Monday, October 20, 2014

Damn that Diablo!

I'm still alive and kicking, I just got (re)bitten by the Diablo 3 bug again this weekend. Plus, I've also been working on moving my wiki over to here. Wikia has better, more intuitive tools for building a wiki, but Obsidian Portal (where I had actually forgot that I had an account and that they have campaign wiki tools as well) is sharper and, well, it's designed with RPG's in mind. I'm still in the middle of the move, so there's not much over there yet, but there will be in the next few days.

On the Mythic Space front, I've got a couple of articles that need a little touching up and finishing, but that are close to ready. They are both Threats of the Galaxy articles. One detailing the Aboleth and one detailing the Sathar. So there's something to look forward to as the week progresses.

Sunday, October 12, 2014

Yautja: Hunters of Space


The Yautja (pronounced ee-wat-ya) are a reptilian humanoid species of hunters that traverse the cosmos in search of ever greater challenges on their hunts. They are a reclusive and secretive species that has had little contact with other intelligent species.

The Yautja are technologically advanced, or at least they were considered to be during early encounters with Earthlings in the early to mid 21st century. However, their level of technology hasn't advanced any farther from those early meetings. It is unclear whether the species is unable or simply has no desire to advance their tech further. Nearly all their tech, excluding their starships, is related to hunting. They are walking armories, ready and able to take on any threat that comes their way. They are typically equipped with a shoulder-mounted laser cannon, an extendable spear, long retractable wrist blades, several bladed disc weapons, and personal cloaking tech. All Yautja hunters have a small thermo-nuclear device implanted in their armor. Should they become captured or are about to die, they activate the detonation sequence to wipe out all evidence of them having being on the planet.

Very little is known about their culture as they have had sparse dealings with other species, but what is known is that "The Hunt" is central to their culture and religion. They hunt not for food or the elimination of threats, but for entertainment and to prove their worth to their clans. While on a hunt, the Yautja adhere to a strict code of honor that guide how they are to hunt, how kills are to be taken, and when it is appropriate to take a trophy from a kill. The helmets that they wear record their hunts, and are judged by the elders of their clans. Those that hunt with dishonor can face anything from the loss of trophies to extermination depending on the severity of the infraction.

Their culture is broken down in to castes. The lowest caste is the Unblooded, those that are either too young to go on hunts or those that have yet to take their first honorable kill. The Blooded make up the majority of the male Yautja. These are yautja that have made at least one honorable kill, but have not earned enough honor to be considered Elite. Blooded Yautja are allowed access to more advanced weaponry like the shoulder cannons that are denied Unblooded. Elites are those that have earned great honors on the hunt by taking down the most dangerous prey. Elites tend to specialize in a certain weapon or weapon group. Retirees are Yautja that are too old and sufficiently honored to hunt. Very few ever reach this stage in life. Clan Leaders are Yautja that lead the hunts off-world and are always Elites. Clan Leaders are appointed to their roles by the Adjudicators. Adjudicators are the ruling class of Yautja society. They see to the enforcement of their laws and to the training of young and Unblooded yautja. Bad Bloods are yautja that are criminals or those that have lost all honor. These yautja are typically banished from the homeworld to fend for themselves.

Female Yautja are not allowed to partake in the hunt. Their role is an elevated one in their society, however. Females always rank higher than the Blooded. It is they that tend to children and keep their society moving on their homeworld. Females also advise the adjudicators in homeworld matters and even give their opinions on footage of hunts.

Apprentices are the rarest caste of Yautja. These are non-Yautja that have earned the respect of a Clan Leader and have been allowed to travel among them and learn their ways. It is assumed that apprentices can gain honor like any Yautja and even become elevated to the rank of Clan Leader, but no such occurrence has ever been recorded.

Yautja hail from a planet called Yautja Prime. The location of this world, the system it is in, or even the sector of space is unknown, but it is believed to lie somewhere coreward in the Alpha Quadrant. What is know about Yautja Prime is that it consists of largely two biomes: a hard desert and a dense jungle. The wildlife is said to be very aggressive and dangerous, but such creatures are no longer considered suitable for gaining honor, so the species had to take to the stars to find greater challenges to earn honor. There are vast underground training areas for young yautjas to learn how to hunt and prepare themselves for their first hunts. Beyond that scant information, little else is known about the Yautja homeworld.

