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Post by Akren Garkos on Nov 22, 2005 0:25:08 GMT -5
A parastic race whom once controlled a vast majority of the Milkyway Galaxy, the Goa'uuld are as evil as they are power-hungry; styling themselves gods deserving of worship, praise & adoration. Following the collapse of their Empire after their defeat at the hands of the Replicators, those Goa'uuld whom remain have gone into hiding; plotting & scheming behind the scenes & from the shadows, waiting for the day when they may once again arise to reclaim all that once was, & is, rightfully theirs. . . .
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Post by Akren Garkos on Mar 18, 2006 0:04:29 GMT -5
Prelude to Greatness :[/u]
Prior to the formation of the First Goa'uuld Dynasty - or even an established social structure - the Goa'uuld took several millennia to develop into a species in their own right, overcoming the limitations of their serpent-like physical forms. During this same period life on Earth was slowly developing towards the rise of man.
Historians can easily make the claim that the pains of today rest at the feet of the Ancients; were it not for the Stargate on P3XX-888 - the Goa'uuld homeworld - & the ready supply of technology left behind in their wake, the Goa'uuld would likely have not propagated as rapidly as they did. Limited in numbers & confined to their own planet, the Goa'uuld could eventually evolve into a developed society, guided by morality & self-achievement rather than the hunger for conquest.
Over 50 million years ago : The Ancients travel to the MIlkyway Galaxy from the Alterran Galaxy & settle on Earth (Terra). The create many technological achievements, including the Stargates.
Over 10 million years ago : The Ancients inexplicably begin to disappear, their numbers dwindling at an alarming rate (which scientists now attribute to a plague sweeping through the galaxy at the time), although it appears likely that those whom did not leave on the city-ship of Atlantis to the Pegasus Galaxy eventually ascended to a new plane of existence. The human species ‘re-evolves’, creating the seeds for humans – or Tau’ri - whom would one be discovered by the Goa’uuld. The remnants of the technology of the Ancients stands unused, as a silent tribute to their legacy.
100,000 years ago: On P3X-88, the later stages of evolutionary development appear for the Goa’uuld, leading to sentience. Limited by their physical form, the larval creatures adopt a parasitic relationship with the other forms of indigenous life – including the Unas, the largest predator found on the planet.
On Earth, the first Homo sapiens appear. Their genetic makeup is devoid of any of elements that mark them as related to the Ancients, aside from eventual physical similarities.
75,000 years ago: The primordial Goa’uuld form the basis of a tribal civilization, blending with numerous creatures on P3X-888. The aboriginal Unas are easily enslaved by the intellectually superior parasites, turning the species into a slave race. Eventually nearly all Unas are blended.
73,000 years ago: A number of conflicts erupt amongst the primordial Goa’uuld for what are a limited number of hosts of suitable Unas hosts. Goa’uuld unwilling to blend with common creatures via for access to the Unas, eventually escalating into a bloody conflict with claws & early makeshift weapons. The Goa’uuld population drops drastically.
66,000 years ago: The Unas population begins to thrive again. Unblended Unas are found in remote areas, wary of the parasites. Even in this state, the blended Unas are far superior in every way, having developed a social structure, a functional language (ancient Goa’uuld), & tool use. Larval numbers are artificially limited through cannibalism to control population growth.
42,000 years ago: The Goa’uuld rapidly form a thriving – albeit small - society, helped in fact by their genetic memory. The species genetic memory accelerates their development at a geometric rate. In short order they discover the Stargate & begin the exploration of other worlds to hunt & seek new hosts. Their rapid development & cutting of evolutionary corners dooms the Goa’uuld to a parasitic existence forever accustomed to taking what they desire, with no thought or concern for other species.
28,000 years ago: The discovery of worlds formerly occupied by the Ancients provides the Goa’uuld with a rapid influx of technology. P3X-888 is entirely abandoned save as a breeding ground for Unas hosts, who still in fear under the boot of their parasitical oppressors.
A Goa’uuld leadership is formed from out of the early Unas tribal culture, lead by the Alpha Male, Atok. This leadership would give rise to the first recognized Goa’uuld order, fueled by their impressive physical forms & near-magical technology appropriated from ruins of the Ancients.
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Post by Akren Garkos on Mar 18, 2006 0:09:07 GMT -5
The First Goa'uuld Dynasty :[/u]
Once the Goa’uuld took their first steps beyond the confines of P3X-888, it was only a matter of time before their hunger spurred them on to greater conquests. Now armed with technology beyond their imagination, & with little understanding of the consequences of its use, these invaders were akin to children given powerful weapons.
Even in the early days, the Goa’uuld demonstrated an alarming penchant for turning on one another. They could have easily wiped themselves out were it not for a few key Goa’uuld figures that would rise to claim sovereignty over the others. It was this concentrated leadership that would give birth to the System Lords, &, as their annals would describe it, the First Goa’uuld Dynasty.
22,000 B.C: Petty squabbling among the Goa’uuld eventually gives way to a new leadership headed by Apep, physically superior to the son of Atok, who brutally kills the warlord in public fashion in full view of the other Goa’uuld. Instead of claiming the forces of Atok for his own, Apep divides them equally among the strongest & solicits their stewardship. To his underlords, Apep uses them to secure the peace, ensuring that no one among them becomes to powerful. Mutual destruction awaits any Goa’uuld foolish enough to wage internal war again.
Apep decrees his underlords as his brothers & sisters in rulership, although he remains firmly in control. The underlords – Ra, Nut, Thoth, & their servants, Osiris, Isis & Bastet – pledge their loyalty &, for a time, a single united leadership rules the Goa’uuld.
Thus united, the Goa’uuld sweep through the galaxy like a plague. Their numbers swell & the Unas are nearly wiped out – again too many larval Goa’uuld are bred. In addition, the life of the Goa’uuld is significantly lengthened, creating even more of a population problem. Apep continues the ancient practice of ritual cannibalism.
19,000 BC: A new Goa’uuld rises rapidly through the ranks, his victories too numerous to count : Anubis. Pledging his support to Apep, he is brought into the fold of the underlords, & decreed Lord of the Dead for his ruthlessness. Ever mindful of keeping his enemies close to him, Apep remains wary of the fragile balance currently being maintained. Even amongst his children, Apep sees the greed in their eyes.
18,000 years: With large portions of the Stargate network mapped, vast fleets at their disposal & no sign of the Ancients, the Goa’uuld begin to carve up their spoils amongst themselves. Only a handful of alien species dare to stand against them; each one fails.
The Goa’uuld Thoth is able to create the first rudimentary sarcophagus by reworking technology of the Ancients. The device is primitive & powerful, able to sustain an Unas host for several generations. The device, however, exerts a terrible toll on the larval form of the Goa’uuld, making it dangerous to use. The sarcophagus introduces the mineral naquadah to the larva’s bloodstream & the Goa’uuld queens are unable to prevent its transference to future Goa’uuld larva.
17,800 B.C.: Apep begins to falter as leader of the Goa’uuld, his underlords becoming more & more daring. Tiamat is welcomed in, while others are cast out & destroyed. Apep begins to show signs of madness.
Anubis is found at Apep’s side, becoming the ruler’s most trusted advisor. His original sons & daughters, Ra among them, look on as Anubis is favored unlike no other. Great boons are given to the Lord of the Dead, seemingly for no reason.
17,500 B.C.: Anubis solicits from Apep the secret location of a great cache of Ancient weapons – so powerful they were hidden from the other Goa’uuld for fear they would destroy themselves. Secretly Anubis learns the location by forcibly exposing Apep to Thoth’s device, driving the Goa’uuld further from sanity.
Determined to rule the Goa’uuld & cast aside his ‘royal family’, Anubis makes his bid for power, utilizing a ‘super weapon’ which harnesses enormous amounts of power. Before the other Goa’uuld, he forcibly removes Apep’s symbiote & devours it; declaring himself Emperor. Betrayed, the other Goa’uuld rally in Apep’s name – the first & only noble deed by the species - & band their forces together to defeat Anubis.
