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* ChestOfMedals: Over the course of the game, it's entirely possible for you to earn over a dozen medals. For a Faeyan ranger, that would make for a rather busy chest.

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* ColourCodedForYourConvenience: Maloqs are red, Pelengs are green, Humans are blue, Faeyans are violet and Gaalians are yellow.

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* ColourCodedForYourConvenience: Maloqs are red, Pelengs are green, Humans are blue, Faeyans are violet and Gaalians are yellow. Additionally, female special agents are marked pink (instead of normal blue, which corresponds to humans).


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* ColourCodedForYourConvenience: To distinguish planets and ships belonging to Pirate Clan from those belonging to Coalition, they're marked with white colour on your radar and galactic map.
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* SpannerInTheWorks: You become one in [[spoiler:the final quest of the Pirate Clan questline, as you try to survive the siege of Rogeria, only to accidentally find out that the baron and the admiral are in cahoots with each other, and the siege was part of the plan to take you and other troublesome pirates out, then TakeOverTheWorld. This puts you into perfect position to kill the admiral and arrest the baron, thus ending the Clan and the evil plan in one fell swoop.]]

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* BeneficialDisease: Maloq-only disease, Great Malososus, makes the ship slower (due to your body mass increasing dramatically), but compensates for it with huge increase to trading and leadership skills.

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* BeneficialDisease: Maloq-only disease, The Great Malososus, makes the ship slower (due to your body mass increasing dramatically), but compensates for it with huge increase to trading and leadership skills.



* KlingonScientistsGetNoRespect: They don't respect anyone who isn't involved in war, with special disdain reserved for traders.

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* GargleBlaster: Maloq booze is so strong, it's considered borderline lethal to non-Maloqs.
* KlingonScientistsGetNoRespect: They don't respect anyone who isn't involved in war, with special disdain reserved for traders.traders (to the point that you can earn their disdain if you put too much emphasis on trading, and too little on fighting).



** If you're Gaalian with New Mulizon disease (which renders food and medicine you touch toxic), even Pelengs would ban you from trading with those; and these guys are infamously okay with selling drugs and weapons.

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** If you're Gaalian with New Mulizon Molison disease (which renders food and medicine you touch toxic), even Pelengs would ban you from trading with those; and these guys are infamously okay with selling drugs and weapons.



* TheFriendNobodyLikes: They're not liked by other members of the Coalition, with everyone having at least one reason to dislike them (Maloqs for their cowardice, Humans for their piracy, Faeyans for their espionage, Gaalians for drug trading); Faeyans actually tried to push for kicking them out and even start a war against them, but it went nowhere, as the others found excuses not to go to war: Maloqs are buying stolen tech from them, Humans don't like an idea to start a war, and Gaalians claimed that they're "controlling" Pelengs and wouldn't let them go beyond petty piracy.

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* TheFriendNobodyLikes: They're TheFriendNobodyLikes:
** Pelengs are
not liked by other members of the Coalition, with everyone having at least one reason to dislike them (Maloqs for their cowardice, Humans for their piracy, Faeyans for their espionage, Gaalians for drug trading); Faeyans actually tried to push for kicking them out and even start a war against them, but it went nowhere, as the others found excuses not to go to war: Maloqs are buying stolen tech from them, Humans don't like an idea to start a war, and Gaalians claimed that they're "controlling" Pelengs and wouldn't let them go beyond petty piracy.piracy.
** When you start as Peleng Mercenary, the game flat out states that no one likes you. And indeed, you would have neutral relationship with everyone except the other Pelengs (barring your from accepting quests until you make them warm up to you), and even Pelengs would start with reduced opinion on you.



* BeneficialDisease: Faeyan-only disease lowers aim and tech skills, but also boosts trading, which can be of some help to trader players who rarely go to frontline.

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* BeneficialDisease: Faeyan-only disease disease, Aka Sesiyanka, lowers aim and tech skills, but also boosts trading, which can be of some help to trader players who rarely go to frontline.



* TheFriendNobodyLikes: The Faeyan Pirate start would render everyone but Pelengs and other Faeyans openly hostile, and even they would have reduced opinion on you (with Pelengs refusing to give you any quests, due to starting in "neutral" relationship). Description mentions that you're despised even your own kind.



* TheFriendNobodyLikes: When starting as Gaalian Corsair, you would begin with "neutral" relationship with everyone but your own race, resulting in them refusing to give you quests due to your poor reputation.



* GameplayAndStorySegregation: Description of the Gaalian Trader start says that they're hunted by Maloqs for illegal luxury trading; in actuality, it's Pelengs who have poor relationship with you, while Maloqs are set to like you.



* SpacePirates: As the name suggests, all their members are pirates. In order to join them, you have to become one, too, renouncing your ranger status (either genuinely, or to become a double agent and help to dismantle them from within). Even the military rank gets replaced with new, pirate one, which puts less value on fighting Dominators, and more on selling contraband, robbing, killing civilian and military ships, destroying the bases, etc, in other words, acting like a pirate who wants to spread chaos and who the galaxy who's boss.

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* SpacePirates: As the name suggests, all their members are pirates. In order to join them, you have to become one, too, renouncing your ranger status (either genuinely, or to become a double agent and help to dismantle them from within). Even the military rank gets replaced with new, pirate one, which puts less value on fighting Dominators, and more on selling contraband, robbing, killing civilian and military ships, destroying the bases, etc, in other words, acting like a pirate who wants to spread chaos and who show the galaxy who's boss.



* NoSell: It's not possible to scan the Dominator ships, unless you have the Dominator-made scanner installed, and not just any, but of matching sub-faction (eg, Blazer-made scanner would only scan the Blazeroid ships).



* TalkingTheMonsterToDeath: All three can be neutralized peacefully, with two -- without even fighting them.

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* TalkingTheMonsterToDeath: All three Dominator leaders can be neutralized peacefully, with two -- without even fighting them.



* RedIsViolent: Blazeroids are marked with red colour, and, out of all Dominators, they're the only faction which directly states that yes, they're planning to exterminate all sapient life in the galaxy. They're also the group most reliant on brute force.

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* RedIsViolent: Blazeroids are marked with red colour, and, out of all Dominators, they're the only faction which directly states that yes, they're planning to exterminate all sapient life in the galaxy.galaxy (Keller has a goal, but is indifferent to casualties, while Terron is [[WeCanRuleTogether open for negotiations]]). They're also the group most reliant on brute force.


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* HitAndRunTactics: Keller attacks from blackhole, summons a fleet and, once the battle starts, retreats back into blackhole, so it can launch assault somewhere else. Because of that, it's nearly impossible to kill it in the real space; you have to follow it and defeat in arcade battle.

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* KlingonPromotion: A few of their quests operate on that idea - kill a member who failed the Clan, and then you'll get his rank. [[spoiler:The final quest, in particular, allows you to become the baron by killing the current one.]]



* Zerg Rush: The pirate clan lacks access to the Coalition's flagships and rangers, or the larger ships and bertors of the Dominators, [[DirtyCoward and their pilots are more cowardly than either]]. However, as every ship of theirs is a combat one, they often overwhelm the Coalition via sheer numbers.

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* Zerg Rush: ZergRush: The pirate clan lacks access to the Coalition's flagships and rangers, or the larger ships and bertors of the Dominators, [[DirtyCoward and their pilots are more cowardly than either]]. However, as every ship of theirs is a combat one, they often overwhelm the Coalition via sheer numbers.

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* EvenEvilHasStandards: They readily blow up not just military bases, but also business centres, rangers' centres and even science stations. But not even pirates would touch the medical stations.

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* EvenEvilHasStandards: ArmyOfThievesAndWhores: All of its military force is composed of pirates who signed up under the clan's banner. They don't stop being pirates, and will rob anybody who passes through their systems.
* DirtyCoward: Their warriors are much less brave than Coalition soldiers, and will often turn tail and flee if you destroy enough ships. Dominators, in particular, can sometimes make them flee without firing a single shot.
* EvenEvilHasStandards:
**
They readily blow up not just military bases, but also business centres, rangers' centres and even science stations. But not even pirates would touch the medical stations.stations.
** [[spoiler:Several of their members object to the Baron's collaboration with the Coalition politicians, feeling like doing so goes against the principles of being a pirate.]]


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* MildlyMilitary: Their forces and stations have a very informal atmosphere, with criminal culture replacing military discipline. They're also more cowardly than the Coalition military, and it's sometimes possible for individual pirates to fight each other with nobody caring about it.


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* NoHonorAmongThieves: The Clan's nastiness spreads to its members:
** Warrior pirates will sometimes fight each other to the death, with no repercussions for the killer.
** [[spoiler:Several of the Clan's quests actually target those who objected to the Baron's collaboration with Coalition officials. As one of the targets tells you, this is a regular occurence.]]
** [[spoiler:Accept the [[MedalOfDishonor "Honorary Ataman"]] rank, [[HumanPopsicle and you'll be frozen for it]] as an example to everybody else.]]
** [[spoiler:The siege of Rogeria by the Coalition in the final Clan quest was planned by the Baron in order to kill off any troublesome members, including you. Accepting [[WeCanRuleTogether his offer to become one of the galaxy's elites]] will just result in your death.]]