Yautjas themselves are  imposing creatures. They are reptilian humanoids that stand anywhere from 7 to 8 feet tall. Their mouths are filled with sharp teeth and are surrounded by arthropod-like mandibles. They are hairless, but their heads grow long, supple spines that look like dreadlocks, plus some Yautja grow smaller spines on their brows and jawline. Their scaly flesh is generally a darker green on their backs and backs of their arms and legs, with lighter colored scales on their chests, abdomens, and inner arms and legs. However, some scales may be lighter or darker in color, be mottled or clear, or appear dry or clammy moist. Females have only been encountered by Apprentices, so there isn't much information on them other than that they are of slighter build with a leaner, sleeker musculature. They are quite strong, and are a very hardy people as well. They have displayed the ability to fight on through intense physical trauma, and have also displayed a great resilience against toxins, disease, and the effects of radiation. Yautja are also adept at mimicking sounds and voices. Their own language being one of clicks, hisses, and growls.

There is evidence that Yautja have hunted on Earth numerous times. Ancient blast points are shown as proof of nuclear detonations of failed hunts long before humans where capable of such tech. Some Yautja ships have also been discovered to house ancient trophies of human skulls and spinal columns that date back hundreds of years. However, there have been no known attacks on human beings or any other intelligent species that has attained space flight. It is assumed that once a species has attained the ability to traverse the stars, they are no longer considered to be an honorable kill for whatever reason. That is not to say that Yautja are above attacking a member of a space-faring species should they interfere with a hunt.

Yautja are reclusive, but they are not xenophobic. They understand that their way of life is seen as barbaric to much of "civilized" space, so they attempt to keep away from other species as much as possible. Occasionally, encounters do occur, and while most end up peaceful enough, there have been skirmishes between Yautja and other species from time to time. They are not officially considered a "threat" species by the Galactic Concord, but they are also not held in high regard either.

The only known group of Yautja to openly associate with other species is a group of Bad Bloods that now operate as mercenaries, and are often in the employ of the Hutt gangster, Ulbro. Even though they have been banished from their kind, they still do not offer up much information about their species or homeworld.

For Savage Worlds, I use the stats found in James Houlahan's Alien Vs Predator savaged setting. This can be found at Savage Heroes. Rogue Space stats are still being worked on and will appear soon.

Saturday, October 11, 2014

Threats of the Galaxy: Xenomorphs


There are few creatures in the galaxy that can conjure more feelings of fear and dread than the xenomorphs. These beings have been a scourge of space explorers and colonists for hundreds of years. While much is known about their hierarchy, reproduction cycle, and abilities they are still largely shrouded in mystery. How does a non-technological species spread so far across the cosmos? Does the existence of the xenomorphs prove the theory of Promethean seeding of the galaxy?

Xenomorphs are a highly predatory species with a very rigid social structure and a complex reproductive cycle. Most encounters with this species start off by finding eggs. These eggs hold the lowest form of xenomorph, the "facehugger." Upon sensing a warm-blooded lifeform, the egg will open and the facehugger will attempt to grasp it's intended victim about the face with its long arms and wrap it's tail around the victim's throat. Facehuggers have been known to attach themselves onto creatures as small as a house cat to as large as an elephant. The one thing that they look for above all else is for warm-blooded mammalian creatures. They have never been recorded attaching to any other form of life.


The facehugger then inserts an organ down the throat of the victim where is lays an embryo in the chest of the victim. Removing a facehugger is no small feat. Like all xenomorphs, its blood is highly acidic, making extraction a very risky avenue. Plus, if the facehugger senses any attempt to remove it, it will tighten its tail grip on the victim's throat. After the implantation of the embryo, the facehugger stays attached for anywhere from 12 hours to up to 3 days. Once it releases the victim, the facehugger typically dies within 5-10 minutes.

The embryo, now known as a "chestburster", quickly matures over the course of a couple days to a week. During this time, the host can largely function normally, although some shortness of breath may be experienced. Scans of a host do not always show the presence of a chestburster, the cause of their ability to mask their appearance in a host is unclear. However, even if it is known that a being is a host for a chestburster, there is little that can be done to extract the parasite. The embryo gestates near the heart of the host, poised to take reflexive action if it perceives an attempt to remove it from the host which can cause serious and often irreparable damage.

Once sufficiently large enough, the chestburster begins to tear it's way through the chest of the host and breaking through the chest, hence the name. The chestburster then quickly runs off and finds a secluded spot to finish it's rapid maturation process. The host typically dies from the birthing process for obvious reasons, but there have been a few cases of exceedingly hardy species surviving the process though they are the extreme rare end of the spectrum.

