------------------------------- MYTHICAL OPPONENTS #1: CH'DOTH ("PREDATORS")

Note: This is a GM file. The knowledge known to PCs will be limited, as the Ch'Doth are a "myth". The knowledge available should be limited by the GM. An excellent way to inform the PCs is the use of local NPC (for a good start, use the "legends" related in the first movie). The information in the first info block would require a Heroic Scholar: mythology or Heroic+10 Alien Species roll to remember.

Ch'Doth Information

This race is properly named after the mytical Abyssin hunter-spirits and commonly known around the galaxy as "Predators", or less commonly by the name of a Correlian legend, "Yautja". They are rarely seen, and most people believe them only to be myths, except those who have seen phosphorescent blood seemingly appear from nowhere as a Ch'Doth fled concealed under its chameleon mode. Approximately 2.7 to 3.5 meters in height, and weighing at least 170kg of pure muscle, the Ch'Doth are roughly humanoid with a reptilian outer skin. Ch'Doth commonly wear heavily-armed warsuits to cover and disguise their appearance, which is frightening to say the least. The Ch'Doth have four large outer tusk-like fangs which might have once been used to hold small prey while the Ch'Doth ate it alive.

Very little is known about the Ch'Doth culture, as few (if any) have been captured alive with survivors left to tell what they discovered. What little is known, however, should be enough to give any prospective explorer pause. The Ch'Doth are natural hunters, and they have heightened nearly all of their abilities with high technology, such as their "chameleon"camoflage device, various weapons (including a self-destruct mechanism), and highly effective sensors built into their helmets.

The Ch'Doth are often drawn to areas of intense heat and/or warfare, especially the latter, where they can usually hunt undetected. It has been observed that the "Predators" will only attack armed opponents, or those from whom they sense some sort of danger. It is even rumored that a Ch'Doth came to the aid of a small group of resistance fighters who found themselves heavily outnumbered. One additional note: as "sport hunters," the Ch'Doth often take trophies, usually skulls or weapons, and occasionally bestow upon "friends" (ie: prey that won) tokens of respect. Those who do win are said to be watched over by the Ch'Doth who they equal, and to provided covert assistance whenever and were ever they can.




