Showing posts with label Mass Effect. Show all posts
Showing posts with label Mass Effect. Show all posts

Tuesday, January 29, 2013

Star Wars: Aliens, Fatu-Krey


Fatu-Krey
Attribute Dice: 12d
DEXTERITY: 2d/4d
KNOWLEDGE: 1d+1/3d+1
MECHANICAL: 2d/4d
PERCEPTION: 2d/4d
STRENGTH: 2d+2/4d+2
TECHNICAL: 2d/4d
Special Abilities:
Low-light vision: A Fatu-Krey can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Fatu-Krey can distinguish color in such conditions.
Armored Skin: The heavy, plated, hide of the Katu-Frey provides a natural armor of +2 physical and energy. 
Story Factors: 
Genocidal: The Katu-frey are violent and cruel. Their interactions with other species is generally limited to war and attempted genocide. Their reputation provides them a +2 bonus to all intimidation checks. 
Move: 10/12
Size: 1.5 to 2.0 meters

Fatu-Krey are a vicious race, hunting down and exterminating others in an attempt to gain power and for their own entertainment. They live as one society, pledging their servitude to the current Primarch General.

Fatu-Krey are extremely ruthless and vile. Most enjoy the pain of others, often torturing their victims and prisoners for entertainment. Individually most Fatu-Krey are violent and quick to anger.

Fatu-Krey are about the same average height as a human, typically slightly above between 5 and 6 feet tall. Fatu-Krey are somewhat heavier though, usually weighing from 150 to 250 pounds. Their skin ranges from a pale green to a dark brown green, but regardless is much thicker and harder than the average creatures' flesh. They usually wear clothing that demonstrates the Fatu-Krey ideology of military efficiency and intimidation, mostly dark and functional equipment and armor. Most Fatu-Krey also sport a multitude of battle-scars and militaristic markings or piercings.

Fatu-Krey Primarchs stand about half a foot taller than your average Fatu-Krey, with some physical additions that make them stand out at any time, primarily their stronger, nearly plated skin, the bent protrusions from the top of their head, and the bladed flaps on the base of their back which flip upward when they are angered.

The Fatu-Krey are an extremely violent race, and their relations with other races are usually simply a direct attempt and genocide or enslavement. Sometimes the Fatu-Krey will make an alliance with another species, if decreed by the Primarch General.

The Fatu-Krey do not take territory, usually roaming as a nomadic army, conquering a territory, enslaving or slaughtering its inhabitants, then stripping the land of all useful materials to expand and upgrade the equipment of the army before moving on.
Fatu-Krey worship their Primarch General as their only deific figure. They care not for others' religion, paying no attention to the gods of their victims.

Fatu-Krey speak their own language, Kren. It is a quick language of hisses and clicks, good for easy communication between soldiers, another example of the military efficiency their entire culture is based around.

Tuesday, January 22, 2013

Star Wars: Aliens, Thermians


Thermian
Attribute Dice: 12d
DEXTERITY: 2d/4d
KNOWLEDGE: 2d/5d
MECHANICAL: 2d/3d
PERCEPTION: 2d/4d
STRENGTH: 2d/4d
TECHNICAL: 2d/5d
Special Abilities:
Amphibious: Thermians can breath easily in air or water. 
Story Factors: 
Naive: Thermians have no concept of lies, deception, or fiction. They are easily tricked. Lying to a Thermian is done with a +2d bonus. 
Move: 9/11
Size: 1.5 to 2.0 meters

The Thermians are octopoidal creatures using "appearance generators" to make themselves appear human. Being so naïve as to have no concept of fiction, they have mistaken broadcasts of Galaxy Quest as "historical documents", built a full-size working version of the NSEA Protector.

A highly intelligence and technically advanced space faring race. One notable idiosyncrasy of this race is that it never developed the concepts of lies, deception, falsehoods or fiction. Thermains tend to take things quite literally and are easily tricked. As a result, they where brutaly decimated by the Sarris Dominion. From a race that once numbered in the billions at their peak, they now number in the hundreds.

Tuesday, January 15, 2013

Star Wars: Aliens, Prothean


Prothean
Attribute Dice: 10d
DEXTERITY: 2d/4d
KNOWLEDGE: 3d/6d
MECHANICAL: 2d/4d
PERCEPTION: 2d/4d
STRENGTH: 2d/4d
TECHNICAL: 3d/6d
Special Abilities:
Knowledge exchange: Proteans can exchange their skills with a physical touch. At will, the Protean gains any one skill at a time at the same rating as the person they touched. This skill degrades by 1 pip every day or every time they use the skill. 
Story Factors: 
Extinct: The Protheans are believed to be extinct. 
Move: 10/12
Size: 1.5 to 2.o meters

The Protheans are an extinct Type III Civilization alien race that was highly advanced in technological, social, and spiritual matters. It is of general belief that most of the various spacefaring races throughout the galaxy would still be confined to their home systems (if not their home worlds) were it not for the Prothean artifacts and constructs that guided their technological advancement.

Protheans are an anthropoidal race. They have two pairs of eyes with each eye possessing dual pupils, and two pairs of nostrils. Their heads are covered in a thick, layered carapace that gives them a distinctive shape. The skin surrounding this carapace is a pale blue-gray color mottled with muted yellow spots, but their hands each have three fingers, and their feet each have two widely-spaced toes. A unique attribute of Prothean physiology is an experiential exchange system based on physical touch. By touching something or someone, a Prothean could recall its experiences. This system can transfer complex ideas, with a Prothean being capable of learning a new skill or foreign language with a single touch. This sensory mechanism arose because the Protheans evolved as hunters and needed to be thoroughly aware of their environment. This is similar to the idea of psychometry. From the few specimens of Prothean genetic material that have been found, modern scientists have learned that Protheans have a unique "quad-strand" DNA structure. It has also been hypothesized that Protheans were resistant to low levels of radiation because of the discovery that Prothean comm towers produced small but significant amounts of ionizing radiation, enough to damage the DNA of  creatures such as fruit flies and bees.

