Grahk

Grahk

Homeworld: Grahk

Homeworld Status:
Fringe World

Colonies:


 

Notable Members of the Grahk
Grahken Raider

History of the Grahk
Like most peoples, the Grahk have evolved socially and advanced technologically over time. Perhaps what sets them apart from others is that with the Grahk, wars were never total wars and large set-piece battles were extremely rare. Instead, most wars were fought with numerous skirmishes and raids over resources. While the wars were less severe, the social and technological advancement of Grahk society was, thus, slow compared to other worlds.

At the point in time that the Grahk had discovered automatic weapons and mechanical vehicles, a delegation of a peaceful Alien race landed on the world and desired a meeting with the largest nation's government. Typical to the Grahk, rather than fear or awe of the aliens' advance culture and technology, they saw it as an opportunity. The Grahk responded that they would like to throw a big celebration in honor of the aliens and declared that the correct protocol was for a fleet of the aliens to visit. The peaceful (and, many would say, naive) aliens fell for the trick. The Grahk captured the small alien fleet and, through, further trickery, learned from them how to operate and maintain the craft.

The new Grahk fleet then flew to the alien world proclaiming their friendship and grattitude. They went about destroying what industry they couldn't steal, telling the aliens that they were better off without it as it merely interfered with their meditations and presented too much material diversion. Everyone was happy. Unfortunately, a few years later, the F'plrara came, destroyed one of the Grahk pirate bands and enslaved the population of the aliens. Since then, the Grahk have maintained a tradition of piracy and are a plague throughout the nearby are of space.

The Grahk are humanoid but tend to be slightly more squat and heavy set. Rather than stand upright, their bodies have been adapted to live in caves and dense jungle. Thus, both their knees and waist are typically bent when in a comfortable posture. Most of their joints have a full range of motion and their lower arms are exceptionally quick.
Area of Operations and Homeworld
Grahk is a slightly higher gravity world with an atmosphere that contains a larger amount of water vapor than usual. Thus, the world is heavily forested throughout and tends to have more precipitation (almost all precipitation is rain). There are twelve major continents and two major oceans.

Grahks are also found in numerous other worlds in small populations. Many of these individuals have emigrated from Grahk to leave the corrupt politics of graft and subsidy. However mixed in at most of these Grahk-towns are numerous people who fence the pirated goods or launder money.

The Grahken Raiders themselves operate throughout a large region of space which includes many Fringe Worlds, the outer third of UCW Quadrant Gamma near the F'plrara border, and roughly half of F'plrara space.

Goals
While the majority of Grahks on Grahk live fairly normal lives (i.e., have regular jobs in industry, commerce, or government), a substantial portion is involved in pirating or distribution of pirated goods. There is no effort for either the Grahk Council or the Grahk population in general to halt or even stifle pirating.
Reputation
Grahken Raiders are a well-known group of pirates that operate out of Grahk and several hidden outposts in the Fringe. It is also thought that they have hidden outposts in both UCW and F'plraran space near the UCW-F'plraran border. F'plraran military ships have 'shoot on first sight' orders as rules for engagement with Grahken Raiders. At least one Grahken Raider outpost is attacked and turned to slag by F'plraran naval ships each year. The UCW military have orders to first save civilians, then disable Grahken Raider craft and try to capture the pirates for rehabilitation.

The Grahken Raiders typically have three classes of 'goods' which they target. Their favorite are spaceships with small crews which the Raiders steal for their own use or sell on the black market (especially popular in lower tech worlds). The Raiders also steal cargoes of high value and low bulk. Finally, when there are easy pickings, they capture sentient beings for sale to the F'plrara as slaves. Different Raider groups specialize in one or more of these targeted goods.

Cost

Inherent Abilities and Unique Equipment

END

Grahk Abilities
10 1) Quick, Nimble Hands: (Total: 11 Active Cost, 10 Real Cost) Lightning Reflexes: +3 DEX to act first with All Actions (5 Active Points); Limited Power Only for Actions Involving Their Hands (-1/4) (Real Cost: 4) plus +2 with Sleight of Hand, Contortionist, and Grab (Real Cost: 6)
2 2) Scramblers, Not Leapers: (Total: 2 Active Cost, 2 Real Cost) Environmental Movement (vs penalties on uneven surfaces) (Real Cost: 2) plus Leaping -2" (-2 Active Points) (Real Cost: -2) plus Running +1" (7" total) (Real Cost: 2) 1
4 3) Very Limber: Double Jointed
Points Disadvantages

Grahk Disadvantages

5

1) Distinctive Features: Squat humanoids (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

10

2) Psychological Limitation: Naive Sentients Must Be Taken Advantage of (Uncommon, Strong)

5

3) Reputation: Race of Pirates and Thieves, 8-