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Storakk

Started by tadeusz · August 21, 2009

2 surviving posts. Original order and wording are retained; deleted and spam-marked entries are excluded.

The Storakk have been featured in a number of humanoid nightmares. They are seven feet tall, and twelve feet wide with a spider like configuration, but heavily armored and with pincer claws like lobsters at the end of each hand/leg.

They are aggressive, inquisitive, friendly, and combative. In other words, they can be great if occasionally pushy friends, but its helpful not to reach for a weapon the first time you see one, or the combative side might come out, and then they might satisfy their inquisitve side by some dissection.

Full-out on the flat, they can reach fifteen miles per hour and so a human can outsprint or out-endure them most times. However, on extremely rugged terrain (not above 60 degrees of tilt) they can still hit ten miles per hour. They have great 'off-road' capability.

Their exoskelaton can survive a .45 hardball with bruising, except at the joints.

They have an exo and endoskelaton. They have a great deal of strength if they stop moving, sit down, and brace themselves...2@7 at that point. Most of this strength is needed to hold themselves up. Ordinarily, they attack with 1@10 strength.

Religiously speaking, the Storakk worship the male Starmaker and his avatar/other self the Lady of the Walls (goddess of dimensions and space/time). He is pictured as blazing with glory and light in their art, and she is pictured as cloaked in shadow.

They are philosophically very clear to the point where atheism and agnosticism are regarded as mental illnesses.

Technologically, the Storakk have developed interstellar capability although its difficult for them in part because most warp drives they've designed don't agree with their physiology. Instead, they've turned sideways, and have developed interdimensional travel.

Psionically, most Storakk have at least one or two of the Innate Skills as they call them. Masters and Grandmasters at the Schools of Thought rise much higher than Simple TK 1@5 and Pyrokinesis 1@3 which is something a typical Storakk might have. Masters also tend to have a greater number of skills as well as higher levels in those skills. A Grandmaster must have at least 2@5 in two separate skills, and seven total skills. A Master must have at least 2@1 in one skill and five separate skills. There are very few Grandmasters, and they are accorded a great deal of respect.

Magically, they know skills from the first three levels. This is arcane and spiritual magic. Their Arcane magic is based on gathering and ordering the vast quanties of energy that flow from star to star, and pouring it out of their claws to do their will.

Their magic is extremely close range, anything beyond ten yards is too far, and it requires at least two free claws of eight, and at least a minute for the amateur. Typically, glowing light manifests as the magic is released.

Governmentally, the Storakk are a Direct Democracy with Federalism. Voting is done in computers on issues of the day by all interested citizens willing to donate one credit to the government for each vote (only one vote on each issue by citizen). Issues that only affect a certain area, a province, or a city, if agreed to by the General Moot of the Storakk may be dealt with by smaller local Moots. Typically, a Local Issues Vote is taken where several hundred localities say 'we want to deal with this ourselves' and a few objections are dealt with, and it passes. Its routine, but the General Moot does retain teh authority to deny power to the local moots. It just fairly rarely uses it (perhaps 5% of the time, and much of those just require a reversioning of the original request to be approved.)

Some Storakk appreciate tighter colonies, and so cities are common, but others need more space. In any case, Storakk accomodations are strange for humans. No stairs, and plenty of steep inclines, and very large rooms are common. Doors are at least six feet wide.

THE GREAT WAR
+++++++++++++++

When the Storakk started visiting nearby dimensions, they often found uninhabited worlds, but often enough they found other explorers of Storakk nature, and sometimes they found Storakk home worlds.

There were a number of variations on the theme already presented, like Storakk who had the same culture almost, but had kings and queens. Or Storakk who had direct democracy, but most of them were Masters of Psi Skills.....

Things got frequently touchy. Wars between the dimensions broke out. Some of the Storakk recruited lower tech Storakk so you might have King Storakk the Magnificent with anti-grav tanks and his allies the Republic of Storakk armed with single-shot rifles fighting the League of Storakk with their mind-amplifying crystals.

At one 'time' over a dozen different wars were going on in the same thirty dimensions as Storakk slaughtered Storakk. Things eventually cooled down a bit. For one thing, Storakk explorers started finding Parakeet People aka the Sarlai Keet, and Blikten, and Humans....

This is where a lot of humanoid nightmares were created. The Storakk aren't inherently nasty, but they freak out most races who've met them, and they are aggressive.

You can drop the verser in during the First Dimension Wars Era or in the First Contact Era or later in the Second Dimension Wars Era as Storakk with non-Storakk allies duke it out with each other (a bit) and with some horrifying multi-dimensional alien race of extreme nastiness, the Gribbuzl.

The Second Dimension Wars Era is also called the War of Consolidation. Of the major Storakk dimensional empires, most of them realize they need to be joined together into one unit to defeat the Gribbuzl. And most of them don't see why they and their way of doing things can't be the top of the new Storakk Grand Empire.

Typical Direct Democracy of Storakk
Persuasion 1@4
Charisma 1@2
Animal Magnetism 1@7 (there is a certain magnificence to these creatures)
Strength 1@10 (2@7 if certain conditions are met).
Stamina 1@7
Resistance 1@8
Density 1@2 (since they have an exoskelaton)
Flexibility 1@2
Agility 1@4
Hand/Eye 124
Intellect 1@6
Intuition 1@4
Education Level 1@10
Willpower 1@7
Target Value 1@4 (this should be modified by their large size +10 to make it easier to hit them).
Damage Value 1@6
Ranged Strike Value 1@4
Martial Strike Value 1@6

He has the Computer Programmer Package.
Psi Suggestion 1@5
Psi Thought Concealment 1@3
Liberal Arts Package
Bonus Morale 1@4 (Holy)
Religion 2@1 (Starmaker and Lady of the Walls)
Operate Active When Worn Device 1@3
Remove Fear 1@2
Torture Spirit Power 1@5

Magic Device: A Star of Life (Limited Damage Repair with up to five uses, must be recharged by being exposed to an hour of starlight while being held and prayed over for each use.)

Arcane magic: Curse 1@4
Use Spattergun 1@5

Spattergun: This is an automatic weapon that is often worn on the claw with two of them in use. It fires a dozen rounds at a time, minimum and maximum. These are armor-piercing one mm darts. Against armor of greater density than two inches steel, they do no damage. Dangerous damage.
Range: PB 1/2 foot. Short 8 feet. Middle 25 feet. Long 100 feet.
It carries two hundred darts.