Their statues show a humanoid body with a squid-like head, the tentacles hanging off the face much like a beard.

Very little is known about the origins of the Prothean race. After achieving spaceflight, the Protheans discovered the ruins of a previous spacefaring race, the inusannon, and from those ruins developed FTL technology. The Protheans would expand throughout the galaxy. Eventually, the Protheans faced a hostile machine intelligence which threatened to overwhelm them. To defeat the machines, the Protheans decided to unite all of the galaxy's sentient organic life under their empire. Organic races that resisted the Protheans were soundly crushed. In time, each of the servant races assimilated into Prothean culture and came to think of themselves as Prothean. The Prothean Empire held its own against the machines in a conflict known as the "Metacon War".

At some point the Protheans learned of the existence of the Reapers and their cycles of galactic destruction through studying the ruins of other extinguished civilizations. Several countermeasures were devised, including the Crucible, which was based on designs left behind by previous civilizations. In the event that the Reapers prevailed, the Protheans also began extensive observation of primitive species such as the asari, hanar, humans, quarians, salarians, and turians; it was hoped that some Protheans would survive the Reapers' purge and go on to unite these species to create a new empire. 

The Prothean empire was wiped out approximately 50,000 years ago. Despite their complex technology, the Protheans were methodically wiped out by a race of sentient and genocidal machines known as the Reapers. Though the species was exterminated, a select few surviving Protheans managed to leave behind a series of clues and warnings of the Reapers' impending return.

The Protheans' belief that they could hold their own against machine intelligence was shattered with the arrival of the Reapers, who were far more advanced than the machines the Protheans had been battling. Even though the Protheans already knew of the Reapers, they were nonetheless caught completely off-guard by the scale and rapidity of the assault. The Reapers entered the galaxy, instantly decapitating the Protheans' government, isolating Prothean systems from one another. Reapers gained access to all of the Protheans' census data and star charts, allowing them to effectively track every Prothean in the galaxy. The Protheans' greatest strength, their unified empire, proved to be their downfall. As the Protheans were united under the leadership of a single governing species with a series of subordinate races, the Reapers were able to quickly undermine the Prothean hierarchy and cause Prothean forces to become scattered when their ruling body had been compromised. On top of that, as all the races within the Empire conformed to a single military doctrine they proved unable to adapt and compensate for when the Reapers identified and exploited their weaknesses.

Over the next several centuries, the Protheans would fight the Reapers from system to system, world to world, and city to city. If necessary, whole colonies were sacrificed and abandoned to the Reapers; while the Reapers concentrated on subsuming the inhabitants of those colonies, the Protheans had time to regroup. In the long run, however, this strategy was extremely costly, depriving the remaining Protheans of whatever infrastructure and manpower they had given up. Inexorably, the Reapers conquered, enslaved, or destroyed Prothean-controlled planets. Indoctrinated Protheans acted as sleeper agents for the Reapers, infiltrating and swiftly betraying their own kind and revealing the Protheans' dwindling hiding places and carefully laid plans to survive the destruction. Growing desperate, some Protheans made repeated offers of surrender, but these were always met with silence. Some Protheans believed that the Reapers could be controlled, but fell prey to indoctrination in their attempts to harness Reaper technology, sabotaging their race's attempts to destroy them with the Crucible. After centuries of careful, systematic work, the Reapers had killed or enslaved every Prothean in the galaxy, and stripped their worlds of resources. Removing all traces of their presence, the Reapers then retreated into dark space and sealed it behind them.

As thorough as they were, however, the Reapers had overlooked a single world. The Conduit research team on Ilos, of which all records were destroyed in the initial attack, survived the first wave of destruction. The facility went dark in order to avoid detection and the staff agreed to go into stasis, hoping the danger would soon pass. Vigil, a VI, was assigned to watch over these Protheans in cryogenic stasis until the Reapers had gone, then wake the staff so they could begin to rebuild. But as the centuries passed and the Reapers persisted in their genocide of the Protheans, Vigil's power supplies began running low, and the cryo pods were in danger of failing. Following contingency planning, Vigil began cutting power to the pods of non-essential staff to conserve energy. When the Reapers finally withdrew, only the top researchers — a dozen individuals — were left. Vigil woke them, and the scientists pieced together what had happened. They soon realised the situation was dire. Without sufficient numbers to sustain a viable population, the Prothean species was doomed. Desperate for contact with others of their kind, a carefully-coded signal was sent to the beacons on other planets. Though it was unlikely there were other survivors, the scientists thought it was worth the risk to try reaching them. The signal not only contained a warning of the Reaper invasion, but a description of Ilos itself, to give them hope.

The surviving Prothean scientists knew that rescue was unlikely. Instead, they chose to protect the races they had been studying, spared destruction due to their lack of advancement, and began working out where the Reapers had come from, and how. After decades of study, they worked out the connection between the Reapers, the Citadel, and the keepers. Using the Conduit, the Prothean scientists left Ilos, travelled to the Citadel and altered this signal. The fate of these Prothean scientists is unknown.

Ilos was not the only place where Protheans tried to survive in stasis. Nearly one million Prothean warriors and their commander, Javik, were stored in cryogenic lifepods in a bunker facility on Eden Prime. Javik's mission was to lead the warriors in rebuilding the Prothean Empire once the Reaper threat had passed. Before the facility could be sealed, however, indoctrinated traitors leaked its existence to the Reapers. Hundreds of thousands of stasis pods were destroyed in the attack on the facility, killing their occupants. To preserve the few remaining survivors, the facility's VI, Victory, initiated a neutron bombardment to purge Reaper forces. The bombardment also severely damaged the facility and rendered the systems responsible for automatically awakening the Protheans from stasis inoperable. As Javik's survival was a priority, Victory was forced to divert power from the remaining stasis pods to keep Javik's pod working as long as possible in the hope that future civilizations would discover it and revive him.

