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Jaffa
Nov 7, 2005 10:47:39 GMT -5
Post by Akren Garkos on Nov 7, 2005 10:47:39 GMT -5
The Jaffa (pronounced ' JAR- far') are the loyal warriors & priests of the Goa'uuld; essential to the survival of the symbiote species. Specially born & bred to serve as front line shock troops & 'living incubators', the Jaffa have been manipulated to believe that the Goa'uuld aliens are their gods. In the eyes of the 'primitive' Jaffa the Goa'uuld are indeed all-powerful, using advanced technology that appears both magical & limitless in it's potential. Only a small few suspected the truth, & it has been many years of dedication, hard work, sacrifice & blood-shed for the Jaffa to finally throw off the shackles of enslavement & ignorence to become a free people in their own right; free from the shadow of their former masters.
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Jaffa
Jan 28, 2006 2:08:39 GMT -5
Post by Akren Garkos on Jan 28, 2006 2:08:39 GMT -5
The typical Jaffa stands over six (6) feet in height & possesses imposing physical abilities. The women are smaller in stature, similar to Humans, & equally imposing. The Jaffa display a wide arrange of skin tones & ethnicity : all of them are decended thousands of years ago from the Tauri - the birthplace of all Human life.
Development of the Jaffa over the years has altered their physiology somewhat, turning them into servants of the Goa'uuld. All Jaffa, male & female, possesses an abdominal pouch created just prior to the rite of prim'ta for the insertion of a symbiote. This abdominal pouch forms a 'X' beneath the chest cavity through a layer of thick & deadened skin. The skin pulls back to reveal the pouch inside the Jaffa, suitable for a symbiote to survive. This pouch contains small ammounts of a clear, sticky fluid, providing a wet seal against the elements. The walls of the pouch are lined with a thick & sensitive membrane that allows the symbiote to interface with a Jaffa, receiving nourishment absorbed through it's epidermal layer.
The insertion of a symbiote destroys the Jaffa's immune system, requiring the symbiote to protect it's incubator from injury & disease. If the symbiote is ever removed & not replaced in time the Jaffa will die, rendering the Jaffa utterly dependant on the Goa'uuld for survival. An implanted symbiote does offer key benefits, however. The Jaffa becomes immune to most ideases & toxins, & the healing power is so powerful that the Jaffa can purge most poisons without any ill effects. This also allows the Jaffa to heal much faster than normal - nearly three times that of a normal Human - & grants the Jaffa nearly perfect health. As such, most Jaffa live extremely long lives : unheard of considering the primitive nature of their society.
A Jaffa implanted with a symbiote carries it until it matures, typically for up to seven years. After that the symbiote leaves the Jaffa & must blend with a host. If the Jaffa does not receive a new symbiote within several hours they will die. Most Jaffa carry anywhere from 10 to 15 symbiotes during their lifespan. At some point in a Jaffa's lifetime, a symbiote will refuse to enter it's pouch, condeming the Jaffa to death.
The 'symbiosis' of Jaffa & Goa'uuld has existed for thousands of years. The implantation of symbiotes in a Jaffa pouch & their incubation until maturity is in a large part responsible for the near 100% success rate of symbiote blendings; without the Jaffa, some 50% of all human-Goa'uuld blendings would fail, resulting in the death of the symbiote & host alike. In truth, the Goa'uuld need the Jaffa much more than the Jaffa need the Goa'uuld.
The ritual crushing of a symbiote within a Jaffa's abdominal pouch is a horrendously painful means of execution, as the symbiote's toxic blood mixes with that of Jaffa. Death takes a matter of minutes & leaves no visual signs of violence unless a detailed examination is made.
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Jaffa
Jan 28, 2006 2:23:37 GMT -5
Post by Akren Garkos on Jan 28, 2006 2:23:37 GMT -5
The Jaffa's dependency upon the Goa'uuld keeps them in a state of perpetual slavery. Once implanted with a larval symbiote the Jaffa needs it to live. In addition, the healing powers of the symbiote are partly responsible for the long lives & health of the Jaffa - were the symbiotes suddenly removed the Jaffa lifespan would shorten dramatically, perhaps even resulting in a negative population growth.
A Jaffa implanted with a symbiote differs signifigantly from a host who has blended with one. A Jaffa cannot directly communicate with a symbiote except in the deepest layers of medititation - kelno'reem. There the Jaffa may be able to communicate through visions granted to them by the larval Goa'uuld. In most cases, these images are disturbing to the witness. An implanted symbiote can exert no control over the Jaffa; it is not tied into the Jaffa's nervious system the way blended Goa'uuld are. The symbiote only replaces the Jaffa's immune system, & in turn receives nourishment through its pouch, where it resides until it reaches maturity.