The battle rages for only a hundred years, but entire star systems are destroyed & legions of Unas fall in the crossfire. The Goa’uuld themselves are nearly decimated, but eventually defeat Anubis & destroy his forces. Captured, the Lord of the Dead is banished by the remaining symbiotes, trapped forever in torment. . .for now.
17,400 B.C.: Ra institutes himself as ruler of the Goa’uuld, again taking on the leadership structure originally formed by Apep. For his part, Thoth is also banished, although his understudy, Telchak, remains. Bastet is rewarded for her help against Anubis. Osiris & Isis join the ranks of the Goa’uuld underlords as well, & Anubis’ super weapon is dismantled. Ra takes the six crystals that powered the device & divides them amongst the remaining loyal Goa’uuld, knowing that his species’ petty bickering will ensure that the weapon is never used again.
Thus ended the First Goa’uuld Dynasty.
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Post by Akren Garkos on Mar 18, 2006 0:12:08 GMT -5
The Second Goa'uuld Dynasty :[/u]
Where the First Dynasty may be summarized as the Goa’uuld simply using the flat of their blade & overwhelming numbers, the Second Dynasty could be considered the period where they mastered the blade’s edge. With larval numbers growing at a steady rate & the Unas of P3X-888 – their only suitable host thus far – in short supply, the symbiotes pushed the limits of the growth of their species. While numerous worlds still existed for the Goa’uuld to exploit, the short supply of hosts preoccupied the ruling Goa’uuld of this period.
That is, until the discovery of the Tau’ri.
16,000 B.C.: His authority now firmly established, Raappoints a new hierarchy of rulers to aid in the governing of the Goa’uuld. By once again dividing the spoils of several millennia of conquest, Ra creates a cadre of Systems Lords. Membership to the body is by a vote of the existing members & affords many benefits, including access to Unas hosts in order to maintain armies. In this act, Ra creates the power structure that will serve the Goa’uuld through to the present day, & anoints Egeria as his Queen (he would take other queens, such as Hathor, during his long rule).
Joining the tanks of the System Lords are Osiris, Isis, Tiamat, & Yu (a progressive ruler by Goa’uuld standards). Minor underlords include Ba’al, Heru-ur, & Setesh.
14,000 B.C.: Naquadah, the foundation of Goa’uuld & (as some believe) Ancient technology, is discovered in small quantities. Ra petitions the System Lords for a new era of expansion & offers exclusive rights & access to Unas in exchange for naquadah shipments. Their attention diverted, the System Lords begin a race exploration.
13,860 B.C.: The Goa’uuld run afoul of the Asgard, a pacifistic species & one-time allies of the Ancients. Seeing the Goa’uuld for what they truly are, the Asgard immediately declare themselves enemies of the System Lords. The Goa’uuld relish the opportunity to once again flex their muscles, but it soon becomes apparent that the Asgard are more than a match for them. Begrudgingly, the System Lords withdraw to lick their wounds & plot anew. In response to the loss of the gate co-ordinates to the original Goa’uuld Homeworld, an outraged Ra once again calls for stockpiling of naquadah resources & puts an end to the ritual cannibalism of larval Goa’uuld.
9,932 B.C.: Their resources running low, the System Lords launch a daring attack against the Asgard & Furlings – two longstanding allies. The Goa’uuld strike with surprise, & land a crushing blow but in the years that follow, their enemies fight back with a vengeance. The Asgard deal the parasites several major setbacks, but do not press the attack, not fully realizing the danger that the Goa’uuld represent to their galaxy & others. Even so, a number of skirmishes & bloody battles rage for the next several centuries.
9,177 B.C.: Ra, badly injured, flees Asgard pursuers into an alien system. There he finds a lush world inhabited by a large population of primitives that bow to his divinity. This world – Earth – contains a vast number of natives suitable for blending. Transferring his essence to a human host, Ra is infused with new vigor & life. He quickly determines that these humans provide a near-ideal host for the Goa’uuld. Using a Stargate brought with him, Ra claims the world of the Tauri as his own.
In the following years the Tauri quickly enslaved & the System Lords fight amongst themselves for the right to claim slaves for their own. Ra institutes a ritual of stewardship, allowing each System Lord to visit the Tauri world & claim followers, who are then taken to a world of the Goa’uuld’s choice & used as breeding stock. In order to maximize the number of potential slaves, the powers of the Goa’uuld overlords are expanded, placing them in charge of entire breeding worlds such as Chulak. He also divides the Earth by strict geographical lines, ensuring that no Lord encroaches upon another’s territory. A significant number of Goa’uuld rise to power during this time & are chronicled in the mythology of the Tauri.
Ra takes some of his followers to the planet & Abydos, a world rich in naquadah resources. There he uses the Tauri to mine the mineral & restore himself to dominance.
9,080 B.C.: The Goa’uuld use the Tauri as a template to create the ultimate host, one that contains no risk of rejection. By this time the Tauri have been universally adopted as the host of choice. In order to increase the number of successful blendings, a special sub-species is genetically altered with the help of Nirrti & several others; using the world of Dakara on which to conduct & perfect their experiments. These new hosts – the Jaffa – serve as incubators for Goa’uuld larva. In order to ensure their loyalty, the parasite serves as the Jaffa’s immune system & will die without the symbiote.
9,032 B.C.: Telchak perfects the original sarcophagus design created by Thoth for use on humans. The results are more effective than any could believe, providing near immortality to the System Lords. The negative side effects are lessened even further, making repeated use benign to a symbiote. Even the dead can be brought back to life. Telchak hides the original device on Earth but keeps notes in the Book of Thoth.
* 9,002 B.C.: At the coaxing of Setesh (Seth), Osiris & Isis attempt to assassinate Ra; their efforts fail. Ra strips them of their status as System Lords & condemns them to an eternity of suffering. Both are forcibly removed from their hosts & placed in canopic jars. Setesh goes into hiding.
8,721 B.C.: The renegade Anubis returns at the head of a conquered army, promising to eliminate the Asgard in exchange for absolute loyalty. Furious, Ra assembles his own army & rallies several other System Lords to his cause. Most either use the opportunity to turn against Ra & join Anubis or stand on the sidelines, content to see who wins to pledge their support. In the end, Anubis’ return is crushed & he is again cast out of the ranks of the System Lords. But before Ra can successfully destroy his hated foe, Anubis makes his escape – with assistance from within – through a Stargate.
* 8,716 B.C.: Playing on Ra distraction, the System Lord Sokar seizes control of the Earth, transforming it into a vision of hell. He makes clear his plans to depose Ra as supreme System Lord.
* 8,712 B.C.: A furious Ra routs Sokar’s forces on Earth, restoring the status quo. Sokar flees to the stars, & though his power is diminished, he continues to battle against Ra & his followers – particularly Apophis.
* 8,076 B.C.: The Tauri at last learn the truth of their would-be rulers. In a moment when the System Lords are at their most complacent, they overthrow their Jaffa warriors, destroy several on-planet Goa’uuld, & bury the Stargate. While the loss of the Tauri is a great affront to Ra, the continuing battle with the Asgard demands his attention again. With numerous breeding worlds throughout known space available to them, the Goa’uuld are unconcerned with the Tauri & resolve to deal with the problem when it becomes convenient to do so. As time goes on, the Tauri are slowly forgotten.
* 4,006 B.C.: Apophis deals a decisive defeat to Sokar, stabilizing Ra rule. Sokar survives, however, & begins slowly rebuilding his forces.
* 1,036 B.C.: Many SGC scientists place this as the approximate date of the Tauri’s revolt against the System Lords, not 8,076 as other scientists maintain.
1,002 B.C.: After witnessing the stagnation of the Goa’uuld for several millennia & Ra’s singular desire to see the Asgard destroyed, the Goa’uuld Queen Egeria resolves to change the balance of power. To this end she introduces subtle changes into the genetic makeup of her larval symbiotes, instilling a sense of morality & splitting them off from the Goa’uuld genetic memory. As a final affront she secretly names her new children the Tok’Ra : ‘against Ra’.
