The following aliens are on the same side as the Animorphs. That is, they represent a threat to the Yeerks in one way or another.
Attributes FIT Mediocre upper body DEX Mediocre upper body The above assumes the attributes were purchased at Fair. Skills The following skills are required for an aristh, a military cadet. As they advance in the military, Andalites will increase these skills and add tactical and command skills. All skills are of average difficulty (default level: Poor) unless otherwise specified. The females do not enter combat service, so only Tail Blade is required from the Combat Skills list. Non-combat Skills Combat Skills Computer Programming Spaceship combat (Hard) Electronic Engineering Shredder Physics Tail Blade (Easy for females) Spaceship Piloting (Hard) Gifts High Technology, +4 TL Scale 2 in lower body Tail Blade +2 Damage Factors for tail blade (males only) Supernormal Powers 360o Vision with drawback: eyestalks Absolute Time Sense, can tell exact elapsed time Andalite Morphing Extra Legs (four legs total, improved balance) Universal Translator (surgical implant in the brain) Faults Must obey Law of Seerow's Kindness Dedicated to war against the Yeerks Arrogant, act superior to other races Insignificant sense of tasteAndalites also have thought-speak at no cost, since they have no other means of communication.
The best references on Andalites are Animorphs #8: The Alien, The Andalite Chronicles (of course), and The Hork-Bajir Chronicles. The last is particularly appropriate for information about female Andalites and the Law of Seerow's Kindness. For information about Andalite society, military structure and prejudices, turn to Animorphs #38: The Arrival and Animorphs #40: The Other.
As such, they should be NPCs only. They will provide information about Yeerk activity because their sympathies lie with the humans. They'll use their hyper-advanced holographic technology to deceive others if it's in a good cause. They will never fight, nor will they provide weapons of any sort.
Their pacifism makes Chee good adventure hooks. In at least one book, they've also been the Maguffin. Though they've appeared in several books, Animorphs #10: The Android and Animorphs #27: The Exposed have the best information on the Chee.
Iskoort may be treated as humans for most traits, except Gift: TL 9 and Fault: Must have Kandrona rays every three days or die. However, they are a class-based society in the extreme. Warrior Iskoort, Shopper Iskoort, Guide Iskoort--their Skills are defined entirely by their position in society. They also all have Fault: Extreme Capitalism. Everything is for sale on the Iskoort homeworld, and nothing is free.
The only reference work on Iskoort is Animorphs #26: The Attack.
Skills Swimming: Good Gifts Scale 1 Supernormal Powers Amphibious, able to breathe air or water Telepathy Faults Unused to an environment of quiet mindsA Leeran Controller makes an appearance in Animorphs #15: The Escape, but the best reference on Leerans is Animorphs #18: The Decision.
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Original material © Patrick Clark 2000
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Last updated 5 May 2000