Gith
Aug 9, 2018 0:47:01 GMT -6
Post by Amanojyaku on Aug 9, 2018 0:47:01 GMT -6
The Gith were created in the aftermath of the War of the Monster's Fall, to serve as a race of slaves and livestock for the Mind Flayers. As with all empires, though, the Mind Flayers grew complacent, allowing their creations more and more autonomy, until finally a slave-warrior named Gith took up the blade against them. Gith united the slaves, leading them in guerilla combat and pirate actions across a hundred worlds.
This, though, was not to last. Gith had determined that, so as to never be enslaved again, the slaves would become the slavers, conquering all until none remained to crush them underfoot. Gith's lieutenant, Zerthimon, had other ideas. This betrayal cut a rift among the former slaves; now Gith's followers are known as the Githyanki, "those loyal to Gith," and continue to raid and pillage across the Wheel.
Physical Characteristics
Average Height: 1.2-1.4m
Average Weight: 50-65kg
Languages: Trade, Gith
Common Personality Traits: Brilliant, paranoid, impulsive, intolerant, ambitious
Common Physical Traits: Frail build, grey skin, monochromatic eyes, large head, bionic implants
Example Names: Zim, Tak, Skooge, Gish, Horf
Racial Statistics
Characteristics Bonus: +1 to Intelligence or Willpower
Skill Bonus: +1 to Tech-Use and Pilot
Power: Xenoheretek: Begin play with the Hatred (Mind Flayers) and Mechadendrite Use feats, as well as a set of Mobility Mechadendrites. Mobility Mechadendrites do not count toward the normal limit of how many mechadendrites you can have attached.
Size: 3
Racial Feats
Wolf Among the Sheep [Githyanki]
Githyanki infiltrators are chosen for a less pronounced xenophobic streak and provided with special holo-implants that allow them to pass as a member of another race... or they're just really lucky when it comes to finding berks who'll believe they just have a skin condition. Gain +1k1 on Disguise tests, and you're always treated as the race you're trying to pass as for the purpose of determining the TN.
Space CQC [Gith]
The time-honored art of Space CQC is a secret known only to the Gith, an ancient and noble... oh, who do the greybeards think they're kidding, it's just a trick for getting in close and murdering the living daylights out of someone. You can spend a Hero Point to negate an enemy's attempt to Dodge or Parry your attack in Melee or at Point Blank Range.
Tallest-In-Training [Githyanki, Paragon]
You were strangely cramped before your decanting, and now... now, you could be next in line for Vlaakith's throne! But let's face it, Vlaakith's already dead, and it's not like it's going to step down anytime soon. Gain +1 Size, and for your meritorious height you've been implanted with transmutation rings, allowing you to treat any weapon you hold in your hands as if it were made of silver.
Spider-Gith [Githyanki]
You're quite adept at using the mechadendrite pod you were implanted with. Gain +2k0 on Athletics and Acrobatics tests to climb when using your Mobility Mechadendrites, and you can even use them to flip switches and pick up simple items! A single leg can can be used to press buttons or to hook levers, but can't do much for knobs. You need at least two legs to pick up an item between them... but at least three to move.
Physical Qualities
The Githyanki are an artificially designed race, with very little variation across individuals. They are universally small and lean, with perfect body symmetry. Their skin is unusually smooth, and generally appears in shades of grey, green, and blue. A Githyanki's waifish proportions mean it has an almost disproportionately large head, with equally large eyes (typically a shade of red or purple all the way across), and a pair of long antennae sweeping back from the forehead.
A Githyanki's eyes are incredibly acute, seeing much further and with greater detail than other races on the Wheel. Bulbous eyes can't rotate within their sockets, though; a Githyanki must turn its head in order to keep something in sight, but its greater field of view means it has wider peripheral vision anyway. Githyanki have been known to turn their heads almost 270 degrees in order to keep their eyes on something.
Finally, as an artificial race, the Githyanki are biologically neuter, incapable of breeding. For all their ideals of freedom, they still use the breeding tanks of their former masters, reverse-engineered and now jealously guarded in the few crystal spheres they've laid down roots. Githyanki newts are decanted from the tanks fully developed after six months incubating, and programmed with whatever knowledge they will need for their initial tasks as they're implanted with the pod containing the Mobility Mechadendrites they're so famous for.
Playing a Githyanki
Githyanki are, on the whole, spastic, mad geniuses... they would have to be, to operate, maintain, and reverse-engineer the ships, weapons, and breeding tanks they'd stolen from their former masters. They have a strong tendency to act on their ideas without stopping to think of whether it's a good idea, to assume the cold knowledge programmed into them on decanting is a substitute for hard experience. Which is... not the best idea, when your race's birth rate amounts to once daily.
They are, thankfully, surprisingly tough, with the natural willpower that led to Gith's rebellion aiding in their focus... nothing short of death will stop a Githyanki from achieving its goal, whether that goal is conquering a city or playing chicken with a sea train. They are not, however, complete idiots; the Githyanki are masters of lightning warfare, preferring to fight only as necessary to achieve an objective and then - quite intelligently - bugging the hell out. When only children are smaller than you, you make a point of remembering not to rile up the adults too much.
This is not to say that the Githyank are cowards. Far from it, in fact: For all that a Githyanki might rant and rave about a "rival" (that is, someone who accidentally cut it off in traffic), it takes a coldly logical approach to combat. Guns and armor support are preferable to melee, and it's only logical to cut losses and run when faced with a stronger enemy. Githyank prefer to gang up on key targets, or use artillery strikes as cover while they go for the real objective.
And, of course, a discussion of the Githyanki mindset would not be complete without mention of their... strange criteria for leadership. After thousands of years, the Githyanki still fear their former masters' ire; to that end, when things go south, they instinctively look toward the tallest humanoid present for instruction. Yeah, that's right, berk: The Githyanki choose their leaders based on height. Sodding barmy, the lot of 'em.
However, that courtesy doesn't extend to their estranged cousins, the Githzerai. While a given Githzerai may be taller, a Githyanki would sooner walk into a dragon's maw than take orders from one. If circumstances conspire them to work together, be sure to have popcorn and a pict-recorder at the ready, because the only foe that will prompt them to stop insulting each other is a Mind Flayer.
Githyanki Heroes
Gith was the ideal hero, taller than any of its followers and quite an imposing figure with the phase sword in one hand and a needle gun in the other. Skooge... isn't. A tiny, less than impressive specimen, it was a runt coming out of the tank, and swiftly culled from the main fleet on make-work missions. Not that it minds, anymore... not since the golden presence awoke in the back of its head, advising it to ignore its taller brethren in favor of searching out information about the Syrne.
Long ago, before Vlaakith transcended into lich-hood, it made a pact with an ancient dragon of flame, intending to introduce more strength into the Githyanki genome. Now, centuries later, Ven is the first success of that experiment, decanted with mustard yellow skin and burning orange eyes... and vicious red claws, the first sign of dragon genetics successfully introduced to the breeding tanks.
Horf is... well... according to the medicae, it just shouldn't be. Some remarkably poor sanitization procedures during the vat tending resulted in a newt that was clinically dead on decanting... for about five minutes, anyway. Horf roused and was submitted to programming as normal, but showed a morbid fascination with germ warfare forever after, the sickly, ashen githyanki passing out for long periods at its terminal only to wake hours later mumbling about ninety-nine monks dying of plague. And very recently, Horf vanished, taking with it a Voot Cruiser and some astrographical files related to known Duergar space...