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=='''Setesh Guard'''== Often regarded as myths, fables, or amusing jokes among the Jaffa, the servants of the Goa'uld Seth were unlike almost all their brethren. Representing the god of trickery and chaos, these Jaffa troops practice subterfuge, misdirection, and deception to fool both their lord's followers and his enemies. Setesh Guards sow confusion and mistrust wherever they go, dividing their master's potential foes and pitting them against one another to thin their ranks. Since Seth's imprisonment of Earth, the Setesh Guards numbers have dwindled, but the order still secretly passes on its masters legacy, preparing for his return and its own rise to renewed glory. '''Dice''': 12D<br />'''Dexterity''': 2D / 4D<br />'''Knowledge''': 1D+2 / 3D+2<br />'''Mechanical''': 2D / 4D<br />'''Perception''': 1D+2 / 3D+2<br />'''Strength''': 2D+1 / 4D+1<br />'''Technical''': 2D / 4D '''Move''': 10 / 12<br />'''Size''': 1.5 - 2.0 meters<br />'''Weight''': 40 - 120 kg<br />'''Life Span''': 100 years standard '''Special Abilities''': *'''Radiation Resistance''': Jaffa get to add their Stamina Skill as a bonus to resist radiation damage and its effects. *'''Symbiote''': Once implanted, you cannot survive without it - the Goa'uld larva within your abdominal pouch overrides and takes over as your immune system. If the larva is removed, you must make a Strength check once per hour (Difficulty 10 + 2 per hour you have gone without the symbiote). If you fail on of these checks, you suffer 1 point of unresisted damage. Thereafter, you suffer 1 additional point at the end of each time interval lasting a number of minutes equal to your Strength score times 3, until the symbiote is returned or your die.<br />Further, once per session when you are hit, you may spend a character point to cause the hit to affect the symbiote instead. In this case, you ignore the effects of the hit, but the symbiote is injured and goes dormant for a number of hours equal to the damage inflicted by the hit. During this time you lose access to all symbiote abilities.<br />Additionally, you must enter a kelno'reem trance for at least 4 hours per 24 hour period. this requires 1 full action and a successful Willpower Check (Difficulty 15). You must declare the amount of time you wish to spend in a kelno'reem trance when you succeed with this check. Should you go 24 hours without performing this ritual, you become ill and your Strength drops by 2 pips per day until you perform the ritual for at least 8 hours.<br />You cannot consciously awaken form a kelno'reem trance, though the GM may determine that you're awakened when a character speaks directly to you. When this happens, you may make a Willpower check (Difficulty 15) to remain in the trance.<br />While in a kelno'reem trance, you're considered defenseless and blinded. If a character attempts to attack you, you may make an opposed Perception check against them, for which you suffer a -1D+1 penalty. If your attacker succeeds with this check and you fail, he gains a surprise round against you; contrary to the standard combat rules, the reverse is not true - if you succeed with this Perception check and they fail, you gain no surprise round and combat begins as standard.<br />Whether someone wakes you or attacks you, when you're prematurely roused form your trance (before its declared duration expires), you lose all the trance's healing benefits, if any (i.e. you heal per the standard rules for the time you spent in the trance). Further, you suffer a -1D penalty to all skill checks for 1-4 rounds.<br />When you peacefully awaken from a trance (after its declared duration expires), you suffer a -2 pip penalty to all skill checks for 1-4 rounds.<br />In exchange for these drawbacks you gain one of the following abilities, of your choice. :*'''Immunity to Disease''': You're completely immune to all forms of natural and synthetic disease, except for contagions specifically engineered to affect characters hosting a Goa'uld symbiote. :*'''Long Life''': For the purposes of aging effects, you are considered to be 1/3 your current age, rounded down. :*'''Healing Trance''': While in a kelno'reem trance, you heal at 2 x the standard rate. :*'''Shallow Breathing Trance''': You may survive without oxygen for a number of minutes equal to your Strength x 12, after which you must only make a Strength check to avoid suffering damage every 2 rounds instead of every round. Further, you may breathe indefinitely when submerged in water to a depth of 15 meters (50 feet), as the symbiote transfers all the oxygen you require from the surrounding liquid. :*'''Special''': You may purchase each of the symbiote abilities at a cost of 5 character points each. *'''Con''': +1D bonus to all skill rolls. Additionally, this skill is improved at half the normal character point cost. Any specializations are improved at the half the normal character point cost for specializations. *'''Persuasion''': +1D bonus to all skill rolls. Additionally, this skill is improved at half the normal character point cost. Any specializations are improved at the half the normal character point cost for specializations.
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