Ch'Doth Unblooded Hunter ("Predators") Type: Typical Ch'Doth Apprentice Hunter DEX 4D Brawling Parry 4D+1, Dodge 4D+2, Missle Weapons: Personal Proton Torpedo 4D+2, Melee Combat 4D+2, (A) Vibrodisk 4D+1 KNOW 3D+1 Survival 4D, Value: trophies 4D MECH 3D Space Transports: Ch'Doth Scoutship 4D PERC 3D+2 Hide 4D, Search 4D: tracking 5D, Sneak 4D STR 5D Climbing/Jumping 6D TECH 3D+2 Armour Repair: Ch'doth battle suit 4D, First Aid: Ch'Doth 4D Special Abilities: Cold Blooded: Invisable on thermal imaging. Code of Honor: Will not harm innocents. Methane Breathers: -1D DEX and STR w/o helmet or rebreather @ hour. After two hours will cause the Ch'Doth to fall into a hibernation state. Self-Destruct: Will NOT be captured alive. Tusks: STR+1 damage. Leg Strength: +1D to resist falling damage. Character Points: 3-10 Force Points: 0-2 Dark Side Points: 0-2 Move: 11 Equipment: Ch'Doth power armour and helmet, 2 Ch'Doth medkits, 2 breathers, hunting lance (optional), vibrodisk (optional), net-gun (optional), survival kit. (Note: this is what Arnie faced in the first movie.) Ch'Doth Yautja (Predator "Blooded Hunter") Type: Typical Ch'Doth Hunter DEX 4D+1 Brawling Parry 5D, Dodge 5D, Missle Weapons: Personal Proton Torpedo 5D, Melee Combat 5D: Ch'Doth Lance 6D, Melee Parry 5D, Thrown Weapons 4D+2, (A) Vibrodisk 5D KNOW 3D+1 Alien Species 5D, Survival 5D, Value: Trophies 5D MECH 3D Capital Shp Gunnery 4D, Capital Ship Piloting: Ch'Doth Warship 4D, Space Transports: Ch'Doth Scoutship 4D, Starship Gunnery 4D PERC 4D+1 Hide 5D, Search 5D: tracking 6D, Sneak 5D STR 5D+1 Brawling 6D, Climbing/Jumping 6D+1 TECH 3D+2 Armour Repair: Ch'Doth battle suit 4D+2, First Aid: Ch'Doth 4D+2 Special Abilities: Cold Blooded: Invisable on thermal imaging. Code of Honor: Will not harm innocents. Methane Breathers: -1D DEX and STR w/o helmet or rebreather @ hour. After two hours will cause the Ch'Doth to fall into a hibernation state. Self-Destruct: Will NOT be captured alive. Tusks: STR+1 damage. Leg Strength: +1D to resist falling damage. Character Points: 3-15 Force Points: 1-3 Dark Side Points: 0-3 Move: 12 Equipment: Ch'doth power armour and helmet, 2 Ch'doth Medkits, 2 rebreahters, survival kit, various weapons (optional, Ch'doth origion and trophies) (This is what Danny Glover and company faced off against in Predator 2) Ch'Doth Prim ("Enforcer") type: Typical Ch'Doth Enforcer DEX 5D Acrobatics 6D, Armour Weapons 6D, Brawling Parry 6D, Dodge 7D, Missle Weapons 6D, Melee Combat 6D: Ch'Doth Lance 7D, Melee Parry 6D, Thrown Weapons 6D, (A) Vibrodisk 6D+2 KNOW 4D Alien Species 6D, Intimidation 4D+1, Planetary Systems 5D: gameing worlds 6D, Streetwise:Ch'Doth Worlds 5D, Survival 7D, Technology: weapons 5D, Value: Trophies 7D MECH 3D Capital Shp Gunnery 5D, Capital Ship Piloting: Ch'Doth Warship 5D, Space Transports:Ch'Doth Scoutship 5D+2, Starship Gunnery 5D, Powersuit Operations: Ch'Doth Armour 8D PERC 4D+2 Hide 7D, Investigation 5D+1, Search 6D: tracking 7D, Sneak 6D STR 6D Brawling 8D, Climbing/Jumping 8D, Lifting 7D, Stamina 7D, Swimming 7D TECH 4D Armour Repair: Ch'Doth battle suit 5D+2, Blaster Repair 5D, Computer Pro/Rep 5D, First Aid: Ch'Doth 6D, Security 6D Special Abilities: Cold Blooded: Invisable on thermal imaging. Code of Honor: Will not harm innocents. Methane Breathers: -1D DEX and STR w/o helmet or rebreather @ hour. After two hours will cause the Ch'Doth to fall into a hibernation state. Self-Destruct: Will NOT be captured alive. Tusks: STR+1 damage. Leg Strength: +1D to resist falling damage. Protectors: The Prim are the sworn protectors of the Ch'Doth society. Force Sensative: About 1-in-20 Prim have Force skills, often Control 1D, Sense 2D, Alter 1D Character Points: 4-18 Force Points: 1-4 Dark Side Points: 0-4 Move: 14 equipment: Ch'doth power armour (Prim varient) and helmet, 2 medkits, 2 rebreathers, various weapons (Ch'doth and non-Ch'doth), various peices of special purpose equipment
Ch'Doth Equipment (*'ed equipment is standerd issue and carried by all Ch'Doth operating in the feild)
Ch'Doth Helmet*  
Protection:  Head: +2D energy attacks, +2D physical attacks, +3D Acid attacks. 
Sensors: Perception +2D, Dex-Torp Launcher/Beam Drill +2D, Automatic targeting system, 
	built-in sensors able to scan various wavelengths (no darkness or smoke/fog penalties). The 
	system picks the ten best visual composites, but the user must tab between them manually to 
	choose the best.  Each change takes an action.  How many combinations must be checked is 
	the GM's perogative.
Directional Microphone: Gives +2D PERC in quite situations or for sound based PERC rolls.
Autorecording System:  Records all sensor data (audio, visual and suit and weapon status), and can 
	redisplay segment of the data on a vocally activated window.  The data can also be shunted to 
	other hunters for display on a quadrant window.
Encrypted comlink, can also handle datalink to fellow hunters and beckon call to ship.
Also an atmospheric filter/rebreather.

