XENOGEN TEMPLATES
by Len Tracey
(TRA852@bigpond.com)
KROKS
Kroks are a prolific race of carnivorous reptilian xenogens descended from those of the species that were trapped on
Avernus at the start of the Armageddon Wars. They have adapted well to this new environment and can be found
throughout the continent except for Prometheus and Kimera. The Krok species is noted for its strength and toughness,
particularly its ability to regenerate lost limbs and recover from injuries that would kill other species. Combined with
their natural aggression and inherent weaponry, this makes them excellent warriors who have thrived in the harsh
conditions of Avernus. Although not as intelligent as Humans or Stygians, they are still bright enough to understand
most technology and have enough common sense and cunning to be dangerous to those who underestimate them.
Psychers among the Krok species are so rare as to be almost nonexistent. Those that do appear tend to be somewhat
erratic with their powers and are often insane.
The social structure of Kroks is simple and uncomplicated yet remarkably cohesive. They form tribal groups around their brood mothers who have absolute authority over the tribe. These matriarchs are the only breeding females and lay eggs in clusters of hundreds, ensuring a high reproductive rate for the species. Males and non-breeding females serve the tribe as hunters and warriors, obeying the dictates of the brood mothers. There is no gender distinction in Krok society apart from the brood mothers and the two sexes are almost impossible to distinguish from physical appearance. Individual Kroks are free to come and go from the tribe as they please although most tend to remain with the group. Conflicts within a tribe are settled by individual combat although in extreme cases the brood mother can order either execution or banishment. Kroks display a high degree of loyalty to their own tribe but not to any other, being just as likely to view another tribe as competition than as an ally.
GAME NOTES:
Below are given the basic templates for the three main Krok races with the point costs in Character Points being
given in brackets. These templates show the standard abilities for the races at the base level of a young adult. Bear in
mind that some can be smarter, stronger or quicker than the average, just like humans; but you will have to pay the
Character Points for this. The only restriction is that the maximum strength for Green and Sand Kroks is +3, unless you
can provide the GM with a very good reason for exceeding this limit. Also, a Krok’s hide tends to thicken with age,
increasing its armour rating. This can be reflected through the expenditure of experience points to develop this power.
Just like humans, Kroks can be given additional Advantages and Disadvantages to reflect that individuals uniqueness,
without becoming mutants.
Green Kroks [46 Points]
ST | DX | IN | PW | MV | LF |
---|---|---|---|---|---|
+2 | 0 | -2 | 0 | 6 | 14 |
Advantages: Hardy
Special Powers: Armour (AR2), Bloodhound Scent, Claws, Fangs, Spiked Tail, Regeneration
Disadvantages: Rejection Syndrome (Total)
Notes: This represents the common Green Krok that comprises about 70% of the Krok species on Avernus. They
stand approximately 2m to 2.5m tall and have a greenish tinge to their hide. This tends to darken with age.
Sand Kroks [46 Points]
ST | DX | IN | PW | MV | LF |
---|---|---|---|---|---|
+1 | +1 | -2 | 0 | 5 | 12 |
Advantages: Hardy
Special Powers: Armour (AR2), Bloodhound Scent, Claws, Fangs, Spiked Tail, Regeneration, Chameleon Skin
Disadvantages: Rejection Syndrome (Total)
Notes: This represents the less common Sand Krok that comprises about 20% of the Krok species on Avernus.
Although not as strong as Green Kroks, they are quicker and have evolved a chameleon ability with their skin. They are
also shorter, standing only 1.8m to 2m in height.
Giant Kroks [46 Points]
ST | DX | IN | PW | MV | LF |
---|---|---|---|---|---|
+4 | 0 | -3 | 0 | 8 | 18 |
Advantages: Hardy
Special Powers: Giant, Armour (AR2), Bloodhound Scent, Claws, Fangs, Spiked Tail, Regeneration
Disadvantages: Rejection Syndrome (Total), Negative Appearance (Monsterous)
Notes: This represents the rare Giant Krok that comprises only about 10% of the Krok species on Avernus. They
are huge creatures, standing well over 3m tall, and are easily the most physically powerful of the Krok species. They
are also the least intelligent and this tends to make them more savage and violent. Because of their size, ferocity and
unpredictability they cause a lot more concern amongst the other species on Avernus than do the more normal-sized
Kroks.
