The Tlatoku mutated from the Tlaka. Collectively the Tlaka and their variants are called the Tlak.
Physiology
Tlatoku are bipedal insectoids with four prehensile limbs and skull-shaped, bone colored chitinous heads. The Warrior castes stand nearly two meters tall, sometimes more. Non-warrior adults stand only about 1.5 meters tall, and except for their incredible lifting ability are no real threat to humans.
Tlatoku have a curious life-cycle that distinguishes them from their Tlaka relatives.
Hatchling and Juvenile
Tlatoku adults produce eggs that hatch into “hatchling” and juvenile Tlatoku, which resemble miniature versions of their adult parents.
At this stage the ruling Warrior caste notes which juveniles exhibit the most aggression and battle prowess. They separate these juveniles for additional training. Observers call these juveniles “Pages”.
Adult
Without intervention a Tlatoku juvenile will grow into an Adult. Adults are generally channeled into the Foreman, Tech, or Worker specializations, similar in purpose to the Tlaka Overseer, Artisan, or Worker castes.
Adult Tlatoku are hermaphroditic, able to both produce and fertilize eggs, although not their own. Adults are smaller and more numerous than their more visible Warrior kin.
Warrior
Through secretions produced by the Warrior caste, some juveniles become Warriors themselves. Warriors grow larger, stronger, and more combative.
Warriors cannot produce offspring.
Commander
The Commander caste can elevate distinguished Warriors into their caste, just as juveniles are elevated to Warriors. Commanders develop larger central brains, which govern language and abstract thinking, and learn the ways of command and strategy.
General
The General caste has been pronounced extinct multiple times, yet each time a mutation has created a new General from the Commander caste. Apart from their much greater size, Generals display even more reasoning and leadership potential, as well as psionic talents and a force of personality that makes them truly dangerous.
Psychology
Tlatoku conceive of all problems as matters of warfare and conquest. While managing their own affairs through consensus – at least within their own clans – the Tlatoku way is one of violence and bloodshed. Even the non-combatant adults, who provide all the necessary services of a functioning society, never question this ethos.
Tlatoku have no concept of mercy or honor; a Warrior fights until there are no enemies left, and a Commander will only let an opponent live as part of a more subtle strategy.
Generals are the greatest threat: they can unite all the squabbling Tlatoku clans into a single, devastating force.
Ecology
Unlike the other Tlak species, Tlatoku destroy more than they create. That includes their natural environment, which they will plunder for elements that will aid their perpetual war effort. Other Tlak treat them like an invasive and toxic species akin to plagues of locusts, and other beings are advised to do the same.
Tlatoku have been evicted from the Tlaka homeworld, but they continue onward as pirate bands scattered through space.
Culture
The saving grace of Tlatoku, if there is one, is that they have no interest in knowledge or technology that does not provide an immediate military advantage. All of their tech is stolen, either through force of arms or from reverse engineering by the Tech sub-caste.
War, conquest, and theft of resources to further continue their war against the universe is all the Tlatoku know. Attempts to reach out to the non-Warrior castes for peaceful solutions have so far ended in failure.
- Reduced Combat skill by 1 for all Tlatoku save General.
- Removed Fast ability
- Removed Stealthy ability
- Revised Tlatoku multiple attack ability.
TLATOKU (Nomad)
| Stage | Size | Stamina | Armor | Damage | C | K | P | So | St | T | V |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Hatchling | Tiny | 9 | 2 | teeth 1D-1D | 0 | 0 | 1 | 0 | 0 | 0 | 0 |
| Juvenile | Small | 14 | 2 | claws 1D | 0 | 0 | 1 | 0 | 0 | 1 | 1 |
| - Page | Small | 17 | 2 | claws 1D | 1 | 0 | 2 | 1 | 0 | 1 | 1 |
| Adult | Medium- | 17 | 4 | claws 1D | 0 | 0 | 1 | 0 | 0 | 1 | 1 |
| - Foreman | Medium- | 17 | 4 | claws 1D | 0 | 0 | 1 | 1 | 0 | 1 | 1 |
| - Tech | Medium- | 17 | 4 | claws 1D | 0 | 1 | 1 | 0 | 0 | 2 | 1 |
| - Worker | Medium- | 17 | 4 | claws 1D | 0 | 0 | 2 | 0 | 0 | 1 | 1 |
| Warrior | Medium+ | 23 | 6 | claws 1D+1D | 2 | 0 | 3 | 1 | 1 | 1 | 2 |
| Commander | Medium+ | 26 | 6 | claws 1D+2D | 3 | 1 | 4 | 2 | 2 | 1 | 3 |
| General | Large | 33 | 6 | claws 2D | 4 | 3 | 4 | 3 | 3 | 1 | 3 |
Talents/Abilities/Inabilities
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Armor: A Tlatoku’s chitin counts as armor; Protection varies with age and caste.
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Claws: All Tlatoku have sharp claws, but the Warrior caste’s claws are extra sharp.
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Decentralized Nervous System: If Wounded, a Tlatoku will continue to attempt Physical rolls to stay fighting. Even if decapitated or otherwise killed in battle, a Tlatoku may make one last attack at -2D.
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Four Arms: A Tlatoku may carry and use up to four weapons. During a round they may make up to two melee attacks in a Combat Action, choosing two different arms. A Tlatoku may make only one ranged attack per Combat Action. If a Tlatoku carries a shield, they may impose -1D on a number of attacks equal to their Combat skill × the number of shields carried. Common combinations of weapons include:
- A greatsword and two shields: a single 3d6+1 attack for each Combat Action, plus shield defense.
- Two swords (3d6) and two shields.
- Two swords (3d6) and two daggers (2d6) for attacks of opportunity.
- A blaster pistol (3d6+2), two swords, and a shield, for one ranged attack or two close attacks plus -1D defense against attacks.
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Hands: a Tlatoku’s manipulators can use any tool or weapon that a human can use.
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Hive Mind: Through training, pheromones, and non-verbal communication Tlatoku can coordinate attacks to a high degree. They never check morale and they never stop until they or their targets are incapacitated.
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Sapient: Tlatoku have (roughly) human-like reasoning and communication abilities.
Non-Warrior Adult Only
- Mighty: +1D on all Physical throws when lifting, carrying, or performing other feats of strength.
Warrior and Above
- Initiative: A Tlatoku Warrior gains +1D on all Initiative rolls.
Commander and Above
- Command: all Tlatoku of the Commander’s clan obey without question.
General
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Charm: one creature at Close Range in the General’s gaze must succeed in a Social throw or take no actions until the General attacks or takes damage. This attack is psionic; Mind Shield and anti-psionic tech protects against it.
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Psionic: each General has two Psionic talents, rolled randomly (or chosen) from the following table. Each use of a talent requires a successful Knowledge throw; failure means the power is inoperable for the rest of the day. See the Psionics Chapter in the main book.
2D Talent page 2 Hibernation 33 3 Regeneration 34 4 Telepathy 35 5 Truth 35 6 Augmented Speed 32 7 Augmented Strength 32 8 Mind Blast 34 9 Second Wind 34 10-11 Suggestion 34-35 12 Mind Control 34 -
Supreme Command: all Tlatoku obey a General without question. If two Generals give conflicting orders, each General throws Social to determine whose will prevails.