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* TheSyndicate: They're powerful enough to develop their own acryn technology, capture and govern systems, and use corruption to their advantage by creating hindrances for a Coalition agency created specifically to fight them. [[spoiler:In fact, they even have allies among the most influential politicians and military officers of the Coalition, as part of their plan to take over the Coalition.]]
* Zerg Rush: The pirate clan lacks access to the Coalition's flagships and rangers, or the larger ships and bertors of the Dominators, [[DirtyCoward and their pilots are more cowardly than either]]. However, as every ship of theirs is a combat one, they often overwhelm the Coalition via sheer numbers.

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* BeneficialDisease: Maloq-only disease makes the ship slower (due to your body mass increasing dramatically), but compensates for it with huge increase to trading and leadership skills.

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* BeneficialDisease: Maloq-only disease disease, Great Malososus, makes the ship slower (due to your body mass increasing dramatically), but compensates for it with huge increase to trading and leadership skills.



* DumbMuscle: They are physically strong, but are the least developed Coalition race. The game readily mocks it at every opportunity.

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* DumbMuscle: They are physically strong, but are the least developed Coalition race.race, and tend to be... not the brightest bulb in the lamp. The game readily mocks it at every opportunity.



* RedIsViolent: Out of five playable races, Maloqs are the most violent and militaristic, and use red colour scheme for their ships, cities and racial logo.



* EveryoneHasStandards: While Pelengs are generally fine with piracy (as is, extorting and robbing people), even they would get angry if you actually ''kill'' someone.
* FragileSpeedster: Warrior start gives you tier-3 engine right from the start, but very small and fragile ship.

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* EveryoneHasStandards: EveryoneHasStandards:
**
While Pelengs are generally fine with piracy (as is, extorting and robbing people), even they would get angry if you actually ''kill'' someone.
** If you're Gaalian with New Mulizon disease (which renders food and medicine you touch toxic), even Pelengs would ban you from trading with those; and these guys are infamously okay with selling drugs and weapons.
* FragileSpeedster: Warrior start gives you tier-3 engine right from the start, engine, but very small and fragile ship.



* GreenAndMean: Pelengs, the resident jerks, cynics, rogues and opportunists, are marked with green colour (cities, ships, racial logo and even their skin).



* WalkingTechBane: Unique Peleng-only mental disorder, Sad Pelenosha, gives you whopping -10 to tech skill, potentially dropping it into negative and massively increasing the rate at which your equipment breaks, to the point that, before the patch, it was possible to break half your ship within one battle. It also drastically weakens your weapons. It's speculated in-universe that this disorder being so common can have something to do with Pelengs' quirkiness.

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* WalkingTechBane: Unique Peleng-only mental disorder, Sad Pelenosha, gives you whopping -10 to tech skill, potentially dropping it into negative and massively increasing the rate at which your equipment breaks, to the point that, before the patch, it was possible to break half your ship within one battle. It also drastically weakens your weapons. It's speculated in-universe that this disorder being so common can have something to do with Pelengs' quirkiness.



* BeneficialDisease: Faeyan-only disease lowers aim and tech skills, but also boosts trading.

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* BeneficialDisease: Faeyan-only disease lowers aim and tech skills, but also boosts trading.trading, which can be of some help to trader players who rarely go to frontline.



* BeneficialDisease: Unique Gaalian-only disease ([[GameplayAndStoryIntegration tied to their unique biology]]) makes trading with food and medicaments count as contraband (even on Peleng planets; doesn't affect stations, however), due you essentially contaminating them with toxins... but also boosts your aim and manoeuvring skills, often making it a blessing (especially if you rarely trade anyway).

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* BeneficialDisease: Unique Gaalian-only disease disease, New Mulizon ([[GameplayAndStoryIntegration tied to their unique biology]]) makes trading with food and medicaments count as contraband (even on Peleng planets; doesn't affect stations, however), due you essentially contaminating them with toxins... but also boosts your aim and manoeuvring skills, often making it a blessing (especially if you rarely trade anyway).



[[folder:Pirate Clan]]
* EvenEvilHasStandards: They readily blow up not just military bases, but also business centres, rangers' centres and even science stations. But not even pirates would touch the medical stations.
* EvilCounterpart: They're essentially the evil twin of the Coalition (with even the planets changing their look to reflect it), with duty and honour replaced with profit and right of the strongest.
* NGOSuperpower: The pirates, under their new strong leadership, managed to create a group strong enough to face both Coalition and Dominators, ''and win'', potentially even conquering Coalition systems and installing their own government. They also developed several unique technologies, including special weapons which can't be produced by the Coalition.
* SpacePirates: As the name suggests, all their members are pirates. In order to join them, you have to become one, too, renouncing your ranger status (either genuinely, or to become a double agent and help to dismantle them from within). Even the military rank gets replaced with new, pirate one, which puts less value on fighting Dominators, and more on selling contraband, robbing, killing civilian and military ships, destroying the bases, etc, in other words, acting like a pirate who wants to spread chaos and who the galaxy who's boss.
[[/folder]]



* RedIsViolent: Blazeroids are marked with red colour, and, out of all Dominators, they're the only faction which directly states that yes, they're planning to exterminate all sapient life in the galaxy. They're also the group most reliant on brute force.



* WeCanRuleTogether: After learning about Terron's goal, it's possible to join in. This leads to a NonStandardGameOver(with several randomly-chosen variants).



* WeCanRuleTogether: After learning about Terron's goal, it's possible to join in. This leads to a NonStandardGameOver(with several randomly-chosen variants).



* ForScience: They don't destroy the Coalition ships - they're merely disassembling them for studying. It's not Keller's fault that they cannot reassemble back!

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* ForScience: They don't destroy the Coalition ships - -- they're merely disassembling them for studying. It's not Keller's fault that they cannot reassemble back!

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* PurelyAestheticGender: In Space Rangers 2, you can choose a female face for your ranger, but it doesn't affect anything in the game - you're still treated as a male.

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* PurelyAestheticGender: In Space Rangers 2, you can choose a female face for your ranger, but it doesn't affect anything in the game - -- you're still treated as a male.



* ForeignQueasine: One of the text quests involves a cooking contest. Quite a bit of "exotic ingredients" can be expected (Beef steak, still bloody and covered with ash, for the Maloq; Seafood decorated with live worms for Peleng, etc).

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* ForeignQueasine: One of the text quests involves a cooking contest. Quite a bit of "exotic ingredients" can be expected (Beef (beef steak, still bloody and covered with ash, for the Maloq; Seafood seafood decorated with live worms for Peleng, etc).



* GlobalCurrency: The Galactic Credit is the human currency, but they've managed to convince all other races to use it as well.%%Averted in some text quests.%%Averted how?
* HumanoidAliens: All races except humans.

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* GlobalCurrency: The Galactic Credit is the human currency, but they've managed to convince all other races to use it as well.%%Averted in some Some text quests.%%Averted how?
quests still force you to use the local currency, however.
* HumanoidAliens: All races except humans.Maloqs, Faeyans and Gaalians are humanoids, with only Pelengs standing out as anthropomorphic newt-like species.



* PlanetOfHats: All five sentient races are quite widespread across the galaxy, so you'll encounter many planets with the same hat. The Maloqs' hat is being the [[ProudWarriorRace tough and warmongering]], Gaalians are [[SpaceElves wise and patient]], Faeyans are [[ProudScholarRace awesome scientists]], and Pelengs are the [[TokenEvilTeammate slimy spies, villains and backstabbers]]. Humans are an average race in both attitudes and technology, while apparently being [[ProudMerchantRace superior businessmen]] (After all, the galactic currency is the human-originated "Galactic Credit"). Subverted in text quests where you may encounter smart Maloqs and heroic Pelengs.
* UniversalUniverseTime: One of the most notable human successes was to establish this (the other was the Galactic Credit).

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* PlanetOfHats: All five sentient races are quite widespread across the galaxy, so you'll encounter many planets with the same hat. The Maloqs' hat is being the [[ProudWarriorRace tough and warmongering]], Gaalians are [[SpaceElves wise and patient]], Faeyans are [[ProudScholarRace awesome scientists]], and Pelengs are the [[TokenEvilTeammate [[SneakySpySpecies slimy spies, villains rogues and backstabbers]]. Humans are an average race in both attitudes and technology, while apparently being [[ProudMerchantRace superior businessmen]] (After (after all, the galactic currency is the human-originated "Galactic Credit"). Subverted in text quests where you may encounter smart Maloqs and heroic Pelengs.
* UniversalUniverseTime: One of the most notable human successes was to establish this universal time system (the other was the [[GlobalCurrency Galactic Credit).Credit]]).



* DumbMuscle: They are physically strong, but are the least developed Coalition race.

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* BeneficialDisease: Maloq-only disease makes the ship slower (due to your body mass increasing dramatically), but compensates for it with huge increase to trading and leadership skills.
* DeathWorld: Maloq originates from the desert planet with highly dangerous wildlife, and deficit of water (to the point that they still consider liquids as good gifts).
* DumbMuscle: They are physically strong, but are the least developed Coalition race. The game readily mocks it at every opportunity.



