Sathar Biology & Ramifications of it:

Tchklinxa's picture
Tchklinxa
May 3, 2015 - 12:48pm
After reading a few things in this project area I have been forced to really give this creature a rethink on it's biology and what it might mean culture wise: 

I am going to start with a few biological things I noticed:

Mouth circular & ringed with teeth, could indicates a biological history of developing from a parasitic, filter feeder, and or scavenger creature that latched onto another living creature burrowing into it with its' teeth to reach blood and body floods but could also survive by filter feeding, sucking in smaller live animals and other nutrients, eating algae off of rocks and very possibly being a scavenger of partly decayed mater both plant & animal. Basically Sathar and related races eat a semi-liquified diet of both fresh & decayed plants & animals. Sathar Cuisine might be very slimy, mucky and yucky to other races.

Another thread got me interested into how real life worms nervous systems are laid out... I totally love the dual brains idea on the other thread, and when I checked out real worms this is what I came away with when I combined reality with the idea of 2 brains: 

The Sathar nervous system has three parts: The Central Nervous System (CNS), Peripheral Nervous System (PNS), and the Sympathetic Nervous System (SNS). 

The CNS consists of Bilateral Symmetric pear shaped Brains. In addition circum-phryngeal connective bundles from the brains encircle the pharynx and then connect with a pair of sub-pharyngeal ganglia bundles located below the pharynx.

PNS nerves arise from each brain to supply the head (segment 1), buccal chamber (mouth) and pharynx. Three bundles of nerves arise from the sub-pharyangeal ganglia bundles to supply segments. Three pairs of nerve bundles extend from each segmental ganglia to supply various structures of the segments.

SNS This consists of nerve plexuses in the epidermis and alimentary canal (digestive track). (A plexus = A web of nerve cells connected together in a two dimensional grid.) The nerves that run along the body wall pass between the outer circular and inner longitudinal muscle layers of the wall. They give off branches that form the inter-muscukar plexus and sub-epidermal plexus. These nerves connect with the circum-pharyhgeal connective bundles. 

Based on depictions of RL worm nervous systems I think the Sathar “spinal cord” is dual and actually runs along the ventral side ("belly cords") of Sathar instead of the dorsal.

So I am thinking maybe theses guys are very tactile?

Worms in RL are born with their total number of segments and there is one species with little paddle claspers... so I counted the segments in the original art, including the head that equals 38. The one RL species with paddles has them near their sexual pores: So I suggest this for "natural matings" of Sathar and location of sexual organs. 

Sexual pores are located in segments where the tentacles are located, male pores are located at segment #12 and the female pores at segment #9. Each Sathar has two pairs of testes contained within sacs and four pairs of seminal vesicles produce, store and release the sperm vis the male pores. Ovaries and oviducts in segment #8 release eggs via female pores at segment #9. One pair of spermathecae are present in segments #10 and #11, which are internal sacs that receive and store sperm from the other Sathar during copulation. As a result, segment #12 of one Sathar exudes sperm into segments #10 and #11 with its storage vesicles of its mate. Sex pheromones are probably very important to Sathar mating. Facilitates out-crossing, identifying a mate, and attracting mate. 

Copulation and reproduction are separate processes in Sathar. The mating pair overlap front ends ventrally and each exchanges sperm with the other. The segments #10 and #11 becomes orange, or very reddish to very pinkish in color depending on the skin colors of the individual. Some time after copulation, long after the Sathar have separated, the Sathar secretes a material which forms a ring around the Sathar. The Sathar than backs out of this ring, and as it does so it injects its own eggs and the other Sathars’ sperm into it. As the Sathar slips out of the ring, and the ends of the cocoon seal to form a vaguely lemon-shaped incubator (cocoon) in which the embryonic Sathar develop. They emerge as small but fully formed Sathar, but lack their sex structures, which develop latter.

I noted the Sathar are slimy so that must serve a biological purpose for them... I have not researched slime yet on animals so I am wondering about that. I am wondering what sort of environment they would consider the best, most pleasant? Maybe something with a high humidity, high moisture in air?

I also noted though in art we show them using the bottom limb/tentacles as legs, the description of them clearly does not state that, they slither, they coil, and those "legs" get used for lifting heavy objects, no doubt the bottom limbs can help support the body and move them along as well, but if you forget about those bottom limbs being there it does change preferred architecture they might make, & because they can coil I am left wondering if they can strike out like snake? I am inclined to think maybe.

