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Nekoro RCC

by DreamFox

"It's not that I hate all of the Coalition personally, I just have a strong distaste for starchy uniforms" Tari Netotal, Nekoro Warrior The Nekoro (pronounced Neek-Oh-Row) are an artificial race, one of many created by the CS in their quest for the ultimate biological weapon (surprisingly enough, though, not from Lone Star). Using cutting edge genetic therapies, they combined a test group of about fifty teenagers with the proper genetic sequencing from various types of cats and supernatural creatures (teenagers were used because their bodies were in the midst of a rapid changing process and the excess hormones made the genetic manipulation easier and cheaper than it would be on adults). The result was a race of powerful, cat-like humanoids with incredible fighting instincts and speed, resistant bodies, and strange powers that would make them into perfect assassins, if it were not for one, unfortunate fault. So much time was spent seeing to the physical health of the teenage "volunteers", but no one ever bothered to ask "how are you feeling?" The proper gene structure required for the transformation existed only in extremely free spirits, free spirits who did not take kindly to military regimentation and being ordered to kill. As the Coalition labs produced more and more of their "Killer Kitties", the existing Nekoro grudgingly acted as subservient grunts and were trained in combat and survival techniques, all the time plotting their escape. Newly created members of the race were inducted into this secret society and they, too, accepted that they must wait to be free. Finally, in a daring and desperate last ditch effort using the CS's own weapons and vehicles, they managed to gather all 276 members of the race serving the military and escaped into a nearby rift that had opened by sheer luck, then sealed behind them. No one is quite sure where the Nekoro went through that rift, but they emerged, three years later, with technology perfectly applied to their feline forms and ready to continue their lives as adventurers, explorers, or whatever else their heart may make of them. No Nekoro will speak of where that faithful rift took them, and how they got back, but they are far from reclusive. They make friends quickly and love to talk to anyone about almost anything. Most

don't really hold a grudge against the Coalition States, but they still don't trust the military and wouldn't aid a Coalition trooper unless absolutely necessary. The entire race can be described as impulsive, fun-loving, but savagely brutal once angered. They are very friendly and social creatures, normally traveling in groups of about eight or, joining up with a group of another species and making themselves at home. When they find themselves in trouble, most will try to slip out unnoticed, using their limited shapeshifting powers, but if that fails, they will fight without hesitation, although most are very reluctant to kill, and will never harm an innocent. Most are very emotional, freely expressing themselves with hugs, kisses, pats on the back, and several other, less-thanfriendly gestures. Any would fight to the end to defend their friends or the life of a child. Despite the fact that the race is hardly five years old, and the eldest members are still in their early twenties, they have already proved themselves capable of sexual reproduction. There are currently three Nekoro young, the oldest being three years old. These young are aided by the group, not just the family, and raising and protecting the offspring is just as important to a friend as the actual parent. -Typical Alignment: most are good or unprincipled, with a few anarchist or aberrant types, there are no known evil Nekoro -Attributes: IQ: 3D6, ME: 2D6+2, MA: 3D6, PS: 3D6+1, PP: 5D6+2, PE: 4D6+1, PB: 4D6, Spd: 3D6X5 (double while on all fours), PS and PP are considered supernatural -Height: slightly shorter than the average human, 5 feet plus 1D6 inches -Weight: very thin and light, 85 plus 4D6 pounds -Average Life Span: 80 years -Experience: use Ley Line Walker table -Hit Points: PEX2, plus 2D4 per level of XP SDC: 40 plus 1D6X10, plus any from physical training -PPE: 5D6 Magic: none, too impulsive to sit down and learn it -ISP: 2D6 (3% are minor level psionics with ME plus 5D6 ISP +3 per level and one psionic power from each category, except super) -Horror Factor: 8 to those unacquainted to unusual creatures -Powers: Enhanced Senses: nightvision: 1000ft, sense of smell and hearing equal to a Dog Boy's, can see ultraviolet spectrum of light (light used most commonly in security systems), supernatural "sixth sense" keeps them from ever being surprised by assassins, snipers, or booby traps Enhanced Body: cold does half damage, digitgrade toes let them move completely silently (add 40% to prowl), tail provides exceptional balance (sense of balance/walk