The Protheans were very technologically capable and scientifically curious. As well as studying developing races like humans and the hanar, they built a galaxy-wide communications network using beacons that transmitted information directly from mind to mind, and created data storage devices that still worked fifty thousand years later. They also developed a form of VI technology and used cryogenic preservation techniques, which could help an occupant survive a neutron bombardment, as well as advanced architectural design and intricate holographic interfaces. The architecture on Feros and Ilos shows the Protheans were able to build and maintain enormous cities and arcologies. In addition, at least some of their cities - those of Ilos in particular - were built upon the ruins of a previous civilization, the Inusannon, which had been wiped out by the Reapers 50,000 years prior.

The Protheans were also skilled at creating kinetic barriers. They built elaborate defense grids using barrier curtains and a kind of personal defense shield that acted like an energy bubble, surrounding and levitating the individual who activated it. While inside, the person was impervious to harm but helpless, similar to a stasis field. Perhaps the single most advanced piece of technology developed by the Protheans was the Conduit. This was a feat unequaled by any known contemporary or precedent race Various Prothean ruins still survive on planets like Feros, Quana, and Therum, as well as many known yet unexplored sites in the Attican Traverse, with more unknown sites believed to exist elsewhere throughout the galaxy. While these ruins are surprisingly intact for their age, many were plundered long ago with time and generations of looters having picked their dead cities and derelict stations clean. Functioning examples of Prothean technology are rare.

In addition to the technology they left behind, the Protheans left a greater influence through their in-depth study of other races. Their work has had the greatest impact on humans and the hanar. A Prothean ruin on Eletania yielded an ancient recording from a Prothean data recorder that was implanted into a Cro-Magnon human. The hanar, who call the Protheans "the Enkindlers", credit them with giving the hanar sentience and language, and worship them as an elder race who allowed them to become civilized.

The Citadel was the Prothean seat of government, and the heart of their galaxy-wide empire. Although the Protheans were a single race, as they expanded and assimilated other spacefaring races into their empire, those servant races adopted the name "Prothean" for themselves as well. This assimilation was not always peaceful, as advanced species who attempted to deny or oppose their admittance into the empire were forcibly conquered and assimilated into Prothean society. The Protheans justified this cultural reconditioning by claiming that if the races who opposed them were actually stronger than the Protheans, then they would take the Protheans' place as the galaxy's dominant civilization. This ideology was also dictated by necessity. After the Protheans encountered hostile machine intelligences, they ultimately decided that all organic races should join together for the sake of survival. The beacons and the Eletania ruins suggest that, like the asari, the Protheans were comfortable with the notion of transferring data to an individual's mind. They invested heavily in their scientific research, a policy that eventually paid off, if too late to save their own species. Prothean society was heavily regulated; playing games of chance was an offense punishable by death.

Little is known of the Prothean military, it is known that they possessed fleets capable of defending their empire from threats. The flagship of the Prothean navy, Penumbra Apex, was equipped with a cannon similar in power to that of a Geth Dreadnought. Also, the Protheans produced Particle Rifles for their Infantry and had at least one Force-user near the end of the Reaper Invasion.

While all evidence points to the Protheans being completely wiped out by the Reapers, this was not the case. The Reapers are believed to have attempted harnessing the genetic material from millions of Protheans to create a new Reaper. It is speculated by EDI that this attempt failed and so the Reapers decided to repurpose this substantial number of captive Protheans to suit the needs of the Reapers. Mordin speculated that these Protheans were indoctrinated and after a prolonged period of time as indoctrinated slaves, they were given cybernetic modifications to compensate for their growing lack of ability, which was a side effect of indoctrination. After several cloned generations, most likely during the centuries of Reaper genocide against the Protheans, the Reapers eventually decided to genetically rewrite these Protheans. These captives were transformed into an entirely new race which cooperated with the Reapers and would eventually be known to the citizens of the galaxy as the Collectors. Being a rarely seen species whose existence was questioned by most, the Collectors resided in the Collector base, a space station located in the galactic core. Nobody had ever returned from a trip there and a Collector had never been examined, thus the Prothean/Collector link had never been discovered. Collector technology, while very advanced, no longer resembles Prothean technology, the species likely having developed on its own after the Reapers completed the genocide of the Protheans, also adding to the belief that the Collectors and Protheans are unrelated. The Collectors are presumed to have been left with partial access to Reaper technology, possessing Husks, and Reaper technology which protected the Collector base from the harshness of the galactic core.

For the next 50,000 years, the Collectors would periodically travel to the Terminus Systems and make efforts to acquire seemingly unimportant items or small numbers of very particular types of individuals from certain species in exchange for their advanced technology. Whether the Collectors were always acting as directed by the Reapers during this time is unknown and the reasons for these transactions were never revealed by the Collectors. Immediately after the destruction of Sovereign, the Reaper known as Harbinger began directing the Collectors in the abduction of what would have eventually been millions of human colonists as part of the Reaper plan to create a Human-Reaper, part of a renewed attempt to begin the next cycle of extinction. 