When the symbiote is ready to blend with a host, the Jaffa reports to the priests & declares that his Prim'ta is ready. At this point the priests - working closely under the commands of the Goa'uuld - present a host for implantation. Such hosts are rarely willing. The symbiote then leaves the Jaffa & implants intself in the host, taking control. After the blending (taking only a few moments), the new Goa'uuld may grant a boom to the Jaffa that has served it thus far, allowing the implantation of another larval symbiote (if available). In some cases the Goa'uuld may refuse to allow it's Jaffa another Prim'ta, instead condemming the Jaffa to a painful death as their immune system fails. Most Goa'uuld do this as punishment if Jaffa did not carry out his duties properly, harbored some traitorous thoughts, or unnecessarily jeopardised the life of the symbiote. Most Jaffa receive another Prim'ta, however, & continue to serve their masters faithfully.
Rarely will a symbiote blend with a Jaffa - to do so is beneath the station of a Goa'uuld. A symbiote will only blend with a Jaffa in dire circumstances, with the imminent threat of death & no other hosts in the vicinity.
For Example: On the field of battle if a Jaffa is stranded & the symbiote reaches maturity, the Goa'uuld may be forced to blend with the Jaffa in order to survive. In these cases, the blending is usually tem[orary until the Goa'uuld can receive a 'proper' host. Afterwards the Jaffa is typically denied another Prim'ta & left to die, unless the Jaffa performed some extraordinary act to keep his symbiote alive.
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Jaffa
Jan 28, 2006 3:03:57 GMT -5
Post by Akren Garkos on Jan 28, 2006 3:03:57 GMT -5
Nearly all Jaffa possess a rigid spiritual code of behaviour taught through the centuries by their priests. Originally dictated by their gods, the Jaffa have expanded on these rituals & rites to define their way of life. Not only is this deep spiritual belief core to their beings, but it also helps maintain the purity of their bodies & souls. Such beliefs may sound unsua when considerering the implantation of Goa'uuld larvae but they help keep the Jaffa strong & functioning.
The cornerstone of this belief is the ritual centering of one's mind, body & soul in a state of symbosis - achieving unity & calm. This rite, known as Kel'noreem, is essentual to the survival of the Jaffa. Without performing Kel'noreem on a daily basis the Jaffa will become ill & die, even with the assistence of a symbiote. The Kelno'reem rite resembles a medatative posture, requiring the Jaffa to rest & relax, pushing out all external distractions & focusinng inward. Here, the Jaffa can attempt to 'become one' with their symbiote. The trance also serves to heal & purify the Jaffa's body. With Kleno'reem, the Jaff need neversleep, & indeed, most find it even more refreshing than sleep. While in this state a Jaffa does not dream nor do his thoughts wander - they reach a state of absolute being.
However, the Jaffa must perform Kelno'reem every day or risk falling ill. In most cases, within 24 hours of failing to perform the rite, a Jaffa will become fatigued, dizzy. If they do not engage in the ritual, they eventually fall unconscious.
A less common but equally dangerous rite is called M'al Sharran - the Last Rite. It only takes place in very special siuations, when a Jaffa believes he has lost his way. The Rite of M'al Sharran can be used to remind the Jaffa of who they are & restore them to the path of the living. It forces the Jaffa to relive key moments of his life, bringing them closer to death than ever before. In that final moment, just prior to death, the Jaffa chooses his destiny - this choice determines life or death. Those that have successfully completed the Rite of M'al Sharran consider it a very enlightening experience, similar to a rebirth.
Following the defat of the Goa'uuld & their liberation from enforced servitude to their 'false gods'; many Jaffa now embrace the Ancients - particularly those which have Ascended - as spiritual guides & examples by which to base their spiritual belief, paving the way for their own journey to enlightenment -even if a few stubbornly cling to the old ways & worship of their former 'gods' & masters. . .
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Jaffa
Jan 28, 2006 3:23:12 GMT -5
Post by Akren Garkos on Jan 28, 2006 3:23:12 GMT -5
The world of Chulak houses the largest concentration of Jaffa. Originally established by the System Lords, Chulak serves as the primary Jaffa breeding world from where the Goa'uuld draw their forces. The System Lords strictly control access to Chulak & it's people. Goa'uuld are free to visit to select hosts for implantation, but not one Goa'uuld can claim Chulak as his or her own. To do so would risk the wrath of the System Lords &, worse, prevention of access to Chulak, & it's Jaffa. Several System Lords have exercised 'exclusive stewardship' for a time, but they would not dare bar other Goa'uuld during that time. Even the upstart Apophis allowed the other System Lords access as they pleased.
