Part 6: The Rirak-Ka

What would a good interstellar-war saga (or any hard sci-fi story, for that matter) be without aliens? To
put it simply-squat! Aliens are cool, and everybody loves them. So, here's what you've been waiting for
(unless you skipped ahead to this section, you bad little monkey!) the aliens own part of this book,
where they plot to take over the other chapters.

The Rirak-Ka Society and why you'll die

The Rirakian society is like that of Terran ants and bees in many respects, but different in many others.  However, DO NOT mistake them for insects, because this species is VERY much smarter than Terran insects and, except for the hive society and a few other points, the creatures share no traits with insects. First, let's start with basic evolution. Many scientists belive that the Rirakians are a highly evolved form of fungus, and truly, the two share many common traits. However, the species has evolved many traits common to insects. The evolution of each specific individual unit in the society is very interesting. First, a specific caste of the species, known as "breeders" (see below) naturally grows several "spores" under its skin (these spores are believed to exist in un-fertilized form in the creatures body from "transformation" on), these spores develop into embryos surrounded by a puss-filled sack (known as a "pod") which, near the end of development, reaches the "breeders" skin. Once the embryos
reach full maturity (after approximately 5-12 weeks) they remain in these pods until they either sense a host or for 10 weeks, whichever comes first. When the embryos sense a host (or after 10 weeks) the embryos burst the outer skin of their pod and emerge (they are then referred to as "pods", this slang term has caused some confusion) to attack the nearest host. The "pods" sense is very strange. While although it appears to have eyes and antennae, these are actually organs for a very strange form of detection. This detection picks up all forms of neural signals. The organs can also detect heat and carbon. The creature attacks nerve centers most often (the skull and spinal chord, the spinal chord is attacked more often due to its closeness to the ground and dual-direction nerve signals [a sign to the "pod" that the chord is a transfer system, and easier to completely mutate than the nervous center, the brain]) and digs in with its six claws. The six claws then begin to release the enzyme which begins to mutate the host's cells nearest to it. Once the cells begin to mutate, they attach the pod to the host's skin ensureing that it can't be removed harmfully (althougth the claws, often in the central nervous system, already ensure that). The pod then can stop whatever impulses are harmful to it or other mutating pod that it can completely block off from the brain (if it controlls a cross-section of the arm, it can stop the host from physically attacking it with any part of that arm below the cross-section; if it controls all of spinal chord at the neck, it can stop all harmfull impulses to any part of the body below the neck). The cells then are either changed to suit the new body's needs, or in the case of some, surrounded by other cells and forced to make an abundence of other "natural" cells which are devoured by the new body (the mutated cells created enough "altered" cells to replace those naturally lost). The enzyme glands (located in the pod, among other things) continue to produce more of this material which takes over more and more of the body, piece by piece by altering the DNA bases of each cell, forcing it to change itself. Certain traits, organs, and appendages form according to what "caste" member the pod was genetically programmed to become upon forming begin to appear throughout the host. Finally, the host has become fully mutated and joins the specie's community. The various castes are as follows:

Specie's Castes

Note- All castes have the following powers: sense of direction (equal to a gyro-compass), infared vision (and any spectrums the originating species could see), dog level hearing, sense of smell equal to a good tracking animal, claws on hands and feet (+1 on punch and kick damage), and fangs (+1 on bite
damage).

Note on stats-
H means the host's original number in that tribute. The number cannot go below 1 or above 15.



Worker-

The most common member of the Arikian society, these creatures do most of the colony's jobs. Among
their particular mutations include a set of organs in the arms and legs that secrete a resin (up to gallon
of it in an hour) which is used on spacecraft and buildings belonging to the species which is believed to
help the species in directions and identification and add some protection. Their skin becomes tough and
leathery. Although not designed to fight, they will attack if the hive does not have enough fighters, or if
attacked themselves. However, in the later situation they will scream for a soldier unit. 54 in 100 Arikians are born as workers.

Stats-

Str-H+2
Dex-H+1
End-H+4
Char-1
Int-H-3
Spd-H+1
Beu-H-2
DF-H (no modification)
HP-H+5
Apendage/Ability/Organ Roll-NONE



Breeder-

The breeder caste is the caste responsible for the development of young "pods". Their only special mutation is the birth "pods" that will form on its body approximately 1 1/2 hours after the host's body is
completely mutated. The typical breeder will grow up to 60 pods (1D6x10) in its lifetime, but it will never
have more than 9 growing on its body at one time. They have a leathery skin that is somewhat tougher
than a worker's. They are not designed for combat, athough they may back up a group of soldiers / workers to begin the mutation process of any captives as soon as possible, and to defend themselves.
5 in 100 Arikians are born breeders.