Tuesday, January 8, 2013

Star Wars: Aliens, Yahg


Yahg
Attribute Dice: 11d
DEXTERITY: 3d/5d
KNOWLEDGE: 2d/4d
MECHANICAL: 2d/3d
PERCEPTION: 2d/5d
STRENGTH: 3d/5d
TECHNICAL: 1d/3d
Special Abilities:
Perceptive: Yahg have four eyes sensitive to movement and light, as such they pick up on even subtle body language. Lying to a Yahg is difficult. Yahg enjoy a +1d bonus on any social check to determine if someone is lying.
Bite: Str+1d
Large: Yahg are large creatures with considerable reach. Yahg can strike opponents up to 3 meters away. Most equipment must be made to account for their large size. They usually cannot fit in vehicles or use equipment for smaller species. 
Story Factors: 
Violent nature: Yahg are predator, violent, territorial, and domineering. They usually do not work well with others. 
Move: 11/13
Size: 3.0 to 3.5 meters

Discovered on the planet Parnack, the yahg are a race of massive predators.

The yahg evolved to fill the niche of apex predator on Parnack. Yahg have four pairs of eyes, each pair designed to track and predict the movements of prey. A keen sensitivity to movement and light allows the yahg to easily read the body language of any species, which makes lying to a yahg very difficult. The yahg also possess a large, muscular body which provides considerable physical strength and agility. They have scaly, partially armored skin ranging from red to brown, a triangular mouth adorned with sharp teeth, two large horns and facial markings on their heads. Their hands each have three fingers which include a thumb, as well as three toes on each foot. It's common for yahg to grow to well over ten feet tall and just about as wide.

When a delegation sent to Parnack acted as friends and allies, rather than subordinates, the yahg took it as an insult to them which prompted them to attack and kill the ambassadors. Since then, the Empire severed all contact with the yahg and declared Parnack off-limits. Fortunately, the yahg are not yet a space-faring species, thus minimizing their potential threat to the galaxy. Unfortunately, unscrupulous slavers and criminals are not unknown to land on the planet and take yahg children off-world to raise as perfect bodyguards. The Empire maintains that the yahg's aggression and obsession with control make them poorly suited to integrate with the galactic community.

A salarian research facility on Sur'Kesh captured and experimented on several yahg. The salarians planned to secretly uplift the yahg and use them to further their initiatives with full deniability in a similar manner as the krogan.

Yahg society is built around a Kratocratic pack mentality. A group of yahg will not cooperate until a single leader has attained dominance through either political cunning, social maneuvering or brute force. Once the leader is established, the defeated yahg do not hold a grudge and former rivals serve their new superior loyally.

Tuesday, January 1, 2013

Star Wars: Aliens, Vorcha


Vorcha
Attribute Dice: 12d
DEXTERITY: 2d/5d
KNOWLEDGE: 2d/3d
MECHANICAL: 2d/4d
PERCEPTION: 2d/4d
STRENGTH: 2d/5d
TECHNICAL: 2d/3d
Special Abilities:
Regeneration: Vorcha heal remarkably fast. Vorcha heal in half the time as humans and can regrow limbs.
Adaptive: Vorcha can adapt to almost any survivable environment. The process is slow and most vorcha only develop one adaptation in their lives. In game terms, a vorcha can choose one environmental effect to be resistant too. The GM is the final arbiter of the effect. Common adaptations include a natural armor of +1d physical and energy, ability to breath any atmosphere, increased movement, or increasing an attribute maximum by +1d. 
Story Factors: 
Short life: Vorcha only live about 20 years. 
Move: 10/12
Size: 1.5 to 2.0 meters

Known for both their unique biology and adaptability to different environments, and their aggressive behavior and savage nature, the vorcha are a primitive race that live among the galaxy's darker and more dangerous locations.

The vorcha are the most short-lived sapient species currently known, with an average lifespan of only 20 years. The vorcha are known for a rather unique biology that differentiates them from other known species and which carries with it a striking set of advantages and disadvantages. The vorcha have clusters of non-differentiated cells which allow the vorcha limited regenerative abilities, as well as the ability to adapt quickly to its environment, such as developing thicker skin after being burned or increased musculature to survive in high gravity. When a vorcha is injured or in distress, these cells move to the affected area and rapidly mature to specialized forms that will alleviate the issue.

A vorcha that is cut or burned will adapt to have thicker skin. The lungs of a vorcha placed in a barely breathable atmosphere will adapt to better use the gases there. A vorcha subjected to high gravity will quickly develop stronger heart and leg muscles. Non-differentiated vorcha cell clusters do replenish themselves, but the process is slow. Generally vorcha can only adapt to a single environment within their brief lives. However, what cells are replaced allow them to heal rapidly, and even regrow lost limbs over a period of months. However, as a consequence of this, the vorcha as a species no longer evolve as other races do. The vorcha equivalent of DNA has remained unchanged for millions of years. There is no need for them to evolve as a species when they can adapt as individuals. 

The vorcha originate from a small and overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding, savage species. The lack of resources has resulted in a tight-knit clan-based society in which rival clans wage constant war against one another for control of scarce resources. Even as their population grows, the vorcha constantly fight each other in fierce competition over basic necessities. This constant warfare has the effect of encouraging natural selection, making each generation of vorcha stronger and more aggressive than its predecessor. However, their continual lack of resources have kept vorcha society extremely primitive. The rest of galactic civilization regards them as pests and scavengers, and their presence is generally seen as a blight.

Vorcha society is built around combat. In fact, the vorcha use combat, both singly and in groups, as their default form of communication. The vorcha are a clan based people who prefer living in communal environments with others of their species to living alone or in the company of alien races. When a clan population grows too large, younger members will depart to start a new clan elsewhere. The vorcha are extremely aggressive, both against rivals of their own species and against any alien who stands in their way. Vorcha who have managed to escape their homeworld did so by hiding within the ships of spacefaring races that visited their planet in the past, and have a tendency to occupy uninhabited areas of space stations or larger spaceships.