Not all Jaffa necessarily come from Chulak; the System Lords often breed their own Jaffa in cities & camps on their own worlds. But these populations lack the diversity of those found on Chulak & rarely show any signifigant population growth. Chulak remains the largest & mosr stable source of Jaffa slaves available.
Following the defeat of the System Lords at the hands of the Replicators, many Jaffa relocated to Dakkara; settling it as the new homeworld of the Free Jaffa Nation; & the population of Dakkara is slowly increasing with the passing of each year, & may even begin to rival Chulak as time goes by, even when Chulak will always remain the primary world from which many Jaffa originate.
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Jaffa
Jan 28, 2006 3:27:57 GMT -5
Post by Akren Garkos on Jan 28, 2006 3:27:57 GMT -5
Jaffa society is based around a caste structure - rigidly defined with clear definitions of right & wrong. Jaffa must serve the High Council, serve their people & answer whatever calling is asked of them. Jaffa culture has few concepys of individuality. Most capable Jaffa join one of two primary castes : warriors or priests; although with the establishment of the Feee Jaffa Nation, many aspiring Jaffa have taken on a new role - that of diplmats, politicians & traders. Those who do not join one of these afore-mentioned castes may be sickly or otherwise unsuited, living only as simple farmers or peasants. Traditionally, these Jaffa typically would never take a Prim'ta & would have short life expectencies; althoough the new proposial set forth to the Jaffa High Council by the Tok'Ra & the availability of tretonin may help aleviate this problem now the System Lords have been defeated.
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Jaffa
Jan 28, 2006 3:29:28 GMT -5
Post by Akren Garkos on Jan 28, 2006 3:29:28 GMT -5
The caste of the warrior is the most common calling that the Jaffa can answer.The caste of the warrior is the most common calling that the Jaffa can answer. The position holds great prestige in the eyes of most Jaffa & most younf Jaffa aspire to become warriors. Those who seek such positions typically train from birth for the opportunity. To become a warrior one must pass several dangerous rites. Failure frequently means that the Jaffa lacks the requisite skill & will likely die during the process.
When a Jaffa reaches approximately the age of twelve (12) they begin the rite of Prim'ta - the journey into manhood & the implantation of a symbiote. Not all Jaffa are 'worthy' of a Prim'ta & the rite also serves as a selection process to find those whom 'merit' a symbiote. Failure to gain a Prim'ta does not exclude a Jaffa from ever receiving one (especially given their recent agreement with the Tok'Ra), but the rite must be attempted again the next year. If upon reaching full adulthood, the Jaffa has not passed the rite & received their Prim'ta it is unlikely they will ever receive one beyound that point. Such a Jaffa can still lead a productive life as a warrior (there is always tretonin, after all. . .); they simply considered 'lesser' warriors. Considering the vast number of Jaffa formerly in service to the Goa'uuld & the limited number of symbiotes to go around (Goa'uuld, Tok'Ra or otherwise), most Jaffa are simply warriors with no Prim'ta - they carry no symbiotes. The Goa'uuld preferred it this way, reveling in the competition amongst their Jaffa for the right to carry a symbiote. Most front-line troops did not carry a symbiote since the Goa'uuld would not risk their progeny in petty combat.
Jaffa that carry a symbiote find it easier to rise within the ranks. By proving themselves in the rite, these Jaffa have already overcome one barrier in their way to greatness. Warriors can also distinguisg themselves through skill in arms & battle. Victory over another foe, commitment to the last man in name of one's people, or some other great service to the whole can curry favor & earn one much recognition & respect amongst one's peers. Such Jaffa as still exist in service to the Goa'uuld may become elite guards or perhaps even rise to the rank of First or Second Prime; for those Free Jaffa, it can help them ascend the ranks of politics or gain greater respect amongst their fellow Jaffa.
These coveted positions serve directly beneath the Goa'uuld (or in the case of Free Jaffa, amongst it's leadership), commanding (or representing, in the case of Free Jaffa) all Jaffa beneath them. They see to the successful completion of their god's orders & report firsthand the results. Failure is rarely accepted & some Goa'uuld have a distressing habit of going through large numbers of First Primes.