900 B.C.: Telchak’s tomb on Earth, & secret hiding place of the restorative Ancient technology, creates the fabled Fountain of Youth, providing everlasting life to those that drink from it. The effects are quickly dismissed as fanciful myth by the Tauri.
332 B.C.: Hathor, one of the last remaining Goa’uuld on Earth, is overthrown & sealed in a tomb for all eternity. However, her tomb is equipped with a sarcophagus & Hathor, her tomb is equipped with a sarcophagus & Hathor is able to survive until her revival, several millennia later.
37 B.C. Two key worlds are lost to the Goa’uuld & several key installations are destroyed. At first the Asgard are suspected until it is revealed that a number of rogue Goa’uuld are responsible. Ra convenes an emergency Summit to deal with the situation. There Egeria reveals what has transpired. For her part she is condemned as the Traitor Queen & sentenced to eternal d**nation on Pangar, a forgotten holding of Ra. The System Lords outline several new measures, including control of Goa’uuld queens & naquadah resources.
* These dates are subjective: the events they describe take place as listed, but their exact placement is unclear, contingent upon conflicting evidence regarding the revolt on Earth.
After the revolt of the Tauri, the return of Anubis, & the betrayal of his Queen Egeria, rulership of the Goa’uuld weighed heavily on Ra. The System Lords were scattered & quarreling amongst themselves again, with despised enemies threatening to undo all that they had strived for. Those that sided with Anubis during his most recent coup were singled out by Ra & expelled from the ranks of the System Lords. Several others were lost either through banishment or destruction.
So ended the Second Goa’uuld Dynasty.
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Post by Akren Garkos on Mar 18, 2006 0:13:36 GMT -5
The Third Goa'uuld Dynasty :[/u]
With the power base shifting again, the ‘Golden Age’ of the Goa’uuld found in the Second Dynasty seemed ready to collapse at any moment. The lessons learned by Ra were difficult, & the nature of the Goa’uuld was hard to overcome, even in the face of a single common enemy. Still, maintaining the largest base of power, Ra sought to impose his will upon the new System Lords & regain the control that he once held over ten thousand years ago.
His plan might have succeeded, if it weren’t for the return of one forgotten world & the uprising of an oppressed people against their false god.
12 B.C.: The new ranks of the System Lords are founded: Apophosis, Ba’al, Bastest, Cronus, Kali, Morrigan & Olukun, amongst others. Only Ra & Yu remain from the prior Dynasty, the two cornerstones that have helped keep the Goa’uuld together.
63 A.D.: Following the continued success of the Tok’Ra, the System Lords authorize the creation & training of the ashrak assassins. Rouge Goa’uuld, considered expendable, are used to fill the ranks.
109 A.D.: Strengthened by new membership, the System Lords renew their assault against the Asgard & Tok’Ra. The battles are savage but for the first time, the System Lords make progress against the more advanced Asgard. Their other allies have all but disappeared & there are rumblings of some other threat that has emerged. In the end, a stalemate erupts.
257 A.D.: Fast on the heels of another setback, Ra instigates a new set of precepts, forcing the other System Lords to acquiesce. Formal terms are laid out for the appropriation of Goa’uuld larva, Jaffa warriors, & the division of naquadah resources. The other symbiotes accept these mandates only because of the renewed threat of the Asgard. For a time, the Goa’uuld must learn to work together or suffer the consequences.
Meanwhile, the Tok’Ra continue to spread from within, their plans seeded & long-term in nature. A number of Tok’Ra place themselves close to the ruling body of the System Lords, many as trusted underlings. From here, they manipulate the subtle happenings of the Goa’uuld in relative safety, helping to sow mistrust & ire between rivals as it suits them. In this manner, the Tok’Ra help ensure the continuation of the balance of power amongst all the System Lords.
467 A.D.: The first Goa’uuld accidently finds its way to Kheb – home of the Ancient Oma Desala - & is summarily destroyed. Several legions of Jaffa are sent in retaliation but never return. Kheb is declared off-limits to all Goa’uuld & all Jaffa are required to memorize the address.
* 1976 A.D. - The Goa'uld Quetesh takes a simple village girl, Vala Mal Doran, as host. Quetesh goes on to establish a power base for herself, fighting several battles with rival Goa'uuld; of whom Ba'al seems to be a favourite contender.
1995 A.D.: The Tauri successfully discover the workings of their Stargate. While primitive by Goa’uuld standards, the Tauri still possess ruthless determination & ingenuity. A small team travels to the planet Abydos, stronghold of Ra, & leads a revolt against the Goa’uuld – killing the false god, & dramatically shifting the base of power amongst the System Lords. The Goa’uuld remain unsure what events led to Ra’s death. Most assume he was assassinated by another System Lord, & thus ignore both Abydos & Earth.
In the aftermath, the forces of Ra are swept up by his opportune son, Apophis. While the System Lords were wary of allowing Apophis to join their ranks, his new base of power makes him a force to be reckoned with & the Goa’uuld is welcomed into the ranks. With control of the Jaffa breeding world Chulak, he has the potential to field a great army. What pieces Apophis did not claim the other System Lords scrabble to take for their own. Ra’s breadth of control was vast, leaving entire systems & worlds for the taking. Cronus & Yu benefit the most, although on a number of occasions defeat at a hands of other System Lords makes their gains negligible.
This state of affairs continues for a number of years, the System Lords too busy fighting over the spoils of their former leader to fully appericate what – or who – destroyed him.
1997 A.D.: Apophis, finding a secret cache of Stargate addresses left by Ra, begins a systematic sweep of forgotten worlds, seeking new treasures & hosts to plunder. Their numbers include the world of the Tauri, whose Stargate is now no longer buried. The Tauri, alarmed that the Goa’uuld threat may strike at them without warning, begin their own series of expeditions through the Stargate. Thus begins a short but active period of Goa’uuld history.
Hathor is awakened from her Temple of the Inscriptions, located in Palenque, Mexico & makes her way to the Stargate. There she attempts to form a new Jaffa army but is defeated & flees through the Stargate.
The Tauri find their way to a world controlled by the System Lord Nirrti, who launches a divesting counter-attack aimed at wiping out the Tauri. Shen then lays a trap for them in the form of a small girl, rigged with a bomb, in order to destroy the Tauri Homeworld. In the end, her plan is foiled.
Apophis takes it upon himself to end the threat of the Tauri who, in the short span of one year, have already caused significant trouble to the System Lords. Enlisting the aid of his son, Klorel, he launches an all-out assault against the Tauri from space but is defeated. Licking his wounds, Apophis returns back to Goa’uuld controlled space.
1998 A.D.: On Cimmeria, the System Lord Heru-ur attempts to subjugate a human species protected by the Asgard. The Tauri are able to make contact with the Asgard, whom easily defeat the upstart Goa’uuld. Heru-ur escapes to plot anew.
Apophis, meanwhile, continues his attacks against the Tauri, laying trap after trap for them. In the end, he is unsuccessful, but his Queen bears the forbidden Harsesis child, who may grant him more power than any Goa’uuld in history. The child is kidnapped by Heru-ur, & Apophis declares the rival System Lord his most hated enemy.
The Tauri make contact with the Tok’Ra & Asgard, forging an uneasy alliance that will have severe repercussions for the Goa’uuld in the next several years.
Apophis runs afoul of Sokar, another rival System Lord. Weakened by his conflict with the Tauri, the Serpent God is no match for his foe. In a last act of desperation, he seeks the help of the Tauri but dies while in their custody. Sokar, seeking retribution for his losses at the hands of Apophis’ forces, demands the return of the dead Goa’uuld. The Tauri acquiesce, & Apophis suffers unending torment at the hands of Sokar.
Hathor returns, laying an elaborate plot to capture the Tauri. In the end, her plans are thwarted & Hathor is killed by the upstart humans.
