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Post by Akren Garkos on Nov 7, 2005 10:42:03 GMT -5
Though the same species as the Goa'uld, the Tok'ra are a resistance movement who live in voluntary symbiosis with their human hosts -- and thus refuse to be called "Goa'uld" because of their philosophical differences. More than 2,000 years ago a Goa'uld queen, Egeria, realized what true evil the species was and made a decision to turn against the ways of Ra and the System Lords. All her offspring have genetically inherited the same ideals, and the Tok'ra (literally meaning "Against Ra") movement was born. The Tok'ra become easily offended if their symbiotic creatures are referred to as Goa'uld, believing that they are vastly different then their Goa'uld brethren. They have been mercilessly hunted by the System Lords since their formation. The Tok'ra are always on the run, changing the location of their base of operations every few years and operating multiple bases simultaneously. They live in subterranean tunnels they grow from special crystals. Once they arrive on a planet they immediately move underground with these crystals, forging corridors and rooms. This is how they have remained greatly undetected by the System Lords for thousands of years. Often Tok'ra operatives are sent on missions to infiltrate and subvert the plans of the System Lords. Many Tok'ra spies have been implanted in various Goa'uld groups across the galaxy, rarely being discovered. The Tok'ra are governed by the Tok'ra High Council. To keep from being entirely wiped out, there is more than one base of operations -- though one base is typically larger than the smaller cells, functioning essentially as a temporary Tok'ra homeworld. Since SG-1 met the group, they have moved to the desert planet Vorash, then to the forested world of Revanna. When the Goa'uld Zipacna (in the service of Anubis) discovered their location and attacked, the entire base was wiped out -- leaving only those Tok'ra in cell bases and away on missions as survivors. Though the group has sustained many casualties over the years, their determination to wipe the Goa'uld scurge from the face of the galaxy is stronger than ever. Their long-term goal has been to keep the System Lords feuding with one another, so that no one Goa'uld can rise to dominant power. With the development of a symbiote toxin, however, they have begun to act more agressively, hoping to one day exterminate the Goa'uld completely. Having since realized this goal with the fall of the System Lords; the Tok'Ra now hunt down those few remaining Goa'uuld whom escaped the Replicator masacare; intent on riding the galaxy of those Goa'uuld whom remain & bring them to justice, one vile snake-head at a time. . .
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Post by Akren Garkos on Jan 9, 2006 21:53:55 GMT -5
Like a Goa'uuld, a Tok'Ra exists as a symbiote in it's natural form, roughly 12 to 24 inches in length, with color ranging from a mottled white to a dark olive green. Symbiotes resemble snakes, & like the Goa'uuld have a pair of small wings located just behind the eyes. Their mouths are a double-hinged mandible that opens to filter in nutrients. In non-blended form a symbiote is quite vunerable; very few can survive for any great length of time in this natural state. Most thrive in some kind of liquid, such as a lake or other body of water. Because of the small numbers of the Tok'Ra larvae (which is thankfully increasing due to the recent triumphant return of their queen), artifical survival & containment needs must be constructed to ensure the health of the symbiote. A symbiote is fully-sentient & aware, with an instinctive need to bond, or 'blend' with a host. Such blending allows the symbiote to exert control over the host, seeing & experiencing everything that the host does. In the case of the Goa'uuld, such control is absolute - a Goa'uuld never relinquishes control to it's host, instead using him or her as a vessel to house it's vunerable form. The Tok'Ra, however, have a symbiotic relationship with their host, sharing control of their blended form as necessery. Goa'uuld hosts are almost always victims, forced to endure an unspeakable violation. For a Tok'Ra host it is considered an honor to blend with a symbiote & share in it's knowledge, continuing the existence of the species.
Like the Goa'uuld, blending with a Tok'Ra carries tangible benefits. The symbiote infuses its host with an increased metabolism & immune system, providing near total immunity to diseases & toxins. Injuries heal at an amazing rate & the host enjoys a long & healthy lifespan provided they do not perish from unnatural causes. A Tok'Ra symbiote can also voluntarily leave a host if necessery - commonly when a host is dying or no longer wishes to be blended. While the process is not without its dangers; a Tok'Ra would never blend with a host again his will; such an action is an affront to all that the Tok'Ra hold dear.
Like the Goa'uuld, the Tok'Ra prefer humanoids or humans as hosts. Since the Goa'uuld have seeded a great number of the Tauri from Earth amongst the stars, there are a wide variety of potential hosts to be found. The Tok'Ra work to forge alliances with such species, offering to help end their enslavement to the Goa'uuld in exchange for willing hosts.