On the other hand, some First Primes become their System Lord's most prized 'possessions', valued for their loyalty & skill. A System Lord may confide secerts to his First Prime that no other would know, grant a great boon to the Jaffa & his family, & possibly even demonstrate gratitude once the Jaffa left his service. Such rewards would be rare considering the Goa'uulds' selfish nature & the dangers the Jaffa must face.
For those Free Jaffa who live life unburdened by their former masters, the chance to represent their fellow Jaffa in a leadership role or in matters or council is highly prized. The ability to help shape their fledgling nation - especially in it's infancy - & make their mark on history is often considered more of an honor than what it would of been to have been made First Prime of a Goa'uuld System Lord. Given the democratic nature of the Free Jaffa Nation, many Jaffa - both men & women - are, it seems, finally able to get their chance.
All Jaffa - bare those born since the Free Jaffa Nation was established following the defeat of the System Lords at the hands of the Replicators (& a few other distinct exceptions, such as Rak'nor) - have the symbol of their god tattooed on their foreheads. First or Second Primes possess special tattoos made by carving the symbol of their forehead & pouring molten metal into the wound.
In battle a Jaffa is expected to be willing to sacrifice his life in the name of his god (or in the case of Free Jaffa, the defense of their people &/or an ideal). Most do in the utter belief that their sacrifice will be rewarded in the afterlife. All Jaffa constantly undergo training to better their skills as warriors. Their primary weapon is the staff weapon - a formidable energy blaster that can also be used for close combat. When training the Jaffa use wooden versions of the staff weapon called bashaak. All warriors also learn to use the zat'nik'tel gun as well as any other modern technology deemed necessary to their duties. This often includes the Stargate as well. Following the fall of the Goa'uuld, many Free Jaffa have taken to learning all they can to better improve their knowledge & aide their fellow Jaffa as the Free Jaffa Nation continues to grow.
Most Jaffa warriors are male, although a few females do rise through the ranks (abliet this is more common amongst those Jaffa of the Free Jaffa Nation than those few still loyal to the Goa'uuld). Female warriors do not give, nor expect, any quarter in battle.
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Jaffa
Jan 28, 2006 3:32:31 GMT -5
Post by Akren Garkos on Jan 28, 2006 3:32:31 GMT -5
Until recently, the caste of the priest / priestess had fallen into disfavour; originally commanding as much respect as that of the warrior, until the escaltion of Goa'uuld conflicts & dissent amongst the ranks of then-still loyal Jaffa caused them to fall from grace. Following the defeat of the System Lords, the priest has since managed to regain some of it's lost stature as they struggle to intergrate themselves into the new social structure of the fledgling Free Jaffa Nation. Until recently, the caste of the priest / priestess had fallen into disfavour; originally commanding as much respect as that of the warrior, until the escaltion of Goa'uuld conflicts & dissent amongst the ranks of then-still loyal Jaffa caused them to fall from grace. Following the defeat of the System Lords, the priest has since managed to regain some of it's lost stature as they struggle to intergrate themselves into the new social structure of the fledgling Free Jaffa Nation.
As their titles imply, the priests & pritestesses see to the religious & spiritual needs of the Jaffa. In the absence of the gods (whether they be the 'false gods' in the form of the Goa'uuld which loyal Jaffa still worship or those higher beings or other such spirits reverenced by Free Jaffa) the priests serve as intermediators & ensure reverence amongst the people. They conduct all public gatherings & rituals in the name of their gods & advise the Jaffa populace on how best to serve their rulers (or, in the case of the Free Jaffa Nation, one another).
Most Jaffa recognize their calling into the ranks of the priesthood at an early age, studying & praying for a sign of acceptance. This sign usually appeara in the rite of of the Prim'ta - a rite nearly indentical to that found amongst the warriors. For the priests the rite must include selection by a symbiote as mark of the god's favor. THus, all clergy are implanted with a Prim'ta in their pouches.
The priesthood is open to both males & feamles - there is no discrimination between the sexes; a female can rise as high in the ranks as a male.
The largest task of the priests during the height of Goa'uuld galactic domination involved the administration of the Prim'ta - the larval Goa'uuld. Priests woulc carry shipments of larval symbiotes through the Stargate to various holy places, caring for the larvae until such time as a worthy Jaffa cab be selected for implantation. The priests would consider this their most holiest of tasks & would see to it with great reverence.
