You are on page 1of 3

The Jem'Hadar

Based on Star Trek: Deep Space 9


"I am First Omet'iklan. And I am dead. As of this moment, we are all dead. We go into battle to
reclaim our lives. This we do gladly, for we are Jem'Hadar. Remember, victory is life."
"Victory is life."
The Jem'Hadar are genetically engineered by the Founders to be nearly perfect warriors - strong,
agile,
and quite willing to die for their changeling masters.
They are fanatically loyal to the Founders. In fact, it is safe to say that they worship them as gods.
They
acknowledge their inferiority to the Founders and also acknowledge everyone else's inferiority
towards
them. If they fail in their duties to protect their Founder masters, then they commit ritual suicide.
Biology
"And to make matters worse, the Jem'Hadar don't eat, don't drink, and they don't have sex
either..."
"Let me get this strait. You don't eat, you don't drink, and you don't have women? No wonder
your always in such a bad mood."
The Jem'Hadar are humanoid life forms, all who are extemely similar. Height is a standard of
about 6
feet, while weight varies from 190 to 220 lbs. Their natural life span is 30 years, but few survive
past 15,
indeed a Jem'Hadar who reaches 20 is considered an honored elder.
The skin of the Jem'Hadar is tough and scaley, with a greyish color to it. They also posses no body
hair
whatsoever. They are extemely muscular and never overweight, due to the fact that they do not
need to
consume food or water to survive.
They are all grown in birthing chambers at an incredible rate, and are able to fight within three
days of
their emergence. They have a instinctual basic knowledge pool, and an incredible ability to learn.
They
are able to speak withing hours of being alive.
They do not need to sleep, and their are no female Jem'Hadar.
All Jem'Hadar also have cloaking devices 'built into' their body at birth. These are hooked to the
brain
and can be activated or deactivated with a thought.
Sociology
"What do you want, do you have any needs or desires of your own?"
"I want to fight!"
"Why?"
"I don't know, but that's what I want to do."
The Jem'Hadar are programmed with the instincts and desire to fight, from the day they are born.
They
love combat and will gladly die in battle for their masters, the Founders.
Although they resent other races controlling them, they are totally subservient to the Founders
and will

never raise a fist (or a disruptor) against them, regardless of how poorly they are treated. Also, if
there
is a danger of a founder being injured, the Jem'Hadar will avoid combat in that area.
Contrary to popular belief, the Jem'Hadar are incredibly intelligent and attentive. Also,
surprisingly, the
Jem'Hadar can show both emotions and Honor to those worthy of it. Jem'Hadar mercy is often
quick
and brutal, but there have been cases of them allowing others to live if they have proved
themselves.
Ketracel White
"First Omet'iklan, can you vouch for the loyalty of your men?"
"We pledge our loyalty to the Founders from now until death."
"Then receive this reward from the Founders. May it keep you strong."
Ketracel White is an enzyme created by the founders to ensure total loyalty of the Jem'Hadar.
Without
it the Jem'Hadar begin to feel sick, get chest pains, and eventually die. They must consume 3 mg
a
minute to feel totally comfortable, and at least 15 mg an hour to ensure survival.
Ketracel, or "White" as it is commonly referred to is connected to a tube which is implanted into
the
Jem'Hadar's neck. The supply given to a Jem'Hadar can vary depending on how long he will be
out. It
can be from a 6 hour supply to a 1 week supply (This is the most ever given, and even this is
rarely
used).
Without the drug, the Jem'Hadar will begin to feel discomfort, and then pains, and eventually the
central
nervous system will begin to shut down, killing the Jem'Hadar.
Needless to say this is an effective method of controlling the Jem'Hadar.
The Jem'Hadar Race
Alignment: Aberrant, all Jem'Hadar are engineered to be
Size: 6 Feet (Give or take an inch)
Weight: 190-220 lbs
IQ: 12+1D6 ME: 12+1D6 MA: 10+1D6 (Intimidating) PS: 20+1D6 PP: 18+1D6 PE: 24+1D6 (Do not
need sleep, do not tire) PB: 4+1D6 (Meaningless to them) SPD: 20+2D4
SDC: 2D6x10
HP: PE+2D6
ISP: Cannot develop psionic abilities
PPE: 1D6
Natural Abilities
1) Do not need to eat, sleep, or drink.
2) Heals 1D6 SDC/HP per hour.
3) Internal Cloaking Device:
Similar to the Naurani Camouflage Armor, the Jem'Hadar cloaking device is built in and can be
activated at a thought. They are invisible to normal optics, but can be seen on IR and other
scanners. To
attack or speak they must dis-engage the cloak. Quick movement will cause a rippling effect that
will
give away a Jem'Hadar position.
4) Reliant on White
-1D4 to all Physical stats for each hour without 15 MG of white. When PE reaches 0 the
Jem'Hadar's
CNS shuts down, killing him.

Life Span: 30 Years. (None have ever lived to 10)


The Jem'Hadar Warrior OCC
Uses CS Grunt Experience Tables
Requirements: Only available to Jem'Hadar Soldiers.
OCC Skills
Language: Founders - 98%
Literacy: 3 of Choice, usually of races currently at war with. +20%
Computer Operations - +15%
Detect Ambush - +20%
Detect Concealment - +20%
Prowl - +20%
Wilderness Survival - +20%
W.P. Energy Pistol
W.P. Energy Rifle
W.P. 2 of Choice
Hand to Hand: Jem'hadar
OCC Related Skills
Pick 4 physical skills (+10%), 2 Military (+10%), 2 Pilot (+10%) and 2 Technical (+10%). Pick an
additional 2 skills at levels 3, 6, 9, 12, and 15 from these levels.
Secondary Skills
Pick 4 Skills from any category with no bonus. +1 at levels 4, 8, 12, and 15.
Standard Equipment
Jem'Hadar Disruptor Pistol - 1D4x10 MDC, 12 shots per clip, 1000 foot range, 3 clips.
Jem'Hadar Disruptor Rifle - 2D4x10 MDC, 20 shots per clip, 5000 foot range, 3 clips.
Jem'Hadar Light or Heavy (Environmental) Body Armor - 45/100 MDC
(Optional per Mission) Jem'Hadar Force Field - 40 MDC Light, 80 MDC Heavy
Hand to Hand: Jem'Hadar
Level 1: 3 Attacks per Melee, +2 Parry/Dodge, +2 Strike, Critical hit on 20. +2 Roll w/Impact.
Automatic dodge.
Level 2: +1 Strike, +2 Disarm
Level 3: Body Flip (+1, 2D6 Damage)
Level 4: +1 to Dodge/Parry, Critical on 19 or 20
Level 5: Knockout on 20, +1 Attacks per Melee
Level 6: Pick 2 Weapon Katas
Level 7: +2 Roll w/ Punch, Critical on 18-20
Level 8: +1 to Strike
Level 9: +1 to Parry/Dodge, +1 Roll w/ Impact
Level 10: +1 Attacks per Melee
Level 11: 1 Additional Weapon Kata, Critical on 17-20
Level 12: +1 to Strike, +1 to Parry/Dodge
Level 13: +1 Attacks per Melee
Level 14: Critical on 16-20, +1 to Strike, +1 to Parry/Dodge
Level 15: +1 Attacks per Melee

You might also like