Savage Visitors (The Sirians)

Savage Visitors (The Sirians)

The Visitors are a race of advanced humanoid reptilian creatures hailing from a world near the star Sirius, according to the original text by Kenneth Johnson (novelization by AC Crispin). However, I think there needs to be some updating to the original concept. I think the Visitors need to be Savaged. So for my Savage 80 setting, the following is true about the Visitors. Visitors is also a Earth term for the aliens that are generally referenced as Sirians. This is my take on them, with a little help from the Wikia and some of the written material I have been reading.

Visitor

Sirian History

Legends tells that the early proto-saurians species of Sirius Prime strongly completed with a proto-simian species at the dawn of their history. Through this savage history, wars were common between the two species, as one attempted to subjugate or enslave the the other. Legends are vague about how the end result, but in the end, the reptilians wiped out the mammalians species, leaving them simian and mammalian image as a symbol of evil and savagery in the Sirian folklore.

Following the era of wars with the simians, the Sirians entered into an age called the Enlightened Times. The Sirians society was peaceful, it’s people devoting themselves to the religious contemplation, arts and sciences. As children of a relatively mild world, they flourished and soon progressed into advanced industry. Agriculture occupied much of their culture as well, with certain tribal elements of the Sirians assuming responsibility for the food production of an entire world. As technology advanced in the more populated areas of the planet, the factions began to split apart between the more advanced urbanized Salakut and the more rural and individualistic Golomanites.

The factions grew into Houses – the predominant ones were the House of Xon (religious leader of the Golomanites) and the House of Ra’qe (extreme totalitarian house of the Salakut), As the urban sprawl grew however, so did the power of the Salakut. As the Sirian race reached out to other planets in their system, the two major factions continued to conflict, polarizing the remaining factions. The food supplies solely in the hands of Golomanites and their allies, while the Ra’qe alliance has the advantage in technology, in particular military technology.

Civil War

These factions grew into powerful royal Houses – one part trade guild and one part political faction. There High Houses incluing those of Xon and Ra’qe, as well as many Minor houses. Intrigue and deception ruled the royal courts as the Siran Houses struggled for power. They became very good at this game, like they were naturals – like there was something instinctive about deception deep within their collective psyche.

The Royal Houses polarized the planet to the point that war was inevitable. However, from the Ra’qe controlled the majority of the Sirian military and the Xon only controlled sparse small militias. The hatred and division between each faction would eventually engulf the entire planet. At first, skirmishes between the two groups were infrequent and caused minimal loss of life. But, as time passed the weapons became more deadly. Eventually, the entire planet was embroiled in a bloody civil war.

The war waged until most of Sirian cities were lying in rubble. Almost one-third of the population had perished. Finally, a cease-fire was called and a truce signed. No longer were Sirians divided. The remaining factions of the Golomanites – a more fanatical faction called Raman – became the dominant power in Sirian life. They forcibly converted the remaining military factions of the old HOuse of Ra’qe and formed the new House of Raman. The planet entered into a new age of order and peace. However, the classic Golomanites philosophy of peace and harmony – the true values of the House of Xon – were outlawed and forgotten.

The planet united, the Sirians cast its eyes out into space, envying its vastness and promise. By this time, the Sirians possessed the beginnings of an advanced civilization and the rudiments of space travel, but they still lacked the knowledge to span the gulf between stars, content for the moment to travel among their own systems.

First Contact

As the Sirians conquered their own system with colonies and terraforming, first contact with an advanced race named the K’zzizk was made with the Sirians. They offered to take them into the Federation of Allied Worlds, giving them advanced tech to expand out of their own system and use it to spread their sphere of influence. In exchange, the Sirans would provide manpower in their fleets and military to keep control of their regions of space.

It was within the K’zzizk’s first contact protocols that mistakes were made. Instead of presenting themselves as the beings they were – completely alien to Sirians – their initial envoys were bio-engineered androids made to look like Sirians. Not only that, they revealed that they already had agents within their society placed there to observe. They feared the backlash of the Sirian people if they revealed themselves upfront. However, when they did finally do so, it hit something at the core of the Sirans – a core thread that was almost instinctively racial and violated their honor to the core. They were deceived.

They accepted the invitation and became an integral part of the K’zzizk’s regions of the Federation. For years, the Sirians served aboard the K’zzizk starships, traveling the cosmos and studying the technology. They gained much knowledge in the areas of interstellar travel, bio-engineering and high tech weaponry. Little did the K’zzizk or the Federation know that the Sirians were plotting a powerful coup to take over the K’zzizk region of the Federation, fueled by the deep hatred they had for the K’zzizk. The Federation underestimated the Sirians hunger for power and their general superiority complex that was deep seeded in society.

Collapse of the Federation

When their leaders felt the time was right, the Sirians struck. Taking control of K’zzizk’s military forces, they attacked a military convoy and bombarded the K’zzizk home world, demanding that the K’zzizk surrender under the superiority of the new Siran Empire. Unprepared for war, the K’zzizk capitulated. The K’zzizk fell under Siran rule and were eventually enslaved.