Ch'Doth Body Armor*  [Prim varient is bracketed]
Protection:  Back Torso: +2D energy attacks, +2D physical attacks, +3D Acid; 
	Torso Front: +2D Physical, +1D Energy, +2D Acid;  
	Arms: +2 Phys, +1 energy, +1D Acid.  No DEX Penalties. 
	[Prim suit: +1D additional protection to all areas and attacks]  
Powersuit: +2D STR
Weapon System:
	Three-Bladed Wrist Weapon: (Melee Combat, Very Easy difficulty)
		3 25cm serrated blades on right wrist, STR+1D
		[Ch'Doth Prim has 3 25cm vibroblades, STR+3D]
	Shoulder-Mounted Weapons System: Right Shoulder.  Targeted through helmet sensors, will 
		not work w/o helmet.
		Proton Mini-Torpedo Launcher: (Missle Weapons: Per. Proton Torp.) 6D damage,
			Ranges: 3-40/120/300 
		[Prim has beam drill (Armour Wpns: Beam Drill), 9D, 4-40/150/400, replaces 
			proton torpedo]
Ch'Doth Communications Pad: mounted on left forearm, has multiple functions
Chameleon Mode:  The Ch'Doth have a very advanced personal cloaking mechanism which effectively 
	bends light and apparently the Force around them. Effects: +3D difficulty to locate 
	them with PERC skills or Force powers, or to use the Force when activated.
Self-Destruct Mechanism: The Ch'Doth also have an advanced self-destruct mechanism that they 
	use to avoid capture.  The blast resembles a Thermal Detonator, but is 5 times as 
	powerful when set to full power. (Blast Radius:0-10/40/60/100, 
	Damage: 50D/40D/25D/10D). Takes 6 rounds to power up.
Mini-Blade Launcher  (Missle Weapons: Mini-blade lanucher):  Small (7.5cm) Vibroblade launcher 
	built into wrist pad. Damage: 6D, Ranges: 3-10/30/50

Razor-Wire Net Launcher: 
	1D+2 damage per round until cut away, has body of 6D. Ranges 3-10/30/40 
	Uses Missle Weapons: razor-net, holds 5 nets. Usually carried on strong-side calf

VibroDisk:
	Thrown weapon much like a vibroblade, but a disk of 12"diameter.
		STR+4D, Ranges: 2-10/25/50
		May be used as a Melee weapon (Moderate difficulty)
	Skill: (A) Vibrodisk: requires Thrown Weapons 4D. If  roll>Difficulty+5, 
		disk returns to thrower.

Ch'Doth Battle Lance (Melee Combat: Ch'Doth Lance; Thrown Weapons: Ch'doth Lance)
	3 meter lance, retractable to 1 meter, vibroblade on one end, spike on other. 
			Vibroblade: Damage STR+4D
			Spike:  Damage STR+2D
			Can be used as a throwing weapon, with Ranges 2-4/8/15

Ch'Doth Medikit*
	The Ch'Doth have their own special medical kit, which is designed for the peculiarities 
	of their specific race, and is of little use to any other race. 

Ch'Doth Rebreather*
	The Ch'Doth carry small, hand-held rebreather units as protection against the loss of 
	their helmets on most worlds. The rebreather has a service life of about one hour.
Note: Many Ch'Doth carry weapons taken as trophies, ranging from simple clubs to geneticaltically enginnereed living swords to black powder firearms to ultra hi-tech energy weapons. Additional Information (GMs Info)

The Ch'Doth are cold-blooded creatures whose body temperature matches the ambient temperature surrounding them, thus rendering infrared imaging of them (cloaked or uncloaked) ineffective.