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Post by Akren Garkos on Jan 9, 2006 21:55:07 GMT -5
To understand the Tok¡¦Ra & how they function as a joined species, one must understand how the blending process differs from the Goa¡¦uuld. The symbiotic relationship of the Tok¡¦Ra & their hosts not only allows the Tok¡¦Ra symbiote to survive, but also serves the best interests of both species. To the Tok¡¦Ra, the life of a host is as important as that of the symbiote.
Blending[/i]
As mentioned earlier, the Tok¡¦Ra never blend with an unwilling host - it goes against all their beliefs & precepts. Instead, a potential host meets with the Tok¡¦Ra & discusses his interest with a symbiote. The Tok¡¦Ra advise the host on the danger of the blending & what the experience is like. - during a blendingthe two personalities merge, & new aspects sometimes combine with the old. It can be somewhat difficult for some hosts to fully acclimate to.
If possible a symbiote will also meet with the potential host. This is only possible in those rare instances when a blended Tok¡¦Ra is dying & requires a new host to survive. The new host can discuss with the current host what the symbiote is like & the symbiote can ask questions of the new host to ascertain if the pairing would be in their best interest. The Tok¡¦Ra, unlike the Goa¡¦uuld, take great care in ensuring that a host & a symbiote can blend successfully - both physically & emotionally.
Tok¡¦Ra symbiotes prefer to enter a host through the mouth & then pass through the soft tissue in the back of the throat to gian acess to the spinal column & the cerebal cortex. There the symbiote attaches itself to the brain stem, intercepting & interfacing with the bio-electrical & nueral signals of the body. From there the host & symbiote become as one, their thoughts, memories & personalities merging together. Even so, after a blending a host & symbiote can still function independently as necessery without ill effect. A symbiote relishes control to it¡¦s host, providing the knowledge & guidence as necessery. When required a symbiote can gain control of it¡¦s host & influence matters or speak directly. In these instances a visual clue often marks when the host & symbiote reliquish control; a pause or lowering of the head. Symbiotes confur with their hosts when doing so & rarely take control without permission.
Tok¡¦Ra symbiotes also prefer to a take a host of the same gender as previous hostsm making the blending process easier. This is not required, however.
Two as One[/i]
Becuase the numbers of Tok¡¦Ra symbiotes are so low (although, as Egeria spawns more Tok¡¦Ra larvae, their numbers are slowly increasing with the passage of time), they place a high value pn successful blendings. To this end, the Tok¡¦Ra take great care in the selection process of potential hosts & the steps to ensurea compatible merging of the two. In most cases the two personalities can function together, each gaining the knoweldge & understanding of each other & the ability to work as one. In some cases, however, a blending can go horribly wrong, leading to delusions or madness...or worse.
Sometimes, a blending must take place during an emergency or when little is known about the host or the symbiote. These types of blendings are inherently dangerous becuase the personalities of the two individuals may not be mutually compatible. Most often the symbiote finds intself unable to deal with the blending & ¡¥shuts out¡¦ the host, taking control & shielding the host from all activies & interaction. In these cases the host becomes an unwilling participant but also remains unaware of the events transpiring. These blendings often result in the symbiote eventually leaving the host, unable to continue in violation of it¡¦s basic nature.Unless a new host is prepared, such incidentsresult in the symbiote¡¦s death. If done in time the host may be left with no ill effects.
Hosts that suffer from any mental instability or problems prior to the blending may find these problems magnified afterwards. The inability to reconcil the different memories & emotions cuases the host to rebel against the symbiote, attemping to silence the ¡¥voices¡¦ that he hears within. For the symbiote this situation is equally as dangerous : it can find itself trapped in the mind of a madman, unable to communicate or reason with the host. Seizing control only makes this situation worse as the host is plunged even deeper into madness. Even if such a blending is terminated, often both the host & the symbiote may be too affected to bend again.
Because of the measures taken to ensure a compatible blending, such traumatic circumstances are fairly rare. Most often the host & symbiote blend smoothly & achieve symbiosis with one another. In time they regard each other as a close & necessery part of their pysche - a constant companion to the other, a voice of reason & a pillar of strength.
Against the Goa'uuld[/i]
More than anytinhg the Tok¡¦Ra live to fight against the Goa¡¦uuld, considering their sister species evil parasites that desire conquest & domination above all else. To this end the Tok¡¦Ra have fought the Goa¡¦uuld for two millenia, using subterfuge & stealth to achieve what sheer numbers cannot. The lack of any real military might makes the Tok¡¦Ra vunerable to the massive forces that the Goa¡¦uuld & their ilk can bring to bear.