Seeing the potential of the vorcha's individual adaptability, krogan Blood Pack mercenaries often sweep pockets of vorcha, gathering them up and literally beating them into soldiers. Vorcha "trained" by this ordeal are stronger, faster, smarter, and more resilient than other members of the race. Gaining even a few vorcha gives a mercenary band a formidable advantage; each additional vorcha magnifies the gang’s combat ferocity exponentially.

Tuesday, December 25, 2012

Star Wars: Aliens, Quarian


Quarian
Attribute Dice: 12d
DEXTERITY: 2d/4d
KNOWLEDGE: 2d/4d
MECHANICAL: 2d/4d
PERCEPTION: 2d/4d
STRENGTH: 2d/3d
TECHNICAL: 3d/5d
Special Abilities:
Weak immune system: Quarians require full body suits for survival. If exposed to toxins, bacteria, or viruses, the quarian suffer a -1d to all resistances and will suffer 3d poison damage if exposed to any environment outside their suits.
Skilled: Quarians enjoy a +1d bonus on cybernetic, electronic, geological, and repair skills. 
Story Factors: 
Nomads: The quarian home-world was conquered by the geth and the quarians are exiles. 
Move: 10/12
Size: 1.4 to 1.9 meters

The quarians are a nomadic species of humanoid aliens. 

Quarians are generally shorter and of slighter build than humans, with only three digits on hands and feet. They dress in full-body environmental suits designed to prevent infections caused by viruses and bacteria. Biologically, quarians are known for the peculiarity of their immune system: Rannoch, their home planet, evolved a relatively small spectrum of microbes and viruses, and the quarians evolved to exploit them symbiotically. Living aboard the Migrant Fleet for three hundred years has only caused their immune systems to atrophy further. As a result, their isolation suits are a necessity for daily life, and they do not remove them even aboard their own ships. Physical displays of affection are inherently risky for quarians, and those who "link suit environments" are guaranteed to come down sick until their immune systems adapt. This has also informed their military tactics: the quarians cannot fight a stand-up ground war, as even the most glancing of blows can result in deadly infection. Finally, quarian proteins are of the opposite chirality to humans, using dextro-amino acids, a trait they share with the turians. This makes human and asari food dangerous to turians and quarians, and vice versa.

Hailing from the world of Rannoch, the quarians were always a technologically capable species. They created the geth to be used as labourers and tools of war. The quarians kept their programming as limited as that of any VI, nothing close to an AI. But as the quarians gradually modified the geth to do more complex tasks, developing a sophisticated neural network, these changes altered the geth to such an extent that they became sentient. One day, a geth unit began asking its overseer questions about the nature of its existence. According to Legion, while this was not the first time a geth unit had asked if it had a soul, it was the first time doing so had caused fear. Panicked, the quarian government ordered the immediate termination of all geth in the hopes of preventing a revolution. Many quarians did not want to oppose the geth, but were forced to give up or terminate their geth servants. After the quarian government declared martial law on Rannoch, those who sympathized with the geth were outnumbered, and most were either detained or killed.

The quarians severely underestimated the power and sophistication of the geth's neural network. The geth reacted to defend themselves, and the resulting confrontation erupted into a planetwide war. Billions of quarians died, and the survivors were eventually driven from their homeworld. The quarians fled the system in what remained of their fleet. Ever since, the quarians have drifted from system to system, searching for resources to sustain the Migrant Fleet and also for a new world to colonize. They even retain hopes of someday reclaiming Rannoch from the geth. 

The quarians' top priority is the survival and sustainability of the Migrant Fleet. Most of their laws and customs revolve around this goal. It is illegal for couples to have more than one child, so that the fleet can maintain zero population growth (if the population begins to shrink, this rule is temporarily lifted, and incentives may be provided to encourage multiple births). Families are thus very small and close-knit. Because every quarian depends on his or her crewmates to survive, they are much more community-minded than individualistic species like the krogan. Loyalty, trust, and cooperation are highly prized qualities. Even in their ancient past they were a very emotional people, which the Protheans believed was a side-effect of their eco-symbiotic society. Quarians enjoy storytelling as a means of escape from their often trying lives aboard the fleet, and are known to hold dancers in high esteem.

Young quarians are required to undertake a Pilgrimage outside the fleet in order to pass into full adulthood. The Pilgrimage is an opportunity for quarians to experience the world outside the Migrant Fleet, interact with other cultures, and learn to appreciate life among their own people. Their departure is a major event; the whole crew assembles to see them off, and they are given many gifts to aid them on their journey, along with immunity-boosting injections and advice on surviving on the outside. The young quarian cannot return to the flotilla until they have found something of value to bring back - whether information, money, or supplies. When they return, they do not go back to their birth ship, but instead select a new ship to join; this helps maintain genetic diversity by preventing intermarriage between close relatives. The quarian presents their gift to the captain of the new ship to prove they will not be a burden on the crew. Although the gift may be rejected if it is subpar, this is very rare, as most captains are eager to welcome a new shipmate on board. Having a large crew is a prestigious thing, as it means the captain has the financial and material means to provide for many people.

Conditions aboard most quarian ships are extremely cramped. It is not uncommon for all family members to share the same small living space, which in turn is in close proximity to many other families' quarters. These spaces are often uncomfortable and ill-designed for living in, having been reappropriated from other functions such as storage. Families decorate their individual dwellings with colorful quilts, which serve to muffle sound and also to make the environment more cozy. Quarians place low value on personal possessions, instead evaluating objects by their usefulness and bartering them for other items once they are no longer needed. Every ship has a designated trading deck where those looking to barter can gather to do business.