In addition, priests make regular visit to the chaapa'ai (Stargate) for prayer, seeking guidence from the gods. Jaffa consider the holiest of portals through which the gods enter & leave; & even some Free Jaffa still pay homage to it, in reverence to the Ancients whom built the Stargate network. Jaffa religion places one specific god supreme above all others (or in the case of Free Jaffa, reverence for various spirits, their ancestors &/or the Ancients seems to be common), even though they may serve many gods during the course of their lives. By remaining loyal & faithful to one's god they believe they will be assured a place in the afterlife at their god's side.
Finally, the priests administer all holy rittes of the Jaffa - including the Prim'ta (when a larval symbiote is available). Amongst those Jaffa still loyal to the Goa'uuld, the murder of a priest is punishable by death, since their words supposedly echo the wishes of their gods - to go against them is to strike against the Goa'uuld. Amongst Free Jaffa, the penalty is no less sevre, although a fair trail is held first; & sometimes banishment & being branded an outcast is a preferrable method of punishment as oppossed to death (although many Jaffa would rather death than the dishonor & humililation of being branded a kresh'taa).
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Jaffa
Jan 28, 2006 3:33:16 GMT -5
Post by Akren Garkos on Jan 28, 2006 3:33:16 GMT -5
It is possible for a Jaffa to fall from grace & be branded an outcast. Such outcasts - called kresh'taa hold reduced status within the Jaffa community but are shunned in the same manner as a shol'va. Usually one becomes an outcast by some (relatively) minor crime or by association. The declaration of one as shol'va can brand an entire family for generations to come, forcing them to live in the kresh'taa encampments or shanty towns away from civilized Jaffa socity.
An outcast's life is more difficult than normal & they have no luxuries & mat not receive any food or assistence from other Jaffa unless granted by their gods. Even the priests are reluctant to provide service to the kresh'taa, although some will occassionally lend minor aid.
One can arise from the ranks of the outcasts by performing some great deed or service in the name of one's god. In many cases a family will turn over their shol'va relative in order to remove the stigma. Marrying from the ranks of the outcasts is also permitted. Once one takes a new mate & severs all ties with the dishonored ones behind them, one ceases to be kresh'taa.
Warriors whose families are kresh'taa may at some point petition their god for mercy on their family's behalf. If unsuccessful, all children born under the stigma of a kresh'taa are branded as well & will find rising through the ranks almost impossible.
Shol'va Jaffa
Shol'va means 'traitor', denoting the greatest crime that a Jaffa can possibly commit. Those who turn against their gods are so branded in order to quell any possible uprisings. Shol'va executions are often public & painful, & the shol'va must often relinquish all their false beliefs & heresy & beg for forgiveness from their god. A shol'va is stripped of all rights, property & protection - killing a shol'va carries no penalty. In some cases the family of a shol'va may become outcasts as well, although if the family denounces their relative's words & severs all ties they may eventually reclaim soem small measure of status.
Most Jaffa whom become shol'va do so becuase they realise that their god is a fraud. If they see the Goa'uuld for what they truly are - & accept it - then they can become fearsome enemies. With their ideals & philosophy betrayed, they will stop at nothing to destroy the imposter they once served. Convincing a Jaffa of this is no easy task, however. Only a few are open-minded enough to consider the possibility that the great & mighty powers of the Goa'uuld comes from sufficiently advanced technology rather than divine powers.
Following the fall of the System Lords & the defeat of the Goa'uuld at the hands of the Replicators, both kresh'taa & shol'va are far less common than what they would of been during the height of the System Lords' power.
However, a few Jaffa still remain loyal to the Goa'uuld, serving their masters as they always have; content in the belief that once their overlords reclaim the galaxy from, & punish, those traitor Jaffa & their unholy allies that their gods will rule once again, greater than ever before; & that they shall hold a hallowed place next to their gods' sides as they continue to reclaim what was once, & is rightfully, theirs.
Such dellusions & unwaveringly loyalty helps focus those few Jaffa still loyal to the Goa'uuld & their cause : to these loyal fanatics, all Free Jaffa & the like are the worst kind of shol'va - not only have they dared to defy their gods with thought, action, word & deed, they have persumed to try & build a society based on their blasphamous ideals; & shall be punished when the gods retake the galaxy. . . .
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Jaffa
Jan 28, 2006 3:34:13 GMT -5
Post by Akren Garkos on Jan 28, 2006 3:34:13 GMT -5
Jaffa society is incredibly primitive, with only the most basic methods to work metal & stone. Most Jaffa structures provide only rudimentary protection from the elements & Jaffa medicine is almost non-existent. This partly stems from the Jaffa dependency upon the Goa'uuld & Tok'Ra symbiotes to ensure good health; although tretonin has since become a viable option for many Jaffa since the defeat of the System Lords & the drug's intital discovery on the plant Panagar.