* FragileSpeedster: Uniquely amongst Maloq starting options, Pirate start gives you tier-3 engine, and small and fragile ship.



*** Maloqs despises luxury (excluding their stools); as results, luxury is both cheap (only outsiders buys it) and illegal (excluding traditionally rich monarchic planets).

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*** Maloqs despises luxury (excluding their stools); as results, luxury is both cheap (only outsiders buys it) and illegal (excluding illegal; the only places where it's not outlawed are traditionally rich monarchic planets).planets.



** Maloqs specialises in brute strength and compensates the lack of tech (speed, subtlety, etc) with sheer size and resilience. This applies to their ships, too: Maloq ships are typically bigger, which directly contributes to more hitpoints and carrying capacity, but reduces their speed. It's also common for them to have extra weapon slot unlocked.
* KlingonScientistsGetNoRespect: They don't respect anyone who isn't involved in war.

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** Maloqs specialises in brute strength and compensates the lack of tech (speed, subtlety, etc) with sheer size and resilience. This applies to their ships, too: Maloq ships are typically bigger, which directly contributes to more hitpoints and carrying capacity, but reduces their speed. It's also common for them to have extra weapon slot unlocked.
unlocked, including all starting options.
* KlingonScientistsGetNoRespect: They don't respect anyone who isn't involved in war.war, with special disdain reserved for traders.
* MightyGlacier: Many Maloq ships are big and well-armed, but suffer from low speed.



* ProudWarriorRace: Trading or killing pirates might end up with you being very unpopular with Maloqs - they do not appreciate activities that don't involve war, and they think of piracy as an honorable career. The Maloqs' way of greeting is to punch the other person in the face. Maloqs despise any luxury, and ban any trading in luxurious items on their planets. In fact, the only luxury items they allow for themselves are stools.

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* ProudWarriorRace: Trading or killing pirates might end up with you being very unpopular with Maloqs - -- they do not appreciate activities that don't involve war, and they think of piracy as an honorable career. The Maloqs' way of greeting is to punch the other person in the face. Maloqs despise any luxury, and ban any trading in luxurious items on their planets. In fact, the only luxury items they allow for themselves are stools.



* ComedicSociopathy: They think space pirates are good role models, don't see anything wrong with selling drugs in schools, and order hits on garbage transports just to piss off Gaalians.

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* ComedicSociopathy: They think space pirates are good role models, don't see anything wrong with selling drugs in schools, and order hits on garbage transports just to piss off Gaalians. It's mostly played for laughs.



* FragileSpeedster: Warrior start gives you tier-3 engine right from the start, but very small and fragile ship.



* ItsAllAboutMe: Joint Human-Faeyan research of their culture came to conclusion that objective justice, moral duty or natural honesty are completely alien to their psychology. They also despises other races, [[FantasticRacism thinking them below themselves]].

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* ItsAllAboutMe: Joint Human-Faeyan research of their culture came to conclusion that objective justice, moral duty or natural honesty are completely alien to their psychology. They also despises despise other races, [[FantasticRacism thinking them below themselves]].



* SpaceJews: Much of this race is based on Jewish stereotypes (both in their behaviour and the others' opinion on them); they even have Jewish (Yiddish) sounding names.

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* SpaceJews: Much of this race is based on Jewish and Romani stereotypes (both in their behaviour and the others' opinion on them); they even have Jewish (Yiddish) sounding names.



* WalkingTechBane: Unique Peleng-only mental disorder, Sad Pelenosha, gives you whopping -10 to tech skill, potentially dropping it into negative and massively increasing the rate at which your equipment breaks, to the point that, before the patch, it was possible to break half your ship within one battle. It also drastically weakens your weapons. It's speculated in-universe that this disorder being so common can have something to do with Pelengs' quirkiness.



* HumansAreAverage: Their technology is better than Maloq and Peleng, but worse than Faeyan and Gaalian.

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* HumansAreAverage: HumansAreAverage:
**
Their technology is better than Maloq and Peleng, but worse than Faeyan and Gaalian.Gaalian.
** Several text quests that deal with racial gimmicks and involves multiple races at once (like Elections, or pizza competition), make humans the middle grounds between extremes, either in terms of how much you benefit from them, or their needs.



* BeneficialDisease: Faeyan-only disease lowers aim and tech skills, but also boosts trading.
* FantasticRacism: They have low opinion on Maloqs and Pelengs, finding them the dumb brutes, and dishonest scum, respectively; in fact, they were against accepting Pelengs into Coalition to begin with.



* CondescendingCompassion: They're not very liked by Pelengs: Gaalians looks on younger races as some sort of "younger brothers" whom they need to guide, while Pelengs thinks of themselves as superior.

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* BeneficialDisease: Unique Gaalian-only disease ([[GameplayAndStoryIntegration tied to their unique biology]]) makes trading with food and medicaments count as contraband (even on Peleng planets; doesn't affect stations, however), due you essentially contaminating them with toxins... but also boosts your aim and manoeuvring skills, often making it a blessing (especially if you rarely trade anyway).
* CondescendingCompassion: They're not very liked by Pelengs: Gaalians looks on at younger races as some sort of "younger brothers" whom they need to guide, while Pelengs thinks of themselves as superior.



* MartialPacifist: They don't like fighting, preferring peaceful approach, but they do have their own fleet, and are ready to fight if pushed.

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* MartialPacifist: They don't like fighting, preferring peaceful approach, but they do have their own fleet, and are ready to fight if pushed. Notably, out of five starting options in second game, four starts without upgraded weapons whatsoever (with Warrior being the sole exception).



* RousseauWasRight: They believes that any sentient beings (even Pelengs) have potential to become good, they just needs a chance to realise it.

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* RousseauWasRight: They believes believe that any sentient beings (even Pelengs) have potential to become good, they just needs a chance to realise it.



%%* ThirdEye



%%* StarfishAliens

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%%* StarfishAliens* StarfishAliens: Klissans are the space-born species of the living ships (based on crystals), with Makhpella as the "body", and all smaller ships as its organs, sent to act autonomously.



* AbsoluteXenophobe: Their ultimate goal is to destroy anyone who isn't one of them. When asked how it plans to do that if the galaxy is so huge, Blaer says that it's what makes the mission great: its scale and length.
* BrainwashingForTheGreaterGood: Blazer is the only Dominator leader who can be spared and reprogrammed to serve the Coalition. Unfortunately, it still destroys its army instead of putting it to use against the other Dominators.

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* AbsoluteXenophobe: Their ultimate goal is to destroy anyone who isn't one of them. When asked how it plans to do that if the galaxy is so huge, Blaer Blazer says that it's what makes the mission great: its scale and length.
* BrainwashingForTheGreaterGood: Blazer is the only Dominator leader who can be spared and reprogrammed to serve the Coalition. Unfortunately, it still destroys its army self-desctructs after losing communication with the brain centre, instead of putting it to use against siding with the other Dominators.Coalition.



* UnskilledButStrong: Blazeroids prefer to overwhelm their foes with raw firepower rather than any special tactics or technologies.



* WeCanRuleTogether: After learning about Terron's goal, it's possible to join in. This leads to a NonStandardGameOver (with several randomly-chosen variants).

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* ZergRush: Terron has preference for "strength in numbers" approach, both in space and planetary battles.
* WeCanRuleTogether: After learning about Terron's goal, it's possible to join in. This leads to a NonStandardGameOver (with NonStandardGameOver(with several randomly-chosen variants).


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* StealthInSpace: Smaller Kelleroid ships occasionally briefly disguise themselves with some sort of invisibility field, making it harder for the player to notice them and pick the target.
* WeakButSkilled: Kelleroids lack sheer numbers of Terronoids, or raw firepower of Blazeroids, but compensate for it with unique technologies, like experimental stealth fields, or ability to strike at any place in the galaxy from the hyperspace, using blackholes to launch the assault.
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* DeviousDaggers: The final text quest of the Pirate Clan line, which happens as you get promoted to the baron, has you use a knife as your starting weapon, unlike the other text quests, where you generally only bring a blaster (or nothing) with yourself.
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* UniversalDriversLicense: Your ability to pilot a spaceship apparently translates to all other vehicles in the text quests, from foncers (future motorcycles, effectively) and automobiles (both antique and contemporary), to submarines and [[JetPack jet packs]]. The first game [[JustifiedTrope justifies]] this, however, as you were trained

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* UniversalDriversLicense: Your ability to pilot a spaceship apparently translates to all other vehicles in the text quests, from foncers (future motorcycles, effectively) and automobiles (both antique and contemporary), to submarines and [[JetPack jet packs]]. The first game [[JustifiedTrope justifies]] this, however, as you were trained received vehicular training [[ExperiencedProtagonist back when you served in a military]].

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* BecomingTheMask: Although the Ranger program encourages you to join the Clan in order to destroy it from within, it's extremely easy for you to become more of a menace than the rest of the Clan. [[spoiler:The end of the storyline even allows you to become the Clan's baron, ultimately making it stronger than ever.]]

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* BecomingTheMask: Although the Ranger program encourages you to join the Pirate Clan in order to destroy it from within, it's extremely easy for you to become more of a menace than the rest of the Clan. [[spoiler:The end of the storyline even allows you to become the Clan's baron, ultimately making it stronger than ever.]]