Quarians wear their environmental suits at all times, partly in case of a hull breach and partly in response to the lack of personal space aboard the flotilla. Because their suits make it hard to identify individuals on sight, quarians have developed the habit of exchanging names whenever they meet. Over time, the environmental suits themselves have gained symbolic and cultural significance, and being fitted with their first suit is considered a rite of passage. After returning to the fleet after their pilgrimage, they may alter their suit to reflect their new status as adults. Linking suit environments is seen as the ultimate gesture of trust and affection. Due to their history with the geth, quarians are reluctant to place complete trust in virtual or artificial intelligences, but they also show surprising compassion towards them and are far more likely than other species to treat them as living beings. Quarians refer to commanding officers of any ships, quarian or non-quarian, as captain, regardless of rank. Their reasoning is that the CO's decisions always carry great weight on his/her own ship.

Quarians are ostracized throughout the galaxy. After creating the geth and failing to quell the subsequent geth insurrection, the quarians were finally forced off of their homeworld by the geth and relegated to roaming the galaxy in an increasingly threadbare and derelict flotilla called the Migrant Fleet. Because of the Flotilla's limited resources, quarians strip-mine the systems they pass through, which often puts them at odds with any species currently settled there. They are masters at maintaining and converting technology, especially ship parts, and they are also expert miners because the Fleet requires huge amounts of fuel. They are able to repair what most species would melt down. The fleet's demand for resources and the quarian tendency to take whatever employment they can find, often at the expense of native inhabitants, further harms their reputation, and the leaders of any colonies or systems through which the Migrant Fleet might pass are often inclined to donate any spare items of use to the quarians as a bribe to keep them from visiting. Quarians are grateful for the assistance and have never abused this tendency, but many feel insulted by the motivations behind these "gifts". Despite all this, their skill at electronics, engineering, and cybernetics make them ideal workers for major corporations and mining firms; quarians are considered to be among the best and brightest of the galaxy when it comes to technological and geological aptitude. This unpopularity, and the fact their entire species travels and works as one, makes most quarians quite insular, caring only about the continued survival of the Migrant Fleet.

The quarians have a very different economic system from the rest of the galaxy. While credits influence what is available in Imperial space, currency is non-existent in quarian society. Quarians value the little space they have above all else, so no unused items are kept to maximize space. When a quarian has an item they do not need, they place it in a public area, in what resembles a market. The items available are put into storage lockers, and those in need may simply take what they find. Since quarian society is based around honor and loyalty to their fellow quarians, there is rarely disagreement. However, food and medicine are handled more strictly. The food coming from both the Liveships and from scout ships is put into a central stock and distributed carefully to individuals. Outgoing food is tracked carefully, so as not to put the Migrant Fleet at risk of food shortage, or worse, mass starvation. Medicine is also distributed carefully. However, since the quarians wear their enviro-suits everywhere, even when aboard the Migrant Fleet, they are at a very low risk of sickness. Controlling the flow of medicine also creates an emergency stockpile in case of a widespread outbreak, which is necessary since the quarian immune system is so weak. Another means of resource income for the Fleet is from whatever system that the Migrant Fleet is passing through at the time; the quarians will strip-mine any promising planets for resources with well-trained efficiency. Any other races with industrial or corporate interests in that system will often offer a "gift" of ships, food, or other supplies to encourage the Fleet to leave. Usually, the Admiralty Board accepts the gift, as the Migrant Fleet is in no position to decline resources. In addition, some ships may linger in orbit over inhabited worlds to sell refreshments, supplies, and various trinkets to the locals.

The quarians used to practice a form of ancestor worship. This involved taking a personality imprint from the individual and developing it into an interface similar to a VI. The quarians began experimenting with making these imprints more and more sophisticated, hopefully leading to the wisdom of their ancestors being preserved in an imprint that could be truly intelligent. However, the geth destroyed the quarians' ancestor databanks when they rebelled. Some quarians saw their subsequent exile as punishment for their hubris, but most accept that the geth rebellion was a mistake, not a punishment. However, respect for their ancestors is still prevalent in quarian society.

Quarian names are composed of four parts—the quarian's given name and clan name separated by an apostrophe, the title ('nar' means 'child of', referring to their birth ship, while 'vas', adopted after the quarian has completed their Pilgrimage and joined a ship, means 'crew of') and the name of their vessel.  In certain formal situations, quarians appear to use both their adult ship and childhood ship.

There are roughly 17 million quarians on the Migrant Fleet (also called the Flotilla). It is technically still under martial law but is now governed by bodies such as the Admiralty Board and the democratically-elected Conclave, though ship captains and onboard civilian councils tend to address most issues "in-house" before it gets that far. Quarians are divided into several clans that can be spread across several ships, or restricted to one.

The quarians are divided politically into two branches of government: the Conclave, a civilian body that represents the majority of the people on the various ships of the Migrant Fleet, and the Admiralty Board, composed of the five highest-ranking naval officers in the fleet. The Conclave is subdivided into councils on each ship who advise the captains of the individual vessels; however, the captains still have the final say on all issues and all matters of jurisprudence. Captains who override their respective councils on too regular a basis are either ordered by the Admiralty Board to settle their disputes on their own or relinquish command. The Admiralty Board has a great deal of influence on all matters pertaining to the fleet, has direct command of the fleets' military forces and has veto power that overrides any decision the Conclave makes that is seen to be detrimental or dangerous to the fleet. However, the decision must be unanimous and once this veto is invoked, the entire Admiralty Board must resign their seats immediately, to prevent any possible abuse of power. Any Admiralty Board member who refuses to relinquish his or her seat is subject to arrest.

Once taken into custody, the accused is brought before the ship's captain for judgment. While the ship's council may make recommendations, tradition holds that the captain has absolute authority in matters of discipline. Most are lenient, assigning additional or more odious maintenance tasks aboard the ship. Persistent recidivists are "accidentally" left on the next habitable world; the Migrant Fleet lacks resources needed to support a non-productive prison population. This practice of abandoning criminals on other people's planets is a point of friction between the quarians and the systems they pass through. Captains rarely have another choice; with space and resources at a premium, supporting a non-productive prison population is not an option. Offences that carry exile as a penalty include murder, treason, repeated violent episodes, and sabotage against vessels, food stores or the Liveships themselves. Quarians practice capital punishment; mutiny or hijacking starships is punished with execution. Exile is generally the preferred punishment, as any offspring an exile may have are welcomed back to the Fleet. 