During the gestation process, the chesburster takes on some aspects of the host. If the host is bipedal, then the chestburster and subsequent drone will be as well. The same goes for quadrupedal species being impregnated with a chestburster. There is also some correlation between the end size of the drone and the size of the host species. While the size variance of the resultant drones is very low, those born from small hosts (around house cat size to that of a small dog) may only end up being 5'5" in height, but those born from larger species may grow to heights close to 7 feet tall. Queens are almost uniformly 15 feet tall.

The transformation from chestburster to drone (also sometimes called workers, warriors, or soldiers) takes about a week. During this time, the being sheds it's outer layers and develops a thick layer of polarized silicon that covers their bodies. Even before reaching maturity, it is highly aggressive and dangerous, but once mature a drone is a veritable killing machine. Even though they are lethal foes, their primary goal is to bring living victims back to the hive to be impregnated by facehuggers allowing them to grow their numbers for even more protection for the hive and their Queen.

Drones have an arsenal of natural weaponry at their disposal. Not only are they strong, stealthy, and highly durable, but their teeth are very sharp and they have a secondary set of teeth that can extend up to two feet from their open mouths. Their long tails end in a blade-like tip. As if this all weren't enough, xenomorphs are also wickedly cunning. There are some researchers that posit that with their ability to understand simple machines that they may also possess a primitive form of sentience. They even understand the lethality of their acid blood, and will use open wounds to fling acid at their foes or sacrifice one of their own to use the acid to burn through barriers.


The final, and primary, rung in the xenomorph hierarchy is the Queen. Queens look much like drones, only much larger and their heads are adorned with large crests and they also have a second set of smaller arms below their primary arms. Queens lay facehugger eggs and are generally stationary in the most protected portion of their hives. However, when in danger, Queens can detach from their termite-like ovipositor "throne" and move freely. New queens are implanted into hosts exactly like drones via facehuggers. How it is determined that an embryo will be a queen or a drone is currently unknown, but it is theorized that the embryo may change from drone to queen based on external stimuli like being taken further from the hive.

Xenomorphs were first encountered by a deep space exploration vessel in the early days of human interstellar expansion. The planet LV-426 was originally scheduled for exploration due to possible highly valuable mineral deposits. Upon landing on the planet, the crew of the Nostromo found alien ruins, including the remains of what we now call the Prometheans. They also found thousands of eggs. One of the eggs hatched and a member of the crew was infected, which in turn lead to all but one member of the crew being slain by the resulting drone. LV-426 was colonized years after the Nostromo's fateful visit. The reports of the xenomorphs were covered up by Voidcorp, which was backing the colony. In the court case brought forth by the family members of the colonists slain on LV-426, evidence was presented that Voidcorp was hoping to capture one or more of the creatures in hopes of weaponizing them. LV-426, now commonly known as "Xenoland" or "Planet Zero" is an interdicted world constantly patrolled by the Concord Navy to ensure that no one lands on the planet.

Since the first encounter with the Xenomorphs, other encounters have been discovered in the records of many Concord species and species the Concord has been in contact with. This only deepens the mystery surrounding these beings. First is how long can xenomorph eggs stay viable? The crew of the Nostromo estimated the Promethean ruins to be at least 20,000 years old, and the corpse of the Promethean to be not much younger than that. It is known that Queens and Drones will die without a food source after a time, but it appears that facehugger eggs can stay viable (or at least a certain number of them) for possibly centuries if not longer. They appear to sit in a state of suspended animation until a suitable host comes along.

The second mystery is how a species can show up throughout the galaxy and not be an intelligent, space-faring species. Early theories posited that the xenomorphs were once space-farers themselves and we are now encountering the degenerate offspring of those beings, but that theory has been largely rejected. Many times xenomorphs are encountered in and around Promethean ruins. Did the Prometheans create these beings? For what purpose? Creating a species that lives only to propagate and kill seems counter to the standard vision of these beings as being seeders of life in the galaxy (if the most populist theory about them is taken as gospel). Maybe the Prometheans went too far in their genetic experiments? Could it be possible that they engineered their own demise?

To date, the Concord has closed off access to 17 planets throughout Concord space because of xenomorph activity. Xenobiologists studying xenomorphs know of 60 other planets that either have active hives or were destroyed due to xenomorph infestations outside Concord space as well. These other worlds are spread throughout known space in each quadrant of the galaxy.

For Savage Worlds I use James Houlahan's Alien Vs Predator guide which can be found here. Rogue Space has stats for hatchlings (facehuggers) and drones. For Queens, simply up the stats for Drones to the desired amount.

