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The Shadow Race:
NPC ONLY: The Author has only met one player in Role Playing Games EVER that the Author considers able to properly play a Shadow. The author for this conversion himself feels that he is unable to properly play a realistic Shadow. PSYCHOLOGY: The Shadows fear telepaths of any species, since they could disrupt or destroy their technology. RELIGION: Za`Ha Dume is not their homeplanet, but they used it as their base because Lorien, THE First One, was there! They came there to honor him, but they had forgotten the true meaning of his teachings. So it can be said that they worshipped Lorien, or the race that he belonged to (or WAS, as I believe that Lorien is the essence of his entire race) LANGUAGE: The spoken language of the Shadows is a rapid series of high-frequency bursts. HISTORY: The Shadows are the second race in the Milky Way galaxy to gain sentience.. They were one of the first sentient races to discover and manipulate hyperspace. With the emergence of the First Ones, the Shadows perhaps perceived a threat to their dominance and warred with them over the course of the last million years. The last Great War occurred ten-thousand years ago, leaving the Shadows defeated, not destroyed. For nine thousand years they waited, then in approximately 1200 C.E., the Shadows began to prepare for another war. By this time most of the First Ones had gone beyond, leaving the remaining elder Ancients and the current races to deal with the threat. During their Uprising the Shadows used the Narn homeworld briefly as a resupply post. They slaughtered almost all the Narn telepaths. G'Quon and the remaining telepaths (all of whom were past childbearing age), forced the Shadows off their world. This was one defeat of many for the Shadows. They gathered their forces too quickly and were stopped before they were ready. An alliance of worlds, including the Minbari and the remaining First Ones put them down. Around the time of the Uprising, the Shadows stored some of their vessels in the Sol System for future use. Humans have found two, one on Mars in 2253, the other on Ganymede in 2260. The first was returned to the Shadows in exchange for unknown favors. A secret cadre of humans, including some highly-placed individuals in Psi Corps and Interplanetary Expeditions (IPX), created an alliance with the Shadows around 2253. Shadow assistance was given to the Psi Corps in the alteration of human telepaths. One such experiment led to the creation of embedded artificial personalities (APs) fanatically loyal to the Corps. When telepathically triggered the AP permanently replaced the previous personality. Other experiments with Shadow technology led to more insidious "creations."
The Shadows latched themselves to the Centauri; once performing "favors" for them through Ambassador Londo Mollari; now for Lord Refa. This will carry a heavy price for the Centauri. The Shadows are using the Centauri's war with the Narn as a distraction. By helping the Centauri retake the Narn Homeworld and colonies they removed a source of potentially damaging information about them (the Book of G'Quon), or so they thought. Learning from their most recent defeat, the Shadows are slowly consolidating their power; manipulating races behind the scenes. The Shadows know that the Vorlons are aware of their intentions. However, they feel they are in a superior position. Should the Vorlons sound an alarm they feel most races would not believe them. Even if most races did, such a move would force the Shadows to move agressively now, causing the deaths of billions of unprepared lives. They are not afraid of the Vorlons; they are afraid of an alliance of races. In early 2260, Ambassador Mollari began to have doubts about his alliance. According to the settlement that occurred between Ambassador Mollari and the Shadows, the Shadows are only interested (or so they say) in a portion of the galaxy opposite that held by the Centauri. There are no guarantees that either side will not attack the other once they achieve their immediate goals. Regardless of this "agreement" the Shadows began massing their fleet in Sector 800, on the border of Centauri space. Following a defeat at the hands of the Vorlons, the Shadows retaliated by striking at an easy target. "Led" by Morden, three Shadows killed the Vorlon Ambassador on Babylon 5, Kosh Naranek. GOVERNMENT: The Shadows have agents of many races working for them. One human agent, Morden, is a survivor of a survey ship that explored Z'ha'dum. He currently has dealings with the Centauri Lord Refa and certain Human factions (most notably Psi Corps) in Earth Alliance. I have heard rumors of Shadow Agents among the Narn. They also use Soldiers of Darkness of varying forms and abilities: Shadow Warriors, Drakh, Zener, and Goblyns, which are only a few of the many races used (and presumably altered) by the Shadows. MILITARY: In the period following their awakening, the Shadows had only used token forces so as to not attract attention. The forces they committed to the Centauri for their brief war with the Narn were but a fraction of their total war machine. According to legends they are an almost invincible military force. However, Shadow vessels can be easily disrupted by a telepath of sufficient strength. HOMEWORLD: Unknown although an important base is Z'ha'dum COLONIES: There is more than one place of power for the Shadows and their minions. One such area was located near Minbari and Human space. TECHNOLOGY: Ultratech Alignments: Considered Evil (In many was alignments are not
applicable), the Shadows have very unusual motivation and are very hard to
define according to palladium game alignments and by modern frameworks.
Magic: None, In a magic rich environment it is unknown if Shadows could become magic wielder. Psionics: Major Psionic I.S.P.: 3D6x10 + 35 (Restores ISP twice as fast as a human) Abilities: Treat all abilities as if the Shadows are 8 th level. Physical: Alter Aura, Deaden Senses, Death Trance, Ectoplasm, Float, Impervious to Cold, Impervious to Fire, Impervious to Poison, Mind Block, Night Vision, Resists Fatigue, Resist Hunger, Resist Thirst, Spontaneous Combustion, Summon Inner Strength, Telekinesis, Telekinetic Leap, Telekinetic Lift, Telekinetic Punch, Telekinetic Push, Teleport Object; Sensitive: Commune with Spirit, Dispel Spirits, Intuitive Combat, Mask I.S.P. & Psionics, Object Reading, Presence Sense, Remote Viewing, See Aura, See the Invisible, Sense Evil, Sense Time, Sixth Sense, Speed Reading, Total Recall; Super: Super: Bio-Manipulation, Catatonic Strike, Cause Insanity, Electrokinesis, Group Mind Block, Hydrokinesis, Induce Nightmare, Mind Block Auto Defense, Mind Bolt, Mind Bond, Mind Wipe, Psychic Omni-Sight, Psychosomatic Disease, Radiate Horror Factor, Telekinetic Force Field. Combat: 3 Psionic attacks per melee and 6 with Physical Attacks. Physical attacks from the Shadows can effect Vorlons. Stinger: 1D4 M.D.C. Restrained Claw: 6D6+17 S.D.C Full Strength Claw: 5D6 M.D.C. Power Claw: 1D6x10 M.D. (Costs 2 attacks) Crush: 3D6 M.D. Body Flip /Throw: 2D6 Alliances and Allies: Various Minion races including the Drauk and Equipment: None is normally carried but have various items that can do a variety of different jobs. The have drones that can control starships, creatures that can control individuals, stasis equipment, and many other powerful items.
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium
Books Inc.] Racial information from Voltayre's Encyclopia Xenobiologica By Kitsune (kitsune@addr.com ) and by Mischa (mischa.campen@tip.nl) Rifts Conversion Copyright © 1999, Kitsune. All rights reserved.
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