Also the numbers because they have a 4 tentacle fingered hand I am wondering if 4, 8 and multiples of those numbers might have cultural significance to them... just mussing on the wormies... Smile  
 "Never fire a laser at a mirror."
Comments:

jedion357's picture
jedion357
May 15, 2015 - 5:27pm
The combat rules may not strictly represent punches per round but be an abstraction of damage per round.

Personally, i think counting punches per 6 seconds will result in a boondoggle. many things in the game are an abstraction and I'm good with that. Punching and kicking can just be one more.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Tchklinxa's picture
Tchklinxa
May 15, 2015 - 6:10pm
I think you have a point, and I would not want to over power them.
 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
May 18, 2015 - 6:45pm
Questions

If you go look at the Cave Sathar/Maggot-man in Variants it has a segmented head, which is more in keeping with real worm heads... do you all like or hate idea/look? 

What do you think about the Sathar being able to see heat? Like/Dislike, effect in game?

Are we cool with the sex organs being around limbs or do you all like the tail like in the Alternity Art?







 "Never fire a laser at a mirror."

jedion357's picture
jedion357
May 18, 2015 - 7:01pm
you'll need to supply the Alternity art as i'm unsure if I've seen it.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Tchklinxa's picture
Tchklinxa
May 18, 2015 - 8:46pm
I will locate a copy of it and get it posted probably tomorrow.
 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
May 18, 2015 - 9:00pm
My understanding is this is the Alternity Sathar:
Alternity Sathar
 "Never fire a laser at a mirror."

jedion357's picture
jedion357
May 21, 2015 - 4:24am
they look more lizard snake like, but I like the neck ring ornament
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Tchklinxa's picture
Tchklinxa
May 30, 2015 - 7:17am
The Roosk oddly is a reptile race that looks sathar like in one of the Magazines, it appears as a small adventure idea, they are spacefaring hunter society and guess what the PCs have to deal with, being hunted... I see potential in them for something more than a one time appearance... I have just not decided what their relationship with the Sathar is, they are not allies, but in the back of my mind there needs to be a connect that explains why they look a lot a like though seperate species.

As to the Sathar proper when I started dissecting them I noticed though mostly wormy they have other aspects of other creatures including sensor pits (a snaky thing). So I think their is wiggle room. I tried to keep my ideas mostly wormy...

Now looking above at the picture the thick section on the tail is the sex organ, however on real worms this around any appendages if they have them (a few do have claspers just like sathar "feet"), the sex organs are never that far back on real worms and the sathar would be walking on their junk and putting a lot of weight on their junk, it is artistically appealing but I think between the limbs is a more logical location.

 "Never fire a laser at a mirror."

JCab747's picture
JCab747
March 5, 2016 - 8:25pm
Dear Tchklinxa:

I have read this discussion with great interest while looking for some information to flesh out the S'sessu. I like the idea that high levels of calcium are detrimental to Satharoids. So, here's an idea from the S'sessu perspective.

Calcium Disease (Jjor’shlo Raak)

Because their digestive system is designed to break down and remove calcium from the worm’s blood stream, the worms tend to be calcium sensitive with some having severe allergic reactions to calcium build-up in their bodies. Many traditional S’sessu poisons and weapons were made of animal bone and teeth in the hopes of inflicting a slow death on an enemy. Modern weapons, such as fragmentation grenades or scattergun pellets or needlers might be coated with calcium to inflict calcium disease.

Called Jjor’shlo Raak by the S’sessu, calcium disease is similar to hypercalcaemia in humans. If an attacker using calcium tipped weapon scores an automatic hit (01-05) against a S’sessu (and theoretically Sathar), the target must make a current Stamina check, otherwise they contract calcium disease and the referee should consult the chart below. The elevated levels of calcium in the Satharoid can cause digestive pain, vomiting and fatigue.

At its worst, the disease can cause death. In fact, if any ability score check drops below zero as a result of the penalty modifiers, death will occur within 1-10 hours.

Effects of calcium disease on Satharoids

Roll

Level

Effects and Duration

1-25

Light

-10/D5. This result means that the disease will cause the victim to suffer a -10 percent modifier on all ability and skill checks for 50 hours.

26-45

Mild

-10/D10.This result means that the disease will cause the victim to suffer a -10 percent modifier on all ability and skill checks for 100 hours.