Tuesday, October 07, 2014

What a week...

First off, sorry for the silence here over the last few days. I spent a little time in the hospital after my appendix decided it wanted nothing to do with the rest of me anymore. (No worries, caught it in time and I was only in the hospital for a day, but I've been home convalescing the last couple of days and I'm just now able to sit upright long enough to type out a post.) I'm not promising anything, but I should be back in the saddle before long. (It's still a bit uncomfortable to sit here for very long.)

I do have a bit of news on the Mythic Space setting. I'm going to start posting some past articles from this blog into a wiki to help me keep all this a bit better organized. The wiki can be found here. New stuff will still get posted here first, but there will likely be some background setting updates made on the wiki that weren't seen here first.


Monday, September 29, 2014

Xandarians


Xandar in the Tranta system is a human colony and one of the finest colonies at that. The beginnings of the Xandar colony were difficult for the settlers. They were originally supposed to colonize the planet IR-43981 in the Floronis Sector, but were driven off course by Horune Pirates. Badly damaged and with much of it's fighter contingent destroyed, the captain crash landed the colony ship on Xandar in a last ditch effort to give the colonists a fighting chance against the pursuing Horune.

With a large dose of luck and the tactical knowledge of the garrison commander, the Horune were driven off. However, Xandar was an unpopulated world in a distant sector of space and they were unsure if their distress buoy was properly launched to give the TSA (Terra Space Agency, the governmental body in charge of colonization of planets before the Great Schism and the formation of the Sol Systems Alliance) an idea on where to look for them. Plus, the number of either dead or wounded were staggering. It seemed unlikely that they would be able to pull through.

The first few months were the worst. The survivors began setting up the colony, but many tech supplied were heavily damaged and unusable which only made their jobs harder. To add insult to injury, they also had to defend against occasional attacks from the same Horune pirates that stranded them on this system. Each raid leaving fewer survivors. It seemed that the only stroke of luck on the colonists' side was that Xandar was a world very much like Earth filled with plentiful resources.

It was two years before the Terran Authority located Xandar and the surviving colonists. By that point, the colony, dubbed New Phoenix, was a thriving colony. It even had a burgeoning spaceport for trade with other nearby species that were a bit nicer than the Horune. The Terran Authority offered to take anyone that wished to the original colony site on IR-43981 (now known as Theda), but everyone declined as Xandar was now their home.

Over the years, Xandar became a power in the border sectors between the Alpha and Beta Quadrants. They were too isolated from the Terran Authority to expect any timely help with troops, medicine, or general supplies, so they had to rely on what they would get from the planet and the surrounding celestial bodies and from trade with aliens. When the Great Schism occurred, Xandar was hardly affected. In fact, it was assumed that in the midst of the turmoil of colony after colony declaring independence, that Xandar did as well. After the smoke cleared and the Sol Systems Alliance was born, Xandar joined.

Being out on the fringe of the Alpha Quadrant, Xandarians deal more with species that are either not part of the Galactic Concord from the Alpha Quadrant or with species from the Beta Quadrant. Xandar was the first Concord world to meet members of the Kree Empire, and they are the first to repel attacks from said empire. Another aspect of their remoteness from both human space and the Concord is that Xandarian defense forces take their own form. They do incorporate aspects of Concord military traditions, but they have largely kept to their own defense force: the Nova Corps. While they make use of larger Concord ships, Xandar still uses fighters of their own design, a distinct star-shaped design. They also adhere to their own uniform design; a distinctive blue and gold design with a gold helmet with a series of red star badges to signify rank.

Xandarians are human. Xandar is largely Earth-like in climate, seasons, and mineral and chemical composition, so there has been little genetic drift from standard Earth humans. That said, over the generations, Xandarians have become essentially a singular race with tan skin and darker hair being the norm, although there are still some lighter or darker skinned people or those that look more like one race or another. Also, with Xandar being a hotbed of intergalactic trade, there is a large population of mixed species families.

Xandarians are generated for both Savage Worlds and Rogue Space as a standard human.

Sunday, September 28, 2014

Galadorians


Galadorians are a species of near-humans from the planet, Galador in the Goldarak Sector. They are a wise and learned people devoted to peace cooperation between the species of the galaxy, but they are best known for being the first and ultimately last line of defense against the Dire Wraiths of the Dark Nebula.

