Homebrew Yautja Species Details
History and Contacts with other races:
Capable for living for up to a thousand years, this race of extra terrestrials are one of the oldest of sentient species in the known universe. Utilizing both traditional martial weaponry, as well as advanced technology, they are known for being exceptionally skilled hunters. Historically, they have been the sources of many tales amongst the various species they hunt, humans included, though the true nature of their existence remains a mystery to most. Given their reputation for taking the skulls of warriors, as well as skinning other warriors, they are greatly feared across the galaxy. However, in recent history, knowledge of their existence has become more readily available, albeit only in the hands of world leaders scientists, as well as the few who have had the skill, as well as luck, to survive, and sometimes even kill, one of these creatures.
Clans:
Groups of Hunters tend to live in large Clans. How many of these Clans exist is still uncertain, though they all adhere to the same Honor Code, and are largely Civil with one another. Clans can range from a small hunting party of only a few individuals, to a fighting force of hundreds.
However, solitary, highly skilled Hunters do exist, they are often incredibly rare.
Spacecraft:
Large Clans live in large Motherships, often led by a Clan Elder. Containing up to hundreds of individuals, these ships serve as a training facility, living quarters, weapon/gear work shops, intel centers, a medical bay, as well as a trophy room. There are also holding facilities for captured prey, as well as Bad Bloods. Motherships can deploy single use Drop Pods, as well as deploy Scout Ships.
Drop Pods are single use methods of transportation; enabling a hunter to enter a planet's atmosphere safely and securely. Once a Hunter has left a drop pod, it will be initiate a self destruct sequence that consists of the device falling to pieces, rendering it inoperable.
Scout Ships are short range methods of transportation, used primarily for small Hunting Parties. They are primarily designed to be deployed in close proximity to a planet, being unfit for extended journeys, though a skilled engineer can make such modifications. Scout Ships usually contain a trophy room, a small holding facility, a weapons/gear worshop, as well as a med bay, though little to no living quarters.
Pecking Order:
There is a distinct ranking system in Yautja Society, a "pure meritoracy" if you will. A Yautja proves themselves worthy by their capability as a Hunter; to make trophies of the most dangerous prey.
Elder: Clan Leader, a Hunter that is centuries old, one who has many successful hunts under his belt and the trophies to prove it. A battle scarred veteran who is content to be a leader and mentor to the rest of his clan.
Elites: Skilled Hunters and strict enforcers of the Code. Highly dangerous, and will often specialize in Hunting specific prey, teaching their methods to younger hunters. Will be dispatched to perform "clean up duty" when a hunt ends in an otherwise compromising disaster, as well as actively hunt down Bad Bloods.
Pack Leader: A seasoned Hunter who has volunteered to train aspiring young hunters. Often a skilled hunter who a good collection of trophies.
Blooded: Hunters who have passed their rite of passage, such as having slain an exceptionally dangerous life form in single combat. Considered adults/true hunters in the eyes of their clan, and have earned the right to display their trophies in a trophy room.
Youngbloods: Young Hunters who have proven themselves capable hunters against dangerous prey, though have yet to prove themselves as adults/true hunters. Are not permitted, nor trained, to use energy weapons such a plasma casters. They can display trophies on their person, though not in a trophy room.
Unblooded: Young Hunters who have yet to prove themselves in combat; being yet to kill any prey species. Are not permitted to, nor trained, use energy weapons such as plasma casters. Once they claim their first trophy, they can display it on their person, though not in a trophy room.
Appearance and Physiology:
Typically standing at an average of over 7 feet tall, they possess long, dreadlock like appendages in lieu of hair, as well as tough, scale covered skin. Their blood is that of a Bio Luminscent Green. They could be classified as repto mammals.
Their faces, which are often concealed behind their signature Bio-Masks, have a small mouth of pointed teeth, flanked by four, sharp mandibles, in addition to a set of two, round pupiled eyes, often with yellow cornea. These mandibles seem to play a large part in their language, which largely consisted of a series of clicks, grunts, growls, and other vocal pitches.