* ExperiencedProtagonist: Although you're new to being a ranger and a spaceship pilot, various excerpts from the text quests make it obvious that you had quite a life before the game's start, and have a lot of knowledge and experience in all kinds of skills.

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* ExperiencedProtagonist: Although you're new to being a ranger and a spaceship pilot, various excerpts from the text quests make it obvious that you had quite a life before the game's start, and have a lot of knowledge and experience in all kinds of skills. In particular, the "Commando" quest in the first has you state that you served in a military, and received training with vehicles and artillery.



* ReturningWarVet: In the first game, you've served in a military prior to the game's start. An unspecified amount of time later, you then sign up as a ranger.



* UniversalDriversLicense: Your ability to pilot a spaceship apparently translates to all other vehicles in the text quests, from foncers (future motorcycles, effectively) and automobiles (both antique and contemporary), to submarines and [[JetPack jet packs]].

to:

* UniversalDriversLicense: Your ability to pilot a spaceship apparently translates to all other vehicles in the text quests, from foncers (future motorcycles, effectively) and automobiles (both antique and contemporary), to submarines and [[JetPack jet packs]]. The first game [[JustifiedTrope justifies]] this, however, as you were trained
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* ForgotAboutHisPowers: The text quests tend to be inconsistent on whether you bring your own blaster with you, often resulting in you going unarmed onto missions where a gun would be extremely handy. A few quests [[JustifiedTrope justify]] this due to you being prohibited from bringing a weapon.


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* WeaponSpecialization: Blasters, [[{{Handguns}} typically in the pistol form]]. You start several text quests with one, and it's the most common personal weapon you use.

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* ExperiencedProtagonist: Although they're new to being a ranger and a spaceship pilot, various excerpts from the text quests make it obvious that they had quite a life before the game's start, and have a lot of knowledge and experience in all kinds of skills.

to:

* ExperiencedProtagonist: Although they're you're new to being a ranger and a spaceship pilot, various excerpts from the text quests make it obvious that they you had quite a life before the game's start, and have a lot of knowledge and experience in all kinds of skills.skills.
* {{Handguns}}: Many of the text quests have a [[RayGun blaster pistol]] as your only/primary weapon, often having you start out with one.



* InstantExpert: Many of the text quests have you doing something for the first time in your life (such as managing a ski resort), only receiving a few minutes of instruction, yet you often end up performing better than experts with many years of training, at least if you understand the instructions properly.

to:

* InstantExpert: Many of the text quests have you doing something for the first time in your life (such as managing a ski resort), only receiving a few minutes of instruction, yet you often end up performing better than experts with many years of training, at least if you understand the instructions properly.training.

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* TheCavalry: If you start a battle, they will often arrive a few weeks later to help you out, potentially turning the tide in your favor. [[InvertedTrope Inverted]] if you're fighting for the Pirate Clan, as they will reinforce attacked systems in increasingly greater amounts.



* EliteArmy: While they have much smaller numbers than the conventional Coalition military, or the rest of the factions, they compensate for it by having better stats and equipment, with them usually being a match for 2 average pirate/military ships.
* EliteMooks: To the Pirate player, they often serve as this, as they have better equipment that military ships, arrive as reinforcements if you attack a system, and sometimes travel in groups. This is also reflected in the Pirate Clan rank progression, as rangers are considered to be worth 1.5x as much as a military ship.



* UltimateJobSecurity: Nobody gets kicked out of the Rangers, even if they commit crimes, attack military ships, or betray the Coalition in favor of the Pirate Clan. While joining the Clan (even as an undercover operative) does require you to renounce Coalition rank, it's easy to get reinstated.

to:

* UltimateJobSecurity: Nobody gets kicked out of the Rangers, even if they commit crimes, attack military ships, or betray the Coalition in favor of the Pirate Clan. While joining the Clan (even as an undercover operative) does require you to renounce Coalition rank, it's easy to get reinstated.reinstated, and you still retain the ability to use Ranger centres.

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* DeepCoverAgent: Destroying the Pirate Clan requires you to infiltrate it as a pirate and rise through the ranks. This, of course, means committing numerous crimes and killing dozens of innocent Coalition pilots.



* HeroWithBadPublicity: If you want to destroy the Pirate Clan, you'll almost certainly ''have'' to become this, especially if the Dominators were defeated, as the best way to get promoted is to commit crimes and take part in the war against the Coalition.



* JackOfAllTrades: Besides potentially becoming a great pilot, trader, and leader, the text quests make it clear that you're also good at many physical skills. Many quests also have you engaging in an extremely diverse array of tasks, from editing a video game journal to hacking computers.

to:

* JackOfAllTrades: Besides potentially becoming a great pilot, technician, trader, and leader, the text quests make it clear that you're also good at many physical skills. Many quests also have you engaging in an extremely diverse array of tasks, from editing a video game journal to hacking computers.computers.
* LivingLegend: Defeating the Dominators and/or the Pirate Clan makes you a famed celebrity in the Coalition, as shown by the endings. [[spoiler:This is [[DeconstructedTrope deconstructed]] in the endings where you destroy both the Dominators and the Clan, as your fame allows the Clan remnants to track down and attempt an assassination on you, forcing you to [[FakingTheDead fake your death]].]]

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* ActionBomb: Kligs are poorly equipped and have a tiny hull, but they will explode on contact with an enemy ship, doing heavy damage to it.



* EnemySummoner: One of the abilities of bertors is to create kligs.



%%* ScaryDogmaticAliens
* SuicideAttack: The Klings in Space Rangers HD is the lightest type of dominators, their weapons are very weak, but they are quite dangerous due to ability of ramming enemy ships, exploding themselves and thus inflicting considerable damage.

to:

%%* ScaryDogmaticAliens
* MookCommander: Bertors serve in this role, with their field giving a buff to any nearby Dominator ship (damage for Blazeroids, repair for Terronoids, and shields for Keller).
* RammingAlwaysWorks: Dominator kligs will aim to ram themselves into enemies, causing them to [[ActionBomb explode]] and do 100+ damage.
* ScaryDogmaticAliens: Each series is obsessed with a specific goal, which they won't deviate from without the use of special programs:
** Blazer wants to destroy every other form of life.
** Terron wants to turn everything into terronoids.
** Keller wants to study everything, even via destructive methods.
* SuicideAttack: The Klings Kligs in Space Rangers HD is are the lightest type of dominators, and their weapons are very weak, but they are quite dangerous due to ability of ramming to ram enemy ships, exploding themselves and thus inflicting considerable damage.
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* EvilHero: Pirate rangers take advantage of their status in order to rob ships, kill innocent people, and sell contraband. All while being in an organization dedicated to fighting the latest menace to the Coalition.
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* HumansAreWhite: [[DownplayedTrope Downplayed]] - while the government/station officials and most portraits for humans are clearly of European descent, there's one that appears East Asian, and a few AmbiguouslyBrown ones.
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* BecomingTheMask: Although the Ranger program encourages you to join the Clan in order to destroy it from within, it's extremely easy for you to become more of a menace than the rest of the Clan. [[spoiler:The end of the storyline even allows you to become the Clan's baron, ultimately making it stronger than ever.]]
* CanonName: Gref, which is the default name used if you start a text quest from the menu.


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* InstantExpert: Many of the text quests have you doing something for the first time in your life (such as managing a ski resort), only receiving a few minutes of instruction, yet you often end up performing better than experts with many years of training, at least if you understand the instructions properly.


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* JackOfAllTrades: Besides potentially becoming a great pilot, trader, and leader, the text quests make it clear that you're also good at many physical skills. Many quests also have you engaging in an extremely diverse array of tasks, from editing a video game journal to hacking computers.
* OneManArmy: You usually end up as this in space gameplay, as allied [=NPCs=] often suffer from ArtificialStupidity or [[DirtyCoward cowardice]], and your ship tends to have better stats than most others. The text quests, however, tend to [[DownplayedTrope downplay]] this in regards to your personal combat skills - you can consistently take on 2-3 {{Mooks}} at a time if there isn't a significant disparity in equipment, but anything more will vary on quest-by-quest basis.


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* UniversalDriversLicense: Your ability to pilot a spaceship apparently translates to all other vehicles in the text quests, from foncers (future motorcycles, effectively) and automobiles (both antique and contemporary), to submarines and [[JetPack jet packs]].


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* MildlyMilitary: Though the Rangers are part of the Coalition's military structure, they don't actually have to obey any orders or rules, and it's impossible for them to be kicked out, even when they commit crimes. On the downside, this also means that they have to procure their own equipment, and they don't actually have the authority to order anybody around.