* The Goa'uuld Quetesh is overthrown by the people of Vala Mal Doran's home planet, & is extracted by the Tok'Ra; finally freeing Vala of her torment. Far from welcoming her back with open arms, Vala is spat on & stoned by the people of her village - considered tainted by her time as a host to Quetesh - fleeing her homeworld to make her way in the galaxy at large as a treasure-hunter, thief & con-artist before a fateful meating with Daniel Jackson of SG-1 & the SGC several years later. . .
1999 A.D.: The forgotten Goa’uuld Setesh, otherwise known as Seth, is found hiding on Earth & uncovered. The Tauri kill the Goa’uuld. In the wake of the attack, the Asgard petition on behalf of the Tauri for membership under the Protected Planets Treaty. The System Lords grudgingly accept & a meeting is held on the world of the Tauri, attended by Cronus, Yu & Nirrti. During the meeting, Nirrti attempts to assassinate Cronus but fails. She is taken back to the System Lords in disgrace, & the Goa’uuld ratify the treaty.
At the behest of the Tok’Ra, the Tauri launch a bold plan against Sokar in an attempt to upset the balance of power. On his Homeworld, they unknowingly run afoul of Apophis, who was revived by sarcophus & now acts as Sokar’s sevant. After the destruction of Sokar, Apophis assumes control of his forces & regains power in one fell stoke.
2000 A.D.: The banished System Lord Osiris, is freed from his prison on Earth & escapes in a new host body. Meanwhile, the forces of Apophis & Heru-ur meet to forge an alliance. The Tauri attempt to disrupt the alliance but for naught; Apophis launches an overwhelming assault against his rival & claims victory, further solidifying his power over the System Lords.
Cronus lets his guard down on one of his worlds & is assassinated by the Tauri, bringing an end to one of the more powerful Goa’uuld currently in existence. Another power vacuum erupts & the System Lords scramble to take the spoils.
Apophis learns the location of the Tok’Ra base & plans to deliver a crushing blow that would end the insurgent threat once & for all. The Tauri help the Tok’Ra escape & destroy a large number of Apophis’ ships – until Apophis himself arrives. In the ensuing battle, Replicators take over Apophis’ flagship & destroy it; & Apophis along with it.
2001 A.D.: The rogue Goa’uuld Nirrti continues her experiments to create the perfect host – the hok’tar – but is captured by the Tauri. In exchange for her aid in curing an afflicted girl, Nirrti is set free.
On a long-forgotten planet that ancient tomb of Marduk is discovered, along with the Eye of Tiamat – one of the six pieces of the device Anubis used in his initial bid for power – hidden within. Marduk is revived from his perpetual sleep in a sarcophagus but is eventually destroyed by the Tauri, along with the Eye. . .or so it is believed. Eventually the Eye is reclaimed by Anubis.
The System Lords hold a new Summit to address a growing concern. A new Goa’uuld has risen to power; sending crushing blows to his rivals : Anubis. With the sting of defeat fresh on everyone’s mind, & the way paved open by the destruction of Ra, Anubis is voted back into the ranks of the System Lords. Only Yu has the conviction to stand against the betrayer of the Goa’uuld, fitting since he is one of the last remnants of the prior Dynasty.
Meanwhile, the ranks of the Jaffa exhibit mounting discontent, fueled by the Tauri who seek to disrupt the power of the System Lords. New rebellions emerge & entire legions fight back against their masters, giving the Goa’uuld cause to turn their weapons against their own warriors.
2002 A.D.: Anubis uses his new base of power to demonstrate his ability to rid the Goa’uuld of their most hated enemy, the Tauri. Using newly-discovered Ancients’ technology, Anubis attacks Earth’s Stargate. In the end his attack is narrowly defeated.
The Traitor Queen, Egeria, is found on the world of Pangar, enslaved by the local populace. The Tok’Ra discover her identity almost too late : Egeria is close to death. The Tok’Ra Queen is reunited with her people & is slowly nursed back to health – narrowly avoiding death – but not before helping synthesize an agent that can take the place of a Jaffa’s symbiote, removing their dependency upon the Goa’uuld.
Anubis sends his forces to the planet Abydos, seeking the Eye of Ra. He has already successfully gained possession of the other Eyes, requiring only this last piece to activate his super-weapon. Ultimately Anubis is successful in acquiring the Eye & then destroys a significant portion of the System Lord fleet sent to stop him. He also destroys Abydos utterly.
2003 A.D.: Fresh from success of his conquest, Anubis turns to replish his resources. A daring Tauri attack damages his super-weapon, leveling the playing field. The System Lords continue to oppose Anubis at every turn, & a fleet led by Ba’al destroys his vessel over Kelowna. In the end, Anubis escapes to fight another day.
2004 A.D.: Anubis makes several plays for power as Ba'al leads the assualt on the rogue System Lord, whom enters into a race with the Tauri to find the location of the Lost City of Atlantis; which is believed to be a stockpile of Ancient weapons & technology. Eventually, Anubis launches an all-out assault on Earth but is thwarted by SG-1 & the forces of the Tauri - with some assistance from a drone weapon found in an Ancient outpost in Anartica.
Following Anubis' supposed defeat, Ba'al quickly assumes control of his territories & vast resources - including his army of near-ustoppable Khull Warriors - making it plain his desire to reign over both the galaxy & the other Goa'uuld as the new Supreme System Lord. Meanwhile, Anubis, whom everyone thought defeated, has other plans in mind. . .
2005 A.D.: The Replicators invade the Milkyway Galaxy, laying waste to the System Lords. Their forces decimated, their Empire in ruins, the System Lords & their underlings are routed & summerarily annihilated in the ensuing onslaught. Anubis makes one final play for ultimate power before being stopped by Oma Desala - hopefully for good - locked in eternal battle with the Ancient whom once mistakeningly helped him to Ascend. The Replicators are defeated by the Tauri & the Jaffa retake the Holy World of Dakarra; bringing an end to Goa'uuld galactic domination & a close to the Third - & some would say final - Goa'uuld Dynasty.
2006 A.D. : The Goa'uuld-possessed members of the Trust learn that a terrifying new threat an come from the Pegasus Galaxy : the Wraith. Using their contacts on Earth, they send an undercover operative aboard the Daedalus to eliminate the threat to Earth, the Milkyway Galaxy & the Goa'uuld; but ultimately fail. The Goa'uuld responsible is removed from it's host & the Goa'uuld are left to resume their scheming anew as others, such as the Lucian Alliance, rise to take their place in an ever-changing galaxy. . .
2007 A.D. : The last of the Goa'uuld System Lords, Baahl, schemes & continues to run amuk, causing havoc across the galaxy as he tries to take control of the Free Jaffa, then to establish his own private empire, as well as meddling in Earth affairs (with help from the Trust) as the Orii begin their invasion of the Milkyway. Baahl makes a play for power as he takes Adria, the Orici & leader of the Holy Armies of the Orii, but is captured by the SGC; later dying in an surgical extraction attempt.
2008 A.D. : Baahl makes one final play for ultimate power as he seeks to alter the timeline & change the course of history; but ultimately fails. With his extraction by the Tok'Ra, the reign of the System Lords offically comes to an end.
2009 - 2011 A.D. : A faction of rouge Goa'uuld, led by the Goa'uuld queen Anat, form the collective that will eventually come to call themselves the New Mind. Developing in the years after the fall of the Goa'uuld Empire & collapse of the Third Goa'uul Dynasty, these Goa'uuld & their compatriots favour a more hands-on approach to administering their fledgling empire & favour direct action when fighting their enemies. Forming an alliance called the Praxis with Jaffa still loyal to their cause & the renedage Human group known as OP-CORE; they continue to be a thorn in the side of the SGC, the Tau'ri, & their allies as they seek to estabish a New Order of Goa'uuld reign throoughout the galaxy & beyond. . .
* These dates are subjective: the events therin described take place as listed, but their exact placement is unclear, contingent upon evidence from Vala Mal Doran & her reluctance to speak about her time as host to the Goa'uuld, Quetesh.
