Races.   Posted by Prometheus.Group: 0
Prometheus
 GM, 2 posts
 A Galaxy of possibilities
 A Galaxy at war
Sun 17 Feb 2008
at 10:33
Races
Below is a Short run down of available racesRaces:
====================================================================
A’niss Small built Asiatic appearing humans
Stereotypes: Severe, philosophical, austere and warlike
Special Abilities: Battle zen
Technology Metalurgy

B’sahrii Tall dark skinned humans
Stereotypes: artistic, industrious, competitive
Special abilities Telepathic, telekinetic
Technology Advanced computers, advanced power sources

Cesti: Hexapod feline, ranging from 150lbs to 1500lbs
Stereotypes: eccentric, aggressive, competitive adaptive
Special abilities enhanced senses, sub-ultra sonic hearing and speech
Technology: advanced medicine, advanced starships

Mohljaniir: Human cyborgs, no set appearance
Stereotypes: quirky, friendly, warlike and vengeful
Special Abilities Robotic Body, cyber affinity,
Technology: advanced Robotics, Advanced power systems, Advanced starships


Najuhlim: Stocky swarthy human
Stereotypes: Warlike genocidal cybernetics reliant
Special abilities: Cybernetic affinity, integrated armor
Technology: Advanced cybernetics advanced personal weapons armor

O’sahdii Humanoid, no reliable description.
Stereotypes: Spooky, omniscient, highly manipulative and ruthless.
Special abilities: Telepathic, personal invisibility, memory manipulation
Technology: all technologies beyond understanding.


Tau: Small built blue skinned humans.
Stereotypes: Matriarchal, aloof, condescending,
Special abilities: telepathic.
Technology: Advanced Medicine, Cloning, highly advanced Hyperdrives

Valkiir: Athletic Light  ice blue skinned, Light or white haired Humans
Stereotypes: Aggressive, warlike amazons, Still friendlier than Tau
Special abilities: Combat precognition, enhanced physical abilities
Technology: ----



Quetzl: reptilian humanoid with mammalian biology.
Stereotypes: Aloof, calculating, militant.
Special Abilities: Pheromones, motion sense, dermal armor.
Technology: Advanced Hyperdrive, stealth, and personal cloak

=========================================================

This message was last edited by the GM at 07:49, Mon 18 Feb 2008.

Prometheus
 GM, 3 posts
 A Galaxy of possibilities
 A Galaxy at war
Sun 17 Feb 2008
at 10:35
Aniss
"Spooky, yeah that’s one way to put it, Their quiet, polite, way too polite, and if they take exception with you your head is on the floor before you can blink. That’s not the spooky part, they don’t even blink if a dozen heavily armed soldiers ump them. They just Kill them and then go back to their dinner without a second thought. In a fight they seem to be somewhere else. Some bright boy taped a biomonitor to one to study their bio signs during a workout. Just so happens that a a group of Q’sa decided to try and kill her for some reason. She put six of them down and broke ther seventh one in places that make me wince just thinking about. Later the Doc checked the bio feed, he swears her heartbeat never rose above her resting rate. She shrugged and commented that she didn’t see the need to increase her heart rate, there were only seven of them. Damn I glad she’s MY body guard, I’d hate to think what I’d do if she was the one hunting me… Die is the first option that comes to mind.”

Tau A’Niss
Descended from a clan of Samurai and their dependants relocated by the T’haen at the beginning of the Mejia reformation these proud disciplined and noble House of the Tau serve as bodyguards and guardians of nobles and T’haen healers throughout the Empire.
A’Niss conduct themselves with dignity and composure at all times with a strong sense of duty and fierce loyalty to their family and friends. Unlike most Tau they are not strictly matriarchal but they do suffer the same reproductive limitations as other Tau Houses. Ruled by a council of elders led By a Samurai at the local level they exist in a strong feudal system quite similar to ancient Japan.
While they are quiet capable of using and manufacturing modern and advanced devices and weapons they prefer simple pre industrial revolution tools and weapons. and focus on intense martial arts training and maintain a system of formalized duels and contests of skill to establish their position among their Military brotherhoods, and to settle personal disputes. Death duels are rare and discouraged but accepted if no other means of settling dispute of honor.
A’Niss tend to maintain themselves apart from the other Tau houses keeping numerous small isolated colonies far from industrial facilities and mines that might ruin the tranquil settlements. They prefer to maintain their own culture language and art forms rather than absorb the culture of the Tau. If given a choice they will use simple muscle powered tools and transport in their settlements. They maintain a modern and powerful fleet and marine force to defend their worlds, and serve eagerly in the Imperial Military.

An A’Niss House is a quiet well ordered place, small children play quietly while older children practice in their chosen hobbies such as painting calligraphy and musical instruments. Weapons and armor are seldom Visible in the house itself unless they are family Hierlooms, more common are paintings, sculptures and gardens demonstrating the artistic ability of the head of the house or his children, or ancestors. Every large home will have a shrine to the families ancestors, and a small room or dojo for the storage and care of weapons and armor and martial training.
Clothing is often simple and comfortable due to the Hot Humid weather it is ofent very light or made from breathable fabrics. Nudity is not taboo but it is not common in public, although families will often change clothing dress or bathe within sight of one another.
A wealthy family will have their own bathhouse and steam room to relax and refresh themselves and their guests. Public bathhouses are often built attached to small clubs and bars allowing friends to meet, dine drink and relax together. Prostitution and blatant sex acts are discouraged in Bathhouses though discreet sex acts and affectionate behavior is not seen as improper.
There is a distinct divide between public and private behavior, in public and at work A’Niss are encouraged to be modest, conventional and sober. In the clubs and bathhouses behavior is freer with A’Niss letting their hair down and releasing their excess energy in surprisingly diverse manners.  In certain areas of most A’Niss cities an area not advertised it is well known by locals where all social norms and Taboos are completely shed. Anything that a A’Niss wishes to partake in is available without anyone raising an eyebrow. These Shadow houses are a strict non place, nothing seen heard or rumored to happen in them is allowed to be spoken of unless some serious breach of law or injury to an unwilling participant, at which point the Elders will discretely investigate, dispense compensation and punish those who have gone to far.Non A’Niss are not welcome in shadow houses since they seldom can separate the individual actions in shadow houses from the actions of the people in the “waking world.”

