Once the characters transit to Z-Space they'll be caught in a three-sided war between the Dark Ones, The Alliance, and Queen Galaxia's forces. This article details some of the thrall races and personalities under Galaxia's command.
Amazonians Galaxia's native race is that of tall, well muscled, statuesque warrior women trained in the art of war from a very young age. Much like ancient Sparta on Earth, when Amazonian girls reach age seven they are sent to training camps to learn the art of war.
Everything in Amazonian life is seen as conflict whether is a scientific endeavor, a friendship, or simply driving down the street. Their society is unusually polite with a complex set of dos and don'ts that govern every aspect of daily life. Breaking these rules usually results in a duel of some sort ending when one party or the other is injured and yields. If neither party yields then the fight is to the death.
Males of the race are significantly smaller and perform the non-warrior tasks of the society.
Typical Amazonian Warrior
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8 , Vigor d8
Skills: Fight d8, Shoot d8, Throw d6, Notice d6, Intimidate d4, Guts d6
Skills: Fight d8, Shoot d8, Throw d6, Notice d6, Intimidate d4, Guts d6
Pace 6, Parry 6, Toughness 10(4)
Gear: Composite Armor (4), Raygun pistol, Raygun Rifle, Vibro Sword
Hindrances: Code of Honor
Bems
These land-based Octopoids walk about on tentacles and stand well over 9 feet. They are methane breathers and wear bubble helmets over most of their bulbous bodies when dealing with other atmospheres. They have two large, multi-pupiled eyes on opposite sides of their bodies giving them 360 degree vision. Bems are the scientists of Galaxia's army and known for their cruel experiments on humanoids. Bems have a fondness for kidnapping human females for reasons that are not completely clear. Bems greatly enjoy the taste of other sentient's flesh and have a tendancy to drool when in the presence of non-Bems.
Many Bems are Engineers or Weird Scientists.
Attributes: Agility d4, Smarts d10, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d4, Shooting d6, Throwing d4, Notice d8, Guts d4, Knowledge (various science or engineering categories) d10, Repair d8, Healing d6
Skills: Fighting d4, Shooting d6, Throwing d4, Notice d8, Guts d4, Knowledge (various science or engineering categories) d10, Repair d8, Healing d6
Pace 4 (d4 running), Parry 4, Toughness 9(2), Charisma -2
Hindrances: Ugly
Hindrances: Ugly
Edges: Size(1), Engineer, Scholar, Jack of all Trades
Primians
Primians are animalistic brutes employed by Galaxia as guards and soldiers. They resemble silver back gorillas typically wearing a metal helm and breast plate. They have a habit of flying into berserk rages in battle.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Shooting d6, Throwing d6, Notice d6, Guts d8, Intimidate d8
Pace 6, Parry 6, Toughness 11(3), Charisma -2
Gear: Plate Armor (3), Raygun Rifle, Sword, Claws (d6)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Shooting d6, Throwing d6, Notice d6, Guts d8, Intimidate d8
Pace 6, Parry 6, Toughness 11(3), Charisma -2
Gear: Plate Armor (3), Raygun Rifle, Sword, Claws (d6)
Hindrances: Mean, Clueless
Edges: Brawny
Vultrians
These vulture-like bird men serve as spies and scouts for Galaxia. They are cowards and carrions eaters preferring to let other troops do the hand to hand fighting.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d4
Skills: Fighting d4, Shooting d6, Throwing d4, Notice d8, Stealth d8
Skills: Fighting d4, Shooting d6, Throwing d4, Notice d8, Stealth d8
Pace 6/10 flight, Parry 5, Toughness 4, Charisma -2
Hindrances: Yellow, Ugly
Edges: Fleet Footed (applies only to flying)
Edges: Fleet Footed (applies only to flying)
Akaks
This short, cruel, chaotic race has green skin, large bloodshot eyes, and spindly bodies. No bone covers their brain, only thick, veined skin that pulses slightly when they are at rest. No lips cover their large yellow teeth. Their entire language is made up of the syllables Ak, At, Tak, and Kat with different tones and inflections.
