The Shakkur are a large and powerfully built species, with adult
males reaching up to 2.4 meters. Shakkur are covered with a layer
of interlocking plates of thick, armorlike hide, always a uniform
deep green in color. Shakkur have four long, broad horns mounted on
their foreheads, which they can use to deadly effect. Shakkur are
bipedial, with two arms. Their limbs are thick, almost trunklike,
with the same armor plating as the rest of the body. The Shakkur's
fingers are quite delicate, especially in proportion to the rest of
their body, and can be retracted at will into the more heavily
armored wrists. Shakkur are a live bearing species, with close
ties among families.
Leaders:
Shakkur are fiercely independent, and can seldom be ruled, even by
other Shakkur. Generally, Shakkur planets have some form of
central control, though that is far from universally the case.
Often, three or four opposing governments can be found on a single
Shakkur world, and war between these states is far from unknown.
World View:
Shakkur are defined by their independence, see the universe as a
place where only those that are free are truly alive.
Temperament:
Shakkur can be quite aggressive, especially in defence of their
individual rights. However, when not pushed, they can be quite
personable, as well as quite intelligent, and they form fairly
close bonds with companions.
History and Culture:
The Shakkur are a relatively ancient race, though their intrinsic
lack of organization kept them from developing very quickly.
However, once they developed interstellar flight, their development
sped up considerably, as the most refractory of the Shakkur
individualists were able to leave the planet, and allow for a
greater degree of central control.
Despite their lack of organization, the Shakkur proved to be
tenacious fighters, and the Shakkur territories marked an edge of
Yrotha space. However, there was no hope of keeping the colonies
under central control, and the Shakkur were never able to maintain
anything resembling an empire. The Shakkur have expanded to twelve
systems, all of which have at least one, but usually more, totally
independent governance systems.
The government of Karshur is the most stable of any Shakkur
world, as it was known as a place where true independent souls
left, rather than a place that they went, leading to some reduction
of the independence level of the gene pool of Karshur. The
government of Karshur is therefore slightly more capable of
organized action than most Shakkur worlds, and all of Shakkur
battle craft are produced by the central yards of Karshur, and are
purchased by the various Shakkur governments.
Tech Level:
Space. Despite their lack of organization, Shakkur technology has
developed at a relatively brisk pace, as Shakkur scientists are not
in any way bound by the orthodox thinking that limits so many
technological races.
Shakkur in the Sector:
Virtually every race in the sector is aware of the Shakkur's
military prowess, and they all have a certain respect for them as
warriors. However, the more imperially oriented races see the
Shakkur as being essentially weak due to their disunity, and hold
them up as an example of the pernicious effects of an obsession
with individual rights.
A Quote:
"Don't you try telling me what to do!"
Spaceships:
The Rashku series fighters, and the Kushimak cruisers are the current state of
Shakkur art.
Stats:
Attribute Dice: 12D
Attribute Min/Max
Dexterity: 1D/3D
Knowledge: 2D/4D
Mechanical: 2D/4D+2
Perception: 1D/3D+2
Strength: 3D/5D+1
Technical: 2D/4D+1
Move: 9/11
Special Abilities:
Natural Armor and Weapons
:
The hide of the Shakkur grants them a +2D+1 bonus vs. physical
damage, and a +1 bonus to damage vs. energy attacks, and their
horns inflict STR+1D+1 damage.
Story Factors:
Independence
:
Shakkur have serious problems with authority, and must make a
moderate willpower roll to follow orders that they don't wish to
obey.