=====================================================
+2 dex +1pt
+1  Str +.5pt
+1 Con +.5pt
+1 Wis +.5pt
total +2.5 pts
=====================================================

Mental defense: +2 will saves versus any telepathic ability.
3pts
=====================================================
Total 5pts

Bonus feat: Combat Precognition
An A’niss can subconsciously sense the future a few seconds in advance as a result A’niss gains the following benefits
Uncanny Dodge I:  As A’niss retains her dex defense bonus even if caught flat footed or attacked by an unseen opponent.( she still loses her de bonus if immobilized)

Uncanny dodge II:  A’Niss cannot be flanked; she can react to opponents on opposite sides of her as easily as a single opponent.
4 pts

Unsettling Poise; The unnatural poise and almost supernatural calm of an A’Niss is disturbing to most other races. Their complete emotional detachment in combat can shake the confidence of most opponents and inspire an instinctive dread and fear in some.
Once per combat round an A’Niss can spend an action point to take a free action and attempt to use this instinctive fear to their advantage. Targets with fewer levels must make a will save ( DC 10+1/2 their level+ Cha bonus)
Any opponent of lower level within ten feet of the A’Niss who fails the save is at –2 to all attacks, saves and skills for 1d6+ the (A’Niss’ Cha mod) rounds. A successful save means that the targets are immune to the affects of this ability from that Character for 24 hours.
+0


Etiquette: A’Niss have a complex system of etiquette that is taught from childhood. All A’Niss are expected to behave politely and extend courtesy to all they meet. Failure to do so may result in dishonor or exile. Close friends may allow a certain familiarity from friends and family but public rudeness is frowned apon and may result in sever penalties when dealing with A’Niss. As a result A’Niss has diffculty lying or trying to intimidate others they find it distasteful. –2 Bluff Intimidate
-1

Caste System: All A’Niss are placed in a certain caste or social rank upon their 16th birthday depending on the evaluation of their Elders and parents. Ignoring Caste and rank can result in severe penalties for an A’Niss and may result in them being declared as Outcast, Outcast A’Niss are internal Exiles in A’Niss society and are given the worst jobs, housing and afforded no courtesy. Until such time that they prove they are worthy of the place they have chosen for themselves by excelling in their chosen life path.
An outcast who does over come the severe social sanctions placed on them with dignity and grace often become folk heroes among the A’Niss and once the censure of Outcast is lifted are afforded high honor for their endurance of their indignities and mistreatment.

The Cases are ranked as follows
Samurai/Priest
( +2 reputation +2 diplomacy, Archaic weapon proficiency, -2 craft, repair, )

Land owner/Farmer/Craftsman
(  +2 craft, repair, profession -2 diplomacy, Bluff, Intimidate)

Soldier( -2 diplomacy, repair, craft, Proficiency Archaic weapons,

combat martial arts)
Merchant/Diplomat: ( +2 diplomacy, Knowledge current events, gather information
+2 Profession Wealth+2)
Untouchable ( -2 reputation, -2 wealth, -2 honor, +2 repair, craft
Out Caste
Gaijin

During character creation a player must choose his caste. Soldier, Priest, craftsman, Diplomat, or Samurai or Merchant if a Character consistently behaves in a manner not in line with his caste, he suffers –2 to all checks with A’Niss and may be declared out caste by his superiors.
-1pt.


Honor code:
A’Niss must adhere to a strict and traditional honor code. Doing so under difficult situations brings a boost in reputation among fellow A’Niss but dishonorable behavior may make it impossible for an A’Niss to remain among his peers.

An A’Niss can be awarded an Honor point ofr adhering to this code in difficult circumstances, or awarded a point of dishonor if he breaks this code without due cause. The net Honor Points is applied to his reputation among A’Niss and applied as a modifier to any social skill check when dealing with an A’Niss.

Non A’Niss are considered to have no Honor, unless they prove they prove otherwise. This means they normally receive no bonus or penalty when dealing with an A’Niss Non A’Niss who prove themselves to be honorable or dishonorable and accept the limitations of the A’Niss code receive the benefits and Penalties of their accumulated honor/Dishonor. Once “S’Niss” ( Non A’Niss) accepts the code and it’s limitations they are permanently bound to the code, you can’t opt out once you accept the code and it’s potential benefits.

Those who prove they are incapable of understanding Honor are considered Gaijin( Savage ) and receive a permenent –5 to any social skill when dealing with A’Niss.

1. Vegitarian, A’Niss do not eat meat unless it is the only food available.
2. Honest, A’Niss do not speak untruthfully or carry on business in a dishonest or unethical manner. An A’Niss may use deception in battle or to insure the safety of others but not for his safety or for his own gain.
3. Moderation, A’Niss are to avoid any form of extreme behavior, they may drink but not to drunkenness they may eat well but not gorge themselves. They may engage in diversions but not to the point of allowing themselves to be distracted from their duties.
4. A’Niss must protect their personal family and household honor. They may not allow intentional insults lies or those made to harm the honor and reputation of themselves the A’Niss or their extended family to go unchallenged. Severe or repeated dishonorable statements are grounds for a duel, A duel to the death is not needed but may be called if the A’Niss feels there is no other way to answer the challenge.
5. Balanced, An A’Niss must not focus entirely on combat skills he should also be able to perform with an instrument, sing or recite poetry with some degree of skill. Or be proficient in some technical skill of their own choosing. A’Niss who pursue intellectual pursuits should also be able to defend themselves with equal skill.
6. An A’Niss may not retreat or refuse battle unless outnumbered by five to one or clearly overmatched. If possible the A’Niss should be the last to retire from battle, covering his associates retreat as they withdraw.
7. Suicidal behavior, An A’Niss may choose suicide over dishonor but he is encouraged to cleanse his name by some act of atonement or reparation before considering suicide. Exile, Abandoning of material possession, accepting public censure or confessing of ones actions to those harmed by the act is expected of A’Niss before they can commit honorable suicide.
8. At no time may an A’Niss abandon his associates or allow them to come to harm through his inaction. This includes forcibly removing the associate from danger or restraining them from foolish behavior that would endanger them unnecessarily.
9. At no time may an A’Niss set aside and oath or promise to anyone, however if a person is proven to be deceptive or dishonorable, or intentionally manipulating the A’Niss, that oath or promise may be set aside by An A’Niss elder or magistrate.
10. Friendship is sacred, once offered and accepted the bond is permanent and can not be set aside without the actions of a council of elders or the emperor himself. A’Niss are expected to accept any danger, discomfort or dishonor required to defend their friends and are to consider their word as unshakable.
A person who abuses this bond or does not keep his end of it is considered below contempt and may be challenged to a death duel without legal consequences.
-1pt
As soon as possible A’Niss are required to take either combat martial art, Or Archaic weapons. If possible they should Take Exotic weapons proficiency Katana. All A’Niss carry some weapon on their person at all times and are expected to be able to defend themselves from attack. This sometimes causes problems when an A’Niss is required to give up his weapons or goes into areas where weapons are not allowed. If he is given an option, the A’Niss will politely excuse himself or negotiate some compromise.
-1pt
=====================================================
Total  pts 6
Cost 0

This message was last edited by the GM at 10:47, Sun 17 Feb 2008.