Amongst those Jaffa still loyal to the System Lords, reading & writing is outlawed, although many high-ranking priests & warriors may learn such skills later in their careers. For most Jaffa still loyal to the Goa'uuld, such knowledge is forbidden. This helps quell dissent & helps maintain their simple culture & lifestyle.
Most Jaffa live off the land, growing whatever they need to survive or huting if allowed by their gods (although the gods loyal Jaffa worship as oppossed to those the Free Jaffa may reverence are two totally different things). The Jaffa tend to waste very little since they usually receive very little. Only in the cases of the worst famine or drought will a Goa'uuld intervine & provide relief to the Jaffa that serve it - the gods are fickle in their benevolence.
For all their primitive background, however, the Jaffa are exposed to a large amount of high technology. Of course in the eyes pf the average loyal Jaffa the Goa'uuld's devices are akin to magic : great flying palaces in the sky, a ring of water to transport people anywhere, & magical devices that strike out with tremendous power. While the Jaffa understand how to work such devices, they have no knowledge of their true function or how to repair them (something that the Free Jaffa have been working furiously upon since the start of the Rebel Jaffa Resistence movement & which continues as the Free Jaffa Nation continues to grow & evovle over time).
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Jaffa
Jan 28, 2006 3:38:00 GMT -5
Post by Akren Garkos on Jan 28, 2006 3:38:00 GMT -5
Amongst the ranks of Jaffa still loyal to those few Goa'uuld who remain scattered across the galaxy, the only allies that one can rely on is another Jaffa. Even those with a shol'va in their family (a most common occurence since the fall of the System Lords) may find help & compassion amongst other like-minded Jaffa.
Against the Goa'uuld & their like, those shol'va (or Free Jaffa as they prefer to be called nowadays), are the Tauri. Earth's inhabitants have been the subject of myths & legends for thousands of years but their recent incursions against the Goa'uuld over the years has sent a ripple of discontent through the ranks. Over the years, many Jaffa have turned their backs against the false gods & instead joined with the Tauri to claim their freedom.
The growth of the resistence movement continued to swell over the years as a great number of gods fell to the Tauri & their allies in battle, lending credence to the rumors the Goa'uuld were actively trying to desperatly supress. Some of the most noted Jaffa warriors, such as Teal'c & Braa'tac, have stood up against the gods & lived; causing many Jaffa to question their rulers' divinity & wonder why they serve such beings.
With the capture of the Holy World of Dakarra & the subiqent defeat of the System Lords at the hands of the Replicators, thousands of Jaffa have flocked to the aid of those whom they first thought to be shol'va &/or kresh'taa; swelling the ranks of the Free Jaffa Nation & lending their support in helping make those Free Jaffa into a vibrant & strong nation of free, unoppressed peoples whom one day hope to spread throughout the galaxy.
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Jaffa
Feb 4, 2006 0:20:46 GMT -5
Post by Akren Garkos on Feb 4, 2006 0:20:46 GMT -5
The Goa'uuld found their finest hosts in the Jaffa, a race of near-Humans forcibly splintered off of the original Earth strain thousands of years ago. Bred as powerful shock troops & prepared at a young age to act as hosts for larval symbiotes, the Jaffa are remarkably resilient & highly capable warriors; though the priestly caste originally developed on Chulak also offers them a deep spiritual side.
Note that these rules apply to ALL[/u] Jaffa, even those whom have not been implanted with a symbiote.
Jaffa Shared Species Traits[/u]
+2 Constitution, -4 Charisma. Bred as Goa'uuld warriors & defenders, Jaffa are naturally more hardy than many other species, but their training regiment spares little time for social interaction.
Radiation Resistence :[/i] The character gains a +1 Species bonus with Fortitude saves made to resist the ffects of radition. This bonus increases by an additional +1 at 2nd level & for every 2 character levels gained thereafter.
Species Feats : The character may choose level-based feats from the species feat tree (see page 264 of the STARAGTE SG-1 CORE RULEBOOK). In particular, he may choose the Symbiote feat (see page 265) or the Tretonin feat (refer next entry, below). Typically, a character cannot choose feats from the species tree unless he posseses a character option which expressly allows him to do so.
Pay Grade : While working with the SGC, the character is paid as an enlisted solider (see page 283 of the STARGATE SG-1 CORE RULEBOOK). Offworld alin characters are often paid in commensurate non-monetary concessions & favors, & Tok'Ra are often transplanted to Earth while they work with the SGC.