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Post by Akren Garkos on Apr 25, 2006 10:29:37 GMT -5
The Future:[/u]
With their defeat at the hands of the Replicators & the collapse of their once-mighty Empire, the Goa’uuld now find themselves at a loss. The galaxy has been freed of their tyrannical oppression & although the System Lords have fallen, there are still Goa’uuld out there; hiding in the dark recesses & corners of the galaxy, waiting for the time when they can once again seize control of the galaxy & reclaim was once & is – at least in their minds – rightfully theirs.
Some Goa'uuld weave themselves into the fabric of the newly-emerging galactic society to scheme & plot anew, some - like the New Mind - taking a more direct, hands-on approach to regaining their former power; whilst still others are content to hide in the forgotten corners of the galaxy, plotting from the sidelines & just waiting to strike when the right circumstances present themselves.
All in all, the Goa’uuld now find themselves in a somewhat precarious position; having lost the power & prestige they have enjoyed for millennia. Forced to endure the shame of lost status, banishment, or worse; they plot & scheme & skulk, ever-present, waiting in the wings for any opportunity that might present itself : a stark reminder that whilst they may have been defeated, they can nonetheless still be a force to be reckoned with, & are here to stay; whether the other races of the galaxy like it, or not. . .
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Post by Akren Garkos on Apr 29, 2006 1:07:15 GMT -5
In truth, the origins of the Goa’uuld & the recently-dethroned System Lords are shadowed in mystery. While their near-immortality & genetic memory passed down from one larval symbiote to the next would seem to preserve their history, the Goa’uuld, in truth, do not measure their greatness by past accomplishments. As such, they speak little of their history or origins. What we do know is collected via first-hand study or inference from any number of sources & myths drawn from dozens of worlds. Together, these pieces help form a picture of the origins of these would-be rulers. Accounts from the Tok’Ra & what little genetic information was passed down by their original queen, Egeria, helps fill in many of the blanks.
Below are the secrets of the Goa’uuld as yet untold : their original Homeworld, lost over the annuals of time; the primordial Goa’uuld that still live there – mere helpless parasites or perhaps a new species ready to rise again; & the original hosts of the Goa’uuld, the terrifying & fearsome (albeit sometimes misunderstood) Unas.
The Goa’uuld Homeworld[/i]
What the Goa’uuld called their homeworld remains a mystery to this day. The common designation, as gathered from the SGC archives, is P3X-888. In many ways it serves as a painful reminder of what can happen regardless of the best of intentions. Surely the Ancients never intended – nor foresaw – the great danger of putting a Stargate there. At that point, the Goa’uuld were slowly-evolving tadpoles in the primordial oceans, no more a threat than similar creatures on Earth. Eventually, however, after the Ancients left the remnants of their civilization behind, the Goa’uuld would rise to become a dangerous force throughout the galaxy.
Now, P3X-888 is a barren world that time forgot. The ecosystem was overworked for several millennia as breeding grounds for larvae & Unas alike, & what little remnants of civilization that existed are long gone. Now the struggling Unas population begins anew, their cultural growth stunted by years of oppression. And larval primordial Goa’uuld still swim in the lakes & streams, threatening to start the cycle anew.
This is the legacy which P3X-888 has left the galaxy.
Terrian
P3X-888 is a temperate world covered in significant portions of water & isolated landmasses rising above the sea level. Vegetation beyond the equatorial belt is sparse & becomes increasingly colder as one moves further north. The sky contains one moon, rarely in view due to its small size & distance from the planet. It has little gravitational effect on the planet, resulting in fairly constant tidal flows across the planets surface. The singular sun of P3X-888, a moderate luminosity main sequence star, heats the oceans of P3X-888, particularly on the southern portion of the planet due to a slightly abnormal axial tilt & rotation. Nearly one-third of the cycle around the sun results in abnormally long days, spanning 20 hours of daylight out of a 26 hour rotation.
There are no outward signs of habitat or civilization here, aside from the Stargate itself. Several millennia of misuse by the Goa’uuld has wiped away whatever remnants of early civilization that existed. In truth, in their Unas hosts the Goa’uuld had little incentive to build any great cities or need for shelter – the blending of symbiote & Unas was such a formidable combination that traditional notions of shelter or protection were irrelevant. After the departure of the Goa’uuld from P3X-888 the remaining Unas, which were so few in number, migrated to the highlands & mountains, relegating themselves to the relative safety found there.
Brief History[/i]
For the first few millennia years of growth of the species of P3X-888 was unremarkable, save for the larval forms that took refuge in the oceans of the planet. Eventually these parasites made their way out of the water, only to be slaughtered by other, more prevalent life forms of the world. Amongst them were the vicious predatory Unas creatures; hulking creatures on all fours with razor-sharp claws & a tough leathery hide. The helpless Goa’uuld larvae made adequate meals.
The Unas, hunters in their own right with a budding social structure, began the basis of a tribal society & surviving off the land. It wasn’t until the eventual confrontation with the primordial Goa’uuld & the possessed Unas that the tribal Unas sought the shelter of the caves.
Eventually the Goa’uuld growth exceeded the ability of the Unas to keep them in check. The symbiotes & their hosts carved out niches of territory, sending the tribal Unas fleeing & establishing a new order on the planet. With no external enemies, Goa’uuld soon turned upon Goa’uuld. Large breeding encampments were formed for the Unas to eventually be taken as hosts. For the most part, these were nothing more than large pits, which served to keep the Unas quarry contained.
After the near-extinction of the Unas, the Goa’uuld departed P3X-888 for other worlds, leaving their primitive brethren to fend for themselves. They eventually forgot the address, leaving their Homeworld untouched ever since. Unfortunately, the damage has already been done. Were it not for the hardy nature of the Unas, the species may have been wiped out. Caves still dot the landscape, the early homes of these forlorn creatures seeking shelter from both the elements & the primordial parasites that still infested the waters. But here & there, larger groups can be seen working ot reclaim their planet from the scourge that once overwhelmed them. It is hoped that this time, the cycle will be different.
Notable Features
The largest mountain range on P3X-888 stands nearly 9,000 meters above sea level, in the northern hemisphere of the planet’s largest landmass. It lies some 100 kilometers from the Stargate, visible even from that distance when the rainstorms subside.
82% of P3X-888 is covered in oceans, leaving the majority of its more notable features submerged. A series of abyssal trenches run along the southern portion of the world, starting from the equator, & slicing across the mantle. These are remnants of a series cataclysmic earthquakes nearly 75 million years ago, where several significant land masses buckled under the tectonic activity & disappeared into the oceans. Now, large ranges dot the floor of the oceans.
Of the plant life that covers the surface of P3X-888, the bulk are coniferous trees. While snow is only common in the upper-most polar regions, frequent rain & mid to low temperatures make the winter season uncomfortably dreary & soggy across the planet.
Stargate
The Stargate stands in a rocky clearing, devoid of tress or plant life. Rocky slopes lead up to a series of trails heading into the underbrush. Ridges to both the east & south form a shallow valley out of the area around the Stargate. It is roughly a half-day’s walk through the surrounding terrain until clearing the valley into more level land. Here a number of small streams & rivers can be found, feeding into neighboring lakes & flowing down from nearby mountain ranges.
Hawkins Lake[/i]
This small, nearly 80 meters across, teams with primordial Goa’uuld. The parasites, swim near the bottom, trying to loosen up small bits of nutrients to absorb. Using their advanced sensory organs, the Goa’uuld sense any unusual disturbances along the surface of the water. . .& the nearby shoreline. Moving up towards the surface, the Goa’uuld can swiftly attack anything near the surface. In some cases, should an animal or creature foolishly drink from the lake directly, the Goa’uuld can enter through the mouth before the creature can react. In some cases, the Goa’uuld must launch itself from the water to attack. It was just such an attack that claimed the lives of two SGC members, Dr. Rothman & Major Hawkins, from whom the lake has been renamed. The local Unas avoid the area, though cunning warriors sometimes capture the parasites for food.