STYGIANS
A feared and reviled species, Stygians are another group of xenogens descended from survivors trapped by the
Armageddon Wars and the subsequent Galactic Edict. Cruel and sadistic by nature, they are cunning and deadly
carnivores who enjoy the thrill of the hunt and the kill. Stygians are muscular, green skinned bipeds who stand 2m tall
and weigh around 150kg. Their hands are clawed and webbed and they can insinuate a natural poison through their
claws that debilitates those scratched. Their eyes are cold and fish like and a mass of tentacles protrudes from their
lower face, covering a gaping, leech like mouth. Most other species find the Stygians appearance grotesque and their
strange, fishy odour off putting. All who know them distrust their lack of scruples or compassion, however their
strength, quickness and intelligence makes them extremely dangerous adversaries. Psychers are not uncommon in the
Stygian species and are usually quite capable and powerful.
Stygians to not have any real social structure, being loners by temperament and only combining with others when necessary. Predisposed towards hunting, Stygians will often toy with their prey before moving in for the kill and frequently take trophies from their victims. The species is asexual with individual Stygians releasing their eggs then abandoning them to develop on their own. They favour moist, humid breeding chambers to spawn and usually select areas that will protect the eggs from predators. In Janus, the Stygian breeding chambers are cunningly concealed and heavily protected, with defence of these areas being one of the few things that will unite all Stygians. The other species in Janus have no idea where these chambers are and know better than to go there even if they did.
GAME NOTES:
Below is given the basic template for the Stygian species with the point costs in Character Points
being given in brackets. This template shows the standard abilities for the species at the base level of a young adult.
Bear in mind that some can be smarter, stronger or quicker than the average, just like humans; but you will have to pay
the Character Points for this. Just like humans, Stygians can be given additional Advantages and Disadvantages to
reflect that individuals uniqueness, without becoming mutants.
Stygians [50 Pts]
ST | DX | IN | PW | MV | LF |
---|---|---|---|---|---|
+1 | +2 | +1 | 0 | 5 | 12 |
Advantages: Nil
Special Powers: Claws, Poison (Phase +2)
Disadvantages: Negative Appearance (Hideous), Bad Reputation
Character Types:
The following Character Types are appropriate for Stygians and are designed to be added to the basic template given
above.
Headhunter
The genetic urge to hunt is strong in you and you have followed it to its natural outlet - bounty hunting. However,
for you the bounties are just a means to an end, providing a necessary source of income. Any money earned is
immediately spent on improving your equipment. Your real goal is the collection of trophies that display your prowess
and superiority in the hunt. As such, your most prized trophies are the heads of your victims! You have no interest in
returning live bounties and the phrase dead or alive means dead as far as you’re concerned. You are a loner and people
fear you, but this doesn’t bother you as you quite enjoy the notoriety. Besides, if they fear you they will be easier and
more entertaining to hunt.
Advantages: Chilling Gaze
Special Powers: Sense Weakness
Skills: Hand Gun, Rifle, Stealth, Security Systems, Shadow/Trail, Torture, Intimidate
Disadvantages: Psychopath
Equipment: Medium Carapace Armour + Camoderm, Blaster Pistol, Laser Rifle, Lock Picks, Universal Translator
Mind Drainer
You are on of the most feared Stygians of all, a Mind Drainer whose psychic powers are hard to detect. Combining
your natural predatory skills with the subtle use of your psychic powers, you can toy with your victims without them
even realising how you do it. The terror you inspire makes you a very effective enforcer who is constantly in demand
and well paid. However, it has also made you many enemies so you have to be constantly on your guard. You will
accept any mission that allows you to stalk others as prey and you are not adverse to doing the occasional assassination.
Advantages: Psycher
Psionic Powers: Absorption, Curse, Life Drain
Skills: Hand Gun, Stealth, Torture, Intimidate
Disadvantages: Paranoia
Equipment: Medium Carapace Armour, Blaster Pistol, Universal Translator
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