46-60

Mild Reoccurring

-10/D10 + 5%/month. Initially, the disease will cause the victim to suffer a -10% modifier on all ability and skill checks for 100 hours. Thereafter, each month the referee should check to see if the disease reoccurs (a 5% chance per month).

61-75

Severe

-20/D20. A -20% modifier on al ability and skill checks for 200 hours.

76-85

Severe Reoccurring

-20/D20 + 5%/month. A -20% modifier on all ability and skill checks for 200 hours. There is a 5% chance the disease will reoccur each month thereafter.

86-95

Debilitating Long- Term Illness

-40/Indefinite. The victim suffers a -25% modifier on all ability and skill checks for an indefinitely long period of time. Each month, the victim can make a modified Stamina check to see if the disease is knocked down to Severe Reoccurring.

96-100

Fatal

-40/D20! The victim suffers toxic shock from the calcium disease and will die after 200 hours.

The effects of the disease are cumulative, so if a character is exposed to harmful levels of calcium again, requiring a roll on the chart, add +10 percent to the result for each exposure.

For example, Ash’Yorl the S’sessu previously had a mild case of calcium disease, but was exposed to harmful levels a second time. When the referee rolled on the chart, the result was 84, meaning that Ash’Yorl would have had a severe reoccurring illness, but since he had a previous condition, the roll is modified to 94 percent and he now has a debilitating, long-term illness.

At the point at which the UPF contacted the S’sessu, they had not developed a cure for calcium disease, but rather have treatments to mitigate its effects. For example, S’sessu who burrow into a bed of high-quality Usalas’sk loam soil each day for eight hours will trim any negative skill and ability modifiers by 15 percent while medium-quality soils will cut the negative modifiers by 5 percent. Low-quality Usalask’sk soils have no effect. Using the soil will not help if a character has a fatal case of calcium disease.

The worms also have a variety of other treatments that can reduce the longevity and effects of calcium disease. The common-most is translated into Pan-Gal as Cal-Reduce that will cut the duration of the disease by half for a mild case or by 10 percent for severe cases. It reduces the negative ability and skill check modifier by 10 percent. Additionally, if a Satharoid has a reoccurring condition, it cuts the chance of a relapse to 2 percent per month. This treatment has no impact on a debilitating or fatal disease. Cost: 400 Credits per treatment.

SevCalc is the treatment for those suffering from a severe case of calcium disease. It will cut the duration by half and reduce the negative ability and skill check modifier by 10 percent. Additionally, if a Satharoid has a reoccurring condition, it cuts the chance of a relapse to 2 percent per month. For those with a debilitating illness, it will also reduce the negative ability and skill check modifier by 10 percent. Cost: 900 Credits per treatment 
Joe Cabadas

JCab747's picture
JCab747
March 6, 2016 - 11:16am
Tchklinxa wrote:

Satharoids do not have lungs. They breathe through their skin. 



I think a lot of your research into worms and making suppositions about Satharoid biology are spot on. I like the idea of them not having lungs. ... But, how do they talk? The game designers game the Dralasites an ability to talk and explained it, but what would a sci-fi worm have? Would they took have a type of bellows system? It's something to think about a bit more.
Joe Cabadas

JCab747's picture
JCab747
March 22, 2016 - 5:05am
I had a few more ideas about the subject on whether or not Satharoids have lungs.

The Sathar Destroyer Technical Manual, published by Frontier Explorer magazine in February 2014, gave information about Sathar slime pools would have covers that close in place for high G manuevers and that there are "...dozens to hundreds of breathing masks built into them as the sathar in the pools on these decks remain in the water during maneuvers.  These masks fit around the head of the sathar and seal against the body to keep the air in place.  As the cover descends, the sathar all swim up and insert their heads into the masks with their bodies still submerged in the fluid."

Again, I like the idea of having the Sathar (and S'sessu) being able to breathe through their skin, but I think they do need to also use lungs. That would give them an ability to speak as well.

If for some reason a S’sessu loses its protective slime, its skin will begin to shrink and crack open in a relative short time while breathing becomes labored. Developing sores, such an afflicted character is much more susceptible to infection and even suffocation.

Keeping that in mind, I would add this:

If for some reason a Satharoid loses its protective slime, its skin will begin to shrink and crack open in a relative short time while breathing becomes labored. Developing sores, such an afflicted character is much more susceptible to infection and even suffocation.