Stats-

Str-H+1
Dex-H+2
End-H+2
Char-1
Int-H+1
Spd-H-1
Beu-H-5
DF-H+4
HP-H+6
Appendage/Ability/Organ Roll-NONE



Soldier-

The soldier caste is born to defend the hive and to destroy any threats to it. For this reason, they have several special adaptations. Their skin becomes hard and thick (BIG HP bonus), and they also revive /recover from injury 50% faster than normal! In addition to these, they also grow random appendages and/or organs and sometimes, abilities. They have two main uses: 1. Placed as guards within the hive. / 2. Sent out as troopers for planetary assaults. SOMETIMES, a very good soldier unit will be granted an additional body, but this is very rare. 25 out of every 100 Arikians are born as soldiers.

Stats-

Str-H+4
Dex-H-1
End-H+3
Char-1
Int-H-2
Spd-H+1
Beu-H-3
DF-H+3
HP-H+20!
Appendage/Ability/Organ Roll-roll 3 times on the combat abilities chart below, and 2 times on the
additional abilities chart below it.

COMBAT ABILITIES-

1. On one hand, the fingers fuse into two larger fingers and a thumb. The two "new" fingers grow long nails which are like blades. [Instead of +1 on damage, this hand has +3 to damage and +1 to strike]
2. The fingers on one hand form into a sickle-like claw, and the thumb grows a nasty- looking claw of its
own. [This hand has +4 to damage and gets +5 to entangle/choke opponent]
3. One forearm forms into a long, whiplike tentacle. [1D8+2 when used as a weapon with +1 to attack and +1 to entangle]
4. Creature grows a long, prehensile tail with a barbed nail-spike at the end. [2D4+4 when used as a
weapon and is +1 to entangle , plus it can be used as an additional appendage to grapple things and
even hold and use an additional weapon (-4 to attack with ancient weapons/ -9 to attack with modern
weapons)]
5. Grows an additional arm. [Just another human-style arm, may be located anywhere on the upper torso, adds one additional attack per round]
6. The canine teeth transform into huge fangs. [+3 to bite damage]
7. Grows huge insect-like mandibles on either side of the mouth. [+4 to bite damage]
8. Bull/ram-like horns emerge from the forehead. [allows for a butting attack-1D6+3 damage]
9. Wings form on the back of the torso. [Ability to fly is gained-38 mph max]
10. Six long, finger-like appendages grow from the shoulders (3 from each) which end in sharp nails. [do
1D4+1 damage each]
11. Same as the last ability, but on the torso, below the arms.
12. On the back of one forearms, 15-20 barbed quils grow. They pull themselves out and dig into anyone who touches them. [only do 1D4 damage each, but up to 6 (1D6) will attach to the person with each touch, and they do the same damage being pulled unless through someone trained in first aid or better]
13. The scalp grows several hair-like tendrils which are poisonous to the touch. [intended to sting, not to
kill-1D4 damage per combat round for 1D4 rounds, and leave an itchy rash that takes 1D6 weeks to go
away, do not harm the creature]
14. Long elaborate antennae grow from the forehead. [can be used to attack-1D8 damage, also provide the ability to accurately sense smells 60% better]

ADDITIONAL ABILITIES-

1. Becomes immune to fire. [absolutely NO damage or pain from fire, and halves plasma damage]
2. Can "sense" blood. Creature can sense hemoglobin, which is inherent in almost any species blood, from up to 1/2 mile away.
3. Poison-bite-inflicted. The creature's bite will secrete an acidic poison into the wound. [1D6 damage per round for 3D6 rounds]
4. Poison-claw-inflicted. A strike with the claws will inject a poison into the wound which causes a burning sensation. [1D4 damage per round for 3D4 rounds]
5. Hyper-adrenaline boost! Creature reacts as if on a permanent adrenaline rush. [gains half of its original number of attacks per round (i.e.-2 attacks becomes 3) and all physical attacks are +1 on attack roll and +1 damage, and creature will sense pain at only 50%]
6. Minor psionic. [see Part 2:Creating a character, powers will lean toward combat- based abilities]
Roll on the combat abilities table.