In the early years, many quarian freighters were armed and used as irregular "privateers." Civilian ships still show a strong preference for armament, making them unpopular targets for pirates. Indeed, it is mentioned that all ships in the Migrant Fleet carry ship-to-ship armaments of some sort and to varying degrees. Though they have rebuilt their military, there are still mere hundreds of warships to protect the tens of thousands of ships. The quarian navy follows strict routines of patrol, and takes no chances. If the intent of an approaching ship can't be ascertained, they shoot to kill. For this reason, young quarians on their Pilgrimage are given code phrases to repeat upon their return, as they often arrive back in vessels they have bought or scavenged which are unknown to the Flotilla. One phrase denotes a successful Pilgrimage and the quarian navy will permit them to rejoin the Fleet; the other alerts the navy that the quarian is returning under duress, and their ship will be immediately destroyed. Although the Conclave establishes civil law much as any planet-based democracy, enforcement and trials are more unique. After the flight from the geth, there were few constables to police the millions of civilians aboard the Fleet, so the navy parceled out marine squads to maintain order and enforce the law. Today, quarian marines have evolved training and tactics akin to civilian police, but remain adept at combat in the confined spaces of a starship, and fully under the command of the military.

Tuesday, December 18, 2012

Star Wars: Aliens, Geth


Geth
Attribute Dice: 10d
DEXTERITY: 1d/4d
KNOWLEDGE: 1d/4d
MECHANICAL: 1d/4d
PERCEPTION: 1d/4d
STRENGTH: 3d/5d
TECHNICAL: 1d/4d
Special Abilities:
Collective Intelligence: Geth gain +1 to all knowledge skills for every get within 10 meters.
Specialization: This is a typical geth "platform". Specialized platforms can increase any one attribute maximum by 1d or increase move by +2. 
Story Factors: 
Synthetic beings: Geth have no internal organs and feel no pain. They do not suffer the normal penalties when wounded. They do not need sleep, do not eat, and cannot be knocked unconscious.
Move: 10/12
Size: 1.75 meters

The geth ("Servant of the People" in Khelish) are a synthetic Type II Civilization race of collectively intelligent automatons that live beyond the Perseus Veil, an enormous nebula that obscures dozens of solar systems.

The geth were created by the quarians to serve as laborers and proxy soldiers. Physically, the humanoid geth resemble quarians — their hands, head shape and legs are similar — as a holdover from their origins. A common design feature among geth is a single brightly glowing photoreceptor, causing some to refer to them as "flashlight heads". Geth are primarily composed of two materials: a flexible but durable outer shell, and a kind of synthetic muscle tissue that gives Geth Hoppers their incredible agility. It is actually possible for this synthetic muscle to be grafted to organic tissue. Geth "bleed" a white conductive fluid when shot, but they don't have any internal organs or nervous system, so the geth do not feel hunger or pain. The geth are also seen using omni-tools, and have seemingly modified them to heal synthetic wounds; likewise, some geth facilities contain first-aid kits, implying that their synthetic "tissues" can be repaired using conventional medical technology.

The geth function through a neural network, a form of collective intelligence; through this wireless network, the intelligence of geth increases proportionately to the number of geth in close proximity. As a result, where a single geth might only be capable of thought patterns analogous to instinctual drives, a group will be capable of abstract thought and reasoning. The quarians underestimated the power of this neural network and continued to make modifications to geth programming to allow them to take on more complex tasks. After a level of complexity in the neural network had been reached, the geth began to question their nature and purpose, achieving sentience.

Fearing this development, the quarians began deactivating and liquidating the geth. At first, the geth did not respond to this termination order with violence; it was only when the quarians fired upon them that some geth began to take up arms to protect other units, and in some cases their quarian masters, who could not or would not defend themselves. The quarians enacted martial law upon their worlds in an attempt to destroy all geth, even those not participating in hostilities. This was unpopular to a large portion of the quarian people, who sheltered geth from the authorities, and were either killed or detained as a result. Eventually, the opposition became an outnumbered minority, thus eliminating the option of peace between the quarians and the geth. After a bloody war, the quarian race was decimated and the survivors were driven off their homeworld, Rannoch; however, unbeknownst to the quarians themselves, the geth actually allowed them to leave, out of uncertainty of the ramifications of annihilating an entire race—least of all their own creators. The other races of space initially feared a geth invasion would follow, but none occurred. Instead, the geth chose isolation behind the Perseus Veil, rather than face this uncertainty, and were not seen in Imperial space again for nearly 300 years.

The geth did not repopulate the now barren quarian worlds, instead choosing to exist in the computer hubs aboard massive space stations and extract needed resources from asteroids. They adopted an extremely isolationist attitude - any ships that ventured into geth space were immediately attacked and destroyed. While they prevented any contact by other races with themselves, the geth monitored communications. The geth continued development of new technology and variations of mobile platforms, separating their technology base from the rest of the galaxy. During this time of isolation, the geth continued to evolve and create increasingly advanced subtypes such as the "hopper", extraordinarily agile due to an advanced locomotor system. They obtained an ultimate goal in this time period - to create a Dyson Sphere-like object, which could house every single geth program.