 

Joe Cabadas

Tchklinxa's picture
Tchklinxa
May 22, 2016 - 8:56am
I am going to start putting this project thread together... I had started, but can't find the darn file, hoping to locate the file.

Is there anything people really dislike or want more info or clarification on?


 "Never fire a laser at a mirror."

JCab747's picture
JCab747
May 22, 2016 - 12:49pm
Tchklinxa wrote:
I am going to start putting this project thread together... I had started, but can't find the darn file, hoping to locate the file.

Is there anything people really dislike or want more info or clarification on?




Other than having questions about whether the Satharoids have lungs or not... you'll note that I split the difference in my S'sessu article.... and gave an alternative for how S'sessu procreate... I loved all of your conjectures. I would have included more, but I think you should write your own story for Frontier Explorer and get full credit for your ideas with a byline.
Joe Cabadas

JCab747's picture
JCab747
May 24, 2016 - 10:42am
P.S. I also had written the following rule based on your idea of giving Satharoids limited regeneration abilities. I did not include it in my Phri'sk/S'sessu submission because it is really based off of your work plus my story was already very long. Please use it if it is helpful.

Limited Regeneration

Much like worms found on other planets, the Satharoid has limited regeneration capabilities if it loses a portion of its locomotion tail or tentacles. Generally, if it loses no more than six of its lower segments, a S’sessu can regrow its tail, on average about one month for each segment. There is a chance, however, that it will suffer a deformity. Such deformities may be cosmetic or it may impede movement.

If it loses seven to twelve of its tail segments, the chances of deformity rises, but so does the possibility that it will not be able to heal at all and a prosthetic tail may be needed. A Satharoid can only survive a loss of more than twelve of its tail segments with a prosthetic and other medical care. (See the Tail Regeneration Chart.)

The lower tentacles can regenerate if one is completely lost; the upper tentacles can regenerate if no more than two-thirds are lost. Again, there is a 5 percent chance for deformity. Tentacles will regenerate within 12 days.

 

Tail Regeneration Chart

Lost Tail Segments

Effects

Regrowth

(in days)

% Deformity/

% Failed Regrowth

Effects of Deformity / Failed Regeneration

1

Max. STA temporarily reduced by 1 point

12

5 % / 1 %

Cosmetic deformity / Permanent reduction in Max. STA

2

Max. STA temporarily reduced by 2 points

18

5 % / 1 %

Cosmetic deformity / Permanent reduction in Max. STA

3

Max. STA temporarily reduced by 3 points

24

5 % / 2 %

Cosmetic deformity / Permanent reduction in Max. STA

4

Max. STA temporarily reduced by 5 points

30

10 % / 3 %

Cosmetic deformity / Permanent reduction in Max. STA

5

Max. STA temporarily reduced by 5 points; movement reduced by 1 meter/turn

36

10 % / 3 %

Cosmetic deformity / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

6

Max. STA temporarily reduced by 5 point; movement reduced by 1 meter/turn

48

15 % / 5 %

Deformity causes permanent movement reduction without prosthesis / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

7

Max. STA temporarily reduced by 8 points; walk/run movement reduced by half

60

20 % / 10 %

Deformity causes permanent movement reduction without prosthesis / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

8

Max. STA temporarily reduced by 10 points; walk/run movement reduced by half

72

25 % / 12 %

Deformity causes permanent movement reduction without prosthesis / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

9

Max. STA temporarily reduced by 15 points, Strength check/turn to move half rate otherwise 1 meter per turn.

84

25 % / 15 %

Deformity causes permanent movement reduction without prosthesis / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

10

Max. STA temporarily reduced by 15 points; Strength check/turn to move half rate otherwise 1 meter per turn.

100

30 % / 15 %

Deformity causes permanent movement reduction without prosthesis / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

11

Max. STA temporarily reduced by 15 points; Strength check/turn to move 1 meter per turn.

120

35% / 20 %

Deformity causes permanent movement reduction without prosthesis / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

12

Max. STA temporarily reduced by 15 points; Strength check/turn to move 1 meter per turn.

140

40 % / 20 %

Deformity causes permanent movement reduction without prosthesis / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

13 +

The Satharoid has lost vital segments of its tail needed for life. It cannot naturally regenerate the lost segments and needs advanced medical treatment to survive. Transplants and/or prosthetics may allow it to be mobile and live.

