Nimirr


Homeworld:

Iimprin

Other planets inhabited:

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.
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