Apperance and Biology:
The Iskalloni are pale, hairless, blue-skinned creatures. They gene-
rally wear tight-fitting, leather-like clothing in colors which are
generally unflattering to their appearance. A bright burgundy color
seems to be their favorite. The clothing generally has large, rough
rips in it where the Iskalloni have cut through to insert some odd
piece of machinery or other. Usually within the area of a tear, a
puffy pink scar can be seen where the implant was made.
The creatures have deeply recessed eyes with black irises. Facially,
their lack of eyebrows, the protruding forehead, their high, prononuced
cheekbones, and their perfect white teeth (which are all nearly perfect
triangles and extremely sharp), all combine to produce the apperance
of a creature who is always brooding, always on the edge of a violent
outburst.
The average Iskalloni will have a number of cybernetic enhancements.
Many of these are mundane and only serve the purpose of helping the
Iskalloni react quickly, or think well mathematically. The Iskalloni
usually submerge their implants beneath the skin to help protect the
items. Now that the Iskalloni intend to increase their dealings with
Humans, they are increasing the amount of equipment which they allow
to jut past the surface in hopes of gaining a psychological edge by
virtue of their appearance. Some of the aliens have even had limbs
removed and replaced with cybernetic arms or Droid equipment.
Temperament:
Iskalloni appear calm, as though their thoughts are somewhere else -
they always seem to be emotionally detached from whatever they are
doing.
History and Culture:
Iskalloni are native to the Iskallon system which lies in a remote part
of the Mid-Rim region. They have, for the most part, lived the last
millenium isolated from Humankind. The Iskalloni, whose philosophy and
physiology is radically different from that of most humans, had diffi-
culty establishing peaceful relations. This partly stems from the fact
that they are cybernetic but also from the fact that the Iskallons see
no problem with enslaving other species.
The Iskalloni are bent on enslaving Humankind, not out of any particular
hatred, but simply because they feel that the Humans and the species
which associate with them are all weak and worthless.
When the Empire first encountered emissaries from Iskallon, they thought
they had gained an ally. The Imperials were willing to pay the Iskallons
to recruit slaves for them. But the Iskallons demonstrated their lack of
discrimination in whom they converted and enslaved by converting the
entire crew of the first scout ship which had encountered them. When the
Empire found out about this, they sent a force of three Victory-class
Star Destroyers to Iskadrell and managed to decimate almost half of the
planet before the Iskallons could muster an defence.
The Iskallon counterattack was fast and deadly, and soon the Imperials
retreated. When the Iskalloni failed to pursue the Imperials back into
populated space, the Empire no longer considered them a threat.
But the Iskalloni threat remains...
Politics:
The Iskallons rule their society through specially chosen persons, who
have been heavily modified to improve their data-processing capability;
these people are really nothing more than walking computers, but their
decisions are obeyed without hesitation.
Technology Level:
The Iskalloni have developed all aspects of spacefaring technology,
although most of this technology is based on organic variants.
Navigation computers, sublight engines, power reactors, communications
equipment, even starship hulls are bred from great vats of organic ooze
which the Iskalloni brew on their homeworld. And each of these organisms
has the unique ability, as do the Iskalloni, to incorporate any foeign
object into their personal physiology.
The combination of these characteristics has allowed the Iskalloni to
experiment with all manner of cybernetic implants. Unfortunately, the
Iskalloni have been unable to make any advances in the past few centuries.
Trade and Technology:
One of the side-effects of their bio-technology is that nearly all of
their techno-organic machinery produces waste material as it functions.
This waste material is highly toxic to nearly all forms of organic life.
Many an Iskallon has perished horribly while mopping up after an Iskallon
built hyperdrive.
As a result of this the Iskalloni needs many slaves to do the dirty
work and this have given rise to a booming slave trade, but the demand
is far greater than the supply.
Stealing has been the mainstay of Iskalloni expansion and technological
knowledge. they do not understand the general reluctance of other species
to be linked with machines, and often made use of their implanting tech-
niques on other aliens despite vehement protests. More often than not,
such encounters ended in combat.
In the Galaxy:
The Iskallon homeworld is out in the unknown regions of space, but
they come to the civilized galaxy for their evil ends. To keep the
ranks of Iskallons strong, they have taken to capturing other sapients
and forcing them to do their dirty work which results from their odd
brand off technology. They are also attempting to learn the means by
which humans can build functioning machines that do not produce flowing
chemicals in their functioning.
Gamemaster Notes:
Iskallons are not common adversaries and should only be used in sit-
uations that are supposed to inspire to heroic roleplaying.
Personality Notes:
Iskallons does not interact well with other species.
Suggested Skills:
Iskallons can learn any skill, but they tend to lean towards the more
violent ones, since they are the most used in their conquest of other
spieces.
Notable Personalities:
Locutus of Borg, main leader onboard the Iskalloni Mothership called
Borg.
Average Iskalloni:
Dexterity 2D+1, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 3D,
Technical 1D+1. Move: 8
# Iskalloni
Attribute Dice: 12D
DEXTERITY: 2D/3D+1
KNOWLEDGE: 2D/3D+1
MECHANICAL: 1D+2/2D+2
PERCEPTION: 2D/3D
STRENGTH: 2D/3D+2
TECHNICAL: 1D/2D
Special Abilities:
Energy Resistant: Damage done to Iskalloni by energy weapons is reduced
by one level of effect (as if the weapon were set on stun)
Cyborged: All Iskalloni have replaced one or more of their body parts
with a cybernetic version. It is often heavily modified to enhance its
original function. Blaster-type modifications are placed virtually any-
where and will generally be 3D to 5D. Any melee weapons (or equipment
effectively amounting to melee weapons) will be on the order of STR+1
damage up to STR+2D.
Story Factors:
Reputation: Iskallons are considered to be a myth by most of the galaxy.
Move: 8/10
Size: 1.3 to 1.5 meters tall
Designer's Notes: Much of the text has been taken from the adventure
module Twin Stars of Kira p87-96, and altered to fit my demands.
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