 They can also heal from normal injuries at double the normal rate for most races – two Stamina points per day with normal bed rest – or 1-4 additional points when a medic successfully applies Medical Treatment: Wounds (I, II or III). This additional regenerative ability does not apply to healing from radiation, infection, disease or infestation.

Joe Cabadas

Tchklinxa's picture
Tchklinxa
May 24, 2016 - 12:32pm
JCab747 wrote:
P.S. I also had written the following rule based on your idea of giving Satharoids limited regeneration abilities. I did not include it in my Phri'sk/S'sessu submission because it is really based off of your work plus my story was already very long. Please use it if it is helpful.

Limited Regeneration

Much like worms found on other planets, the Satharoid has limited regeneration capabilities if it loses a portion of its locomotion tail or tentacles. Generally, if it loses no more than six of its lower segments, a S’sessu can regrow its tail, on average about one month for each segment. There is a chance, however, that it will suffer a deformity. Such deformities may be cosmetic or it may impede movement.

If it loses seven to twelve of its tail segments, the chances of deformity rises, but so does the possibility that it will not be able to heal at all and a prosthetic tail may be needed. A Satharoid can only survive a loss of more than twelve of its tail segments with a prosthetic and other medical care. (See the Tail Regeneration Chart.)

The lower tentacles can regenerate if one is completely lost; the upper tentacles can regenerate if no more than two-thirds are lost. Again, there is a 5 percent chance for deformity. Tentacles will regenerate within 12 days.

 

Tail Regeneration Chart

Lost Tail Segments

Effects

Regrowth

(in days)

% Deformity/

% Failed Regrowth

Effects of Deformity / Failed Regeneration

1

Max. STA temporarily reduced by 1 point

12

5 % / 1 %

Cosmetic deformity / Permanent reduction in Max. STA

2

Max. STA temporarily reduced by 2 points

18

5 % / 1 %

Cosmetic deformity / Permanent reduction in Max. STA

3

Max. STA temporarily reduced by 3 points

24

5 % / 2 %

Cosmetic deformity / Permanent reduction in Max. STA

4

Max. STA temporarily reduced by 5 points

30

10 % / 3 %

Cosmetic deformity / Permanent reduction in Max. STA

5

Max. STA temporarily reduced by 5 points; movement reduced by 1 meter/turn

36

10 % / 3 %

Cosmetic deformity / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

6

Max. STA temporarily reduced by 5 point; movement reduced by 1 meter/turn

48

15 % / 5 %

Deformity causes permanent movement reduction without prosthesis / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

7

Max. STA temporarily reduced by 8 points; walk/run movement reduced by half

60

20 % / 10 %

Deformity causes permanent movement reduction without prosthesis / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

8

Max. STA temporarily reduced by 10 points; walk/run movement reduced by half

72

25 % / 12 %

Deformity causes permanent movement reduction without prosthesis / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

9

Max. STA temporarily reduced by 15 points, Strength check/turn to move half rate otherwise 1 meter per turn.

84

25 % / 15 %

Deformity causes permanent movement reduction without prosthesis / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

10

Max. STA temporarily reduced by 15 points; Strength check/turn to move half rate otherwise 1 meter per turn.

100

30 % / 15 %

Deformity causes permanent movement reduction without prosthesis / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

11

Max. STA temporarily reduced by 15 points; Strength check/turn to move 1 meter per turn.

120

35% / 20 %

Deformity causes permanent movement reduction without prosthesis / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

12

Max. STA temporarily reduced by 15 points; Strength check/turn to move 1 meter per turn.

140

40 % / 20 %

Deformity causes permanent movement reduction without prosthesis / Permanent reduction in Max. STA, permanent movement reduction without prosthetic

13 +

The Satharoid has lost vital segments of its tail needed for life. It cannot naturally regenerate the lost segments and needs advanced medical treatment to survive. Transplants and/or prosthetics may allow it to be mobile and live.

 They can also heal from normal injuries at double the normal rate for most races – two Stamina points per day with normal bed rest – or 1-4 additional points when a medic successfully applies Medical Treatment: Wounds (I, II or III). This additional regenerative ability does not apply to healing from radiation, infection, disease or infestation.


This is nice, I would like to include this.

 "Never fire a laser at a mirror."

JCab747's picture
JCab747
May 24, 2016 - 1:05pm
It's all yours. Modify it as you want.Cool
Joe Cabadas

Tchklinxa's picture
Tchklinxa
May 25, 2016 - 11:23am
Thank you
 "Never fire a laser at a mirror."