tightrope: 85%), bite does 1D6 SD, retractable claws on hands and feet add 2D4 to hand to hand damage and add 20% to climb skill, enhanced reflexes add one attack per melee, +2 to strike, +3 to parry, +5 to dodge and roll with punch, and +2 to initiative, also add +1 to save vs. magic and psionics, +2 to save vs. horror factor and toxins, leap 10 feet up and 14 feet across, plus 2 feet (up and across) per level of XP Limited Shapeshifting: The Nekoro posses the ability to alter their forms to look and sound like another person, real or imaginary (must be humanoid and about the same size, within one foot taller or shorter). This power can be used once per day per level of XP, for up to one hour at a time. The concentration required to keep the form means that they cannot participate in any activities requiring concentration (like combat) or sleep, or they will automatically return to their true form. Their is no change in attributes, no matter what the appearance of the new form is, and they do not receive any powers, skills, or natural weapons of their shape (the appearance of cybernetics and bionics can be copied, but not the actual function). Most Nekoro use this power for emergency escapes or entertaining their friends. -Appearance: Nekoro are a cat-like race of humanoids. They are thin, but in good shape, and considered attractive by most standards. Fur ranges from brownish orange to yellowish orange, with a spotted pattern similar to a cheetah, leopard, bobcat, or jaguar, or striped in orange, black, and white, like a tiger. Hair is usually red, blonde, or light brown. Black is very uncommon and has white or brown stripes running through it. Three fingers and a thumb on each hand and are slightly fatter than normal due to claws. Legs are digitgrade (meaning they walk only on their toes and the foot is about as long as the other portions of the leg), with three thick toes, causing them to walk with a slight bouncing motion. A three-foot tail completes the feline body. The face is covered in short, soft fur. Eyes are very large and usually filled with curiosity. Nose is triangular and either pink or black (like a cat's), but lack the muzzle of normal cats. Their triangular ears stick out from the tops of their head. Two small, pointed teeth hang down from above their upper lip and add a sinister touch to their smile. Nekoro clothing is woven from an incredibly powerful, alien fiber (see armor, below). It's usually in a loose and comfortable form. Normally, they wear a bikini-style

brief, loincloth, or shorts with a tank-top, bustier, or bra-like top. (quick note: about 75% of Nekoro are female, with the birth rate apparently intent on keeping this ratio). They dislike wearing shoes or bulky, heavy armor, and hate uniforms and formal wear. Numerous pockets, pouches, and hidden linings cover the clothing, allowing them to carrying almost all their gear on their relatively-meager clothes. What can't be carried on the clothes is stored in a pouch slung over the shoulder and the sword sheathe. -RCC Skills: Native Language: 98% Literacy for Native Language: 90% 1 additional Language (+20%) Dance (+10%) Basic Electronics Basic Mechanics Any 2 Pilot Skills (excluding robots and PA) Prowl Climb Swim (+15%) Gymnastics (+15%) Computer Operation WP Sword WP Archery and Targeting (with an additional +1 to strike) Any 2 Wilderness Skills (+10%) HTH Martial Arts -RCC Related Skills: Select 6 other skills from the list below, select an additional 2 skills at levels 4,7,10, 12, and 15 Communications: any Domestic: any Electrical: any Espionage: any, except sniper and interrogation Mechanical: any Medical: first aid, paramedic, or holistic medicine Military: demolitions or demolitions disposal Physical: any (+5% where applicable) Pilot: any, except robot and PA Pilot Related: any Rogue Skills: any Science: any Technical: any (+5%) WP: any ancient, absolutely no modern WP's! Wilderness: any (+10%) -Secondary Skills: select five skills from the list above, but without the listed bonuses -Armor: The alien fiber their clothing is woven from is extremely durable, but light. 100 MDC with bottom and top, 50 MDC with only shorts, loincloth, or briefs. The fiber heals itself at a rate of 2 MDC per minute as long as at least 1 MDC remains -Weapons: pair of claw gloves (leopard-skin print gloves completely covering hands and forearms, vibroclaws do 2D6 MD, practically indestructible and can be used to parry most

other weapons, restricts fine motor skills slightly, -15% to delicate skills while wearing gloves), vibroblade of choice (most prefer katanas, long swords, or broadswords) with sheathe, 15 shuriken or throwing knives, regular knife, boomerang, bola, OR chakram (throwing ring with sharpened outer edge): each does 1D8 SD, Nekoro hate guns and similar weapons and will only use them under the most extreme conditions -Starting Equipment: three sets of alien woven clothing (see armor), small carrying pouch (woven from the same fiber as their clothing), 1 week's worth of rations, distancing binoculars, grappling hook with 200ft of line, canteen, talisman containing strange, alien symbols (usually a necklace, bracelet, or ring, symbol is identical on each talisman and is believed to be the name for Nekoro in the dimension they initially escaped to) -Money: start with 2D6 times 100 credits -Cybernetics: not restricted, but most do no like cybernetics because mechanical parts cannot be shapeshifted -Value: the Coalition currently has a bounty of 500,000 credits for every live Nekoro, or 150,000 credits for a dead one

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