Akaks have a unique ability to slap together a variety of menacing mechanical devices just before an attack. Galaxia uses Akaks as shock troops throwing thousands into battle. The Akaks gladly hurl themselves at any foe without concern for their personal safty. They simply love destruction for destructions sake. Galaxia gives them the target and time and lets them handle the details.
Akaks show up with heat rays, blasters, sonic bombs, and other odd weapons either carried or mounted on odd vehicles such as giant walking machines or large wheels with weapons mounted on the side.
The Akak's weapons change between battles. Akaks consider their equipment choice a fashion statement or sorts and make fun of other units brandishing equipment they consider out of style. They possess something akin to a group mind so all are similarly equipped. Just before the battle, entire units enter a trance-like state and start work on reconfiguring weapons and armor to be used in battle. The group mind ends when the reconfiguration is complete. Witnesses have seen Akaks enter fierce arguments that end in weapons fire.
Akaks use flying saucers as their vehicle of choice when navigating Z-Space.
Akaks love experimenting on other beings. They mix and match body parts to create living trophies of limbs, torsos, and heads. For particularly interesting specimens they detach the head and place it in nutrient fluid to keep it alive and talking.
Akaks are susceptible to sonic attacks due to the structure of their cranium. Sonic weapons inflict +2 damage to them.
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d4
Skills: Fighting d6, Shooting d6, Throwing d4, Notice d8, Repair d8, Healing d6, Weird Science (1 die type per 4 Akaks)
Skills: Fighting d6, Shooting d6, Throwing d4, Notice d8, Repair d8, Healing d6, Weird Science (1 die type per 4 Akaks)
Pace 6, Parry 5, Toughness 5(2), Charisma -4
Hindrances: Size(-1), Bloodthirsty, Mean, Group Mind
Edges: Weird Science (in group mind only), McGyverHindrances: Size(-1), Bloodthirsty, Mean, Group Mind
Chronobots
This boxy race of robot men have a unique set of abilities to affect time and space. They have yellow, glowing, rectangular eye on their cylinder-shaped head. Their hands are pincher claws attached to a barrel shaped body.
The Chronobot's powers are time based. Their Intangibility power shifts them out of normal time allowing them to walk through walls, Boost/Lower Trait is their ability to see briefly into the future to determine the best course of action, blast and bolt involve rapidly moving targets in and out of the time stream causing physical damage, and deflection is their ability to phase damaging attacks past them.
Galaxia normally despises robotic life forms but the Chronobots have entered into an uneasy alliance with her to battle the chaotic Dark Ones, whom the Chronobots loath.
Attributes: Agility 6, Smarts 8, Spirit 4, Strength 6, Vigor 8
Skills: Fighting d8, Shooting d8, Repair d8, Notice d8, Weird Science d8
Skills: Fighting d8, Shooting d8, Repair d8, Notice d8, Weird Science d8
Pace 5, Parry 6, Toughness 10(4)
Edges: Construct
Hindrances: Clueless
Gear: Raygun Pistol
Gear: Raygun Pistol
Powers: Bolt, Blast, Intangibility, Boost/Lower Trait, Deflection
Power Points 15
Power Points 15
Intangibility
PP 8
Range: Self
Duration 3 (2/round)
This power renders the caster intangible along with any gear carried. The character is unaffected by non-arcane background attacks and cannot physically affect others.
Nazis
Hilter first came under the influence of Galaxia's forces after the discovery of the Harmonic Stabilizer in Antartica. His love of the occult lead he and his followers to ancient artifacts that allowed broken communication with Galaxian Scientists. He used their advanced knowledge in an attempt to bring the Queen and her forces back into N-Space. He failed sending Earth the Z-Space.
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