Alkaris

Physiology

Alkaris are a race of flying creatures, their wings are attached to their arms, and extend up to 2 meters length. Their torso, arms and wing is covered by colorful feathers, their head exhibit a cartilagenous fin that helps in flight. Alkaris are beatiful and gracious in flight, but are awkard on the ground. They have three webbed fingers on their toes and hands, it seems that fourth and fifth finger do exist, but are mixed with the wing bones. Their bones are hollow to help in flight, so large cybernetic components are impossible to implant in Alkaris.

History

Alkaris first contact with other races was in 2639370.0 (April 1st 2514 Human Calendar) when the Gnolan traders arrive at the Alkari system. The Alkaris quickly assimilate the technology of the Gnolans and amaze the gnolans with their fantastic navigation skills. Instead of build their own starships, the Alkari made work arrangements with the gnolans.
Soon the Gnolan-Alkari alliance reach the far ends of the galaxy, and when they meet the Klackon Empire, the triple alliance became the Federation, dedicated to trade and commerce over the galaxy.

Culture

The Alkaris are a creative and smart race,

Psychology

Alkaris love to wander, their horizon was always larger than other terrestrial animals, so they like open spaces and beatiful natural sites. They are also fond of jokes, and many species have violent reactions when they are victims of Alkaris pranks. Their ability to fly have give them an innate ability to fly in spaceships, as long as they learn the controls.

Advantages

- Flight - In conditions similar to earth in gravity (up to 3 times earth G) and pressure (1/2 earth P and above), the Alkari can fly with their natural wings. In higher G, they can try to glide.

Weakness

- Claustrophobia - Alkari don't like to be enclosed in small places. Ships with windows are fine, since they can see the cosmos. When faced with this conditions Alkary have a -1 step in all their abilities. If locked in really small places (wardrobes or less), they must check for Wil, or will go crazy until they are free.

- Light Structure - Alkari cannot bear to use heavy cybernetic, they're limited to CON - 4.

Capital / Colonies

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Starfleet

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Alliances / Feuds

 
Status
Quote
Humans
N
   Good Captains
Alkaris
-
   -
Bulrathis
N
   Should stay on the ground
Darlocks
N
   Weird Mutants
Elerians
W
   Rusty Cages
Gnolans
A
   Business Partners
Klackons
A
   Knack Suppliers
Meklar
N
   Lead Wings
Mrrshan
N
   I though I saw ...
Psilons
N
   Brains
Sakkras
W
   Rotten Eggs
Silicoids
W
   Let them get their rocks
Trilarians
N
   Do they Exist ???
Antareans
W
   Fly Away !!!