Prometheus
 GM, 4 posts
 A Galaxy of possibilities
 A Galaxy at war
Sun 17 Feb 2008
at 10:54
Re: O'maeda
.If they didn’t invent the word BITCH for the O’Maeda I don’t know who they were thinking about. Smug, Arrogant, self righteous… Did I mention Arrogant? Don’t get me wrong they’re great allies, I just can’t get over how much they get on my nerve, If they weren’t right most of the time I’d be a lot happier. Oh yeah, I really wish they would learn to take NOT INTERESTED as an answer… Jeez I have to use a stunner to get the point across sometimes… anyone ever tell them about cold showers.

Tau O’maeda
Overview:
The O’maeda House is the largest and most financially influential of the Tau Houses. While not able to trace it’s founders back to one specific terran location it’s leaders often claim descent from Mediterranean traders spirited away by the O’sahdii During the late bronze age. O’Maeda are not well liked by other houses since they have a reputation for deception, political maneuvering and discrete removal of rivals.
O’maeda are without a doubt the most talented and gifted with Telepathic abilities that they use freely and often without the permission of their target. They regularly screen and evaluate Young O’Maeda for psionic abilities and aptitude, those who are found to posses exceptional talents are often trained to serve as spies, Special security operatives and occasionally assassins to serve the Empire and the O’Maeda.
While the O’Maeda appears to be a single House in the Empire over several generations the O’Maeda has absorbed several smaller houses. The members of these houses form the bulk of the labor, and frontline troops for the house. Persons not belonging to one of the O’Maeda families can only expect to advance to low level management, or administration positions or serve as an NCO or crewman on an O’Maeda ship. Higher levels of Administration and Higher ranks are reserved for “Full Members” of the house.




O’Maeda have a structured Hierarchy in which each woman is placed in the pecking order and must struggle constantly to improve her position and wealth against her sisters and often her mother as well. The cutthroat nature of O’Maeda household politics is amplified in external politics. The O’Maeda consider their well being and profit as the final goal of all O’Maeda, with the individual O’Maeda rewarded for advancing the Household agenda. Any damage or loss to non O’Maeda is just the price of business, although they are usually very careful not to weaken or injure the Empire as a whole they do this out of enlightened self interest not a sense of patriotism.
One of the most important things to an O’Maeda is having children, O’Maeda go to extremes to gain access to one of the rare virile men in her house and often will sabotage another woman to ensure she gets first go at a man. Trafficking in reproductive material or access to a man is a lucrative trade in O’Maeda territories. Reproduction is strictly controlled; in order to have a child a woman must prove she can support herself and her child. She must also prove she is genetically stable and will not pass on undesired traits and posses favorable traits.
Tau often enroll their children in boarding schools at an early age where they receive academic education and training to focus and develop their psionic potential. An O’Maeda will often wear some piece of clothing or jewelry that identifies their school and allegiance to it. Members of the same school will often form close alliances to compete against other cliques and member of rival schools. These Sororities often wield as much power as any corporation or political party. A noble who does not support other members of their sorority will quickly find their support from other members failing and within a short period find themselves vulnerable to their rivals.

O’Maeda Men are seldom educated or given any martial training, often they travel only under heavy guard and with the accompaniment of a dedicated bodyguard or escort, who is often an infertile woman who serves her Mistress without question in hopes of being allowed to adopt a child or serve as a surrogate for a fertilized embryo from one of her fertile sisters or Matrons.  Men have little say in who they marry or provide services to this is often decided by their mother, older sister or a Noble who has taken the man under her protection. “Family services” are often traded within O’Maeda families, as is access to infertile males for recreational purposes.

A form of illegal trade in O’Maeda space is the trafficking of fertilized embryos and “male genetic material” for illicit reproduction without proper authorization. This trade is lucrative and sometimes risky since the O’Maeda Special Security Services root out any hint of a black market operating on an O’Maeda World.

Military
O’Maeda often serve in the fleets and household Guard of the O’maeda as a prerequisite for being allowed to bear children or assume higher positions in the House. O’maeda soldiers often carry light weapons and armor and utilize their Psionic abilities in combat with devastating power.
O’Maeda battleminds often lead elite combat teams while Telepaths are usually assigned to security and military police units or serve as tactical advisors to the O’Maeda and Imperial fleet. O’maeda spies are efficient and rightly dreaded by their enemies. O’maeda spies use disguise, seduction and blackmail to quickly and quietly infiltrate their target organization or position themselves so they can have access to someone who might have the data they are seeking and pluck it from their minds. O’Maeda infiltrators also seek to influence policy and actions of their target organization in ways that serve their Matrons agenda.
O’Maeda do not maintain heavy ground forces but instead place heavy emphasis on their fleet and small light highly mobile strike forces. Delivered by their small stealthy scout ships and disguised freighters or more often commercial craft operated by the House corporations to deliver the strike teams where they can inflict the most damage at the most advantageous time


Racial Properties:
+2 dex +1pt
-2  Str -1pt
-1 Con -.5
+2 Int +1
+2 Cha +1
total +4.5
=====================================================
Rank 1 telepathy: Tau can read “loud” surface thoughts with concentration. Loud thoughts may be powerful emotions, or a thought being focused on by a non telepathic character. Any telepath can without concentration read the projected thoughts of another telepath.
3 pts

Mental defense: +2 will saves versus any telepathic ability.
3pts
=====================================================
Total 10.5pts

Watched: all O’Maeda are closely policed and watched, any breech of protocol or internal regulations is likely to be fined or punished by demotion, revocation of privileges and Licenses or forfeiture of property.
Powerful Group, extensive influence, minor penalties.
-2 Pts

Prejudice: Tau O’maeda have difficulty relating to men and suffer when trying to deal with them as equals. This causes a serious loss of ability when attempting to use diplomacy, gather information and bluff  -2 to bluff, gather information, diplomacy when dealing with non Tau males
-1.5 pts
Sexism: (Male Only) Male O’maeda are poorly educated and do not receive any special raining in self defense or advanced studies, although they are often trained as performers artist or craftsmen. They suffer serious harassment and discrimination from O’Maeda women if they are not accompanied by a chaperone r body guard, accounts of O’Maeda men being kidnapped and ransomed back to their family, or used for illegal reproductive facilities are not exaggerated. Any O’Maeda male will find it almost impossible to conduct business or even ravel within O’Maeda space without a female companion to do the talking and negotiation for him.
-6 to all social skills with O’Maeda.
Travel restrictions, an unaccompanied O’Maeda male can not purchase transport without a female guardian. This applies to O’Maeda corporate transports and civilian liners only, Imperial transports, Valkiir and Tae transports typically do not strictly enforce this restriction but. O’Maeda civilians may target lone male O’Maeda for harassment, sexual assault, or abduction.
-6 pts




Special:
A Tau O’maeda gain Psionic powers and power points as if they were a telepath of the same level. If a Tau chooses to take levels in telepath do not gain any powers other than those granted by the telepath Class, although they do gain x2 power points because of their innate Psionic abilities.
+4
NOTE: If Using ADVANCED SKILLS AND TECHNIQUES
O'maeda Receive Telepathy as an ADDITIONAL primary skill group allowing them to chose 3 additional psionic techniques to learn at class skill costs.
also They receive +2 advanced Skill points to use for purchasing ranks in telepathic techniques only.