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* UltimateJobSecurity: Nobody gets kicked out of the Rangers, even if they commit crimes, attack military ships, or betray the Coalition in favor of the Pirate Clan. While joining the Clan (even as an undercover operative) does require you to renounce Coalition rank, it's easy to get reinstated.
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* PlanetOfHats: All five sentient races are quite widespread across the galaxy, so you'll encounter many planets with the same hat. The Maloqs' hat is being the [[ProudWarriorRace tough and warmongering]], Gaalians are [[EnlightenedMysticRace wise and patient]], Faeyans are [[ProudScholarRace awesome scientists]], and Pelengs are the [[TokenEvilTeammate slimy spies, villains and backstabbers]]. Humans are an average race in both attitudes and technology, while apparently being [[ProudMerchantRace superior businessmen]] (After all, the galactic currency is the human-originated "Galactic Credit"). Subverted in text quests where you may encounter smart Maloqs and heroic Pelengs.

to:

* PlanetOfHats: All five sentient races are quite widespread across the galaxy, so you'll encounter many planets with the same hat. The Maloqs' hat is being the [[ProudWarriorRace tough and warmongering]], Gaalians are [[EnlightenedMysticRace [[SpaceElves wise and patient]], Faeyans are [[ProudScholarRace awesome scientists]], and Pelengs are the [[TokenEvilTeammate slimy spies, villains and backstabbers]]. Humans are an average race in both attitudes and technology, while apparently being [[ProudMerchantRace superior businessmen]] (After all, the galactic currency is the human-originated "Galactic Credit"). Subverted in text quests where you may encounter smart Maloqs and heroic Pelengs.

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* GameplayAndStoryIntegration: Maloqs' culture and history affects what kinds of goods they buys or have on sell:
** Maloqs despises luxury (excluding their stools); as results, luxury is both cheap (only outsiders buys it) and illegal (excluding traditionally rich monarchic planets).
** Due to their SocialDarwinist values, they never bothered to develop their own medicine; now, they must import medicaments produced by the other races, which makes selling those profitable.
** As may be expected from the race with the cult of strength and war, they readily buys any weapons imported to them.
** As their technologies are underdeveloped, they readily buys tech, and sells cheap minerals (not much use for those, so may as well sell to those who need them).

to:

* GameplayAndStoryIntegration: GameplayAndStoryIntegration:
**
Maloqs' culture and history affects what kinds of goods they buys or have on sell:
** *** Maloqs despises luxury (excluding their stools); as results, luxury is both cheap (only outsiders buys it) and illegal (excluding traditionally rich monarchic planets).
** *** Due to their SocialDarwinist values, they never bothered to develop their own medicine; now, they must import medicaments produced by the other races, which makes selling those profitable.
** *** As may be expected from the race with the cult of strength and war, they readily buys any weapons imported to them.
** *** As their technologies are underdeveloped, they readily buys tech, and sells cheap minerals (not much use for those, so may as well sell to those who need them).them).
** Maloqs specialises in brute strength and compensates the lack of tech (speed, subtlety, etc) with sheer size and resilience. This applies to their ships, too: Maloq ships are typically bigger, which directly contributes to more hitpoints and carrying capacity, but reduces their speed. It's also common for them to have extra weapon slot unlocked.



* TeethClenchedTeamwork: They don't come along with neither Maloqs nor Pelengs; they actually once pushed for having Pelengs expulsed from the Coalition, so they can start the war with them, but no one supported them.



* AmbiguouslyEvil: On the one hand, they're the race of {{Martial Pacifist}}s who always tries peaceful approach first, seeks the best in everyone (even Pelengs), and prefers to quietly meditate and study. But humans suspects that their philanthropy is actually a disguise for spreading the web of their influence, while their practice of kicking out any dissidents or putting them into "[[WrongfullyCommitted sanatoriums]]", from where they never returns.

to:

* AmbiguouslyEvil: On the one hand, they're the race of {{Martial Pacifist}}s who always tries peaceful approach first, seeks the best in everyone (even Pelengs), and prefers to quietly meditate and study. But humans suspects that their philanthropy is actually a disguise for spreading the web of their influence, while influence. And then there's their practice of kicking out any dissidents or putting them into "[[WrongfullyCommitted sanatoriums]]", from where they never returns.



** Selling them drugs is even more profitable than to other races (due to their mystics historically using them), but quickly deteriorates relationship with the planet where the deal gets done (drugs are ''never'' legal on their planets, unless they're in state of anarchy).

to:

** Selling them drugs is even more profitable than to other races (due to their mystics historically using them), but quickly deteriorates relationship with the planet where the deal gets done (drugs are ''never'' legal on their planets, unless they're in a state of anarchy).



** Their philosophy seems peaceful, and usually it indeed is... but they considers those Gaalians who don't follow it being "pathologically sick", and either kicks them out of their society, or puts them into "[[WrongfullyCommitted sanatoriums]]" to "cure", which is pointed as being equal to death sentence. And yet, they're the ones who generally pushes for making galaxy better place for everyone (they were the only one who stated non-selfish reasons to keep Pelengs in the Coalition).

to:

** Their philosophy seems peaceful, and usually it indeed is... but they considers those Gaalians who don't follow it being "pathologically sick", and either kicks them out of their society, or puts them into "[[WrongfullyCommitted sanatoriums]]" to "cure", which is pointed as being equal to death sentence. And yet, they're the ones who generally pushes for making galaxy a better place for everyone (they (for example, they were the only one who stated non-selfish reasons to keep Pelengs in the Coalition).



* RousseauWasRight: They believes that any sentient beings (even Pelengs) has potential to become good, they just needs a chance to realise it.

to:

* RousseauWasRight: They believes that any sentient beings (even Pelengs) has have potential to become good, they just needs a chance to realise it.
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** It's known that the practice of [[HigherUnderstandingThroughDrugs using drugs or enlightenment]] was practiced for millions of years before it was outlawed.

to:

** It's known that the practice of [[HigherUnderstandingThroughDrugs using drugs or for enlightenment]] was practiced for millions of years before it was outlawed.

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** Due to their SocialDarwinist values, they never bothered to develop their own medicine; now, they must import medicament produced by the other races, which makes selling those profitable.

to:

** Due to their SocialDarwinist values, they never bothered to develop their own medicine; now, they must import medicament medicaments produced by the other races, which makes selling those profitable.



** As their technologies are underdeveloped, they readily buys tech, and sells cheap minerals (not much use for those, so may as well sell tho those who need them).

to:

** As their technologies are underdeveloped, they readily buys tech, and sells cheap minerals (not much use for those, so may as well sell tho to those who need them).



* SocialDarwinist: They considers weak being unworthy to weak; for the long time, there was tradition to kill too old or disabled, and they never bothered to develop medicine.

to:

* SocialDarwinist: They considers weak being unworthy to weak; live; for the long time, there was tradition to kill too anyone old or disabled, and they never bothered to develop medicine.



* EasySexChange: Pelengs can change their biological sex at will; it's considered being amoral, but it's speculated that real reason is simply them being too lazy to change documents.

to:

* EasySexChange: Pelengs can change their biological sex at will; it's considered being amoral, but it's speculated in-universe that the real reason is simply them being too lazy to change documents.



* TheFriendNobodyLikes: They're not liked by other members of Coalition, with everyone having at least one reason to dislike them (Maloqs for their cowardice, Humans for their piracy, Faeyans for their espionage, Gaalians for drug trading); Faeyans actually tried to push for kicking them out and even start a war agains them, but it went nowhere, as the others found excuses not to go to war: Maloqs buying stolen tech from them, Humans don't like idea to start a war, and Gaalians claimed that they're "controlling" Pelengs and wouldn't let them go beyond petty piracy.

to:

* TheFriendNobodyLikes: They're not liked by other members of the Coalition, with everyone having at least one reason to dislike them (Maloqs for their cowardice, Humans for their piracy, Faeyans for their espionage, Gaalians for drug trading); Faeyans actually tried to push for kicking them out and even start a war agains against them, but it went nowhere, as the others found excuses not to go to war: Maloqs are buying stolen tech from them, Humans don't like an idea to start a war, and Gaalians claimed that they're "controlling" Pelengs and wouldn't let them go beyond petty piracy.



* ItsAllAboutMe: Joint Human-Faeyan research of their culture came to conclusion that objective justice, moral duty or natural honesty are completely alien to their psychology. They also despises other races, thinking them below themselves.
* LizardFolk: They are humanoid amphibians.

to:

* ItsAllAboutMe: Joint Human-Faeyan research of their culture came to conclusion that objective justice, moral duty or natural honesty are completely alien to their psychology. They also despises other races, [[FantasticRacism thinking them below themselves.
themselves]].
* LizardFolk: They are humanoid amphibians.amphibians with vaguely newt-like appearance.



** Pelengs are infamous for spying on other Coalition races, stealing and reverse-engineering their tech, which they then produces themselves or sells ot Maloqs. It's pretty much the only way they comes up with new technologies, as they're too lazy and nearsighted to work for the perspective.

to:

** Pelengs are infamous for spying on other Coalition races, stealing and reverse-engineering their tech, which they then produces themselves or sells ot to Maloqs. It's pretty much the only way they comes up with new technologies, as they're too lazy and nearsighted to work for the perspective.



* SpaceJews: They even have Jewish (Yiddish) sounding names.

to:

* SpaceJews: They Much of this race is based on Jewish stereotypes (both in their behaviour and the others' opinion on them); they even have Jewish (Yiddish) sounding names.