Everything that the Goa¡¦uuld stand for is an affront to the Tok¡¦Ra way of life. Where the Goa¡¦uuld respect no life, the Tok¡¦Ra value the life of a host above their own. Where the Goa¡¦uuld see nothing but conquest & the desire for power, the Tok¡¦Ra value the individual & the great potential that a blending of two minds - & species - offers. Where there were two, a blending makes both better as one.
The Tok¡¦Ra repsect for life has limited their efforts against the Goa¡¦uuld. They often refuse to sacrifice the lives of the innocent, which prevents them from striking back in large numbers. Recently, the Tok¡¦Ra have been forced to admit that their tactics, while laudible, have done little to stem the growing Goa¡¦uuld aggression. As such, they now reluctantly take the lives of others in service to the Goa¡¦uuld (such as the Jaffa), although in many cases they attempt to save as many as possible.
Spies within the ranks of the Goa¡¦uuld are common - the Tok¡¦Rs can often fill the role of an underlord beneath the System Lords, learning valuable tactical information as to the strength of their enemies. The Tok¡¦Ra rely on the System Lords¡¦ penchant for infighting to pit one against the other. While does not necessarily make any great progress, it does keep them busy amongst themselves & help maintain the status quo. The alliance with the Tauri has also led to several great victories in the past.
Now that the System Lords have finally fallen from grace, the Tok¡¦Ra find themselves at a loss; their ultimate goal forefilled, the Goa¡¦uuld defeated, scattered & broken. As they continue to hunt down the surviving Goa¡¦uuld across the galaxy & weed out any survivors of the System Lords¡¦ mascare at the hands of the Replicators; they attempt to adjust to life in a more interesting & ever-changing universe. Finally free of the opression of their vile sister species, the Tok¡¦Ra can finally start to look to the future; confident in the knowledge that, although their is still much left to do, the galaxy is at last free of Goa¡¦uuld control once & for all (or so it would seem). . .
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Post by Akren Garkos on Jan 9, 2006 21:55:31 GMT -5
Eventually, SG-1 stumbles across Egeria on the planet Pangar; whose inhabitants were using her offspring to create a drug called tretonin. Egeria is soon freed, one of the Tok¡¦ra sacrificing their lives so that she could live. Although she originally died, SG-1¡¦s tampering with the timeline has created a ripple-effect, distorting time & changing the fabric of events in many subtle ways; one of which meant that Egeria did indeed live. She now enjoys pride of place amongst the Tok¡¦ra, & is busy attending to matters with the High Council; in addition to spawning more offspring, to replenish the Tok¡¦ra ranks & replace those valiant Tok¡¦ra whom have lost their lives in service to their cause.
Following the defeat of the Goa¡¦uuld, the Tok¡¦ra have approached the Free Jaffa Nation; hoping to organize a mutually beneficial alliance whereby the Jaffa help incubate & protect young Tok¡¦ra symbiotes until a suitable host can be found to take them, in effect, the two species literally going into battle together against their common enemies. However, many Jaffa now have the option of taking tretonin, freeing them of their dependence on symbiotes to survive, & those whom can neither carry a symbiote or are incompatible with tretonin feel that they are simply replacing one set of masters with another. In the wake of the fall of the Goa¡¦uuld, the collapse of their Empire & the defeat of the Replicators, the Tok¡¦ra find themselves at a loss; their ultimate goal finally forefilled, trying to find a place for themselves in a galaxy no longer dominated by the Goa¡¦uuld. . . .
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Post by Akren Garkos on Jan 9, 2006 21:56:54 GMT -5
The Tok¡¦ra language is based on a derivative of Goa¡¦uuld, & involves a complex system of writing & spoken words, which together, form the basis of the Tok¡¦ra¡¦s written & spoken system of communication
Lo¡¦tar - A Goa¡¦uuld¡¦s most trusted Human servant. Lo¡¦tars enjoy special privileges as the favored slaves of their masters; & are also kept on hand should a Goa¡¦uuld¡¦s current host be killed or otherwise become uninhabitable. Kel¡¦Ma - Sanctuary. Kree - A generic term used to get one¡¦s attention; the meaning of which can alter, depending on the context used. Generally speaking, this term can be used to mean ¡§Hurry!¡¨, ¡§Listen up!¡¨, ¡§Pay attention!¡¨, etc. Queen Mother - A revered term used by the Tok¡¦ra when referring to their beloved queen Egeria, the mother of all Tok¡¦ra & founder of their resistance movement. Sho¡¦va - Traitor. Unas - The name given to the first hosts of the Goa¡¦uuld (literally meaning ¡¥First¡¦ or ¡¥First Ones¡¦).