Leader-

This caste of Arikians is the focal point upon which all other members of the species rely on for guidance. If they were all eliminated, the entire species would become very weak and vunerable.  The most competant of these are almost always given an additional body at the end of their life span. Each
ship and group of buildings has its own leader unit (commonly referred to as Lords). If the ship or group
of buildings is very large, it may have several lower-ranking leaders controlling separate areas
(Governors). Each town and fleet also has its own leader unit (a King or Queen). And the entire attack
force is headed by an ancient leader unit (an Emperor, or in this case Empress) known as Larlliank.
Although not built for combat, they will often be surrounded by a small group of exceptional soldier units, and they have been known, on occassion, to head important assault missions like a general. Only 1 in
100 Arikians is born as a leader unit!

Stats-

Str-H+2
Dex-H-1
End-H+2
Char-8+1D4 (however, it is treated as a 20 to Arikians!)
Int-H+4
Spd-H (no modification)
Beu-H-4
DF-H+2
HP-H+10

Appendage/Ability/Organ Roll-Roll once on the combat abilities table and psionic abilities tables found
below, and 3 times on the additional abilities table found below.

COMBAT ABILITIES-

1. On one hand, the fingers fuse into two larger fingers and a thumb. The two "new" fingers grow long nails which are like blades. [Instead of +1 on damage, this hand has +3 to damage and +1 to strike]
2. The fingers on one hand form into a sickle-like claw, and the thumb grows a nasty- looking claw of its
own. [This hand has +4 to damage and gets +5 to entangle/choke opponent]
3. One forearm forms into a long, whiplike tentacle. [1D8+2 when used as a weapon with +1 to attack and +1 to entangle]
4. Creature grows a long, prehensile tail with a barbed nail-spike at the end. [2D4+4 when used as a
weapon and is +1 to entangle , plus it can be used as an additional appendage to grapple things and
even hold and use an additional weapon (-4 to attack with anchient weapons/ -9 to attack with modern
weapons)]
5. Grows an additional arm. [Just another human-style arm, may be located anywhere on the upper torso, adds one additional attack per round]
6. The canine teeth transform into huge fangs. [+3 to bite damage]
7. Grows huge insect-like mandibles on either side of the mouth. [+4 to bite damage]
8. Bull/ram-like horns emerge from the forehead. [allows for a butting attack-1D6+3 damage]
9. Wings form on the back of the torso. [Ability to fly is gained-38 mph max]
10. Six long, finger-like appendages grow from the shoulders (3 from each) which end in sharp nails. [do
1D4+1 damage each]
11. Same as the last ability, but on the torso, below the arms.
12. On the back of one forearms, 15-20 barbed quils grow. They pull themselves out and dig into anyone who touches them. [only do 1D4 damage each, but up to 6 (1D6) will attach to the person with each touch, and they do the same damage being pulled unless through someone trained in first aid or better]
13. The scalp grows several hair-like tendrils which are poisonous to the touch. [intended to sting, not to
kill-1D4 damage per combat round for 1D4 rounds, and leave an itchy rash that takes 1D6 weeks to go
away, do not harm the creature]
14. Long elaborate antennae grow from the forehead. [can be used to attack-1D8 damage, also provide the ability to accurately sense smells 60% better]

PSIONIC ABILITIES-

Minor psionic. [See creating a character.]
Major psionic. [See creating a character.]
Great psionic. [Receives ALL abilities from any one category except the Soul powers, of which only one
can be selected.]

ADDITIONAL ABILITIES-

1. Becomes immune to fire. [absolutely NO damage or pain from fire, and halves plasma damage]
2. Can "sense" blood. Creature can sense hemoglobin, which is inherent in almost any species blood, from up to 1/2 mile away.
3. Poison-bite-inflicted. The creature's bite will secrete an acidic poison into the wound. [1D6 damage per round for 3D6 rounds]
4. Poison-claw-inflicted. A strike with the claws will inject a poison into the wound which causes a burning sensation. [1D4 damage per round for 3D4 rounds]
5. Hyper-adrenaline boost! Creature reacts as if on a permanent adrenaline rush. [gains half of its original number of attacks per round (i.e.-2 attacks becomes 3) and all physical attacks are +1 on attack roll and +1 damage, and creature will sense pain at only 50%]
6. Roll on the Psionic abilities table again.
7. Roll on the Combat abilities table again.