The Ch'Doth culture revolves around the hunt. Only the best are allowed to become warriors. These are the people who form the bulk of the protective forces for the Ch'Doth world(s). They are the Unblooded. They may become Hunters (Yautja) only after successfully completing a long and difficult solo hunt, which is supervised by a Shaman, a Prim and an Elder. (It is important to note that one is never forced to become a candidate, nor may another "volunteer" the Unblooded.) There have been some small groups who take their hunt together, but the hunt is much harder, and they share their "grade". If the candidate fails, he dies. When the leaders are convinced that the hunt has been successful and honorable, they combine a small quantity of the blood of the prey, the Unblooded, the Prim, the Shaman and the Elder, along with the saliva of those three, and paint various runes on the Unblooded's body and face. He, or she, is now a Hunter, a Yautja. They are the elite warriors of the Ch'Doth people. They are constantly improving their skills and their renown, through their experience on safari. In case of emergency, they can be recalled from wherever they are, do defend the Ch'Doth people and worlds. Hope you are not the problem.

The Ch'Doth maintain a force of enforcers and protectors, the "Prim". They are entrusted with protecting their technology from falling into non-Ch'Doth possession, and are believed to be responsable for the destruction of the Imperial garrison on Dinalt IV. They are the ones who protect the Ch'Doth homeworld(s) from discovery, and enforce the laws of thier kind throughout the galaxy, including on the occasional non-Ch'Doth (!).

To become a Prim, one first must be a Yautja with an unknown degree of experience, then one must go through a trial. Those fail do not nessicarily die, but most do die due to the difficulty of the physical trial needed to become a Ch'Doth Prim. Then their moral bearing, ethics and concept of social justice is measured, to see if it is that of a Prim. Finally, their spiritual health is evaluated, and only those found to have unshadowed souls and minds are enter into the ranks of the Prim. They are supervised by the Shamans and Elders.

The Shamans are the Ch'Doth's most skilled Force users, esscentially Ch'Doth Jedi, while the Elders are those who been choosen to lead the tribes, but show no or little Force ability. Their numbers and capabilities are unknown.

       Also, the Ch'Doth follow a rigid code of honor:
        "Ch'Doth Honor Code:
1)  Never harm the innocent.  Those who have done no harm should have no harm done to them.
2)  Never hunt a female with child or a juvenile. This is to ensure the continuation of the 
	species.
3)  When hunting for food, take only the weak.  This is to purify the species' line.
4)  When hunting for trophy, take only the game which offers you sport, either through self-
	danger or technical difficulty.
5)  Never claim another's kill as your own.  To do so is to risk the fullest wrath of the 
	rightful owner.
6)  When coming upon game wounded by another hunter, and the animal is dying without sport, 
	show honor to another's kill.  If the game still shows sport, it is to be joint trophy.
7)  Do not join the another's hunt, or hunt in their territory, without their permission.  All 
	trophies taken by this manner are stolen trophies, and shall be delt with by the 
	rightful owner.
8)  Those who defeat you in a fair hunt and show you Mercy are to be considered our equals.  
	You must either kill them and yourself, or adopt them as your Honor Ward, with all 
	the responsibilities therein.
9)  Never allow our technology to fall in the hands of the Other Beings or allow our existence 
	to become known, as it would endanger our survival.
10) Ch'Doth shall not hunt Ch'Doth for sport.
11)  Those who break the Code are renegades, and no longer considered to be Ch'Doth and 
	are without the protections and rights of a Ch'Doth.  They are to be destroyed when 
	encountered."

The Ch'Doth Honor Code is the highest law of their kind, and something of a religous code. They take it with the utmost seriousness, and do not even joke about breaking it. A false accusation of an Honor Code violation will get you torn from limb from limb when the news of your discresion is made public. To break the Code is stop being a Ch'Doth, and becoming soemthing that is to be killed with as little consideration and honor as a illness carrying insect.

The concept of the Ch'Doth Honor Ward is somewhat unusual. Those who are taken as a Honor Ward do so by besting a Ch'Doth in equal combat and allowing the Ch'Doth to live (usually through their actions after sparing the life of the Ch'Doth, such as providing medical treatment and shelter during the healing process). Under other conditions, an Elder or Shaman may place an individual under the status of Honor Ward, but very rarely. What these conditions are composed of is unknown, but appear to be indivualized. In any case, the Ward is always given a gift of a trophy from the hunter, and is given a Ch'doth name.