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Post by Akren Garkos on Jan 9, 2006 21:57:12 GMT -5
The Tok¡¦ra are a co-operative society, .
Tok¡¦ra High Council - Comprised of the leading members of the Tok¡¦ra resistance movement (atypically those older Tok¡¦ra whom have had more experience than their younger counterparts), the Tok¡¦ra High Council consists of eight (8) members; 7 Consuls & 1 High Consul, whom heads the Council as it¡¦s nominal leader. Members of the High Council are elected, with the High Councilor being elected from those Tok¡¦ra whom currently serve, or whom have served, on the High Council. Following Egeria¡¦s triumphant return to the Tok¡¦ra, she has taken the place of Supreme High Councilor.
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Post by Akren Garkos on Jan 9, 2006 22:01:31 GMT -5
The Tok¡¦ra do not have a religion per say, but they do have a spiritual belief system, which centres around an almost goddess-like worship of their queen, Egeria. All Tok¡¦ra carry her genetic memory, & are at least somewhat aware of what she has suffered through; by first breaking away from her fellow Goa¡¦uuld, her capture, torture & confinement in status by Ra, & her ordeal (ableit unintentional) at the hands of the Pangarians. Her host, Gewthyn, is also greatly honoured & reveered; both for serving as Egeria¡¦s current host (something considered a great honour), & of the sacrifice of her previous symbiote, Kelmaa, voluntarily ending it¡¦s own life to save Egeria¡¦s own.
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Post by Akren Garkos on Jan 9, 2006 22:01:55 GMT -5
The Tok¡¦ra use the same technology as the Goa¡¦uuld, for, as spies & inflitrators, any technology other than their own is virtually useless to them. There are a few exceptions, however, the specifics of which are mentioned here.
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Post by Akren Garkos on Jan 9, 2006 22:04:50 GMT -5
The original homeworld of both the Unas & the Goa¡'uuld (& thus, the Tok'ra), planet P3X-888, is home to small tribes of Unas & primitive Goa'uuld symbiotes; whom stalk the murky lakes & rives of their world, laying in wait to possess unsuspecting Unas whom venture too near the water's edge. SGC Designation: P3X-888 Official Name: Unknown. Stargate Co-ordinates:[/img][/center] Until the demise of the Goa'uuld & the Orii, the Tok'Ra had no official homeworld to call their own - too many years spent underground & on the run have taught them the values of patience & caution. Since that time, they have concentrated on replenishing their numbers, & finding & bringing to justice the remaining Goa'uuld whom escaped the Replicator masacre; establishing a new homeworld on P3X-499. The extraction of Ba'al, the Last of the Goa'uuld System Lords, marks a major turning point not only for the galaxy at large, but also for the Tok'Ra; their dreams of defeating the System Lords finally realized at last. . . SGC Designation: P3X-499. Official Name: Tok'Ra Homeworld. Stargate Co-ordinates:
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Post by Akren Garkos on Jan 9, 2006 22:05:19 GMT -5
Shared Species Traits[/u]
+2 Intelligence, -2 Charisma. The Tok'Ra possess vast knowledge of science & technology, but are still negatively associated with the Goa'uuld.
Long Life :[/i] For the purposes of determining aging effects, you're considered to be half your current age; rounded down.
Immunity to Disease :[/i] The character is completely immune to all forms of natural & synthetic disease, except for contagions engineered to effect Tok'Ra. 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.
Inherited Memory :[/i] The character gains a +2 species bonus with inspiration checks. This bonus increases by an additional +1 at 2nd level & for every 2 character levels gained thereafter.
Symbiotic Blending :[/i] The character receives 4 extra skill points at 1st level & 1 additional skill point for every character level gained thereafter. The 4 extra skill points gained at 1st level are counted as a bonus after the character's starting skill points are calcuated; they are not included in the skill points multiplied by 4 (See the Players Handbook for more information).
Shared Body :[/i] Only one personality - either that of the Tok'Ra symbiote or it's host - may make use of the host body at any given time. During character creation, the player must determine which of these two personalities he controls; the GM controls the other. When the character disagreees with other personality about a course of action, he may make a Concentration check (DC 10) to force the issue. With success, the action is taken without pause; otherwise the character loses 1 half action to confusion & may not attempt the same acti9on during the current combat round (thouggh he may attempt it again during the following round, using the same process). Swapping between personalities requires 1 free action.
Species Feats :[/i] The character may choose level-based feats from the species feat tree (see page 264 of the STARAGTE SG-1 CORE RULEBOOK). 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 :[/i] While working with the SGC, the character may choose to be paid as an officer or 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.