Total cost 11pts (5 pts Male for Male O’Maeda)
ECL +1

This message was last edited by the GM at 20:25, Thu 02 Sept 2010.

Prometheus
 GM, 5 posts
 A Galaxy of possibilities
 A Galaxy at war
Sun 17 Feb 2008
at 11:00
Re: Valkiir
Tau Valkiir

    Two things to remember about Valkiir, never play cards with them, and never piss one off...Oh yeah never pass up a chance to Party with them. They are tough, pretty, and loyal, If you in a bind pray that the next thing you see is one of those Ice blue Amazons coming over the hill. They seem to be the least arrogantand uptight of the Tau but they do have a temper
Overview
Valkiir are an energetic, out going people with a reputation for their permissive attitudes and unusual group marriages in which on man is shared by several wives. Many tae are somewhat shocked, or excited, by the fact many Valkiir do not have any taboos against nudity, although they seldom strip below the waist in public, it is not viewed as obscene or disruptive.
Valkiir differ from the other Tau in than their physical height and athletic build set them apart even more than their ice blue kin tone and blonde to silver white hair. They also posses unusual strength and dexterity for their build, when given drugs to inhibit psionic abilities there is a drop in their physical abilities leading scientist to believe that Valkiir are capable of focusing their telekinetic and telepathic abilities to increase their physical prowess. This psionic enhancement of their physical bodies extracts a toll on Valkiir though, it requires them to eat almost twice a much as Tae or other Tau factions to maintain their full abilities without sever hunger pangs and a serious loss in their sense of humor. One side effect of their metabolism is that Valkiir do not build up body fat under most circumstances, it requires a sedentary lifestyle for many months for a Valkiir to gain any notable weight and most Valkiir instinctively distrust a fat Valkiir. Unlike most Tau the Valkiir do not have many well-developed telepathic abilities although the number of Battle minds in their ranks is impressive. After generations of interbreeding with the other Tau Houses the number of Valkiir telepaths has begun to increase although they lack the well established academies to properly exploit their telepaths to their full potential.

Society:
Valkiir society is based on families, each extended family has one or two primary professions with each member learning the trade or joining the military at 17 after completing basic education and proceeding into military or trade school. If they have above average intelligence or excellent grades in basic education they are sent to University to learn advanced skills or pursue and academic or scientific education.
A Valkiir marriage is odd by any outsider’s standards, a marriage is often on man several women, the Women choose the man and share him equally with a complex unwritten code of conduct keeping things civil. A Tau marriage circle forms the basis of most families, children of the initial parents track their lineage from their father, and do not marry or have children with a man who has the same father or grandfather, sometimes sisters will marry the same man but go to extremes to avoid the genetic instability that close intermarriage causes.
A Valkiir household is made up of the wives and children of the Husband with grandchildren and their marriage circles forming the bulk of the family. The eldest wives or the first wife of the oldest Man in the family rules each Household. In modern times Households have adopted the Tau use of Nobles and Matrons that run the family businesses and manage their external and internal financial affairs, leaving family Matrons to oversee the rearing and education of children and the upkeep of family holdings. Visitors to a Valkiir household are struck by the chaotic nature of the house. Arguments, horseplay, pranks and constant sparring and competitive games are normal. Children and the chaos of the house are seen as a sign of a healthy family. During an average day at least one fight or sparring session is normal and the family will train or practice their martial skills almost constantly. Valkiir men are highly educated, skilled and just as likely to be trained in combat as a woman. If a Valkiir world is assaulted or raided the sudden appearance of Heavily armed and well trained Male soldiers using heavy weapons, Mecha, and flying combat aircraft tends to be a surprise to forces expecting only the women to be fighting them.
Valkiir place a heavy emphasis on personal freedom and close personal ties within their “circles” an extended family unit in which several women will share one husband and raise their children as a group. Tau family groups are tight and have few taboos within the family, Privacy seems to be a concept that only applies to those outside the family. Meals are communal with all the Valkiir setting around a central table and sharing the central serving plates and using individual cutlery and plates.


History:
Descended from a clan of Icelandic warriors the Valkiir were relocated by the O’sahdii on the Rugged and Inhospitable world of Hiemdahl. Hiemdahl’s cold volcanic equatorial region is also rich in metal and provides enough arable land to allow the hardy folk to thrive for generations until the O’sahdii chose to advance them into a technologically advanced society. With more advanced tools the Valkiir began to thrive and quickly followed their ancestors lead and began to search for more hospitable lands beyond their own.
Inevitably they were exposed to other human and non human races and soon found themselves dead in the sights of the Expansionist O’maeda who viewed them as useful barbarians, If they would just recognize their place as cheap labor for their betters.
Several generations of warfare later led to the O’Maeda ceding several worlds to the Valkiir and extending sovereignty to the Valkiir on their own worlds, In exchange for the favorable annexation of the Valkiir into the Empire. The Valkiir became the primary Military house of the empire defending it from the numerous enemies the Tau encountered. Tau Valkiir have a fierce reputation for being capable combatants, when led by the O’Maeda and Valkiir Precognitive ‘Battle Witches’ they can strike with surprise and at the worst possible moment for the enemy.
Over the generations the Valkiir have partially adopted the Tau Matriarchal attitude due to the shortage of Males and the larger number of infertile women who were far more replicable than a valuable man in combat. Valkiir men are not considered inferior the Valkiir just evolved the attitude that risking a man without a good reason was damn stupid.


Military
The Valkiir Military is based on Regimental combat units assigned as an integrated whole to combat zones. Each regiment has it’s own support and supply unit as well as organic air support and artillery units in addition to it’s combat infantry and armor units. Units depleted by battle losses are rotated out of combat areas and rebuilt from the ground up with veterans becoming the core NCOs and Officers.
Since most enlistments are over ten years squads that are assembled in basic training very often serve together their entire time of service. As a result Valkiir tend to adopt their squadmates as family, even going so far as to form communal marriages with other members of the squads.