Galadorian culture is one devoted to peace and prosperity. They are a calm and scholarly people, though that has not always been the case. Before the Wraith War, Galadorian society was split into rival nations, each vying for more wealth, power, and prestige. This drove their space race, which led to their contact with the Dire Wraiths. The Dire Wraiths were a threat on par with dangers only imagined by Galadorian sci-fi authors of the time. The technical superiority of the Dire Wraiths forces the rival states to set aside their bickering and work together. The end result being a unified Galador.

After the Wraith War, the Galadorians began to carefully explore deeper into space. At first they were constantly wary of discovering another species that wanted nothing more than their destruction, but they found many other species that mostly just wanted to conduct trade and live their lives. However, they also found a galaxy full of needless war and strife all in the name of wealth, power, and prestige, much like how they used to be before becoming a unified people. Therefore, the Galadorians attempted to "light the path" to any culture that would listen. This has given Galadorians the reputation of being akin to space-faring evangelists; known more for their preaching of showing a unified front to the darkness of the universe than for their scientific discoveries and the treasures of their culture.

Politically, Galador has met with many stellar nations. They have trade negotiations with many single nations and alliances, but have declined offers to join both the League of Non-Aligned Worlds and the Galactic Concord. Out of the two, they have joined forces with the Concord more than most. While Galadorians see the Concord as a real possible force for true, lasting peace in the Alpha Quadrant and beyond, they still feel that they are too quick to go to war and to slow to rout out corruption in their own ranks. So for now, the Galadorians are content to sit on the proverbial sidelines and wait.

Galador itself is a beautiful world. They spend most of their resources toward furthering scientific and artistic pursuits. Their universities are quickly gaining a reputation throughout the Alpha Quadrant for being some of the finest in charted space. These qualities have lead to Galador becoming a popular destination for both students and tourists. That said, while their culture is quite advanced, the shadow of the Dark Nebula looms over Galador constantly. Couple that with Galador being an unaligned power with a reputation for being more interested in peace rather than war, and that makes Galador and it's colonies targets for raiders, pirates and rogue stellar nations. However, Galador has a strong military. While no match for the Concord, Klingons, or Peacekeepers, they are still a force to reckon with. Ironically, even though their science and culture are well renowned, it's their mobile battle armor that has given them the most notoriety.

During the Wraith War, Galadorian scientists developed a suit of power armor with a level of dexterity unmatched in charted space. The armor links with the wearer neurally to allow much quicker movement and mobility compared with other power armor suits. The suit allows the wearer nearly full mobility even in the vacuum of space. These suits of armor are highly sought after by nearly every military in the Alpha Quadrant, but to date the Galadorians have not traded the technology with any other stellar nation.

Galadorians are a near-human species. They have the same racial range as humans, and even age and grow at similar rates. However, Galadorian skin is nearly uniformly bronze-tinged in color. There are a few Caucasians, but their lack of bronze tinge is due to a genetic mutation (similar to being an Albino among humans) rather than being a distinctive race.

Galadorian characters are generated as a normal human.

Wednesday, September 24, 2014

Threats of the Galaxy: Dire Wraiths


The dreaded Dire Wraiths hail from a mysterious area of space known as the Dark Nebula in the Goldarak Sector, the most coreward inhabited sector in the Alpha Quadrant. The people of Galador have known about the aggressive and duplicitous species for some time. The Dire Wraiths made themselves known to the Galadorians as they made their first forays into space exploration. The Dire Wraiths waged a war of sabotage and subterfuge seemingly in with the goal of destroying Galador's space programs and plunging their civilization into chaos. The Wraith War was a long and bloody affair for the Galadorians, but one in which they prevailed. However, the Dire Wraiths have continually been a menace to peaceful people of Galador and have set their sights many of the civilizations of the Alpha Quadrant the more that the Galadorians trade and travel further into the galaxy.

What has always perplexed not only Galadorian scientists, but also military tacticians and historians that have studied Galador's struggle with the Dire Wraiths, is the species strategy in combat. During the time of the Wraith War, the Galadorians were just entering into the first stages of the Gravity Age and were easily outmatched both in technology and numbers by the Dire Wraiths, but the wraiths never launched a full offensive. The only times during the war that they showed massed force was when the Galadorians entered the Dark Nebula, and each time were repulsed suffering heavy losses. In the end, the war was declared "won" when the Wraiths were driven back into the Dark Nebula. The other puzzling aspect of the Wraith War is that the supposed goals of destroying Galadorian culture that started the war only made their civilization stronger. The various nations pulled together to form a united front against the Dire Wraiths, and any other threat that could be found in the galaxy, and the technology salvaged from Dire Wraith starships and personal effects propelled Galadorian science forward by at least a century.