Nayal Kol Caves[/i]
Loosely translated in the language of the Unas, the cave’s name means ‘tribal home’. The large interlocking network represents the current living accommodations of the largest Unas tribe on P3X-888. More than 50 Unas make their homes here, sheltering themselves from the elements & predatory Goa’uuld. Only a member the tribe may, or someone otherwise adopted by the tribe, may enter the network. The flow the caves resulted from centuries of erosion, caused by water flows in the mountain, primarily through rain runoff. Other sections, specifically the main tribal chambers, are actually small pockets of gas that cooled during the formation of the mountain & later seeped to the surface, leaving a hollow area within. Since taking over the caves, the Unas have added a number of refinements, including vents to let smoke escape during the preparation of meals. Fresh water collects in a number of pools, preventing the Unas from having to venture too close to the Goa’uuld-infested rivers & lakes.
Finally, the network of tunnels is easily defendable should a rival Unas tribe attack. While such attacks are much less frequent of late, occasionally the needs of a harsh winter demand an attempt to take that which they need to survive.
Larval Goa’uuld : Gods revealed[/i]
Although by modern standards the current primordial Goa’uuld are simplistic & undeveloped, there exist a number of unusual traits that help distinguish the parasites native to P3X-888.
Frist & foremost, the Homeworld symbiotes are predatory (as opposed to simply parasites, which modern Goa’uuld are). While these Goa’uuld can just as easily take over & blend with another creature, they do so for survival & the instinctive need to feed – not malice. The Goa’uuld of P3X-888 are accustomed to living in water & have few predators to complete against. However, their cannibalistic nature drives them to compete for food. In this case, the primordial Goa’uuld will enter & eat a host from within. The Goa’uuld may not even attempt to blend with the creature, but simply burrow it’s way to the spinal area to devour the spinal fluid & to then move on to the brain matter.
Because of the unique circumstances surrounding the Goa’uuld & the Unas, the primordial Goa’uuld of P3X-888 have a difficult time blending with any creature other than an Unas. The Goa’uuld have developed a nearly specialized genetic blending disposition towards that of the Unas, making any other blending attempt dangerous (the blendings of Dr. Rothman & Major Hawkins during the SGC mission there were, as luck would have it, a rarity). Over time, however, after being exposed to other potential hosts, these Goa’uuld can evolve to accept other hosts more readily.
Also, by virtue of their harsh environment, the gestation period for primordial Goa’uuld is roughly half that of a modern Goa’uuld. Millennia upon millennia have hardened them to adapt to their surroundings without the need for an incubator Jaffa to sustain them. When blended, primordial Goa’uuld still provide all the normal benefits of their species (refer Species Traits & Professions post in this thread).
A primordial Goa’uuld lacks any trace markers of naquadah in it’s genetic makeup – an addition to the modern Goa’uuld that took place after they left P3X-888. Hence, it is impossible to detect a symbiote from P3X-888 through the use of Naquadah Sense or determine if a person has been blended, beyond normal physical means (e.g.: physical trauma of the throat/neck, etc).
While the primordial Goa’uuld lack any real intelligence beyond instinct, they still possess the ability to assimilate & rapidly draw upon information from their hosts. Even after taking two SGC members, the primordial Goa’uuld could still act relatively normally & even communicate verbally, without giving themselves away. Given time, the Goa’uuld could be able to comprehend portions of the memories of the host.
Finally, all Goa’uuld on P3X-888 are derived from female ‘queens’ that reproduce via their mucus birthing sacks. These Goa’uuld lack the sophistication to blend with another creature & alter their genetic code accordingly to breed successfully. As such, the Goa’uuld of P3X-888 lack any genetic memory, beyond that which evolution & instinct has instilled in them.
The First Ones : Unas[/i]
The Unas now serve as a footnote in Goa’uuld history, albeit a lengthy one. They have largely been discarded as the host of choice by the Goa’uuld, their needs dictated by what was available on P3X-888. A few Goa’uuld still favor Unas hosts, mostly those that embrace a physical or confrontational lifestyle. The vanity of many Goa’uuld makes them abhor such a brutish form, & as such they are rarely found in the employ of any System Lords.
The current Unas are adapting after a significant set-back in their evolutionary cycle caused by the Goa’uuld. Only recently has a tribal society emerged, setting the foundation for a cohesive social structure. The use of simply tools & a rudimentary language has marked the Unas as ready to take a major evolutionary step forward at this time. Sadly, on many worlds, Unas still exist in enslavement, in some cases to Human oppressors. Seeded across several worlds, much like the Tauri, the Unas find themselves used as manual labor. Although physically inferior, the evolutionary superiority of the humans puts them in a position to oppress the Unas, even without the oversight of the Goa’uuld.
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Post by Akren Garkos on Apr 29, 2006 22:38:17 GMT -5
Parasite: Without a host, a Goa’uuld is a tiny but dangerous worm-like creature. When in this state, the character should use the following statistics : Goa’uuld Larva, CR (per Character):[/i] SZ Tiny, v/wp; 6/(per Character); Init +4 (+2 species, +2 Dex); Speed 20 ft (swim 15 ft); Def 14 (+2 size, +2 Dex); Atk grapple +4 (only); Face 1 square; Reach same square; SA possession (see below); SQ constrictor (see below); SV Fort +3, Ref +4, Will (per Character); Str 12, Dex 15, Con 12, Int (per Character), Wis (per Character), Cha (per Character); Skills : (per Character) + Balance +8, if not greater as the Character. Feats : as Character. Constrictor: The Goa’uuld larva is experienced at wrapping around an opponent to facilitate it’s entry into his, her or it’s mouth. It makes grapple checks as if Medium-sized. Possession (Moderator regulated): When a Goa’uuld larva pins an opponent, it may attempt to possess them. In order to possess a target, the larva must enter the target’s body. If the target is helpless or willing, this requires only 1 half action; otherwise one of the following conditions must be met in order for the larva to enter its’ target: - When the larva benefits from a surprise round (refer page 355 of the SG SG-1 core rulebook), it may enter any adjacent & flat-footed target with 1 half-action.
- When the larva successfully pins a target during a grapple (see page 364 of the SG SG-1 core rulebook), it may enter any adjacent & flat-footed target with 1 half-action.
Once inside a target, the larva spend 1 full action searching for a suitable position from which to seize control of the nervous system, inflicting 1d4 normal damage directly to the target’s wounds in the process. This process is painful, & immediately wakes the target if he, she or it is sleeping. Once in a suitable position, the larva spends 1 full action trying to subvert the target’s control of their own body & overwhelm the target’s mind. At the end of the round, the target must make a Will save (DC 15 + the Goa’uuld character level). With success, the target retains control for the round, though he is considered to be staggered & must make another check at the end of the following round unless he somehow removes the parasite. With failure, the parasite seizes control of the target’s body. Once in control of the target, the larva manipulates the host’s biological systems, healing wound points lost during its’ invasion at the rate of 1 per round. During this period, the larva also releases minute quantities of naquadah into the host’s bloodstream, granting the host the Goa’uuld species’ radiation resistance for the duration of the parasite’s stay & permanently marking the host as a Goa’uuld host. A blended Goa’uuld possesses the host’s physical abilities (Strength, Dexterity & Constitution), as well as the target’s speed, size, & physical species benefits. It also possesses the Goa’uuld’s mental abilities (Intelligence, Wisdom & Charisma), as well as it’s own species bonuses, feats, saves, & skill ranks (which are modified by the host’s physical ability modifiers when appropriate). The Goa’uuld has the means to kill its’ host at any time by releasing a fatal quantity of its’ naquadah-laced blood into the hosts’ body. This requires 1 half-action, after which the host’s Constitution is immediately reduced by 2. The host’s Constitution is reduced by an additional 2 points at the end of each round until he dies or the parasite chooses to reverse the process (whichever comes first). This process also begins when a parasite is crushed within a host’s body. The parasite can intentionally heal Constitution damage inflicted in his manner at the rate of 1 point per hour. A Goa’uuld larva may only be removed using certain advanced alien sciences – even Asgard medical knowledge is not sufficient to perform this procedure. A risky proposition is to reduce a host’s wound points to -9 (at which point the larva flees), then stabilize the host before it dies. Traditionally, Goa’uuld view hosts with the same sort of casual possessiveness with which humans view clothes. With two exceptions, they don’t go out of their way to acquire particularly outstanding hosts, feeling that their minds – not their shells – give them true power. The first exception – humans, particularly from Earth, who are considered slightly more desirable as hosts for the same reason that humans prefer silk to cotton – they’re more comfortable to wear. The second exception – Goa’uuld are deeply disgusted with the idea of possessing a Jaffa. Abilities: Without a host, a Goa’uuld possesses the statistics of a Goa’uuld larva (refer above). Long Life: The Goa’uuld is effectively immortal, ignoring the effects of aging. Immunity to Disease: The Goa’uuld is completely immune to all forms of natural & synthetic disease, except for contagion specifically engineered to affect Goa’uuld symbiotes. Radiation Resistance: The Goa’uuld gains a +2 species bonus with Fortitude saves made to resist the effects of radiation. This bonus increases by an additional +1 at 2nd level & for every 2 character levels gained thereafter. Inherited Memory: The Goa’uuld gains 4 additional skill points at 1st level, & 1 additional skill point for each level gained thereafter (this species bonus differs from the Tok’Ra inherited memory, representing the Goa’uuld advanced experience with tapping the collected knowledge of countless hosts). Dominated Body: The Goa’uuld allows no input from his host. Only on rare occasions is it possible for the host to momentarily impede the parasite’s will – each time the Goa’uuld suffers an error, an opposing player character may spend 1 action die to force the Goa’uuld to loose his next half-action as the host momentarily struggles against it’s enslavement. Species Feats: The Goa’uuld may choose level-based feats from the species tree (see page 264 of the SG SG-1 core rulebook). Normally, a character may not choose feats from the species tree unless he possesses a character option that expressly allows him to do so. Bonus Feat: Naquadah Sense. All prerequisites for this feat – including minimum skill ranks – are waived for this Character. Languages: Goa’uuld is a native language for the Character.