Typical Valkiir Heavy Regiment:
1 Air support  Battalion
1 Air superiority
2 Transport
1 Ground support
1 Reconnaissance
1 Artillery       Battalion
1 transport Battalion
3 infantry Battalion
2 light 1 heavy
1 Armor Battalion



1 Inelegance Company
1 Headquarters Company
2 Support and Supply companies
2 Military Police companies




Racial Properties
=====================================================
+2 dex +1pt
+2  Str +1pt
+1 Con +.5pt

total +2 pts
=====================================================

Mental defense: +2 will saves versus any telepathic ability.
3pts
=====================================================
Total 5pts

Bonus feat: Combat Precognition
A Valkiir can subconsciously sense the future a few seconds in advance as a result Valkiir gains the following benefits
Uncanny Dodge I:  A Valkiir retains her dex defense bonus even if caught flat footed or attacked by an unseen opponent.( she still loses her de bonus if immobilized)

Uncanny dodge II:  A Valkiir cannot be flanked; she can react to opponents on opposite sides of her as easily as a single opponent.
4 pts
Blunt; Tau Valkiir do not have a talent for ‘verbal deception’ they suffer a –2 on any attempt to lie or conceal their true feelings. However after generations of dealing with Tau O’Maeda they are resistant to being the victims of such verbal deception
-2 bluff (non combat situations) diplomacy
+2 to sense motive
Battle scars; Tau will almost always have some visible scars from combat or duels, this normally does not effect them but may cause some difficulty with races that do not view such trophies as fashion accessory. However it does tend to make it easier to intimidate less combat oriented races.
Variable bonus to reputation –2 to +2

Fast Metabolism:  Tau Valkiir require twice the food of a Normal human to maintain their physical advantage, if they are unable to acquire sufficient food, they can survive indefinitely on normal rations but they loose their increased characteristics until they can resume their proper diet.

Special: due to the Martial nature of the Valkiir society, a Valkiir must chose Personal firearms or archaic weapons proficiency at first level. In addition all Valkiir must take the Military, Emergency services or Law enforcement Occupation at character creation.
=====================================================
Total cost 9pts
ECL +0
Prometheus
 GM, 6 posts
 A Galaxy of possibilities
 A Galaxy at war
Sun 17 Feb 2008
at 11:04
Re: Quetzl
Quetzl:

A race of Humans with a strong blending of Human features mixed with reptilian features. Quetzl have a mammalian biology warm blooded, bearing live young and feeding their infants on milk produced by the females. Quetzl have curious features that are neither Mammal nor reptilian they posses a crest of brightly colored feathers on either side of their head as well as hair that grows down the center of their head. Quetzl have no body hair other than their mane. Quetzl skin is usually smooth and supple with a slightly pebbled texture and thick bands of modified cartilage over their chest stomach and shoulders to provide protection from abrasion and cuts. Many Quetzl posses skin pigments that shift according to their mood and the surroundings allowing them to blend into their surroundings with surprising ease.
The Quetzl trace their ancestry to an experiment by the Cohl Kuhl while that race occupied enclaves in prehistoric Central and South America. Quetzl were genetically engineered to combine human DNA with various strains of alien DNA in an attempt to produce a fast reproducing race of warriors to serve as shock troopers and guardians the Long-lived slow breeding Cohl-Khul. Taking the best warriors of the Local tribes and demanding that the locals gather as many captives as possible for the Cohl Khul to chose from the Cohl-Khul hybridized the genetic material of a group of humans they found a curious genetic variation.
Why the Cohl Khul chose humanity or why they chose the particular genetic variation remains a mystery the Cohl Khul have refused to comment on for over five thousand years. After a millennium of service to the Cohl Khul the Quetzl rebelled against their overlords The Quetzl have developed since then on their own developing technology gleaned from the wreckage and ruins of Cohl Khul origin and adapting it to their own needs.

Quetzl have a harsh and unyielding society by many standards, the culture has a strict series of trials of fitness that must be passed before a Quetzl is allowed to become part of the society. The rest are allowed to remain among the society as second tier citizens performing menial tasks and heavy labor. Quetzl society is based on their military orders; each order has a specific role to play in Quetzl society and their military structure.
Quetzl do not favor one gender over the other as a rule and positions are decided on merit alone, only Quetzl who demonstrate considerable skill and competence are allowed to take leadership roles. Once a Quetzl completes the rigorous tests of fitness the youth is welcomed formally into the family and given his or her Adult name. As a rule Quetzl families are closely knit and regularly undertake rituals and celebrations to renew and reinforce family ties. Quetzl families usually number from ten to twenty members usually brothers and sisters will remain in the same home for several generations, expanding the house complex as needed. Often loosely related family groups decide to remain within the same complex, some older family homes are more like small villages within a larger community.  While they live and work within the same house they often look outside the compound for mates to insure the families genetic pool receives a regular infusion of new material.

One curious factor in Quetzl biology is their ability to successfully reproduce with human specifically Tae subspecies. Initial research indicates that the Cohl Khul were able to engineer the original Quetzl to remain viable with humans. The off spring appear are always Quetzl although they posses their human parents genetic markers. Hybrid Quetzl are slightly more robust and tend to be far more aggressive than Normal Quetzl who tend to act with considerable deliberation and posses a muted fight or flight response. In Quetzl society fits of anger and crimes of passion are rare and considered a form of insanity. Such Quetzl are sterilized and placed in medical facilities to keep them from causing trouble in the orderly Quetzl society.


Racial Properties:

Str +1 +.5pt
Dex +2 +1pt
Cha +1 +.5pt

+2 Bonus feat: archaic weapons proficiency Quetzl practice constantly with archaic weapons from childhood, most of them are proficient with one or more bladed weapons and carry them wherever they go.

+2 Bonus feat: Quetzl weaponry. All Quetzl serve in the Quetzl military. As a result they all posses a familiarity with most common Quetzl weapons this does not allow them to use weapons that are not typically issued to Quetzl soldiers such as firearms and weapons carried by other Alien races.

+2 Motion Sense: Quetzl can detect movement within fifty under normal circumstances. 80 feet in still conditions. This sense is accurate enough to target an invisible target or counteract the effects of smoke, fog, or darkness. This sense doesn’t replace sight and they can’t sense anything that isn’t moving. However attempts to move without detection requires a move silent roll at –4.

-2 Distraction: Quetzl have a problem with violent concussions, this causes them to suffer from the effects of explosions and sonic weapons more seriously than other races. Unless they are wearing their sealed helmets or some sort of protective headgear they suffer a –2 on saves versus the effects of Sonic and concussion based attacks,

-2 Marked: -10 to disguise if they are attempting to conceal their identity, -20 if they are trying to imitate another species.  Their skin patterns and colorful crests are distinctive and almost impossible to duplicate. In addition they all bear a series of distinct tattoos and ritual scars that they refuse to obscure or alter without significant motivation.

