Varask
Worker
Warrior/ruler
A thousand years ago, the humans of Chirab began to explore their local region of space. The courses that might have taken them to Earth led through space occupied by the Varask Empire, a small multi-system hegemony ruled by the Varask, an insectoid species which had reduced the other species in their sphere of influence to abject slavery. Expansionistic in the extreme, the Varask viewed the Chiraben as their next potential conquest, and so began a lengthy war. Both sides viewed it as an existential struggle that could only be ended in the total defeat of the other, with annihilation or subjugation the fate of the defeated.
So it may come as something of a surprise to learn that it ended in a negotiated peace treaty, and an agreement that the Chiraben would not trespass on Varask space again in exchange for similar guarantees from the Varask. The humans directed their expansion spinward, away from that region, and so set themselves on the path towards the formation of the Imperium. Ironically, the war had done enough damage to the infrastructure of the Varask's empire that it collapsed a few generations after the war's end, but by that point the Chiraben had other concerns.
The apparent similarity of the Varask to insects led to some misunderstandings by Chiraben scholars, many of which persist to this day. There are four sorts of the Varask, initially (and incorrectly) viewed as subspecies. The most prevalent throughout any Varask hive will always be the 'workers', who are responsible for maintaining the hive's structure. Initially viewed as being more or less mindless, with all decisions made by the hive's brain (of which more later) this has since been proved incorrect. While they do lack much in the way of thinking ability, a Varask worker is born with all the knowledge they need to perform their assigned tasks, and are more than capable of maintaining -- or constructing! -- structures that function as starships if that is their function.
Less common, though typically consisting of between ten and fifteen per cent of the hive's population are the 'warriors', intended to defend the hive from attackers, and to expand the hive's territory. They are considerably stronger, faster, and more intelligent than workers, while no less single-minded in their pursuits, and were more than a match for experienced Chiraben soldiers, especially before the unusual energy-resistant properities of their physiology were discovered. Fully able to employ weapons manufactured by workers or salvaged from the enemy, they also employ a poisonous stinger against opponents.
The individuals known as 'knights' or 'myrmidons' were initially assumed to be experienced warriors who had been promoted for successful campaigns, operating as commanders chosen by the 'brains' (or 'queens'.) During the peace negotiations, the Varask representatives (themselves 'knights') finally made it clear to the Chiraben that the so-called 'brains' were nothing more than incubators for their young, and that they themselves were the rulers of their species. They also mocked the notion of themselves as 'queens', as the Varask have six distinct sexes, and egg-laying is not the exclusive purview of
any of them.
In the thousand years since the downfall of the Varask Empire, there have been countless wars between the various planets, and the various hives
on those planets, that once comprised it. Most Varask who have an opinion now believe that cooperation between hives is profoundly unnatural, especially on the scale typified by the Empire, and would have no interest in restoring it. Their relations with other species tend to be much more peaceful, and they are perfectly willing to trade for supplies rather than raiding and enslaving. In supreme irony, as Chirab itself has become a desert world, it has attracted Varask colonists who are often considered very good neighbors by the human settlements near their hives.
Varask Worker - PL 4/MR 4
Abilities:
STR 1 |
STA 1 |
AGL 2 |
DEX 1 |
FGT 3 |
INT -2 |
AWE 0 |
PRE -1
Powers:
Bite: Strength-based Damage 1 - 1 point
Chitin: Protection 4 - 4 points
Four Legs: Speed 1 (4 MPH) - 1 point
Hive Mind: Area Mental Communication 3, Limited to Varask, Subtle; Enhanced Feat 2 (Teamwork, Uncanny Dodge) - 11 points
Resistant Physiology: Immunity 4 (cold, disease, heat, poison); Immunity 20 (energy damage), Limited to half effect - 14 points
Advantages:
Great Endurance, Skill Mastery (Technology),
Teamwork, Uncanny Dodge.
Skills:
Athletics 3 (+4), Perception 4 (+4), Technology 5 (+3).