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Post by Akren Garkos on Apr 30, 2006 3:17:53 GMT -5
Goa'uuld Base Classes:[/u]
The Goa'uuld are far less nuimerous than the races they enslave, & each Goa'uuld introduced to a campaign should be a unique & dangerous individual.
In addition to the standard character options available, the Goa'uuld have their own macro-species (see page 407 of the SG SG-1 core rulebook) & their own class, the ashrak (refer page 416 of the SG SG-1 core rulebook).
Not all Goa'uuld rise (or desire to rise) to the rank of overlord - many hold less domineering positions within the System Lords' domains, becoming ministers, commanders, spies & assassins. With this in mind, the following notes may help Players when creating Goa'uuld characters using the base classes presented in chapter 5 of the SG SG-1 core rulebook :
Explorer: This is not a common class amongst the Goa'uuld, & those whom indulge in 1 or more levels as an explorer tend ot act as spies & gatherers of information & lost lore, or wind up as rogues, unaligned with the System Lords. Goa'uuld explorers are oftne knowledgable about ancient technologies.
Guardian: Goa'uuld guardians tend to be mystical warriors & students of the oldest known fighting traditions. They are also likely to bond more closely with Jaffa under command due to their willingess to join the fray alongside their subordinates.
Pointman: Goa'uuld pointmen are commonly overlords & trusted advisors due the class's leadership skills & ease of customization. While quite capable on their own, these characters are at their finest when backed up by their hordes of slaves.
Scientist: Goa'uuld scientists maintain the System Lords' technology & study the activities of the System Lords' Goa'uuld. Some overlords gain 1 or more levels as a scientist to improve their personal knowledge of the arsenals at their command.
Scout: Goa'uuld scouts are the rarets of the base classes. They are usually encountered as spies who sepcialize in inflitration & manipulating terrain to their advantage.
Solider: Some Goa'uuld become modern weapon masters, skilled with the armor & armaments fielded by their legions. These soliders often possess special standing with their Jaffa generals, & may even hold the rank of Prime within an inclined 's System Lords house.
Goa'uuld Base Classes:[/u]
The Goa'uuld are far less nuimerous than the races they enslave, & each Goa'uuld introduced to a campaign should be a unique & dangerous individual.
In addition to the standard character options available, the Goa'uuld have their own macro-species (see page 407 of the SG SG-1 core rulebook) & their own class, the ashrak (refer page 416 of the SG SG-1 core rulebook).
Not all Goa'uuld rise (or desire to rise) to the rank of overlord - many hold less domineering positions within the System Lords' domains, becoming ministers, commanders, spies & assassins. With this in mind, the following notes may help Players when creating Goa'uuld characters using the base classes presented in chapter 5 of the SG SG-1 core rulebook :
Explorer: This is not a common class amongst the Goa'uuld, & those whom indulge in 1 or more levels as an explorer tend ot act as spies & gatherers of information & lost lore, or wind up as rogues, unaligned with the System Lords. Goa'uuld explorers are oftne knowledgable about ancient technologies.
Guardian: Goa'uuld guardians tend to be mystical warriors & students of the oldest known fighting traditions. They are also likely to bond more closely with Jaffa under command due to their willingess to join the fray alongside their subordinates.
Pointman: Goa'uuld pointmen are commonly overlords & trusted advisors due the class's leadership skills & ease of customization. While quite capable on their own, these characters are at their finest when backed up by their hordes of slaves.
Scientist: Goa'uuld scientists maintain the System Lords' technology & study the activities of the System Lords' Goa'uuld. Some overlords gain 1 or more levels as a scientist to improve their personal knowledge of the arsenals at their command.
Scout: Goa'uuld scouts are the rarets of the base classes. They are usually encountered as spies who sepcialize in inflitration & manipulating terrain to their advantage.
Solider: Some Goa'uuld become modern weapon masters, skilled with the armor & armaments fielded by their legions. These soliders often possess special standing with their Jaffa generals, & may even hold the rank of Prime within an inclined 's System Lords house.
Goa'uuld Speciality Classes:[/i]
Goa’uuld Noble[/u]
Only the craftiest competitor can survive within the System Lords’ complex political arena. Members of the Lords’ court shift allegiances in an instant & betray the weak without hesitation. While each noble’s specific agenda & abilities varies, their thirst for power is omnipresent. When they’re not securing their current status, they always keep an eye on the prize – becoming an overlord themselves. . . .
Special Talents[/i]
+2 Charisma.
Bluff & Innuendo are always class skills for the Goa’uuld. Further, the noble’s threat range with these skills in increased by 1 (e.g.: a threat range of 19 – 20 becomes 18 - 20). This bonus increases by 1 at 5th level & for every 5 levels gained thereafter.
Bonus Feat: Persuasive. All prerequisites for this feat – including minimum skill ranks – are waived.
Goa’uuld Spy [/u]
Goa’uuld spies master a different sort of subtlety – the power to go unseen & unrecognized, even in the camp of hated enemies. Cunning servants & crucial informants, these agents of the System Lords rarely rise to the ultimate seat of power except by the most savage & unexpected of coups; but many are perfectly content to remain the power behind the throne.
Special Talents[/i]
+2 Wisdom.
Disguise & Xeno-Cultures are always class skills for this Goa’uuld. Further, the noble’s threat range with these skills in increased by 1 (e.g.: a threat range of 19 – 20 becomes 18 - 20). This bonus increases by 1 at 5th level & for every 5 levels gained thereafter.
Bonus Feat: Stealthy. All prerequisites for this feat – including minimum skill ranks – are waived.
Goa’uuld Warmaster[/u]
The Goa’uuld prize strength through domination, but those whom thrive master the complexities of strategy as well. Warmasters are the generals of the System Lords’ great courts, whom rise to become overlords themselves through conquest of their master’s enemies, or betrayal.
Special Talents[/i]
+2 Intelligence.
+1 species bonus to damage rolls. This bonus increases by 1 at 5th level & for every 5 levels gained thereafter.
Bonus Feat: Surge of Speed. All prerequisites for this feat – including minimum skill ranks – are waived.