+2 +2 fortitude saves: their tough skin, strong immune system, improved renal system and dense bone and muscles make Quetzl incredibly robust. Giving them a better chance of resisting damage disease and toxins.
Total points 6
Cost 0
ECL 0


Quetzl Specific feats:

Camouflage With practice and training most Quetzl can develop their mutable skin pigments to such a point that they can duplicate complex patterns with only a moment’s concentration. This talent gives a Quetzl an incredible advantage when they wish to remain unseen. While it’s not a problem from the Quetzl frame of mind, they need to be either naked or only lightly clothed to take full advantage of the feat.
Prerequisites: 3 ranks concentration
+10 Hide when unclothed.
+5   Hide when Lightly clothed.
+2   Hide when wearing normal clothing.
Prometheus
 GM, 7 posts
 A Galaxy of possibilities
 A Galaxy at war
Sun 17 Feb 2008
at 11:06
CESTI
“ Okay, I can take Blue women, feathered Lizards, And Big hairy brutes with more chrome than my hover Bike. But talking six legged sabertooth tigers with a terrible sense of humor and a habit of collecting your gear…, stop the universe I want off. Don’t get me wrong, having one of those big bastards around is a real comfort when the Najuhlim come calling, but how the hell do you handle playing high stakes poker with a cat you just saw tear a guy in half, Laughing while he played with the dead guys lifeless body.  If I lose I’m broke, If I win…, I get broke in half.”

Cesti: a race of tool using hexapod felines similar to terrestrial great cats. Female dominated clan culture with a strict voluntary caste system governs profession and cultures some lateral movement within caste system based on talents and aptitudes. Appearance varies with geography fur patterns Tend to be the same throughout a clan with the patterns varying from individual to individual.  Albino traits occur in some individuals but general expresses only in cases where both parents have strong family history of trait.     Most typical among noble and priestess sect due to inbreeding, sometimes an indicator of strong psionic talent in primitive times Albinos were venerated as children of the spirits
       Male Cesti are twice the size of a female, but are only one third of the population. They posses larger more pronounced claws and teeth and less nimble hands. Often their fore limbs are over sized and their claws grow to lengths that preclude use of small items. Females are leaner more agile than males with more striking patterns and larger more pronounced skulls females. Female Cesti form the bulk of the work force and serve in roles throughout Cesti culture, Male Cesti are almost exclusively warriors pilots and guards. Cesti Males seem to like this arrangement letting the women handle the day to day running of the Clan while they train and prepare to defend the Clan Holdings.


Culture: possession of material wealth is the primary mark of success by accumulating Spirit totems of great beauty and craftsmanship a clan garners favor with the ancestors and power over the spirits of Chaos and disease. Clan members do not strive for individual wealth as much as they try to increase the wealth and physical size of their clan mistress. (Cesti do not have a limit on physical growth and
Continue to grow as ling as protein and minerals are plentiful.) If a clan can afford to drape it's mistress in great wealth and feed her well enough to grow to great size, then the clan’s ancestors are strong and she can defeat any harmful spirit that threatens the clan all Clan mistresses are Warrior or noble caste, and participate in combat and ritual duels to increase their combat ability. Cesti Clan Matrons posses the best weapons and armor available and are intensely competitive winning a competition or duel is a cause for celebration for the entire clan, each individual victory brings greater power to the clan, no individual laziness or poor behavior is tolerated.
 Cesti are prone to killing members of the clan who develop bad reputations and hunt outcasts and criminals with great zeal, the Cesti believe that crime is a manifestation of a chaos spirit and lazy "greedy" (as in hording goods and food for themselves instead of contributing to the clan.) individuals are tainted by chaos and weaken the ancestor spirits of the clan.
            Castes are assigned at puberty, after grueling trials of  "fitness and path," each child is tested and questioned to determine the spirits desires for them. After the trials the young males are driven out of the clan hold, only those who gain honor and reputation are allowed to return and challenge the right to sire a child. Those who refuse or are unable to produce the proper results are branded Sterilized and become slaves to the clan. They do not have names or are they recognized as Cesti, the term “empty one” is used to denote the lack of a Cesti spirit within them. In recent years the practice of exile has become more prevalent, the individual is driven out of the clan and forced to live among aliens, until they can redeem themselves or become of some value to the clan.
 Most Cesti encountered outside the clan holds are descended from clanless exiles. Cesti have great contempt for the clanless but if a clanless Cesti approaches a clan mistress and subjects himself to the Trials and succeed the clan accepts him as an orphan, and lost soul who has found his true family and place in the world. Cesti Epics are full of such heroes who struggle to overcome their birth and bring great honor to the clan that take them in.

Religion: Animistic family and ancestral sprits protect the clan from spirits of chaos and disease. Nature spirits embodied in the form of artworks and tools, the more elegant and sturdy the tool the more potent the spirit and the greater the prestige of owning the item. Craftsmen or spirit shapers give the spirits form and are revered as servants of the spirit world.  Cesti consider an individuals identity not so much a name as the very essence of their being, denying your own identity or assuming the identity is considered a serious spiritual taboo.
By some curious social process deformities of birth have become marks of power and indication of the spirits desires for the infant. Small physical size and weak or deformed legs are common among Craftsmen clans since it was attributed to being marked as a craftsman by ancients, the reasoning being that the spirits did not wish for hunting and warfare to distract from, the shaping of spirit totems.
Musicians and priests tend to suffer from inherited blindness for a similar reason, being blind to the material world increases the sensitivity to the spirits and allows them to see and hear the ancestors more clearly. Warriors are physically massive, but tend to be plagued by intense headaches and ringing in the ears. The symptoms are called the voice of chaos, warriors are taught to embrace the voice when battle comes Cesti warrior cast members are prone to psychotic breaks and episodes of uncontrollable rage. Cesti often breed slaves to sociopath and psychotics to produce, " Blood Drinkers" a caste of near insane shock troopers of enormous size and bestial rage.

Technology:
Cesti technology is curious in that they excel in many areas while in others their technology is primitive by modern standards forcing them to import major components of their industrial base. Another difficulty Cesti face is their unique multiped physical layout. To accommodate for their low slug elongated form Cesti routinely modify their vehicles and tools to accommodate their builds.
Cesti can use conventional weapons, but they prefer to mount their ranged weapons on shoulder mounted weapons holders, using a HUD directed sight to direct the weapon through an ingenious remote control system. As a result Cesti do not use their dexterity bonus when using a ranged weapon from a shoulder mount but their HUD technology allows them to take advantage of targeting software or use a computer assisted robotic engagement system that targets a designated opponent as directed by the Cesti warrior. Cesti prefer up close and personal combat using their claws, teeth and impressive physical size to great advantage.
Cesti are natural pilots, their sharp senses and reflexes allow them to fly unaided at speeds and altitudes most pilots consider insane and or suicidal. Cesti ships are optimized for Cesti tactics fast agile and heavily armed for slashing attacks through enemy formations followed by a speedy exit to hyperspace.
Cesti have developed a highly precise navigation system that allows them to emerge from hyperspace and return to its safety within seconds of emerging into real space. Cesti computers are high speed handling millions of hyperspace trajectory computations per second. Their ships often mount multiple Transition dives and power cores to store the massive amount of energy needed to punch a hole into hyperspace. These systems allow almost instantaneous transfer into or out of hyperspace. Cesti ships will generally charge up their drives in Hyperspace emerge launce a viscous attack in concert with other ships and then trigger their secondary drive before the enemy can recover from the sudden appearance and deploy their defenses.
Cesti Freighters and liners share the speed and multiple hyperspace drives, while they carry small volumes of cargo compared to other races ships, Cesti make their ships profitable by running routes that other ships tend to avoid, most Cesti ships are viewed as potential smugglers and privateers by local authorities, an accusation Cesti Captains seldom bother to deny.