** Save for planets run by dictators, Faeyans always outlaws weapons: they're known {{Martial Pacifist}}.

to:

** Save for planets run by dictators, Faeyans always outlaws weapons: they're known {{Martial Pacifist}}.Pacifist}}s.



* MartialPacifist: They don't like weapons and violence, and for a time lacked concept of warfare whatsoever. They only learned how to fight, and created some sort of army after making contact with the other races.

to:

* MartialPacifist: They don't like weapons and violence, and for a time lacked concept of warfare whatsoever. They only learned how to fight, and created some sort of army (or, at least, planetary defence forces) after making contact with the other races.



* AmbiguouslyEvil: On the one hand, they're the race of {{Martial Pacifist}}s who always tries peaceful approach first, seeks the best in everyone (even Pelengs), and prefers to quietly meditate and study. But humans suspects that their philanthropy is actually a disguise for spreading the web of their influence, while their practice of kicking out any dissidents or putting them into "[[WrongfullyCommitted sanatoriums]]", from where they never returns.



** Their philosophy seems peaceful, and usually it indeed is... but they considers those Gaalians who don't follow it being "pathologically sick", and either kicks them out, or puts them into "sanatoriums" to "cure", which is pointed as being equal to death sentence. And yet, they're the ones who generally pushes for making galaxy better place for everyone (they were the only one who stated non-selfish reasons to keep Pelengs in the Coalition).

to:

** Their philosophy seems peaceful, and usually it indeed is... but they considers those Gaalians who don't follow it being "pathologically sick", and either kicks them out, out of their society, or puts them into "sanatoriums" "[[WrongfullyCommitted sanatoriums]]" to "cure", which is pointed as being equal to death sentence. And yet, they're the ones who generally pushes for making galaxy better place for everyone (they were the only one who stated non-selfish reasons to keep Pelengs in the Coalition).



* TooGoodToBeTrue: Humans are wary of them, suspecting some ulterior motives behind their seeming peacefulness and philanthropy.

to:

* TooGoodToBeTrue: Humans are wary of them, suspecting some ulterior motives behind their seeming peacefulness and philanthropy. There are hints that they may be right.
* WrongfullyCommitted: They routinely sends their dissidents to "sanatorium", which was equalled to death sentence. It's likely based on USSR's infamous practice of "punitive psychiatry".



* AbsoluteXenophobe: Their ultimate goal is to destroy anyone who isn't one of them. When asked how he plans to do that if the galaxy is so huge, he says that it's what makes the mission great: its scale and length.
* BrainwashingForTheGreaterGood: He's the only Dominator leader who can be spared and reprogrammed to serve the Coalition. Unfortunately, he still destroys his army.
* TalkingTheMonsterToDeath: With he usage of special programs, he can be contacted, and, after learning about [[AbsoluteXenophobe his goal]], convinced that he can't truly "defeat everyone" unless he kills himself, too; this makes him proceed to self-destruct, which gives the player a choice to either allow him, or reset him and order to land on the nearby Coalition planet, while destroying the rest of the Blazeroids.

to:

* AbsoluteXenophobe: Their ultimate goal is to destroy anyone who isn't one of them. When asked how he it plans to do that if the galaxy is so huge, he Blaer says that it's what makes the mission great: its scale and length.
* BrainwashingForTheGreaterGood: He's Blazer is the only Dominator leader who can be spared and reprogrammed to serve the Coalition. Unfortunately, he it still destroys his army.
its army instead of putting it to use against the other Dominators.
* TalkingTheMonsterToDeath: With he the usage of special programs, he Blazer can be contacted, and, after learning about [[AbsoluteXenophobe his its goal]], convinced that he it can't truly "defeat everyone" unless he it kills himself, itself, too; this makes him it proceed to self-destruct, which gives the player a choice to either allow him, that to happen, or reset him it and order to land on the nearby Coalition planet, while destroying the rest of the Blazeroids.



* TalkingTheMonsterToDeath: It's possible to defeat him without fighting by [[HurlItIntoTheSun tricking him into transfomring the sun]].
* WeCanRuleTogether: After learning about his goal, it's possible to join in. This leads to a NonStandardGameOver.

to:

* TalkingTheMonsterToDeath: It's possible to defeat him Terron without fighting by [[HurlItIntoTheSun tricking him it into transfomring the sun]].
sun]]; [[BittersweetEnding this would eventually destroy the star itself, though]].
* WeCanRuleTogether: After learning about his Terron's goal, it's possible to join in. This leads to a NonStandardGameOver.NonStandardGameOver (with several randomly-chosen variants).



* ForScience: They don't destroy the Coalition ships - he's merely disassembling them for studying. It's not his fault they cannot reassemble back!
* LetsYouAndHimFight: It's possible to get rid of him by sending him to fight Klissans.
* MadScientist: Their way of researching things is to take them apart and see what they are made of. Coalition races can't reassemble themselves after the process? Not his problem!

to:

* BackFromTheDead: When defeated in the blackhole, Keller would reassemble back. Through usage of anti-Dominator program, it's possible to prevent it, [[KilledOffForReal ensuring that it stays dead]].
* ForScience: They don't destroy the Coalition ships - he's they're merely disassembling them for studying. It's not his Keller's fault that they cannot reassemble back!
* LetsYouAndHimFight: It's possible to get rid of him Keller by sending him it to fight Klissans.
* MadScientist: Their way of researching things is to take them apart and see what they are made of. Coalition races can't reassemble themselves after the process? Not his Keller's problem!
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* EveryoneHasStandards: While Pelengs are generally fine with piracy (as is, extorting and robbing people), even they would get angry if you actually ''kill'' someone.


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*** For as long as you [[EveryoneHasStandards don't actually kill anyone]], you're free to rob people in Peleng systems for as much as you want: they wouldn't mind.

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* GameplayAndStoryIntegration: Maloqs despises luxury (excluding their stools); as results, luxury is considered a form of contraband on their planets. But they freely sells weaponry.

to:

* GameplayAndStoryIntegration: Maloqs' culture and history affects what kinds of goods they buys or have on sell:
**
Maloqs despises luxury (excluding their stools); as results, luxury is considered a form of contraband on both cheap (only outsiders buys it) and illegal (excluding traditionally rich monarchic planets).
** Due to
their planets. But SocialDarwinist values, they freely never bothered to develop their own medicine; now, they must import medicament produced by the other races, which makes selling those profitable.
** As may be expected from the race with the cult of strength and war, they readily buys any weapons imported to them.
** As their technologies are underdeveloped, they readily buys tech, and
sells weaponry.cheap minerals (not much use for those, so may as well sell tho those who need them).



* SocialDarwinist: They considers weak being unworthy to weak; for the long time, there was tradition to kill too old or disabled, and they never bothered to develop medicine.



* TheFriendNobodyLikes: They're not liked by other members of Coalition, with everyone having at least one reason to dislike them (Maloqs for their cowardice, Humans for their piracy, Faeyans for their espionage, Gaalians for drug trading); Faeyans actually tried to push for kicking them out, but it went nowhere.
* GameplayAndStoryIntegration: Their respect to pirates manifests in gameplay:
** If you kill a pirate, his native planet would get mad at you, for killing "innocents".
** Whenever they give protection quests (don't let any ship die in a system X for Y days), it includes the pirate ships; any other race allows you to kill pirates at will.

to:

* EasySexChange: Pelengs can change their biological sex at will; it's considered being amoral, but it's speculated that real reason is simply them being too lazy to change documents.
* TheFriendNobodyLikes: They're not liked by other members of Coalition, with everyone having at least one reason to dislike them (Maloqs for their cowardice, Humans for their piracy, Faeyans for their espionage, Gaalians for drug trading); Faeyans actually tried to push for kicking them out, out and even start a war agains them, but it went nowhere.
nowhere, as the others found excuses not to go to war: Maloqs buying stolen tech from them, Humans don't like idea to start a war, and Gaalians claimed that they're "controlling" Pelengs and wouldn't let them go beyond petty piracy.
* GameplayAndStoryIntegration: GameplayAndStoryIntegration:
** Their society is highly unstable, with regimes changing semi-regularly. As result, there's no stable law, so don't expect anything being illegal, and people are always ready to buy weapons.
** Pelengs are obsessed with fun and self-indulging -- so they always buys luxuries.
**
Their respect to pirates manifests in gameplay:
** *** If you kill a pirate, his native planet would get mad at you, for killing "innocents".
** *** Whenever they give protection quests (don't let any ship die in a system X for Y days), it includes the pirate ships; any other race allows you to kill pirates at will.



* ItsAllAboutMe: Joint Human-Faeyan research of their culture came to conclusion that objective justice, moral duty or natural honesty are completely alien to their psychology. They also despises other races, thinking them below themselves.



* SneakySpySpecies:
** Pelengs are infamous for spying on other Coalition races, stealing and reverse-engineering their tech, which they then produces themselves or sells ot Maloqs. It's pretty much the only way they comes up with new technologies, as they're too lazy and nearsighted to work for the perspective.
** When Pelengs aren't busy spying on the Coalition, they're spying ''for'' the Coalition; their intelligence service is the best in the galaxy.



* ForeignCultureFetish: {{Invoked|Trope}} and {{Exploited|Trope}}; Humans makes large profit (both financial and diplomatic) on tourists: Pelengs are looking for cheap and exotic fun, while Faeyans and Gaalians are interested in aesthetic alteration of nature and philosophy (with Gaalians also showing interest to poetry).