Languages : Goa'uuld is a native language for the character.
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Jaffa
Feb 4, 2006 0:44:27 GMT -5
Post by Akren Garkos on Feb 4, 2006 0:44:27 GMT -5
The following are a list of the most comon Species Feats available to Jaffa in this RPG.
Symbiote[/u]
Some Jaffa host an immature symbiote, creating a symbiosis that grants them great longevity & formidable recuperative powers - but onyl over time, as the bond between host & larva is strengthened. Unfortunately, these benefits come with some siginificant drawbacks. Prerequisites:[/i] Character level 1 & Jaffa only.
Benefit:[/i]
Special:[/i] You may choose this feat multiple times, each time gaining one of the symbiote abilities described above.
Kelno'reem Mastery[/u]
Your kelno'reem trances are deeply restorative
Prerequisites:[/i] Character level 6+, Jaffa, Rapid Healing, Symbiote.
Benefit:[/i] While in a kelno'reem trance (see the Symbiote feat, above), you heal at 5 x your standard rate. Additionally, when you enter a kelno'reem while poisoned (but before the poison's secondary damage onset time expires), you may remain in the trance for a number of minutes equal to the poison's save DC to automatically succeed with the secondary damage save.
Rapid Healing[/u]
Your symbiote's natural healing abilities are significantly augmented.
Prerequisites:[/i] Character level 3+, Goa'uuld or Tok'Ra (or Symbiote feat).
Benefit:[/i] While at rest, your character level is considered to be 4 higher for the purpose of determining your natural healing rate (see page 382). Additionally, you recover from temporary ability damage at 2 x the standard rate.
Tretonin[/u]
You now receive regular doses of tretonin from the SGC, and need no longer rely upon a symbiote to survive.
Prerequisites:[/i] The Symbiote feat.
Benefits: You must take regular does of tretonin to survive. If you go without a tretonin dose for longer than 24 hours, you must make one Fortitude save per hour (DC 10 + 2 per hour he has gone without the tretonin). If you fail one of these saves, your vitality points are immediately reduced to 0 and you lose 1 wound point at the end of each time interval lasting a number of minutes equal to your Constitution, until you are given a does of tretonin or you die.
You automatically gain 7 days’ worth of tretonin at the start of any mission. This does not count against your gear picks or any bundles assigned to the mission. While operating within the confines of the SGC, you are assumed to receive doses of tertonin automatically
Special:[/i] When the Tretonin feat is taken, the Symbiote feat immediately vanishes and you lose all the benefits and drawbacks thereof. It may not be taken again.
You cannot have both the Tretonin feat and the Symbiote feat at the same time under any circumstances. A character with a symbiote who takes tretonin gains no benefits from the drug.
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Jaffa
Feb 4, 2006 0:47:44 GMT -5
Post by Akren Garkos on Feb 4, 2006 0:47:44 GMT -5
The following is a list of common professions, macro-specialities & jobs to which Jaffa aspire.
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Jaffa
Feb 7, 2006 0:48:37 GMT -5
Post by Akren Garkos on Feb 7, 2006 0:48:37 GMT -5
The following are a list of the most comon Species Feats available to Jaffa in this RPG.
Symbiote[/u]
Some Jaffa host an immature symbiote, creating a symbiosis that grants them great longevity & formidable recuperative powers - but onyl over time, as the bond between host & larva is strengthened. Unfortunately, these benefits come with some siginificant drawbacks. Prerequisites:[/i] Character level 1 & Jaffa only.
Benefit:[/i] Once implanted with a symbiote, you cannot survive without it - the larva within your abdominal pouch overrides & takes over your immune system. If the larva is removed, you must make one (1) Fortitude save per hour (DC 10 + 2 per hour yy=ou have gone without the symbiote). If you fail one of these saves, your vatality points are immediately reduced to zero (0) & you loose one (1) wound point. Thereafter, you loose one (1) additional wound point at the end of each time interval lasting a number of minutes equal to your Constitution score, until the symbiote is returned or you die.
Further, once per sessions when you suffer a critical hit, you may spend one (1) action die to cuase the hit to affect the symbiote instead. In this case, you ingore the effects of the critical hit, but the symbiote is injured & goes dormant for a number of hours equal to the damage inflicted inflicted by the critical hit. During this time, you loose all access to the symbiote abilities, as well as all other feat abilities & character options for which the Symbiote feat is a prerequisite (though you must still enter kelno'reem during each 24-hour period as usual - see below).