The remaining Federation allies – the Oolot and Veern – fought back against the new empire. A military détente developed between the warring factions. While the Sirians were smaller, they were more advanced. The remaining Federation allies’ strengths lay less so in technology and more in their sheer numbers. The war grew to a quagmire and then a stalemate. It was then that a charismatic military officer, turned the tide of battle for the Sirians. The Oolot and Veern petitioned for peace after their home systems were laid to waste. This officer became a planet-wide hero.

The Supreme Leader

After this victory, a grateful Sirian people welcomed the war’s end. The Hero was heralded as the savior of the Empire and lauded as a great leader. The powerful leadership at the time became quite jealous of his growing popularity that they made several attempts on his life. These were inevitable failures, only adding to the popularity of the Hero.

The Hero’s popularity was at its peak when he made his political aspirations known. With many allies within the military and political body, the Hero assassinated the top-ranking Sirian officials and assumed control of the military, the government, the entire planet and eventually the Empire. He became known as The Supreme Leader

The battered and war-weary Sirians took this change with only a modicum of protest. Within a few years, through brutal purges and reforms, the Supreme Leader had closed his fist tight around the planet. Using his power over the people, the Leader convinced them that they must re-arm their military, using their newly acquired knowledge. The rationale for this was that a vigilant planet (was) a strong planet. At a full war stance, the Sirian people grew ready for their next expansion.

Thus, the entire industrial complex became a vast war machine. Using slave labor from his conquered territories, and raw materials from the Federation protectorates, the Leader amassed a staggering was armada. The bloodshed began in earnest. The Sirian military planted its flag on planet after planet, star system after star system. Whole planets were devastated and depopulated, as the Leader’s thirst for power grew in proportion to his victories.

The Collapse

However, on their home world, the constant wars and industrialization began to take it toll. The people were suffering from severe food shortages, attacks from vengeful enemies, and a totalitarian government that took away one-quarter of its population to serve and die on alien sands. Environmental poisoning of the waters and the air caused further death, shortages and decline. However, little did the Sirian people know how worse it could get. Vengeful K’zzizk terrorists detonated a massive anti-matter explosion on the homeworld. Approximately one-third of the planet’s surface was affected by the titanic, destructive wave, which killed millions and destroyed the whole military complex located on the planet’s far side. Instantly, in retaliation, the Leader ordered the K’zzizk home world razed and her people killed.

The K’zzizk perished, but they had taken their revenge. The Sirian people revolted, demanding an end to the expansionism and killing. In desperation, the Supreme Leader made them a promise. He claimed to have found the Sirian people a new home, one much like they’re own but infinitely richer. He could secure this planet for them, he vowed, or he would relinquish his rule to the opposition, which had gained strength since the attack.

The populace agreed grudgingly. A global effort was formed to recruit and enhance an army of Sirians to use the tactic they were duped with before by the K’zzizk – to appear just like the populace of the planet and insert themselves peacefully into their society. These special Sirians were genetically modified to live and survive in the bio-engineered exo-dermal skins which would act as a convincing disguise. The Supreme Leader’s fleet filled with the new breed of Sirians left Sirius Prime in force, to conquer a world – a shiny, water planet called Earth.

In a desperate gamble, the Leader set his sights on a tiny world, one which would save his reign or bring the whole bloody war machine crashing down. Only history, and time, will tell.

Base Sirian

The Base Siriun has the following Traits

Positive Racial Abilities

ARMOR +2: Sirians have scaly skin that acts as leather armor.

BITE: A Sirian’s fangs are Natural Weapons that cause Strength+d4 damage.

SPIT POISON: See subspecies for effects.

KEEN SENSES: Saurians have acute senses, giving them the Alertness Edge.

Negative Racial Abilities

ENVIRONMENTAL WEAKNESS: The Sirians evolved on planet with a much dimmer sun. They require eye protection while on Earth. They suffer a −4 penalty to sight based Trait rolls without eye protection.

Subspecies

I would imagine there are subspecies of Visitor based on various types of reptilian sapiens that evolved on their world. Some might spit a specific type of poison while others might bite and inject that poison. Others might be able to change their reptilian skin color while others may have less prominent horns.

Subspecies

NameEvolved fromPositive & Negative Racial AbilitiesSkin Color
Ka’riForest or Jungle LizardsNatural Camoflage – Ka’ri have a natural ability to change their green skin color to match their surroundings, however, this is primarily effective in a natural forest environment. This also does not apply to a Sirian that is wearing a exo-dermal skin layer. +2 to Stealth checks

Spit Poison: Blinding – Test Vigor -2. On a failure, the character is blinded for the attackers Vigor/2 in rounds.
Variants of green
Qo’daWater LizardsNatural Swimmers – Qo’Da are natural swimmers. +2 to Athletics when swimming.