* GameplayAndStoryIntegration: Their planets almost always have alcohol illegal, due to how it affects Faeyans.

to:

* GameplayAndStoryIntegration: Their GameplayAndStoryIntegration:
** Save for
planets almost run by dictators, Faeyans always have alcohol illegal, due outlaws weapons: they're known {{Martial Pacifist}}.
** Faeyans easily becomes addicted
to how alcohol. As result, it's vey profitable to sell it affects Faeyans.to them, but it's also often illegal (any republican and democratic planets would outlaw it).
** The food suitable for them is hard to produce, which makes selling it to them highly profitable.



* MartialPacifist: They don't like weapons and violence, and for a time lacked concept of warfare whatsoever. They only learned how to fight, and created some sort of army after making contact with the other races.



* GameplayAndStoryIntegration: Selling them drugs is even more profitable than to other races, but quickly deteriorates relationship with the planet where the deal gets done.
* GoodIsNotNice: They give their share of assassination missions. They tend to mourn their targets though, and treat this sort of mission as very traumatic experience.

to:

* GameplayAndStoryIntegration: Selling them drugs is even more profitable than to other races, but quickly deteriorates relationship with the planet where the deal gets done.
* GoodIsNotNice: They give their share of assassination missions. They tend to mourn their targets though, and treat this
CondescendingCompassion: They're not very liked by Pelengs: Gaalians looks on younger races as some sort of mission "younger brothers" whom they need to guide, while Pelengs thinks of themselves as very traumatic experience.superior.



%%* SpaceElves:

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%%* SpaceElves:* GameplayAndStoryIntegration:
** Selling them drugs is even more profitable than to other races (due to their mystics historically using them), but quickly deteriorates relationship with the planet where the deal gets done (drugs are ''never'' legal on their planets, unless they're in state of anarchy).
** Their technologies allows them to easily mass-produce cheap medicine for export. Also, notably, medical stations are always stuffed by Gaalians.
* GoodIsNotNice:
** They give their share of assassination missions. [[MartialPacifist They tend to mourn their targets though]], and treat this sort of mission as very traumatic experience.
** Their philosophy seems peaceful, and usually it indeed is... but they considers those Gaalians who don't follow it being "pathologically sick", and either kicks them out, or puts them into "sanatoriums" to "cure", which is pointed as being equal to death sentence. And yet, they're the ones who generally pushes for making galaxy better place for everyone (they were the only one who stated non-selfish reasons to keep Pelengs in the Coalition).
* HigherUnderstandingThroughDrugs: Their mystics can somehow improve their mental capabilities by using drugs, but this drastically decreases lifespan, which led to practice being outlawed, with only their leaders still using it (they have their biology altered, so they can produce it naturally). Some Gaalians are still willing to try, and since traditional drugs are hard to obtain, they just buys imported synthetic analogues.
* MartialPacifist: They don't like fighting, preferring peaceful approach, but they do have their own fleet, and are ready to fight if pushed.
* ProudScholarRace: The ancient race of philosophers and mystics pursuing enlightenment and understanding of the universe, with technologies which are often even more advanced than that of Faeyans.
* RousseauWasRight: They believes that any sentient beings (even Pelengs) has potential to become good, they just needs a chance to realise it.
* SpaceElves: The ancient race of mystics with weird philosophy and even weirder biology (mainly due to all the genetical experiments).


Added DiffLines:

* TimeAbyss: Their civilisation is ''the'' oldest in the galaxy:
** It's known that the practice of [[HigherUnderstandingThroughDrugs using drugs or enlightenment]] was practiced for millions of years before it was outlawed.
** Their current ruling institute is half a million of years old.
** One of their current leaders was born 450 millions of years ago; he's the last one in some old dynasty.
* TooGoodToBeTrue: Humans are wary of them, suspecting some ulterior motives behind their seeming peacefulness and philanthropy.

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* PlanetOfHats: All five sentient races are quite widespread across the galaxy, so you'll encounter many planets with the same hat. The Maloqs' hat is being the ProudWarriorRace, Gaalians are [[EnlightenedMysticRace wise and patient]], Faeyans are [[ProudScholarRace awesome scientists]], and Pelengs are the [[ChaoticNeutral slimy spies, villains and backstabbers]]. Humans are an average race in both attitudes and technology, while apparently being [[ProudMerchantRace superior businessmen]] (After all, the galactic currency is the human-originated "Galactic Credit"). Subverted in text quests where you may encounter smart Maloqs and heroic Pelengs.

to:

* PlanetOfHats: All five sentient races are quite widespread across the galaxy, so you'll encounter many planets with the same hat. The Maloqs' hat is being the ProudWarriorRace, [[ProudWarriorRace tough and warmongering]], Gaalians are [[EnlightenedMysticRace wise and patient]], Faeyans are [[ProudScholarRace awesome scientists]], and Pelengs are the [[ChaoticNeutral [[TokenEvilTeammate slimy spies, villains and backstabbers]]. Humans are an average race in both attitudes and technology, while apparently being [[ProudMerchantRace superior businessmen]] (After all, the galactic currency is the human-originated "Galactic Credit"). Subverted in text quests where you may encounter smart Maloqs and heroic Pelengs.



* GameplayAndStoryIntegration: Maloqs despises luxury (excluding their stools); as results, luxury is considered a form of contraband on their planets. But they freely sells weaponry.



%%* ChaoticNeutral

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%%* ChaoticNeutral* BlackMarket: Their planets ''never'' have restrictions on any goods, be it weapons, alcohol or drugs; in fact, when you need to find cheep drugs, Pelengs are your go-to traders.



%%* HornedHumanoid

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%%* HornedHumanoid* TheFriendNobodyLikes: They're not liked by other members of Coalition, with everyone having at least one reason to dislike them (Maloqs for their cowardice, Humans for their piracy, Faeyans for their espionage, Gaalians for drug trading); Faeyans actually tried to push for kicking them out, but it went nowhere.
* GameplayAndStoryIntegration: Their respect to pirates manifests in gameplay:
** If you kill a pirate, his native planet would get mad at you, for killing "innocents".
** Whenever they give protection quests (don't let any ship die in a system X for Y days), it includes the pirate ships; any other race allows you to kill pirates at will.
* HornedHumanoid: They have massive horn on their heads.



* TokenEvilTeammate: Even compared to Maloqs, they're the most prone to piracy (in fact, they considers it to be respectful career choice), espionage, backstabbing, etc.



* GameplayAndStoryIntegration: Their planets almost always have alcohol illegal, due to how it affects Faeyans.
* TheGreys: They rather closely resembles stereotypical "greys": bald humanoids with grayish-purple skin, huge black eyes, massive intellect and general outlandish aesthetic.



%%* ProudScholarRace

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%%* ProudScholarRace* ProudScholarRace: They play the role of resident scientists and researchers, and while Gaalian technologies are superior, Faeyans generally have more involvement; notably, most science stations are stuffed by them (with some having Gaalian personnel).



%%* EnlightenedMysticRace

to:

%%* EnlightenedMysticRace* GameplayAndStoryIntegration: Selling them drugs is even more profitable than to other races, but quickly deteriorates relationship with the planet where the deal gets done.



* ExtraEyes: They have 3 eyes: two normal ones, and one extra on their forehead.
%%* SpaceElves:



%%* LivingShip

to:

%%* LivingShip* LivingShip: They don't pilot the ships; they ''are'' the ships. This is the source of original conflict: they [[MistookTheDominantLifeform mistook our ships for local civilization, and us for infection]].



* AIIsACrapshoot: They have different reasons for war, however.

to:

* AIIsACrapshoot: They All of them have rebelled and are currently at war with the Coalition, albeit exact reason is different reasons for war, however.each faction.
** Blazer is [[AbsoluteXenophobe on the mission to wipe out all sentient life]] other than it and its army.
** Keller tries to study the universe... by destroying things.
** Terron plans to assimilate all other sentient life into itself.



* TalkingTheMonsterToDeath: The player can choose to do this to one of the 3 main bosses.

to:

* TalkingTheMonsterToDeath: The player All three can choose to do this to one of the 3 main bosses.be neutralized peacefully, with two -- without even fighting them.



* AbsoluteXenophobe: Their ultimate goal is to destroy anyone who isn't one of them.

to:

* AbsoluteXenophobe: Their ultimate goal is to destroy anyone who isn't one of them. When asked how he plans to do that if the galaxy is so huge, he says that it's what makes the mission great: its scale and length.
* BrainwashingForTheGreaterGood: He's the only Dominator leader who can be spared and reprogrammed to serve the Coalition. Unfortunately, he still destroys his army.
* TalkingTheMonsterToDeath: With he usage of special programs, he can be contacted, and, after learning about [[AbsoluteXenophobe his goal]], convinced that he can't truly "defeat everyone" unless he kills himself, too; this makes him proceed to self-destruct, which gives the player a choice to either allow him, or reset him and order to land on the nearby Coalition planet, while destroying the rest of the Blazeroids.