Drone-

These members of the society are MUCH different from their brethen in many ways. First they don't
require a host, at least, not a traditional host. Well, apparently, along with their other technolodgy which
they stole from various species, they stole an advanced form of cybernetics, although the only part of the science they seemed to keep was a specific technology. This was the ability to "grow" a cybernetic organism in which the body is a robotic combat suit, while the central nervous system is organic. The
Arikians grow/build (?) several of these units, which they don't program, and keep in storage. Whenever
they run low on drone units, they release a young pod (usually a worker) into the cyborg's nervous
system, which (because of the lack of any defensive systems) can be taken over very quickly. About 15
in 100 Arikian pods (almost entirely workers) are "set aside" to be used in drones. These units have
several purposes, however prominately, they are used to combat space fighters and ships, which they do quite well. They are also used as airial combat units and to support soldier units' ground attacks.
Unfortunately, drones do not start out with the usual abilities given to most Arikians. However, they have
their own abilities.

Stats-
Str-21+1D4
Dex-1D6+1
End-1D10+5
Char-1D4-2 (it CAN be zero, but not negative)
Int-1D10+1
Spd-6 on ground, walking (for space/aireal see below)
Beu-6 (15 to techies')
DF-11+1D4
HP-55
Abilities/Powers-

1. Vision-human spectrum, infa-red, ultra-violet, polarized, full underwater visibility, and auto weapons
tracking (+1 on attack roll, in addition to other abilities).
2. Hearing-equal to that of a cannine.
3. Fully-sealed-completely and fully capable of space travel.
4. Heat-Shielded-capable of atmospheric re-entry with only 25% normal damage.
5. Indipendent oxygen supply-10 hours of own oxygen.
6. Extendable claws-claws extend from fingers and allow for hand strikes at 1D10+3 damage. (This
ability is often used to hook into a starfighter's main engine systems and tear them up. This often forces
the craft's pilot to eject to save his life, and then, the drone can easily capture him and return him to it's
ship.)
7. Booster jets-dual-engine rocket engine pack located on back of unit, provides speeds of up to 188 kps in space, 282 mph in atmosphere.
8. Automated cannon-dual-barrel, automated duthang cannon (note- see Arikian technolodgy). Does
4D6+2 damage per shot, can rapid-fire for an entire round (does an additional 18 points of damage for
every attack beyond the first). Full 360 degree rotation. Automated (+2 on attack roll, can continue firing
whether or not unit's attention is on that object/enemy).
Optional abilities available upon assignment-

Additional Armor. [5-20 additional HPs]



Pods-

All Arikians start their lives as pods. It is impossible to determine what caste a pod will mutate into without an internal observation. Pods appear as small, flat, round blobs with 6 mean claws sticking out of them and a pair of what appear to be slanty, red eyes (really part of a sensory system) with a long
antennae above each of them (the other part of the system).

Stats-

Str-1D4
Dex-1D4
End-2D4
Char-1D4-3 (can equal zero, but no less)
Int-1D4-2 (can equal zero, but no less)
Spd-2D6
Beu-1D4-2 (can equal zero, but no less)
DF-1D8
HP-2D8
Abilities-Can sense nerve impulses and warmth, but cannot hear nor see.


Notes on Rirak-Ka Technology

Most Rirakian craft will be a human ship that has been modified (or equivilent to human) and will have the same attributes accept that the worker's resin will add 2D4x10 HP to the craft's armor and give it much
different appearance, making it harder to recognise. The weapon systems will most often remain the
same, however, they will occassionally be replaced by Rirakian weapons (in this case, the damage and
range will probably remain the same [or close to it]).

Rirakian troops will very seldom wear armor in battle, but when they do, it is modified human armor. The
resin makes it hard to distinguish its original model and adds 3D6 HP.

Alien troops are likely to carry power weapons into battle (they aren't STUPID!). The weapons will either
be human weapons (resin modified), or more likely, a Rarakian weapon. The two most widely used of
those are as follows:

Largarth gun (a large heavy blaster)-
5D6 damage per shot
25 shots (non-rechargeable)
800 foot range

Duthang (smaller, less powerful blasters)-
4D6+2 damage per shot
30 shots (non-rechargeable)
500 ft range



 

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