Cesti Racial Package:

Female:
Dex +2 +1pt
Int  +1 +.5
Wis +1 +.5

Natural weapons
Bite (1d3+2) +Str Mod +1pt
Improved Grab(bite) +1pt
Claws (1D4) +1pt
Natural Armor +2 +1pt
Increased Speed +10 +2pt
+2 Pilot, Drive, comp use, navigation +2pt
+2 spot, search, listen, stealth +2pt
-2  research, gather information, -1pt
Marked, -10 Disguise –20 when trying to imitate another species
( it’s a 300lb six legged cat, false bear and glasses won’t cut it,
 and cultural taboos against denying your identity is deeply ingrained) -3pt
Enhance Hearing +1pt
Can hear subsonic and ultrasonic
Enhanced Vision +1pt
+2 spot,search
Enhanced olfactory +1pt
Can track and identify individuals and substances by scent alone
Low light +1pt
All armor and clothing must be customized +2 Purchase DC -1pt
Increased dietary requirements -2 survival outside their own worlds -3pts
Total Points 6
Cost 0
ECL 1

Male:

Str +4 +2pts
Dex+2 +1pt
-2 Int -1pt
-2 Wis -2pts

Natural weapons
Bite (1d6) +Str Mod +3pt
Improved Grab(bite) +1pt
Claws (1D4) +1pt
Natural Armor +2 +1pt
Increased Speed +10 +2pts
+2 Pilot, Drive, comp use, navigation +2pts
+2 spot, search, listen, stealth +2pts
-2 diplomacy, research, gather information, -2pts
-2 craft, repair, disable device, profession -2pts
Marked, -10 Disguise –20 when trying to imitate another species
( it’s a 300lb six legged cat, false bear and glasses won’t cut it,
 and cultural taboos against denying your identity deeply ingrained) -3pts
Enhance Hearing +1pt
Can hear subsonic and ultrasonic
Enhanced Vision +1pt
+2 spot, search
Enhanced olfactory +1pt
Can track and identify individuals and substances by scent alone
Low light +1pt
All armor and clothing must be customized +2 Purchase DC -1pt
Increased dietary requirements -2 survival outside their own worlds -3pts
Total Points 6
Cost 0
ECL 0




Male: Blood Drinker

Str +4 +2pts
Dex+2 +1pt
-2 Int -1pt
-2 Wis -1pts

Natural weapons
Bite (1d6) +Str Mod +3pt
Improved Grab(bite) +1pt
Claws (1D6) +2pt
Natural Armor +4 +2pt
Increased Speed +15 +2.5pts
Large Size +2Pts
+2 Pilot, Drive, comp use, navigation +2pts
+2 spot, search, listen, stealth +2pts
Frightful Presence +2pts
Rage +2pts
-2 diplomacy, research, gather information, -2pts
-2 craft, repair, disable device, profession -2pts
Marked, -10 Disguise –20 when trying to imitate another species
( it’s a 800lb six legged Sabertooth, false beard and glasses won’t cut it,
 and cultural taboos against Denying your identity is deeply ingrained) -3pts
Enhance Hearing +1pt
Can hear subsonic and ultrasonic
Enhanced Vision +1pt
+2 spot, search
Enhanced olfactory +1pt
Can track and identify individuals and substances by scent alone
Low light +1pt
All armor and clothing must be customized +2 Purchase DC -1pt
Increased dietary requirements -2 survival outside their own worlds -3pts
Total Points 16.5
Cost 10
ECL 1

Cesti Trah S’vahl: ( followers Of S’vahl)
Cesti have a fascination with humans, their racial memories of earth and their belief that the people of a land are connected with the spirits of the land creates a strange cult among the cesti. They believe by making connections to the People of earth they connect to the spirits of the world that gave rise to their most ancient ancestors and strengthen their clans and regain the connection that was severed when the O’sahdii removed their ancestors from Earth and changed the powerful Sabertooths into the Proto-Cesti who became the first sentient species On Cetu. The Cesti surround themselves with Humans, Terran artifacts and weapons and Historical memorabilia
A splinter of the Cesti led by a charismatic leader named S’vahl. S’vahl after a terrible injury had to be reconstructed in a bio mimetic cyborg body. Disliking the artificial naturee of her new body S’vahl used her personal wealth and connections with Tau geneticists to have a completely organic body that fused Human and Cesti DNA, forming a viable Hybrid body that was a completely organic nature. Using the technology developed to creat her body S’vahl has begun to undertake a process of allowing interested Cest to become more human. The S’vahl Cesti have a humanoid appearance; have shed their extra limbs claws and most of their feline appearance. Retaining their keen senses and a light coat of fur. The Cesti S’vahl are few in number but becoming more numerous as they stabilize their highly modified genetic structure and gain the ability to reproduce independent of the sophisticated cloning and transplant procedures used to create the First S’vahl.
The S’vahl have a strained relationship with the mainstream Cesti who fear the S’vahl are denying their identity and committing an insult to the spirits of their ancestors. The skill, success and powerful totems gained by S’vahl heroes and celebrities has began to soften the rancor of the Cesti who in their pragmatic view admit that if the spirits were unhappy with their odd looking new brothers the S’vahl would not be so successful. The S’vahl contend that they are merely completing the process that the O’sahdii began when they gave the first Cesti intelligence and fused human DNA to the DNA of their bestial ancestors. An argument the pragmatic Cesti have a hard time countering without some serious philosophic gymnastics.
Cesti S’vahl are well received by the Tau and Tae governments after S’vahl’s efforts on their behalf during recent wars and a mutiny my the Q’sa against the Tau Imperium and a bloody rampage  of Imperial Q’sa troopers on Earth and several shared Tae/Tau colonies. S’vahl has encouraged her followers to seek to fill a niche left open in Cesti culture, they have become diplomats, mediators, spies and elite commandos using their skills to firm up the shaky alliance of Cesti Clans into a more structured government and formalizing the relations with the Tae/Tau alliance and the Quetzl Hegemony.
S’vahl prefer to use cunning and stealth to achieve goals, while they appreciate their cultural tendency to a direct approach to problem solving, they believe there is room for their methods to complement not replace the normal Cesti tactics. As a result S’vahl are far more skilled with diplomacy, secrecy, and deception.