* HurlItIntoTheSun: One of the ways of dealing with Terron is to give him a program of transforming the star. Scientists say that he will probably melt within a year.

to:

* HurlItIntoTheSun: One of the ways of dealing with Terron is to give him a program of transforming the star. Scientists say that he will probably melt within a year. However, it's stated that this can irreversibly damage the star itself in time.


Added DiffLines:

* TalkingTheMonsterToDeath: It's possible to defeat him without fighting by [[HurlItIntoTheSun tricking him into transfomring the sun]].
* WeCanRuleTogether: After learning about his goal, it's possible to join in. This leads to a NonStandardGameOver.


Added DiffLines:

* LetsYouAndHimFight: It's possible to get rid of him by sending him to fight Klissans.

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* AllCrimesAreEqual: Mugged a couple of traders for their cargo and money? Four months in prison! Sold too much drugs at once? Four months in prison! Attacked and destroyed an entire military fleet, leaving a planet defenseless against killer robots? Four months in prison!
** That is, of course, if you manage to reach a planet in order to be arrested at all. Otherwise the system military will simply blast you of the sky.
* ChromosomeCasting: All the Space Rangers are male, and so are all the ship captains and government officials you encounter. Female characters only appear in text adventures, and only in minor roles. Technically the Faeyans are {{Hermaphrodite}}s, but in practice they are all treated as men.
** Space Rangers: A War Apart, however, introduces Special Agents, which are all female (and all human).

to:

* AllCrimesAreEqual: Mugged a couple of traders for their cargo and money? Four months in prison! Sold too much drugs at once? Four months in prison! Attacked and destroyed an entire military fleet, leaving a planet defenseless against killer robots? Four months in prison!
**
prison! That is, of course, if you manage to reach a planet in order to be arrested at all. Otherwise the system military will simply blast you of the sky.
* ChromosomeCasting: All the Space Rangers are male, and so are all the ship captains and government officials you encounter. Female characters only appear in text adventures, and only in minor roles. Technically the Faeyans are {{Hermaphrodite}}s, but in practice they are all treated as men.
** Space
men. ''Space Rangers: A War Apart, Apart'', however, introduces Special Agents, which are all female (and all human).



* GlobalCurrency[=/=]WeWillSpendCreditsInTheFuture: The Galactic Credit is the human currency, but they've managed to convince all other races to use it as well. Averted in some text quests.

to:

* GlobalCurrency[=/=]WeWillSpendCreditsInTheFuture: GlobalCurrency: The Galactic Credit is the human currency, but they've managed to convince all other races to use it as well. Averted well.%%Averted in some text quests.%%Averted how?



* LawOfAlienNames: The Maloqs have a lot of R and voiced stops (b, d, g) in their names (and their planet names etc.), Pelengs have a lot of 'ts', 'ch', 'sh' sounds, Faeyans have a lot of l, m, n, f, p and y sounds and Gaalians have a lot of doubled vowels (such as 'Gaaldok', 'Raalito' etc.).

to:

* LawOfAlienNames: The Maloqs have a lot of R and voiced stops (b, d, g) in their names (and their planet names etc.), Pelengs have a lot of 'ts', 'ch', 'sh' "ts", "ch", "sh" sounds, Faeyans have a lot of l, m, n, f, p and y sounds and Gaalians have a lot of doubled vowels (such as 'Gaaldok', 'Raalito' "Gaaldok", "Raalito", etc.).



* PlanetOfHats: All five sentient races are quite widespread across the galaxy, so you'll encounter many planets with the same hat. The Maloqs' hat is being the [[ProudWarriorRaceGuy Proud Warrior Race]] (see below), Gaalians are [[EnlightenedMysticRace wise and patient]], Faeyans are [[ProudScholarRaceGuy awesome scientists]], and Pelengs are the [[ChaoticNeutral slimy spies, villains and backstabbers]]. Humans are an average race in both attitudes and technology, while apparently being [[ProudMerchantRace superior businessmen]] (After all, the galactic currency is the human-originated "Galactic Credit").
** Subverted in text quests where you may encounter smart Maloqs and heroic Pelengs.

to:

* PlanetOfHats: All five sentient races are quite widespread across the galaxy, so you'll encounter many planets with the same hat. The Maloqs' hat is being the [[ProudWarriorRaceGuy Proud Warrior Race]] (see below), ProudWarriorRace, Gaalians are [[EnlightenedMysticRace wise and patient]], Faeyans are [[ProudScholarRaceGuy [[ProudScholarRace awesome scientists]], and Pelengs are the [[ChaoticNeutral slimy spies, villains and backstabbers]]. Humans are an average race in both attitudes and technology, while apparently being [[ProudMerchantRace superior businessmen]] (After all, the galactic currency is the human-originated "Galactic Credit").
**
Credit"). Subverted in text quests where you may encounter smart Maloqs and heroic Pelengs.






* ProudWarriorRaceGuy: Trading or killing pirates might end up with you being very unpopular with Maloqs - they do not appreciate activities that don't involve war, and they think of piracy as an honorable career. The Maloqs' way of greeting is to punch the other person in the face. Maloqs despise any luxury, and ban any trading in luxurious items on their planets. In fact, the only luxury items they allow for themselves are stools.

to:

* ProudWarriorRaceGuy: ProudWarriorRace: Trading or killing pirates might end up with you being very unpopular with Maloqs - they do not appreciate activities that don't involve war, and they think of piracy as an honorable career. The Maloqs' way of greeting is to punch the other person in the face. Maloqs despise any luxury, and ban any trading in luxurious items on their planets. In fact, the only luxury items they allow for themselves are stools.







* ChaoticNeutral

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\n* %%* ChaoticNeutral



* HornedHumanoid

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* %%* HornedHumanoid















* ProudScholarRaceGuy

to:

* ProudScholarRaceGuy%%* ProudScholarRace







* EnlightenedMysticRace

to:

\n* %%* EnlightenedMysticRace



* ThirdEye

to:

* %%* ThirdEye



* LivingShip

to:

* %%* LivingShip



* StarfishAliens

to:

* %%* StarfishAliens






* ScaryDogmaticAliens

to:

* %%* ScaryDogmaticAliens















[[/folder]]

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[[/folder]][[/folder]]
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Added DiffLines:

* ExperiencedProtagonist: Although they're new to being a ranger and a spaceship pilot, various excerpts from the text quests make it obvious that they had quite a life before the game's start, and have a lot of knowledge and experience in all kinds of skills.
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* ChromosomeCasting: All the Space Rangers are male, and so are all the ship captains and government officials you encounter. Female characters only appear in text adventures, and only in minor roles. Technically the Faeyans are hermaphrodites, but in practice they are all treated as men.

to:

* ChromosomeCasting: All the Space Rangers are male, and so are all the ship captains and government officials you encounter. Female characters only appear in text adventures, and only in minor roles. Technically the Faeyans are hermaphrodites, {{Hermaphrodite}}s, but in practice they are all treated as men.



* OneGenderRace: They are hermaphrodites, although usually treated as male.

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* OneGenderRace: They are hermaphrodites, {{Hermaphrodite}}s, although usually treated as male.

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[[quoteright:326:https://static.tvtropes.org/pmwiki/pub/images/races_maloq_6.jpg]]

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[[quoteright:326:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/races_maloq_6.jpg]]



[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/races_peleng.jpg]]

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[[quoteright:344:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/races_peleng.jpg]]jpg]]
The Pelengs are the galactic gangsters; practically have no army, no law, no government. Scientific research is also absent, but nevertheless it is kept second from the end (stolen technology). They have at least a strange physiology (gills, four arms and the ability to change sex at will). In the old version, they had something like a trunk with two mouth-like folds, in the remake, the lower fold turned into a real mouth, and the upper one — into a pair of narrow nostrils.
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[[quoteright:317:https://static.tvtropes.org/pmwiki/pub/images/races_human.jpg]]

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[[quoteright:317:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/races_human.jpg]]jpg]]
Actually, the humans who practically do not differ from us living in the XXI century. Strong middle peasants, diplomats, however, inherited the most in the history of the Sleeve: they introduced their own chronology, standardized trade and introduced their own single currency.
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[[quoteright:318:https://static.tvtropes.org/pmwiki/pub/images/races_fei.jpg]]

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[[quoteright:318:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/races_fei.jpg]]jpg]]
The Faeyans are the second proud and wise race of the game. Thin, emotionless hermaphrodites with a strong technical bias. Neon and minerals are used in food, which hints at not quite traditional biochemistry, but due to the depletion of asteroid reserves, some members of the race have learned to use ordinary vegetarian food.
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[[quoteright:318:https://static.tvtropes.org/pmwiki/pub/images/races_gaal.jpg]]

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[[quoteright:318:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/races_gaal.jpg]] jpg]]
The Gaalians, also known as the Children of Gaal, are tall, yellow humanoids. A distinctive feature is the third eye, a symbol of wisdom. The most highly developed race, can be genetically engineered. Even before the appearance of the rest of the races in space, they managed to colonize the entire Orion arm, fight with each other, cut massively, recover with the help of the very same genetic engineering, and even fly into the next arm on warp engines and quarrel with Machpella there. At the time of the second game, they are slowly dying out due to the massive use of drugs; therefore, the Pelengs are fiercely hated, just drugs and traders. Top management is endowed with biological immortality, and others do not need it.
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