Bonus Feat:[/i] Naquadah Sense. All prerquisites for this feat - including minimum skill ranks - are waived for this character.
Languages :[/i] Goa'uuld is a native language for the character.
Tok'Ra High Commander[/u]
Tok'Ra High Commanders are the species' chosen leadership & finest tacticians, & frequently act as diplomats during negotiations with the species' allies, such as the SGC. they always think strategically & are usually several moves ahead of the current strategy.
Special Talents
+2 Wisdom.
+1 species bonus with Diplomacy & Sense Motive checks. This bonus increases by an additional +1 at 4th level & for every 4 character levels thereafter. TTok'Ra High Commanders are highly qaulified as mediators & threat assessors.
Bonus Feat :[/i] Charmer.
Tok'Ra Undercover Operative[/u]
Thbe Tok'Ra's racial link to the Goa'uuld simplifies the process of espionage, inflitration, & sabotage, making the race's undercover operatives one of it's most valuable assests in it's prolonged campaign against the System Lords' vastly superior forces. These valiant - often foolish-hardily devoted - foot soliders are placed deeply within the Goa'uuld's inner-most circles, though many who have made it to the enemy's right hand find it difficult to get their treasured intelligence back to the High Council.
Special Talents
+1 species bonus with Bluff & Surveillence checks. This bonus increases by an additional +1 at 4th level & for every 4 character levels thereafter.
+2 species bonus with Bureaucracy & Gather Information checks when dealing with Goa'uuld characctrs & their subordinates. This bonus increases by an additional +1 at 2nd level & for every 2 character levels gained thereafter.
Bonus Feat :[/i] Traceless. All prerequisites for this feat are waived.
Tok'Ra Warrior[/u]
Without the Goa'uuld-dominated Jaffa at their disposal, the Tok'Ra must assume the responsibility of fighting for their own cause. Their warriors train extensively in the use of Goa'uuld weaponry & serve as backup support for Tok'Ra field agents & as gaurds at Tok'Ra installations.
Special Talents
+2 Dexterity.
+1 species bonus with ranged checks made using any Goa'uuld weapon. This bonus increases by an additional +1 at 4th level & for every 4 character levels thereafter.
Bonus Feat :[/i] Point Blank Shot. All prerequisites for this feat are waived.
Tok'Ra Courier[/u]
Half diplomat, half operative, these Tok'Ra strike the balance that the stay-at-home Councilors & the deep cover agents can't risk. They are the ones whom take news of the Councils decisions out of the bases & into the feild. They return what information their contacts can & aliies, such as the SGC, have uncovered. Without the time to develop intricate background stories on each assignment, they rely on pre-existing covers & their own ingenunity to see them through the ranks of the Goa'uuld & their like.
Special Talents
+2 Charisma.
+1 species bonus with Cryptography & Innuendo checks. This bonus increases by an additional +1 at 4th level & for every 4 character levels thereafter. Though couriers do not generally gather the information they deliver, they must be experts at transmitting & receiving it under the most rigorous security conditions.
Bonus Feat :[/i] Flawless Identity. All prerequisites for this feat are waived.
Tok'Ra Sentry[/u]
The Tok'Ra maintain their existence through secrecy. They know, however, that any mechanical means of detecting their enemies can be overcome, or wrose, confirm their enemies suspicions about an otherwise desolate world. These Tok'Ra maintain a vigilant watch over possible avenues of attack, supplementing the technological means available to them. They are amongst the first to arrive on a new Tok'Ra homeworld, securing the perimeter as the tunnels are formed. They are also the last to leave, carrying off all vital equipment & supplies possible under the tighest of time constraints.
Special Talents
+2 Constitution.
+1 species bonus with Hide & Survival checks. This bonus increases by an additional +1 at 4th level & for every 4 character levels thereafter. Sentries sometimes are required to sped days on the surface of the barren worlds on which the Tok'Ra set their bases, looking for the first signs of trouble from the skies or the Stargate.
Bonus Feat :[/i] Endurence. All prerequisites for this feat are waived.
Tok'Ra Technician[/u]
These Tok'Ra are primarily responsible for the creation & 'vanishing' of the crystalline tunnels that the Tok'Ra call home. They are also the ones keeping the Tok'Ra equipped. In addition to researching ways to improve existing Tok'Ra devices, these Tok'Ra evaluate (despite the claims of their leaders) alien technologies that could benefit against the struggle in the Goa'uuld & their like.
Special Talents
+2 wisdom.
+1 species bonus with Computer & Mechanics checks. This bonus increases by an additional +1 at 4th level & for every 4 character levels thereafter.
Bonus Feat :[/i] Advanced Technology. All prerequisites for this feat are waived.
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