Saturday, August 18, 2012

Malkian (Cat People)

The Malkian's (Cat People) are a species of felinoids native to Freya. They also settled on a number of colony worlds and are allied with the UCN, often joining corporate nations as citizen/employees. Malkian have some similarity to the non-humanoid cats of Earth, though they are closer to the size of a human. They have fur in a variety of lengths and colours, including brown, black and tabby stripes. They have retractable claws which they can use for self defense and ritual combat. Malkian voices are often punctuated with sounds like the purring and of cats.
Malkian society is matriarchal, with a council of the wisest and strongest females leading a community. Males typically keep to their own cliques but regularly seek to gain the backing of a powerful female. Technologically, Malkians were comparable to early 20th century Earth (WWII era), but have been catching up quite quickly thanks to their sharp minds and usefulness to the UCN as scouts. Malkians are considered to be the most physically appealing of alien races yet encountered by the UCN, but are considered to be aloof and unfriendly by those who "dont get cats". All Malkians are curious and inquisitive people who take great pride in their appearance.
Restrictions: Malkians will never wear any armor higher than Flex Armor (AC 12). Due to the fact that they have a full coat of fur, they will overheat in a very short time if wearing armor. If a malkian PC puts on any armor higher than Flex Armor, they will faint within one turn. In fact, many malkians do not wear armor at all. Malkian can use force fields.
Attribute Adjustments: +2 AGI (18 max), -2 PRE (3 Min)
Bonuses:  Night vision of up to 30 feet. The retractable claws of Malkians grant them 1d2 damage on all open hand attacks (if a Soldier, increase Martial Arts damage by one die type, so 1d3+1 becomes 1d4+1 and so on). Also the heightened reflexes of Malkian grant them a +1 on initiative checks.

As Creatures
Malkians are intelligent and dangerous opponents as well as skilled scientists, technicians and spies. In combat, Malkians prefer ambush, sabotage and assassination to open battle. Malkians can be found anywhere humans are, often finding work for UCN corporations, UCNP (police), or as Space Pirates. Malkians tend to prefer melee weapons such as swords and sonic swords over firearms, but will sometimes use laser pistols.
AC: 14, HD 2d6, THB +2, Att 2/1d2 or by weapon, ST 15+, MV 8, XP 40

2 comments:

  1. Nice! I was just posting today that X-plorers needs more Alien PC options!

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  2. Glad you like it! I havent had a chance to play-test this one yet, but I hope to do so soon.

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