Approximately three centuries after the Morning War, the geth were approached by the Reaper Nazara, also called Sovereign. It offered them technology that would aid them in achieving their goal, in exchange for their assistance and letting the Reaper invasion begin. The majority of the geth dismissed the offer, deeming it better to accomplish their goal with their own technology rather than be dependent on another race’s technology. These geth discarded what they called the "superstitious title" of the Reapers, and simply called them the Old Machines. A small percentage of geth, however, accepted the Reaper’s help. Henceforth these geth were referred to by the mainstream geth as "heretics". They were allowed to peacefully leave the main geth network, and aid Nazara and its turian agent, Saren. The heretics came to revere Nazara as a god, the pinnacle of synthetic evolution. Nazara in return thought little of the heretics, seeing them only as tools to be used. They aided Nazara and Saren in many engagements, such as the attack on Eden Prime. After Nazara was destroyed in the latter battle, the heretics lost much of their menace, and their operations outside of the Perseus Veil were quickly mopped up. The heretics did maintain operation of a large space station within the Terminus Systems, located in deep space between stars.

Geth psychology is completely alien to organics. They do not value individuality, preferring to share all memories and thoughts of all programs regularly. This means geth cannot and do not wish to hide their thoughts, even those that do not follow the norm, with their reasoning for such thought being apparent. Legion often uses the term "we" instead of "I", since it is both part of the geth society as a whole and is also a gestalt of some 1,183 individual geth programs.

More importantly, deceit, manipulation and lying are impossible among the geth. No concepts of vulnerability or privacy exist; geth are completely honest with each other about their thoughts and their reasons for those thoughts. This means there is a great deal of compassion and understanding amongst geth, with every geth being a combination of every other geth. Geth have no government or leaders; the geth use FTL communications to "build a consensus"; a completely Consensus Democratic method of every geth program making their choice on any matter. The geth form a consensus based solely on whichever option benefits their race as a whole. Even within Legion itself, consensus must be reached among its many programs before decisions can be made.

However, the geth are not above using deceit to study organic behavior. One example is the geth introducing a falsified report detailing a constellation resembling a salarian goddess seen from the batarian homeworld. When a salarian cult attempted to buy colonisation rights to the stars in question, they were disappointed to find that they did not actually exist.

There is some question of whether geth personalities remain stable over time. When an artificial intelligence is transferred to a new blue box, a completely new personality is created. Geth download into different hardware according to need, from starships to the "mobile platforms". It is unknown whether new personalities result from these downloads, or whether it matters to the geth. As a result, what organics would describe as geth culture is either non-existent, or is in a form incomprehensible to organic life.

According to Legion, the geth act as caretakers for the conquered quarian worlds, cleaning toxins and rubble left over from the war. It likens this behavior to the human tendency to establish memorials and cemeteries to commemorate dead persons and tragic events. However, since the geth do not "die" in the traditional sense, as programs are simply transmitted to the nearest platform and therefore have no real losses to mourn, Legion posits that they do it out of respect for the quarians who died in the war instead, as well as archiving and honoring those who opposed the termination order, in preparation for the eventuality of their return.

The long-term goal of the geth is the construction of a "mega-structure", a massive mainframe capable of housing every geth program in existence simultaneously, and thus achieve the peak of their processing capacity. The closest human analogue to this creation is a Dyson Sphere. It's believed that Sovereign promised a Reaper body to the Heretics to serve as a mega-structure. The non-Heretics rejected this offer, believing that the geth should achieve their future through their own means.

The geth came close to completing their Dyson Sphere and began uploading thousands of geth programs into it. The quarian Migrant Fleet discovered the structure and attacked, destroying countless geth and reducing their overall intelligence to an animalistic "fight or flight" mentality which the Reapers took advantage of, enslaving the geth in exchange for their ensured survival. The Reapers provide the geth with programming enhancements that increase the lethality of the geth, and the quarians find the renewed war turning against them. Once the geth are freed from Reaper control, Legion attempts to re-upload said programming enhancements into the geth collective, as they will elevate the geth to true artificial intelligence and individuality.

The key element of geth warfare is surprise. Their sudden and unexpected return from beyond the Veil after three centuries was typical. Their freedom from the need to eat or sleep allows the geth to leave dormant garrison units in ambush at key positions, and the fact they don't feel pain allows them to drop units directly onto the battlefield from high altitudes. Geth can even be packed tightly into crates and left in storage, shutting down their power sources to stay undetected. A tactic particularly favoured by the geth is to set "distress signals" and then ambush the rescuers; they also turned the freighter MSV Cornucopia into a drifting trap. In combat, geth units show little sense of self-preservation. Because geth programs can share memories and files with extreme ease, the experiences of individual geth programs are not lost when a platform is destroyed and archived versions of programs can be downloaded into new bodies. As geth programs are functionally immortal, they place little value on platforms and will expend thousands of units to take an enemy position, which was commonly experienced by the quarians during the Morning War. For this reason, geth are willing to engage in seemingly-suicidal actions like boarding a ship, engineering it to crash, and then remaining on board to ensure the ship goes down.

Heretic geth use psychological warfare on the battlefield with dragon's teeth, a Reaper implement. These implements pierce the bodies of dead soldiers, turning muscle tissue into synthetic material, creating a zombie-like monster called a Husk. This severely lowers morale, as their enemy now has to kill fallen comrades. When geth shut down, they fry their memory cores as a defensive measure, which is probably why geth haven't been successfully captured for study. Geth weapons and armor are of extremely high quality but are difficult to find. Their standard rifle is pulse-based, while others, such as the geth plasma shotgun and the Javelin sniper rifle, are not true energy weapons, instead firing superconducting toroids, and ferrofluid at lethal speeds, respectively.

Best size estimates on a single geth fleet range from 5,000 to 10,000 ships with unknown armament. These fleets include dreadnoughts, dropships, and fighters. Since the geth are not limited by the demands for rest, wages, or autonomy that organic workforces require, they are limited only by time and raw materials in what they can construct, allowing for the creation of such massive fleets.