Yautja Traits
AthleticNatural Weapon(Mandibles)
Target needs to be within two feet of You, or when the You, or the target, is being grappled. Roll a 1d4+STR for piercing damage. This act takes up one turn, and leaves the you distracted (prone) til next turn.
There is a risk of being exposed to diseases for the , as well as leaves you open to attack.
Yautja Vision
Darkvision with a range of up to 60 feet.
You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Can’t discern color in darkness, only shades of gray.
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Ability Score Increases
Your Strength score increases by 1, and your Dexterity score increases by 2.
Age
You have longer lifespans than humans. Reaching maturity roughly the same age as humans, you could potentially for centuries, if your skills as s hunter keep you alive long enough. However, your clan elders don't typically live longer than a 1000 years.
The Hunter's Code
The Code is as follows:
- Code Violations: Those who break the code are Bad Bloods, and are considered an insult to Yautja culture. They are to be destroyed when encountered.
- Hunting Intelligent Species: According to War, there are strict rules concerning the hunting of intelligent species. Those who are not blooded cannot do this at all. However, some hunters wants these laws overturned.
- Hunting Worthy Game: When hunting, the hunter must be sure that his prey is considered game and lawful to kill. Worthy game must fill the following criteria: Can defend itself and/or is able to kill the hunter himself, of age (killing children and the elderly is considered highly dishonorable), not linked to other lives (so that removing the prey will not doom another, e.g. pregnant women), and not weakened by diseases. This excludes self-defence.
- Equalize the odds: Killing prey when using less equipment is considered a greater prize, and hunters should typically give their prey a fighting chance for honor's sake. If the prey demands close-combat, the hunter is to fight to their prey's standards, and should minimize use of their Plasmacaster or other projectile weapons.
- Failing in the Hunt and being shown Mercy: Should the hunter fail in one's quest, he should take his own life to retain his honor than to live in shame. However, some cowards prefer to live in obscurity rather than die. This is considered to be dishonorable and suicide is then "assisted" by an Enforcer. Those that defeated you in a fair hunt, or who are the victors in a deadlier hunt, should be considered an equal and must be shown respect.
- Claiming the Kill of Another Hunter: To take the Trophy of another Yautja, living or dead, is considered to be a great insult. For example, two Un-Blooded go on their first Hunt: one Yautja takes on a Xenomorph, and both are mortally wounded. While the wounded hunter is dying, the other hunter conveniently finishes off the prey and claims the kill as his own, abandoning the wounded Yautja. This is a crime that can be paid for with abandonment, or death.
- Murder of Another Yautja: To kill another Yautja intentionally holds severe consequences. This excludes self-defence and killing an opponent in a fight to settle a dispute. Murder is the worst crime.
- Never harm the innocent: Those who have done no harm should have no harm done to them. (It can be inferred that this rule must pertain only to harming other Yautja in their society since they hunt and kill members of many species one could call "innocent". It can also be inferred that Bad Blood Predators would ignore this rule either in part or in whole.)
- Hunting for Food: When hunting for food, take only the weak. This is to purify the species' line.
- Wounded Game: When coming upon game wounded by another hunter, and the prey is dying without sport, show honor to another's kill. If the game still shows sport, it is to be a joint trophy.
- Joining Another Hunt: Do not join another's Hunt, or Hunt in their territory, without their permission. All trophies taken in this manner are stolen trophies and shall be dealt with by the rightful owner.
- When in a duel with an enemy, you must reveal yourself.
- Weapons of Warfare: Weapons of Warfare like the Blazer and Electroshock Missile Battery are strictly forbidden in hunts or even by use of non-Military Caste hunters. They are considered too destructive to constitute a hunting weapon.
Size.
Medium Sized.
Speed.
Your base movement speed is 35 feet.
Simple and Martial Weaponry Proficiency
You are proficient in your choice of two of the following skills: Nature, Perception, Stealth, and Survival. You also have proficiency with simple and martial weaponry.
Mimicry
You can mimic voices you have heard. A creature that hears the voices you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Languages
You can read and write Common and Yautja. When you speak in Common, it is through your Mimicry trait.
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