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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 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.
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
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
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.
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.
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]
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.
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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Doomsday Games and Styphathal.
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