Goa’uuld Queen[/u]
Goa’uuld queens are responsible for the creation of new larvae that are then implanted into Jaffa hosts until they mature. Without queens, the Goa’uuld would eventually die out.
Special Talents[/i]
+2 Charisma.
Bluff & Sense Motive are always class skills for the Goa’uuld. Further, the queen’s threat range with these skills in increased by 1 (e.g.: a threat range of 19 – 20 becomes 18 - 20). This bonus increases by 1 at 5th level & for every 5 levels gained thereafter.
Special Quality: Produce larvae. The Goa’uuld queen can produce large numbers of larvae in a short period of time. To do so, she requires a DNA sample of the race intended as hosts for the larvae. Once she has obtained the sample, the queen joins it with her own DNA to create a brood of 8 – 10 larvae. These larvae must be birthed in a warm liquid environment when they are ready to come forth, approximately 24 hours after the queen joins her DNA with that of the intended host.
Bonus Feat: Persuasive. All prerequisites for this feat – including minimum skill ranks – are waived.
Goa’uuld Schemer[/u]
These Goa’uuld plot their own rise to power via esoteric means, shunning the pure force tactics of their brethren. Some seek the forgotten knowledge of long-dead races, while others twist truths to promote existing rivalries in order to profit from the resulting chaos. Their ultimate goal is the same as any other – personal power. However, they plan to have others bare most of the burden of their rising fortunes.
Special Talents[/i]
+2 Intelligence.
+1 Species bonus with Bluff & Gather Information checks. This bonus increases by an additional +1 at 4th level & for every 4 character levels gained thereafter. Schemers are practices at keeping their motives secret, whilst wresting arcane knowledge necessary for their plans from others.
Bonus Feat: Field Operative. All prerequisites for this feat – including minimum skill ranks – are waived.
Goa’uuld Strongman[/u]
Some Goa’uuld believe so strongly in their own superiority that they work tirelessly to achieve their ascension to power. This begins by simple bullying, for which they develop their personal physical prowess to be able to ward off competitors. Once their power builds, it progresses to threats & sheer overwhelming presence of character, as they become practiced at imposing their will on others.
Special Talents[/i]
+2 Strength.
+1 Species bonus with Intimidate & Sense Motive checks. This bonus increases by an additional +1 at 4th level & for every 4 character levels gained thereafter. Strongmen are used to having to persuade others to do their bidding by show of strength & force of will. They are also practiced at spotting the signs of betrayal early on.
Bonus Feat: Iron Will. All prerequisites for this feat – including minimum skill ranks – are waived.
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Post by Akren Garkos on May 9, 2006 2:47:20 GMT -5
The ashrak are renowned as among the deadliest assassins in the known universe. Trained as precision killers of the highest order & devoted to carrying out the will of the System Lords, ashrak are feared by the Goa’uuld’s enemies & allies alike. Unlike other assassins, ashrak make use of special Goa’uuld technology in the form of the kara kesh – a small ribbon-like weapon worn over the hand & across the fingers – to execute & torment their targets (see page 419 of the SG SG-1 core rulebook for more information about this device). Abilities: Dexterity & Wisdom are the ashrak’s two most useful abilities, the former to facilitate the frequent ranged attacks required by the kara kesh & the latter to support the many skills required to effectively hunt targets. Vitality: 1d10 plus Con modifier per level. Requirements:[/u] To become an ashrak, a character must meet all of the following requirements : Species: Goa’uuld. This class is restricted to Goa’uuld characters & NPC’s, although an inventive player may convince the GM that his player character concept warrants another species being trained in this class (GM permission required). Character level: 5 + Wisdom: 13 + Base Attack Bonus: + 4 or greater. Bluff: 4 + ranks. Search: 8 + ranks. Feats: Track. Class Skills:[/u] The ashrak’s class skills & key abilities are : - Balance (dex)
- Bluff (Cha)
- Climb (Str)
- Concentration (Wis)
- Craft (Int)
- Cultures (Wis)
- Disguise (Cha)
- Escape Artist (Dex)
- Gather Information (Cha)
- Hide (Dex)
- Intimidate (Str or Cha)
- Listen (Wis)
- Move Silently (Dex)
- Profession (Wis)
- Search (Int)
- Sense Motive (Wis)
- Sleight of Hand (Dex)
- Spot (Wis)
- Survival (Wis)
- Swim (Str)
Skill Points at 1st level: (6 + Int modifier) x 4. Skill Points at each additional level: 6 + Int modifier. Class Features:[/u] The following are class features of the sharak. Starting Feats: The ashrak gains the following feats at 1st level : - Armor Group Proficiency (Light)
- Armor Group Proficiency (Medium)
- Armor Group Proficiency (Melee)
- Armor Group Proficiency (Hurled)
Slayer:[/i] Whenever the ashrak spends one action die to increase an attack check made during the first round of combat, he may add the result of that action die to the attack’s damage roll as well. This is the ashrak’s core ability. Hand of Shadow:[/i] The ashrak’s primary weapon is the kara kesh (see page 419 of the SG SG-1 core rulebook for more information). At 1st level, the ashrak gains one kara kesh as part of their personal belongings. Further, whilst armed with the kara kesh, the ashrak may designate one character within 10 ft at the start of each round, against whom he gains a +2 gear bonus with Bluff checks for the duration of the current round. At 5th level, this bonus increases to +6, & at 10th level, this bonus increases to +10. Imperceptible:[/i] The ashrak is a master of blending in with any group or society in order to get closer to their assigned target. At 2nd level, once per session as a free action, he may designate one skill check opposing one of his Bluff or Disguise checks. He must designate this skill check before the target character makes the skill check. The designated skill check’s error range is increased by the ashrak’s class level. Further, if the opposing check results in an error, the ashrak may activate the error as a critical failure without spending an action die. At 7th level, the ashrak may use this ability up to twice per session. The Chosen: The ashrak is never given more than one target to pursue, & is expected to hound that target until the System Lords’ sentence against them is carried out. Beginning at 3rd level, at the start of each session, the ashrak may designated one named character or NPC as his chosen victim. The ashrak gains a +1 competence bonus with all attack & intimidate checks – as well as all uses of the Track feat – targeting his designated victims. This bonus increases by an additional +1 at 5th level & for every 2 class levels gained thereafter (to a total bonus of +3 at 7th level & to +4 at 9th level). Bonus Feat:[/i] At 4th level, the ashrak gains one bonus basic or unarmed combat feat, with the same restrictions. Detect Symbiote:[/i] At 4th level the ashrak learns to use the power of the kara kesh to detect the presence of Goa’uuld or Tok’Ra symbiotes. With a successful ranged touch attack using the weapon, the ashrak learns definitively whether or not the target character or NPC hosts a Goa’uuld larva or symbiote. This use of the kara kesh has a range increment of 5 ft, & may be used over a maximum number of range increments equal to the ashrak’s class level. Mantle of Fear:[/i] At 6th level, the ashrak cultivates a reputation as a highly dangerous hunter, such that other beings are unnerved by his very presence. He gains a competence bonus with all skill checks made as part of a threaten combat action equal to his class level, & the durations of all effects inflicted by a successful threaten action are doubled. For more information on the threaten combat action, please refer to page 377 of the SG SG-1 core rule book. Shroud of Night:[/i] At 8th level, the ashrak may use a kara kesh to render targets unconscious. Whenever the ashrak successfully reduces a target’s wounds using a kara kesh, he may choose to immediately render the target unconscious for 1d6 rounds. Further, the ashrak may target an already unconscious character, forcing that character to remain unconscious even when physically shaken or exposed to loud noises (but not actual damage) for up to 1 hour, as designated by the ashrak when he uses this ability. Spirit Wrack:[/i] At 10th level, the ashrak becomes adept at advanced interrogation techniques. He may make a melee touch attack using the kara kesh that requires 1 full minute of uninterrupted concentration. With success, the target must succeed with a Will save (DC 20) or truthfully answer one question posed by the ashrak. If the target succeeds with this Will save against the same question three times in a row, he becomes permanently immune to this ability.
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