Additionally, you must enter a kelno'reem trance for at least four (4) per 24-hour period. This requires one full action & a successful Concentration check (DC 15). You must declare the ammount of time you wish to spend in a kelno'reem trance when you suceed with this check. Should you go 24 hours without performing this ritual, you become ill & your Constitution score drops by 2 per day until you perform the ritual for at least eight (8) hours.
You cannot consciously awaken from a kelno'reem trance, though the GM may determine that your awakened when a character speaks directly to you. When this happens, you may make a Concentration check (DC 15) to remain in the trance.
While in a kelno'reem trance, your considered to be flat-footed & blind (see page 378 of the SG SG-1 core RPG book). If a character attempts to attack you, you may make an opposed awareness check against him (see page 392 of the SG SG-1 [core] RPG book), for which you suffer a -4 circumstance penalty. If your attacker succeeds withi this check & you fail, he gains a surprise round against you; contray to the standard combat rules, the reverse is not true - if you succeed with this awareness check & he fails, you gain no surprise round & combat begins as standard.
Whether someone wakes you or attacks you, when you're permaturely roused from your trance (before the declared duration expires), you loose all the trance's healing benefits, if any (i.e.:[/b] you heal per standard rules for the time you spent in the trance). Further, you suffer a -3 circumstance penalty with all attack & skill checks, as well as all saves, for 1d6 rounds.
When you peacefull awaken from a trance (after it's declared duration expires), you suffer a -2 circumstance peanlty with all all attack & skill checks, as well as all saves, for 1d4 rounds.
In exchange for these drawbacks, you gain one (1) of the following symbiote abilities, of your choice :
Immunity to Disease:[/i] You're completely immune to all forms of natural & synthetic disease, except for contagions specifically engineered to affects characters hosting a symbiote.
Long Life:[/i] For the purposes of determining aging effects, you are considered to be 1/3 your current age, rounded down (see page 276 for the SG SG-1 [core] RPG book).
Healing Trance:[/i] While in a klen'reem tance, you heal at 2 x the standard rate.
Shallow Breathing Trance:[/i] You may survive without oxygen for a number of minutes equal to your Constitution score x 4, after which you must only make a Constitution check to avoid suffering damage every 2 rounds instead of every round )see page 432 of the SG SG-1 core RPG book). Further, you may breathe indefinitely when submerged in water to a depth of 50 ft, as the symbiote transfers all the oxygen you require from the surrounding liquid.
Special:[/i] You may choose this feat multiple times, each time gaining one of the symbiote abilities described above.
Kelno'reem Mastery[/u]
Your kelno'reem trances are deeply restorative
Prerequisites:[/i] Character level 6+, Jaffa, Rapid Healing, Symbiote.
Benefit:[/i] While in a kelno'reem trance (see the Symbiote feat, above), you heal at 5 x your standard rate. Additionally, when you enter a kelno'reem while poisoned (but before the poison's secondary damage onset time expires), you may remain in the trance for a number of minutes equal to the poison's save DC to automatically succeed with the secondary damage save.
Rapid Healing[/u]
Your symbiote's natural healing abilities are significantly augmented.
Prerequisites:[/i] Character level 3+, Goa'uuld or Tok'Ra (or Symbiote feat).
Benefit:[/i] While at rest, your character level is considered to be 4 higher for the purpose of determining your natural healing rate (see page 382). Additionally, you recover from temporary ability damage at 2 x the standard rate.
Tretonin[/u]
You now receive regular doses of tretonin from the SGC, and need no longer rely upon a symbiote to survive.
Prerequisites:[/i] The Symbiote feat.
Benefits: You must take regular does of tretonin to survive. If you go without a tretonin dose for longer than 24 hours, you must make one Fortitude save per hour (DC 10 + 2 per hour he has gone without the tretonin). If you fail one of these saves, your vitality points are immediately reduced to 0 and you lose 1 wound point at the end of each time interval lasting a number of minutes equal to your Constitution, until you are given a does of tretonin or you die.
You automatically gain 7 days’ worth of tretonin at the start of any mission. This does not count against your gear picks or any bundles assigned to the mission. While operating within the confines of the SGC, you are assumed to receive doses of tertonin automatically
Special:[/i] When the Tretonin feat is taken, the Symbiote feat immediately vanishes and you lose all the benefits and drawbacks thereof. It may not be taken again.
You cannot have both the Tretonin feat and the Symbiote feat at the same time under any circumstances. A character with a symbiote who takes tretonin gains no benefits from the drug.
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