Offense:
Initiative +2
Bite +3 (Close Damage 2)
Defense:
Dodge 3, Parry 3, Fortitude 3, Toughness 5, Will 2
Totals:
Abilities 14 + Powers 31 + Advantages 3 + Skills 6 + Defenses 5 = 59 points
Complications:
Loyalty to the Hive--Motivation.
Varask Warrior -- PL 7/MR 8
Abilities:
STR 3 |
STA 2 |
AGL 3 |
DEX 1 |
FGT 5 |
INT 0 |
AWE 1 |
PRE 0
Powers:
Chitin: Protection 5 - 5 points
Claws: Strength-based Damage 1 - 1 point
Four Legs: Speed 3 (16 MPH) - 3 point
Hive Mind: Area Mental Communication 3, Limited to Varask, Subtle; Enhanced Feat 2 (Teamwork, Uncanny Dodge) - 10 points
Resistant Physiology: Immunity 4 (cold, disease, heat, poison); Immunity 20 (energy damage), Limited to half effect - 14 points
Stinger: Damage 5, Accurate, Secondary Effect, Alternate Resistance on Secondary Effect (Fortitude) - 14 points
Advantages:
Equipment 4, Evasion, Great Endurance, Improved Defense, Improved Initiative, Ranged Attack 4,
Teamwork, Uncanny Dodge.
Equipment:
20 points as needed (often a Blaster Rifle [Ranged Damage 8].)
Skills:
Athletics 5 (+8), Expertise: Military 6 (+6), Perception 6 (+7), Stealth 7 (+8).
Offense:
Initiative +6
Claw +5 (Close Damage 3)
Stinger +7 (Close Damage 5, Secondary Effect [Fortitude 5])
Defense:
Dodge 5, Parry 7, Fortitude 6, Toughness 7, Will 5
Totals:
Abilities 30 + Powers 47 + Advantages 12 + Skills 9 + Defenses 12 = 111 points
Complications:
Loyalty to the Hive--Motivation. Others as Needed.
Varask Ruler -- PL 11
Abilities:
STR 4 |
STA 4 |
AGL 4 |
DEX 2 |
FGT 11 |
INT 3 |
AWE 3 |
PRE 3
Powers:
Chitin: Protection 7 - 7 points
Claws: Strength-based Damage 1 - 1 point
Four Legs: Speed 4 (30 MPH) - 4 point
Hive Mind: Area Mental Communication 3, Limited to Varask, Subtle; Enhanced Feat (Teamwork, Uncanny Dodge) - 11 points
Resistant Physiology: Immunity 4 (cold, disease, heat, poison); Immunity 20 (energy damage), Limited to half effect - 12 points
Stinger: Damage 7, Accurate, Secondary Effect, Alternate Resistance on Secondary Effect (Fortitude) - 19 points
Telepathy: Mental Communication 1, Two-Way; Comprehend Languages 3 ("speak" and understand all languages) - 15 points
Advantages:
Equipment 8, Evasion, Great Endurance, Improved Defense, Improved Initiative, Power Attack Ranged Attack 7,
Teamwork, Uncanny Dodge.
Equipment:
40 points as needed, often including an Autoblaster [Ranged Multiattack Damage 8]).
Skills:
Athletics 9 (+13), Expertise: Galactic 8 (+11), Insight 10 (+13), Perception 10 (+13), Persuasion 7 (+10), Stealth 9 (+13), Technology 9 (+12).
Offense:
Initiative +8
Claws +11 (Close Damage 5)
Stinger +13 (Close Damage 7, Secondary Effect [Fortitude 7])
Defense:
Dodge 9, Parry 11, Fortitude 9, Toughness 11, Will 11
Totals:
Abilities 68 + Powers 58 + Advantages 20 + Skills 31 + Defenses 18 = 195 points
Complications:
Loyalty to the Hive--Motivation. Dispassionate. Others as Needed.
Note: Varask Tenders (still called Queens by those who didn't get the memo) are essentially inanimate objects with Toughness 4 and no other game-relevant traits. However, every Varask in the hive will fight to the death to protect them.