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Capran

Caprans are a void capable species from the planet Agriapol that resemble the satyr of old human mythology. Their homeworld is a near-Earth-like planet, with extensive mountain ranges, wide grass plains, and scattered forests and deserts. These varied habitats have led to several distinctive ethinicities of caprans that have better adapted to their environments.

Basic Information

Anatomy

Caprans have a mostly humanoid body structure, with a head, two arms, and two legs. They are noted for being hairier on average than the average human, having horns protruding for their heads,and having hooves on their posterior limbs.

Biological Traits

The horns of Caprans vary wildly depending on the ethnicity of the Capran in question.

Genetics and Reproduction

Caprans reproduce sexually via internal fertilization. They give birth to live young after a gestation period of 8 months.

Growth Rate & Stages

Caprans age at a similar rate to humans reaching adulthood at 16 years old. Caprans grow their horns when they begin puberty at age 8.

Ecology and Habitats

Caprans prefer either mountainous or plains terrain depending on the ethnicity of the capran in question. They are however a full industrialized species capable of void travel and have been able to adapt to and shape other environments to their liking.

Dietary Needs and Habits

Caprans are omnivorous but tend to favour plant material as food. Caprans are known for a lack of pickiness when it comes to food, gladly consuming large amounts of questionable foodstuffs with gusto.

Additional Information

Social Structure

In comparison to humans, caprans favour a more group oriented social structure. The majority of caprans, while not incapable of fulfilling a leadership role, are not inclined to assume such roles. This does not mean that a group of caprans will become paralyzed with indecision if there is no leader capran. Instead they will proceed to band together in a herd mentality and act on a group instinct. This desire for the safety of the group means that caprans are less prone to the factionalism that can plague human politics, but can mean that a group of caprans can be easily manipulated by anyone with a charismatic presence.

Facial characteristics

Like the Shar Caprans have remarkably human looking faces, with certain features being slightly exaggerated depending on the ethnicity of the Capran.

Average Intelligence

Caprans have an average intelligence comparable to the average Terran.

Perception and Sensory Capabilities

Caprans have exemplary senses of both smell and hearing, being roughly 3 and 2 times stronger respectively. Though their eyesight is comparable to humans, Caprans have a slightly wider peripheral vision than humans due to the fact that their pupils are horizontal and rectangular.

Civilization and Culture

Naming Traditions

Male Given Names:
Puck, Timms, Pan  
Female Given Names:
Jese, Komo, Karae  
Common Lastnames:
Hillsitter, Hunta, BaDellin

Major Organizations

While their homeworld Agriapol still remains a Balkanized world, the caprans have created an overarching world administration (similar to the ancient United Nations of Earth) that handles issues of colonization and foreign policy for the entire capran species. This administration is known and The Capran Consensus.

Beauty Ideals

Aesthetically, caprans favour a mixture of robustness and etherealness, which leads to a strange look to their technology that resembles a high quality product that has been refitted and repaired multiple times over decades.  
Romantically, caprans put significant emphasis on the (apparent) health of ones horns and hair, and much of their jewelry is designed to highlight the horns and hair of the individual.

Gender Ideals

Genders are generally considered equal among caprans. Males have been known to "make arses of themselves" when attempting to gain the attention of females. Females tend to be even more cautious than males and may instinctively run and/or hide when surprised or startled, though a sharp, instinctive kick is also know to occur.

Courtship Ideals

Caprans engage in courtship similarly to humans, with dates and trial periods of time spent together used to develop romantic feelings between the individuals. One significant difference between humans and caprans comes down to when two or more males express an interest in a single female. Capran society has created intricate and extensive hand-to-hand dueling rules to facilitate resolution. Each duel is made of several rounds each with different criteria and scoring methods, with some rounds not involving combat. Much to the amusement of observing humans, one of the dueling rounds is reminiscent of the headbutting contests of many Terran grazing species.

Relationship Ideals

Caprans have a similar expectation of those within a dedicated relationship that humans do (Mutual financial, emotional, and physical support between partners; Mutual rearing of offspring; etc). It should be noted than caprans have a weaker inclination to monogamy than humans do, which results in wider acceptance and occurrence of "open" sexual relationships between dedicated partners.

Average Technological Level

TL4+

Major Language Groups and Dialects

The most common language spoken on Agriapol is known as Basish which derives its name from the nation state of Bassa. Caprans that live in or near human space typically learn Basic to facilitate communication.

Culture and Cultural Heritage

Caprans have a culture of hunting that at first appears rather contradictory. They prefer not to kill the prey animals, instead capturing them, harvesting materials and letting the beast go free. This unique form of hunting has led to the development of a vast array of non-lethal weaponry over the centuries.

History

Capran history is as varied and intricate as human history, with some interesting differences. One notable difference is that caprans remained more nomadic than humans did, not fully becoming a sedentary species until their early bronze age. Another notable difference is that capran history has lacked the large continent spanning empires that occurred on Earth, instead forming a multitude of smaller nations that would engage in trade and competition, not dissimilar to an expanded version of the city state system of ancient Greece. It should be noted that wars between these nations were very rare and that organized competitions of hunting and other athletic feats were instead used to settle conflicts over resources (similar to the Olympics of ancient Greece).   Caprans achieved extra solar travel approximately 300-400 years before humans, however they are by far less extensive in the galaxy due to the slow and cautious nature of the majority of their population. Caprans have a generally positive reputation in the wider galaxy, and are known to favour jobs and occupations that involve engineering and the operation of machinery. Some of the more independent "leader" caprans may also take up bounty hunting, utilizing the extensive arsenal of non-lethal weaponry their species has developed due to their hunting culture.

Interspecies Relations and Assumptions

Caprans are well liked by the majority of void-capable species in the galaxy. They are however noted for their particular animosity for Orks  pirates, with even the most meek capran willing to go head-to-head with any Orks that are in the area.
Scientific Name
Homo Sapiens Silenus (Silenus's Wise Man, honourifically named after the mythological satyr that tutored the young god Dionysus)
Origin/Ancestry
Mammalian, Capranae analogues
Lifespan
85-100 years
Average Height
Varies depending on ethnicity
Average Weight
Varies depending on ethnicity
Average Physique
Varies depending on ethnicity
Stars Without Number Player Character Modifiers:
+1 Dexterity
+1 Intelligence
-1 Wisdom

Alien Starting Focus - Origin Skill (Connect, Exert, Fix, Know, Lead, or Trade) - Caprans are known for having savant-like focus on certain skills. Player Characters can choose a bonus skill from the above list to gain a level in.
Natural Defenses - Caprans are capable of causing severe damage with their horns if they can build up enough speed before hand. A capran Player Character that moves at least five meters towards a target can make a headbutt attack using their Main Action. The attack is treated as a large advanced weapon (1d10+1+Str Mod), with half the value of the distance to the target beyond five meters (rounded up) being added to the To Hit roll.

Articles under Capran


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