None in any permanent settlements, though the may Nimirr serve in
the Yaeger military, in various locales and capacities.
Appearance:
Quadrupedal, with their upper body extending at a right angle from
the rest of their body, and a large number of manipulative and
sensory tentacles extending from their upper bodies, Nimirr stand
around 1.7 meters tall. The Nimirr have a thin, light, hard and
flexible exoskeleton, and remarkably powerful jumping legs, capable
of taking them 18 meters in any direction with ease. The Nimirr
have horn tipped claws on their legs that enable them to gain holds
on surfaces at the end of each jump. Their skeleton is a pale
greenish yellow in color, and their tentacles change color with
their emotions. Their multifaceted eyes are very powerful, giving
them vision up to four times better than that of humans.
The sensory tentacles of the Nimirr have a number of different,
specialized functions. Some detect or produce sound waves, others
detect the minute electrical discharges that are produced by
contracting muscles, and then there are those that detect the small
chemical differences that humans view as scent, but the Nimirr
describe as flavors. These tentacles are long and flexible, and
they can orient toward their targets quite easily. These sensors
are sensitive, and their scent abilities are nearly unmatched,
allowing them to track by scent where the most trained of animals
would give up in despair.
Leaders:
The Nimirr have no leaders of any type, occasionally forming loose
social groups, but usually living alone.
World View:
The Nimirr tend to be rather cheerful individuals, though their
emotional state is hard to comprehend from a human perspective, as
it seems to be affected exclusively by factors that should be
described as extraneous.
Temperament:
The Nimirr tend to be difficult to understand from a human
perspective. They are solitary for most of the year, and
carnivorous. During some seasons, they become social and
herbivorous. Their internal organs are designed for that switch
over in foodstuff. The Nimirr can only reproduce during their
herbivorous stage, which is just as well, as they are very
territorial during their carnivorous stage, not tolerating the
presence of other members of their race during that period.
History and Culture:
Despite the amount of time that has passed since the Nimirr
achieved sentience they continue to live in a very primitive
societal structure. Their history is therefore relatively
uneventful, at least when seen from human eyes. During the Yrotha
expansion, the Yrotha moved onto Iimprin, and hunted the Nimirr for
sport. The Yaeger landed a number of ground troops on the planet,
who then struck out against the Yrotha. Many of the squads came in
contact with Nimirr, who do not find human presence a violation of
their territorial instincts, and were more than willing to help
against the Yrotha.
Close friendships were formed, and the combat effectiveness of
the Nimirr encouraged the Yaeger to continue contact with Iimprin.
This contact proved beneficial to both parties, as the Yaeger fleet
has protected the planet from any number of parties interested in
exploiting it's natural resources, and the Nimirr have joined many
Yaeger military units, particularly the Rangers
and related troops, using their natural abilities to aid the Yaeger
troopers.
Tech Level:
Pre Stone Age on their own, though they do use highly advanced
Yaeger material.
Nimirr in the Sector:
The Nimirr are seen as agents of the Yaeger, and are viewed with
the same mixture of respect, fear, and distrust that the Ien Yaeger
humans are viewed with.
A Quote:
"He went that way!"
Spaceships:
None
Stats:
Attribute Dice: 12D
Attribute Min/Max
Dexterity: 2D/5D
Knowledge: 1D/4D
Mechanical: 1D/3D
Perception: 3D/6D
Strength: 1D+2/4D
Technical: 2D/4D
Move: 11/16
Special Abilities:
Climbing/Jumping:
The Nimirr are designed for this skill, and throughout their
career, they halve the cost of improving that skill, and they
quadruple the distances of their jumps when compared to humans.
Enhanced Senses:
Nimirr can detect unprotected living creatures from 5 meters away
without fail, due to their ability to detect magnetic impulses. In
addition, when tracking in a situation they can use their scent
skill, they double that skill.
Natural Armor and Weapons:
The Nimirr's exoskeleton gives them a +1D bonus vs. physical
attacks, and a +2 bonus vs. energy attacks. Their climbing claws
inflict STR+2D damage.
Story Factors:
Social Patterns:
The Nimirr's pattern of solitude and sociality confuses human
companions, often leading them to believe that they have become
entirely different people, or are somehow possessed.
Languages:
The Nimirr's language involves the flexing and changing color
pattern of their tentacles. Non-Nimirr cannot speak their
language. The Nimirr have no vocal apparatus, but they can produce
sounds by rubbing their legs against the sides of their bodies,
which produces a humming equivalent of Basic.