Dex +2 +1pt
Int +1 +.5pt
Wis +1 +.5
Cha +2 +1pt

Marked
Fur and feline features -1pt
Infertile -1pt
Require specialized medical care –4 treat injury -2pts
+2 Pilot, Drive, comp use, navigation +2pts
+2 spot, search, listen, stealth +2pts
Low light Vision +1pt
Enhanced Olfactory
Can identify individuals and substances by scent +1pt


Total points 6
Cost 0
ECL0

Special Equipment;

Cesti environmental Pack
Cesti have a problem with most environment suits due to their unique build, using Quetzl Plasma shield technology they have created a low energy plasma shield that creates a small envelope of pressure and air around their body. With the use of a small rebreather and mask the Cesti Environment Pack can sustain an individual in hard vacuum or in hostile atmospheres without the use of a heavy piece suit. The self contained rebreather and power cell can sustain a livable environment for up to 18 hours without replacing the oxygen canister or tapping into an outside supply. The CEP requires a move action to activate and offers only slight protection against attack. It can be worn over armor and clothing as well as fur the low energy plasma clings to the electric field of the living body it is worn on. However it creates a shimmering field of light around the body reducing the wearers ability to remain hidden and tends to light up a darkened room.
Special Abilities: light 10ft radius
Wt. 5 lbs
AC/DR +2/0
Max DEX +8
Armor check -0


Cesti Combat Harness

Cesti have a problem using conventional weapons while moving, the Cesti have developed a remote turret type harness that mounts a ranged weapon on their shoulders and target them with an optic sight built into a HUD or Helmet. Most Cesti use ranged weapons only to cover them as they close to melee distance where they can use their claws fangs and blades. Oddly a weapons harness acts as a tripod mount for most weapons increasing its accuracy at longer ranges

Type one harness:
Wt: 4 lbs
Can mount small weapons
Requires personal firearms proficiency
Purchase DC 13

Type Two Harness
Can mount Medium weapons
Requires advanced firearms proficiency

Purchase DC 15

Type Three Harness
Can mount large weapons and incorporates mounts for ammunition canisters or power cells for heavy weapons
Requires advanced firearms proficiency
Purchase DC 17

Targeting computer: Allows Cesti to improve the performance of their combat harness.
Increases accuracy of the weapons mount by +2

Robotic engagement system:
 The Cesti have developed a computer control robotic system that engages targets as directed by the wearer this system consist of a robotic fire control system, control servos and brackets to hold the internal components of the installed weapon. Cesti typically wear a gun drone on their back when charging into combat since their speed and agility is reduced when they use their forelimbs to grasp or use weapons.
The Cesti usually selects a target locks the gun drone’s sensors on the target and then continue its charge or engage another target. seldom do cesti switch the gun drone to fully automatic mode in which it engages any target within weapons range. Selecting a new target as soon as the first is destroyed or moves out of engagement range.

Type Tiny robot
Str: 7
Dex: 14
Int 10
Base Attack Bonus +1
Total Attack bonus +2
Size: tiny
Base cost
Frame: armature
Locomotion: None
Manipulators: None
Skill Software:
Spot: +4
Feat chips: Personal Firearms proficiency
Feat chip: Advanced Firearms proficiency
Feat chip: Exotic weapons proficiency( as needed)
Weapons mount: available up to large weapons
Sensors: Class III sensors

Total Purchase DC DC24



Enhanced Robotic engagement system:
The Cesti have developed a computer control robotic system that engages targets as directed by the wearer this system consist of a robotic fire control system, control servos and brackets to hold the internal components of the installed weapon. Cesti typically wear a gun drone on their back when charging into combat since their speed and agility is reduced when they use their forelimbs to grasp or use weapons.
The Cesti usually selects a target locks the gun drone’s sensors on the target and then continue its charge or engage another target. seldom do cesti switch the gun drone to fully automatic mode in which it engages any target within weapons range. Selecting a new target as soon as the first is destroyed or moves out of engagement range.
Type Tiny robot
Str: 7
Dex: 14
Int 10
Base Attack Bonus +1
Total Attack bonus +3
Size: tiny
Base cost
Frame: armature
Locomotion: None
Manipulators: None
Skill Software:
Spot: +4
Feat chips: Personal Firearms proficiency
Feat chip: Advanced Firearms proficiency
Feat chip: Exotic weapons proficiency( as needed)
Feat Chip: Weapons Focus
Feat Chip:Burst fire
Feat Web
Weapons mount: available up to large weapons
Sensors: Class III sensors

Total Purchase DC DC27

This message was last edited by the GM at 05:46, Tue 18 Mar 2008.

Prometheus
 GM, 30 posts
 A Galaxy of possibilities
 A Galaxy at war
Wed 20 Feb 2008
at 11:45
Najuhlim
Damned Neanderthal bastards, they look like the bastard child of a caveman and a Frikking Warhound, B ean and stupid. Only their Officers have any brains but that is enough. They move shoot, advance to contact and then drop everything they have on you. Yeah I know I’m Biased, they invade earth and kill A few hundred Million of us and they say we’re the Invaders…Never mind wiping cities off the map…New York, Cairo, Calcutta, Pretoria, Munich, Munich, Moscow They’re still holes in the ground. A century on, were still defrosting after they dropped rocks on us. You think nuclear winter sucks, try having a few dozen High Mass Impacts all around your planet. At it’s worst we were chipping ice off of our ass in the middle of summer…. They want us dead, we want them dead and somebody is going to get their wish, Period, end of story. They want genocide we’ll give it to them.”

Najuhlim: A race of stocky heavily muscled and cybernized humanoids. There origin is uncertain but the Zealot Faction claims Earth as Its ancestral home. Najuhlim are a highly regimented and martial society with the military Hierarchs Ruling through a Series of Governor Generals and Chiefs Of staff.

     It is know that all Citizens are considered property of the state and assigned Occupations and living quarters dependant on their Value to their war machine. A majority of Najuhlim citizens are heavily cybernized and controlled by mental conditioning, implants and drugs.  A small caste of Najuhlim, are considered independent and participate in trade, and negotiations with the few Star Nations that trade with the Najuhlim.

   There are two Major Factions within the Najuhlim Hierate The High Command, the primary Military and Industrial power within the Najuhlim worlds, And the Zealots. A religious movement openly conducting a Genocidal war against all Human Races and responsible for the invasion of Earth and the Destruction of the Mohljaniir Race, The Najuhlim Zealots Use older ships, and equipment. It is rumored that a Majority of the Zealot Crusader troops are clone warriors raised solely for combat and considered completely expendable,

  Little is none of the Najuhlim, religion, internal organization or daily life. However, from observations and probes the likely hood that Najuhlim live solely to harvest resources, Manufacture war materials, and fight in the Genocidal campaign to destroy or conquer any Human World they can is very likely.