Very little is known about the Dark Wraiths. The location of their homeworld inside the turbulent and dangerous Dark Nebula remains a mystery to this day. What is known is taken from eye witness accounts and from the few autopsies that have been performed on slain Dire Wraiths whose embedded atomizers failed to activate upon death. What is known is enough to give all stellar nations a cause for concern.

Dire Wraiths are shapeshifters who can mimic those they "taste" with their needle-like tongues. Tasting does not kill the victim, but Dire Wraiths rarely leave their victims alive. This allows them to change their form, including changes in mass, to mimic species from one meter to four meters in height. This ability to mimic other species allows them to mimic specific beings as well. They do not gain access to the full length and breadth of their memories, but they do gain knowledge into important events, personal connections, and skill sets that allow them to put up a convincing ruse to even those that know the mimicked person best.

Dire Wraith shapeshifting does have limits. It appears that it only works on humanoid or smaller centauroid species of mammalian, reptilian, or avian origin. Insectoid, piscean, and vegetation-evolved species and stranger species like the Dralasites are apparently too much for a Dire Wraith's ability to mimic. Most genetic scans are even fooled by a Dire Wraith's mimicking ability, but a thorough scan will show some slight anomalies virtually imperceptible to most genetic scanners. Plus, only the most highly trained Dire Wraiths can house the genetic material of more than one being, even then most Dire Wraith special agents, or "Ghosts" can only house two or possibly three beings' genetic makeup in their bodies. Most Dire Wraiths lose the ability to shapeshift into a tasted form once then shift back into their original forms, and must taste another being in order to shapeshift again.

Dire Wraiths in their original form is a largely humanoid mass of pink flesh with areas purple that look like bruises. Their hands and feet have only three digits, and their mouths are book-ended by two small, tentacle-like appendages. Their mouths are wide and triangular allowing them to open much wider than most species. Dire Wraiths also sport long tails. They walk with a hunched gait and look ungainly and obese due to their lumpy and plump bodies, but are surprisingly agile and strong. They are hairless and their eyes are stark white with no visible pupils.

Dire Wraiths have made their presence in the galaxy known with several acts of sabotage in many sectors affecting several different stellar nations from Galador to the Concord and even to the Klingon and Romulan empires. Their goals appear unchanged from their first encounters with the Galadorians: cause chaos and hinder technological and cultural advancement. Even though they have struck at rival stellar nations, none of the attacks have been done in a way that would point suspicion at a rival; in fact, in many cases Dire Wraiths have taken credit for their actions. Why this is the case is inscrutable to all military and political strategists and scholars, it is almost like they are attempting to provoke a fight with the galaxy at large all at once. Some theorize that might just be their goal: goad stellar nations into attack en masse on the Dark Nebula where the Dire Wraiths hold sway so completely that they could take out their foes more easily than in open, traditional warfare. So far, no one has taken the bait in 400 years since the time of the Galadorians' Wraith War.

Dire Wraiths in Savage Worlds
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Investigation d8, Persuasion d10, Piloting d8, Shooting d8, Stealth d8, Survival d8. (Many Dire Wraiths also have some Knowledge skills in Computers, Chemistry, Politics, etc. depending on their mission parameters).
Pace: 6 (or by form taken); Parry: 6; Toughness: 7
Gear: Dire Wraiths are typically armed with weapons are armor on par with the local culture (generally taken from the victims of their tasting)
Special Abilities
  • Infravision: Dire Wraiths can see in dim light and ignore penalties for poor lighting in all but pitch darkness. 
  • Taste: Dire Wraiths can flick their long, sharp tongues at foes to sample their DNA and then take the form of the person they tasted. This attack does Str+d4 damage and has a range of 2. If the attack causes a Shaken or Wound result, the victim's DNA has been sampled and the Dire Wraith can then take the form of the victim in the next round. No other effect is bestowed upon the victim other than the knowledge that their is now a being that can take their form. 


Dire Wraiths in Rogue Space
DRM +2; TP U; SZ A*; MV Humanoid (30')*; AR L; DM M or V; HP 5; SP *
Gear: Laser Pistols or Laser Rifles, but that can change based on the culture they are found in.
Special: Dire Wraiths can make a tongue attack that does L damage with a range of S. If this attack does damage, the Dire Wraith can take the form of the victim on the next round. This allows them to alter their Movement rate to that of the new form.