BAD GUYS OF DOMINI 3037:
How can we portray heros if we don't have those pesky enemies waiting around every turn to tamper with our plans and try to kill us? These pages give a few details on some of the enemies found in Domini 3037. Each of these bad guys are nothing to be triffled with. They all represent powerful forces, with large amounts of resources, and hordes of followers.
Not much is known of the true origins of the Siak'tar. They are a parasitic race, conquering world after world and distroying all other life forms in their path. With this type of life style, the Dominian empire hasn't been able to learn anything about their original homeworld. Study of Siak'tar corpses suggest an advanced level of genetic manipulation. The Siak'tar posses advanced spaceships, but are still no match for the Dominian Vortex class distroyers. Still, the Siak'tar are nothing if not persistant. They can not nor will not accept defeat. Their tactics have begun to change over the last millinium to move more towards gurrilla techniques and espionage.
The Siak'tar range in height between 7 and 9 feet. Their bodies are willowy. Behind their advanced armor and life support, they are actually frail beings, with bodies that can not survive in most planitary conditions. The armor they wear is a combination of a strange polymere and electronics. It can absorb damage as well as the barrier shields employed in Domini.
Siak'tar weapons tend to focus on causing as much damage as possible. Their space ships are distroyed on sight. One weapon from their spaceships almost distroyed all of Domini and the effects of the radiation are still felt to this day. Ground forces carry with them photon rifles. The Siak'tar photon rifle fires with the same damage of a blaster rifle, but with a blast pattern more like a shot gun. At ten meters, this weapon will cover an area of 9 square meters. The photon rifle's range is 30 meters, where the area covered reaches 25 square meters. Anyone within this area of effect will take the full damage imposed by a blaster rifle. Most ground troops also carry with them, an energy whip. Its damage capacity is comparable to the leyswords of Domini. Each energy whip is 3 meters in length and are handled with amazing dexterity and control. These whips can be used to kill or merely to intangle opponents.
Siak'tar magic is all but unheard of. The only magic they seem to have is highly advanced pysonics. They can not be effected by Mind Magic and also have a wide range of powers to employ against their targets. Other magics effect them at full force. With the sole exception that their armor must be treated like a shield belt. Other then that, Siak'tar have no saves against magic employed against them.
The Empire has a standing warning about fighting the Siak'tar. Never make flesh to flesh contact! This is usually not a problem, as they are covered in armor from head to toe. However, even when dead, the Siak'tar can display their true parasitic nature. If any creature makes flesh to flesh contact with a Siak'tar (including animals attempting to feed off the remains of one) that creature is subject to contamination. Like any virus, this contamination can be treated, but only within 24 hours of initial contact. After that, no cure is known short of death. The victim will experience severe physical changes that rack their body with pain. They will have trouble concentrating, growing to difficulty even holding a thought. At the end of one full week, they are no longer who they were. They are the Siak'tar. Flesh, memories, everything, is now the Siak'tar that orginally made contact. Should this happen in game, you lose your character. Your character now joins the ranks of NPC. I may decide to change this ruling with time, given that I decide to allow enemy PC's.
Krilliks employ only slightly less then the resources Domini controls. Their main advances come strickly in numbers. For every person within the Dominian empire, ten Krilliks are alive. It is believed these high birth rates and survival rates are due to use of Siak'tar genetic manipulation.
The Krilliks employ the same weapons as Domini. This technology was shared openly before the fall of the Krillik empire. The only exceptions are Second Moon, which remains under Dominian control and the Machine Golems. Sometimes, the Krillik have been known to employ Siak'tar weapontry as well.
Most Krilliks are loyal to their Empire. Most have no clue to the true nature of their "Empress." Propaganda campaignes have been underway for the last 200 years and most of the empire fully believe the lies spread about Domini and the "Dominian threat." There is the occational Krillik that suspects something is amiss. Most are weeded out and killed, but on rare occation, a Krillik traitor can manage to escape. Who knows what possiblities this lends to new characters in Domini 3037...
The Maelstrom is a leader of a small terrorist group found within the boundries of the Domini Empire. No one knows the location of their base of opperations. It is somehow concealed by either advanced technology or advanced magics. Maelstrom himself carries a 10,000 credit price on his head. He is wanted dead or alive...but preferably dead.
The terrorists he commands are known for shorting out the powerful shield generators around cities, hijacking shipments of supplies, theft and out right murder. They employ a wide range of weapontry and no one is aware of how they manage to get some of the more advanced "toys." It is highly belived that the Maelstrom has contacts within the Siak'tar. This, however, does not explain some of his resources. Maelstrom has recently added to his arsenal a few of the new line of Machine Golems. Where ever he is getting this Dominian technology remains to be uncovered.
Originally, Herv'nor fell to massive bribes from the Krillik Empire. The sheer amounts of money was mind boggling and no one is sure why Krillik would pump so much money into only one village. But the results are quite obvious. No one in the village remembers fully why they are at war with the rest of the Dominian Empire, only a deep seeded hatred remains.
Herv'nor is a very deadly force. Mutants with powerful magics that have none of the reservations about high technology all the others posses. A herv'nor will use a blaster rifle just as quickly as he would a M-16. Herv'nor mutants sometimes employ shield belts, leyser swords, and even sometimes, Siak'tar weapons.
Attacks from Herv'nor should be treated with the utmost respect. Facing these enemies should be avoided unless by superior forces.