Krants are a short, squat race, standing around a meter and a
half in height, and around a meter across their shoulders. They
have a wide, heavy featured face set on a bullet shaped head that
emerges from the body on a short and thickly muscular neck.
Their eyes are small and blood red, set far apart in their face,
and they posses a large and sensitive nose that further pushes
their eyes apart. The Krants have a mouth that is purely
predatory, with triangular, razor sharp teeth, as well as a pair of
saberlike tusks. Due to the tusks, the Krant's mouths are always
at least partly open, causing fairly large amounts of caustic
spittle to run down their faces. Krants have a heavy, plated, grey
to black hide that acts as an effective form of armor, and short,
thick, hooked claws on their hands that are very effective in
combat.
Leaders:
Krants are ruled by a Council of Warriors, centered on
Ulganath. Positions on the council, and debates within the council
are decided by combat, though individuals with established seats or
with large amounts of money are not shy about hiring warriors to
discourage or kill other potential candidates. The Council
controls all of the commerce of the Krants, and is thusly quite
wealthy, with individual councilors pocketing huge sums in bribes.
World View:
Krants are highly combat oriented individuals, seeing the
universe in terms of survival of the fittest. An ally that proves
himself weak and unable to heal himself is not worth the time
required to heal, and they believe that the same holds true of
societies and corporations as well as individuals. That is the
reason that the allied themselves with the Empire, and then later
the Chakh Empire, seeing them as being strong and self sufficient.
They would abandon the Chakh Empire as soon as they show themselves
to be weak, and side with whomever seems strongest.
Temperament:
Krants are highly irritable individuals who will attack just
about anything that offends them, often falling into insane rages
attacking anything from friends to inanimate objects. They enjoy
intoxicants, often to excess, and there is almost nothing that a
drunk, battle-raging Krant won't fight.
History and Culture:
Before the Krants gained interstellar flight, they were a
semi-nomadic predator people, wandering the hostile lands of
Ulganath following the vast herds of Rigug. As they developed,
they filled the planet, eventually living in massive urban
complexes which strained the resources of their world. The natural
aggression of the Krants was honed to a fine edge during those
years, as they were forced to battle each other for Ulganath's
dwindling resources. The ancient Council of Elders was at the
verge of collapse when they discovered Interstellar travel. The
Krants expanded quickly, and soon found themselves involved in
sector politics. Becoming a military power by sheer weight of
numbers and fighting spirit, the Krant's weapons always seem to be
several years behind the galactic standard. Still, they have no
fear of dying, and can often find work as mercenaries.
Tech Level:
Krants are not a particularly advanced race, being more interested
in application than theory, and never abandoning something that
works without a struggle. The personal weapons of the Krants are
usually axes, knives and swords made from a transparent durasteel
alloy made from minerals that are rare throughout the galaxy, but
are fairly common on Ulganath. These Krantian "Jewel Blades" are
both beautiful and functional, and are highly sought after
throughout the galaxy.
Krants in the Sector:
An early ally of the Empire, the Krants were one of the races
that Rulduk has released from Imperial
control. They are by far the most numerous race of those that
Rulduk has released, and they now form the backbone of the Chakh
Empire. The respect the Ethcroi as
superior strategists and warriors, and strive to emulate their
survival oriented ethic.
A Quote:
"Grrnnniggarrrah!!!! CA-CHUNK."
Spaceships:
Krants tend to use the ships of their allies whenever
possible, as their own ships are often far behind the galactic
standards, in a great many ways.
Stats:
Attribute Dice: 12D
Attribute Min/Max
Dexterity: 1D+1/4D+1
Knowledge: 1D/4D
Mechanical: 1D/3D+1
Perception: 1D/3D+2
Strength: 2D/5D
Technical: 1D/3D+2
Move: 7/11
Special Abilities:
Natural Weapons and Armor:
The hide of the Krants is quite thick, and it's plates are
designed to turn attacks away from vital areas. They gain a 2D+2
bonus vs. physical attacks, and a +2 bonus vs. energy attacks.
Their claws inflict STR+2D damage, and their bite, which is a
combination of teeth, tusks, and corrosive saliva, inflicts
STR+2D+2 damage.
Battle Rage:
Similar to the elemental anger of Wookies, the Krant battlerage
takes control of them after far less extreme provocation,
especially when a Krant is inebriated.
Story Factors:
Appearance:
Due to the general unattractiveness of the Krants, and to the
constant stream of blue-green spittle over their chins, Krants find
it very difficult to gain acceptance in the higher echelons of
society.