The Honor Ward is observed and watched from afar, so as to not spook the Ward. If they require assisance that the individual Ch'Doth can provide with a certain minimal degree of risk of discovery (this area seems to vary between Ch'Doth), the Ch'Doth is to aid them secretly, never reveiling his presence. The protection of the Honor Ward can only be stopped by a Prim, Shaman or Elder, and the condition of Honor Ward ends only when a Ch'Doth Elder feels that the debt has been repaid on full. (GM's note: The Ch'Doth gaurdian will not ALWAYS be available, and will only act on his own choice. He is NOT at the beck and call of the character. If he feels that the Ward is is too foolhardy and/or crazy, he can choose to take no immediate action, but rather pick up the peices, with little fear of repricusions from the Ch'Doth.)

VERY, VERY rarely will a Ward be made aware of his gaurdian, and asked to actually join the Ch'Doth. They must pass grueling rites of passage and tests of body, mind and spirit, that can test the metel of a Jedi Master. These tests are not for the weak. If you fail, both you and your sponsor will die, due to your lack of ability. But rest assured, your memories will be honored, as few of the Other Beings ever even are given the chance try. And you do not refuse, as a Ch'Doth once exposed, must answer to those above him for his possible violation of the Honor Code.

The Ch'Doth cloaking mechanism is anything but foolproof. It can be shorted out by contact with water, high yield electricity, and radioactivity. It also effects the Force, making it harder to for both searchers and the user to apply the powers of the Force.

The war helmet is composed of a dull, metallic color (varies between user). Inside, it is an example of everything perfect with their technology. It includes the basic items for this type of helm, such as microphones, auto-recording and playback systems and VOX comlink. But it also has an increadable imaging system that scan the entire electromagnetic spectrum, rangng from the lowest radio waves to the highest gamma and cosmic rays, which the helmet can combine into a composite image. The helmet's computer selects the best possible combinations, but the wearer must choose which one gives the best performance.

The Ch'Doth helmet is also a sort of atmospheric helmet, as the Ch'Doth breathe an atmosphere that is much lower in oxygen and higher in methane than that of most planets. A Ch'Doth can survive without its mask, but with difficulty, causing a loss of strength and coordination. More than two hours without the mask will cause the Ch'Doth to fall in a hibernation state (if he does not activate the self-destruct), from which he can only be awakened with a Ch'Doth helmet or ebreather. In addition, the torp launcher is incapacitated with the loss of the helmet, because they can only be effectively targeted using its sensor system.

Ch'Doth species stats: (these are not included so that you may have a Ch'Doth PC, but for the GM to produce NPCs. Although running a Ch'Doth safari might be an idea. Hmm....)

Dice: 15
DEX      3D/5D
KNOW    2D/4D
MECH    2D/4D
PERC    3D/5D
STR      3D/6D
TECH     2D/4D
Special Abilities:  Cold Blooded: Invisible on thermal imaging.
Methane Breathers: -1D DEX and STR w/o helmet or rebreather per hour.  After
	two hours will cause the Ch'Doth to fall into a hibernation state.
Tusks: STR+1 damage.
Leg Strength:  +1D to resist falling damage.
Story Factors:   Code of Honor: Will not harm innocents.
        Unknown:  They are considered a myth by all but a small handful of people.
Move: 11/14
Height: 2.7-3.5m
(I do not recommend that you let PC Ch'Doth exist.)

Not all classes of Ch'Doth are reproduced here, such as the mysterious Ch'Doth Shamans and 
Elders(due in part to their rarity, and in part to the extreme variability of these individuals).  
Feel free to adapt.
Back to the Barracks

Credit should go to were it is due, so, my thanks to "C.T." at the University of Washington, who posted a document that functioned as the springboard to this one on Tue, 22 Nov 1994.

I also want to say thank you to Andrew Jackson (ajackson@dezines.com) for providing me with the oppertunity to work with his version of the Predators, and informing me of the work done by Steve Perry and some of the later Dark Horse Comics' material

. this version is dated 10-15-96
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