*Mountainous and rocky16-20: Aquatic World:
*Wind swept
*Star Age
*Imposing Religious
*Insectoid Race (VrrReavra)
*Mostly Sunny, clear skies
*No Technology: No native civilization
*Megalithic Retro-tech; ruins
*Arid, Dry and Flat, but not a desert (northern hemisphere)26-35: Vegetation World
*Rocky Jutting Buttes (southern hemisphere)
*Generally clear and calm with mild seasons
*Atomic Age
*Gothic
*Humanoid Plants (Skaldeans)
*Mountainous and Rocky
*Heavy Smog, soot and dirty air as well as Constant mist
*Information Age
*Megalithic Retro-tech
*Canines (Vulroof)
*Rain Forest/jungle
*Thin Atmosphere
*No native civilization
*Thick Vegetation
*Wind-swept during the day and constaint driving rainstorm and high tides at night
*Galaxy Age
*Agrarian, concealed technology
*Human/Near Human (Terrians)
*Covered with the shattered ruins of a lost civilization
*Sulfuric and mildly toxic atmosphere
*Ruins are of a 'true' space age civilization
*Sweeping alien gothic ruins
*Avian race (Hawrakas)
*Parched Earth
*Costant Fog
*Star Age
*Sweeping Alien
*Ape-like (Oragartans)
*Rocky, jutting buttes
*Perpetually Overcast and cloudy during the day, Suprisingingly earth like in every way at night.
*Agrarian Age
*Medieval
*Feline Race (the Raewran)
*Covered with the shattered ruins of an lost civilization, and is scarred by the signs of an ancient war
*Extreme Temperatures
*Large Northern Continent (Parched Earth), Smallish South Eastern Continent (Large Lakes), and a Medium southern Continent (smooth rock hills, minimal vegetation)
*Mostly Sunny, with clear, crisp, clean air and crystal clear water
*Bronze Age
*Bronze age architecture
*Humanoid Mineral Race (Cryshal'arians)
01-45: Atorian Empire
46- 65: FAR
66- 75: TMC
76- 85: TGE
86-90: Toogarth Empire
91-00: Individual Race; see random alien table in Aliens Unlimited source book
01-30: Wormhole
31-40: Natural Hypergate
41-50: Multi-dimensional Nebula (Connected to 1D4 different dimensions)
51-56: Temporal Anomaly (Displaced 1D6 + 10 Days into the future, 66% chance of being dislocated by 1D4 x 10 Lights)
57-80: Black Hole (1D4 x 10 Solar Masses)
81-88: Ion Storm (ship takes 1D6 x 10 MD per minute, FTL and normal speed reduced by 35%)
89-96: Ion Storm: Greater (ship takes 1D8 x 10 MD per minute, FTL and normal speed reduced by 50%
97-98: Gabriel Effect (ship has 80% of survival; crew and equipment has 76% chance of survival)
99-00 Gabriel Effect (ship has 40% of survival; crew and equipment has 65% chance of survival)
1: Generator node
2: Hub Node
3: Relay Node
4: Terminus Node
Further information indicates that they may be extragalactic in origin
After the attack on and destruction of the Midway star base, the Dominion formally declared war on the A';karim Corporate. Mere weeks later, an intrepid group discovered a Yssagrif base near the galactic core. Among the ruins, they found data on the A’karim that was over 300,000 years old. At the time the records were contemporary, the A';karim were a peaceful race, content to dwell on but one world
In a later battle, an A'karim data core was recovered. While it has yet to be completely accessed, it did reveal some interesting details.
Some information from other sources point
at an outside force that influenced and corrupted the A'karim in the dim
past, turning them on to this path of destruction. That force has been
coded named Dark Lords.
Biology:
The A';karim organism stands roughly 6 feet tall, supported by eight to ten muscular, semi-prehensile, tentacles. Where the arms are on most humanoids are two more highly prehensile tentacles capable of remarkable dexterity. The head is a large oblong structure with a massive brain with 3 primary and one rudimentary lobe present. The most developed areas are those of memory, motor centers, and sight. The rudimentary brain serves some mysterious function that scientists have not yet identified.
A'karim have an unusual respiratory system. Their lungs have unusually large capacity, and are spread out across the body. Further, the A'karim also appear to have something like gill slits, suggesting they are also aquatic. The A'karim do not have a sense of smell
The eyes of the A’karim, like the head, are oblong in length, and posses nearly 200 degree field of vision. Aside from a slight blind spot immediately in front of the head, they possess very acute vision
An A'karim possesses the most decentralized
pulmonary system known to the Dominion. Its hearts, if they can be called
such, are spread across the main trunk of the body.
Sociological Nature:
One of the things discovered from the core is that the A'karim exist, and have always existed, as a hive mind, an extension of each other. The degree of this hive mentality is extensive, and somewhat irregular. In the absence of an Elder Brain to govern, the oldest A'karim falls into that roll, and they all strive, wherever they go, to quickly establish a hive.
This peculiarity has even spread into their technology. Vast structures are bred to serve as long range links between the parent hive and the colonies located across the stars. Even their ships and battle robots are linked and governed by this Hive mind. The communion of this hive mind is quick, but not instaneous. It has been found that destroying an Node can and often does kill all living A'karim within its immediate radius of effect
Technology:
The A'karim employ an advanced form of living technology, literally growing their starships, battle drones and assorted other equipment from specialized buds. Even the vast hub Nodes are grown, though very slowly.
It has been found that the living technology
does have some limits and vulnerabilities. One is that chroniton based
weapons are extremely toxic to A';karim life and technologies, causing
them to develop cancers or die. A more concerning detail is the total resistance
to target magic. Area effect magic is weakened in the presence of an A'karim,
but unlike targeted spells, it is not negated
Closing:
It is hoped that this briefing will aid in
our struggle against them, even as we face oblivion.
Something else that is unverified is the
existence of the Light Lords, those few Dark Lords who are good aligned
and actively work against their kin. Distinguishing the Light Lords from
the Dark is simple. Their hair, eyes and general deamor separate the two.
Dark Lords are cruel and arrogant, and are quite willing to kill a person
for little or no reason (IE: Didn't like the way he ate, or His cat was
to ugly)
Alignment: 98% Evil alignments; only a mere 2% is of a good alignment.
RCC Skills:
RCC Related: Select 8 other skills. At levels 3, 6, 7, 9, 10, and 12, select 2 additional skills. All new skills start at first level profieceny
Equipment: Just about anything they want, they take. Good Aligned Dark Lords start with 3 weapons of choice plus ammo clips for those that need them, a vehicle of some sort, at the GM's discretion