added so that a psychic race or a 'hive-mind' race that should be very hard to infiltrate can have it and have better 'thematic' consistency.

4) 'Anarchist' racial trait -- ability to do without the "Seat of Government" (if it gets implemented) and not suffer the usual penalties. (XiChung? Norak because of religious trait?)

5) "Xenophobe" racial trait: Just like MOO, races that are "Xenophobes" would have very limited diplomacy options, but would get some racial points back to use elsewhere. (Sergetti)

Also, Emotionless should include immunity to Ship Insurrection and Puppet Political Parties. How do you 'incite' an emotionless people to rebellion? And Mechanoids should be immune to the special Psychic weaponss, Mental Flailer and Allegiance Converter. If they are machines, how does a "psychic" attack affect them?
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