Spit Poison: Choking – Test Vigor -2. On a failure, the character suffered a level of Fatigue.
Variants of green to green blue
Ro’qaDesert LizardsNatural Survivors – Ro’Qa Sirians have the natural ability to store up water and nutrients to survive in hotter environments. +2 to Survival in those situations

Spit Poison: Acidic – Test Vigor -2.
Variants of tan to brown
Ir’assSnow LizardsNatural Survivors – Ro’Qa Sirians have the natural ability to store up water and nutrients to survive in colder environments. +2 to Survival in those situations.

Spit Poison: Acidic – Agility Test -2. On a failure, 1d4+Strength damage
Variants of blue to white
Ss’orkaCave LizardsNatural Low Light Vision – A Ss’orka ignores penalties for Dim or Dark illumination.

Spit Poison: Acidic – Agility Test -2. On a failure, 1d4+Strength damage (AP 1)
Variants of dark green to black

Castes

Additionally, if the species is as fascist as the shows portray, I would imagine the genetically manipulated their species for various castes – warrior, diplomat, technician, etc. So I think they would take various traits of the subspecies and genetically manipulate them to fit the genetic castes.

Visitor Castes

NamePositive Racial AbilitiesNegative Racial Abilities
Leader/OfficerEdge: Command. Hindrance: Arrogant
Diplomat/LieutenantEdge: Diplomatic*Hindrance: Driven
Warrior/EnforcerNatural Armor +1Hindrance: Loyal
Builder/EngineerEdge: ScholarHindrance: Hesitant
CreatorEdge: Artist*Hindrance: Outsider
Worker/ServantEdge: Mr. Fix ItHindrance: Submissive*

New Edge: Diplomat

A Diplomat gains a +1 to Persuasion, +1 to Intimidation and two free Languages.

New Edge: Artist (choose a specific Art)

An Artists gain +2 to Performance when performing the specific art.

New Hindrance: Submissive

Submissiveness is integrated into certain Sirians’ genetics. Submissives suffer -2 to efforts to resist Intimidation attempts by their superiors. Additionally, they are not respected in society and have a -2 on Networking attempts.

Sirian Houses

House of Raman

Dominant house of the Sirius Prime, lead by the Great leader. Through the centuries, the house of Raman has clawed it’s way to the top, absorbing or eliminating other houses to do so. In their dominance, they have established their version of the Rule of Law, as well as many traditions and norms of the Sirian Society, primarily focused around the superiority of the Sirian race.

House of Aroq

House Arog is considered the coat-tail house of House Raman. They are historical known for being the Raman hitmen and thugs, commonly doing Raman’s dirty work. Recently, there has been an undertone of resentment within the leadership for the subservience’s the House has given to Raman and rumors are they are making subtle moves to take power away from their former masters.

House of Que’sha

Once a powerful house, the Que’sha were the negotiators and pacifiers between the major powers of the Raman and Xon. They firmly believed both could exist in a peaceful society if they just tried. Much of the Fifth Column resistance was lead by Que’Sha. Today, they work to bring back the glory days of peaceful co-existence while covertly undermining the evils of the Great Leader every chance they get.

House of Golon

This house is more of collection of Guilds and Professional Societies. Serving the Creator and Builder castes alike, Golon is integral in not only the development of Sirian technology, reverse engineering K’zzizk technology and other conquered races, they also instrumental in developing the “superior” art and culture of the Sirian race.

Within the house is a group called the Quo’vok Society, a group of super secret scientists performing various bio-engineering and genetic experiments on other conquered species. One of the primary jobs is to find any genetic traits that could help the Sirian become even more superior.

House of Criv

The Criv are a house of spies, assassins, thieves and criminals, according to all the rest of the houses. Criv sees itself as simply business beings supplies a product for a demand. If there is anything untoward and underhanded, the Criv are involved. They were a crime family that rose up in the Ranks to the level of major house.

House of Xon

Outcast and peaceful house, Xon wishes to return to a time before the Great Leader and his ambitions. The Xon’s own intelligence branch – codenamed Fifth Column – works to persuade others within the others house to work towards the downfall of the Great Leader.

The Exo-Dermal Skin Disguise

This was a core gimmick that pretty much drove the plot. The Visitors used it to lull humanity into a false sense of security because they looked like us. They didn’t look alien. They knew that if we say their true nature, it would take a lot of us to trust them.

This concept though left me with a lot of questions. Could they wear it all the time? Do they were the same skin, or an there be different ones? Do they put them on like clothes or is there a process? What happens if if gets damaged in your every day operations? Did they do this with other humanoid races, if there were any? I have only read a few of the books including the original by Mr. Johnson so I am not sure if this was ever really answered or explored. I am going to re-invent it in a more modern way, while try tp preserve the classic feel.

Visitor Exo-Dermal Skin

The Exo-dermal skin used by the Visitors is a technology that has been developed through extensive bio-engineering and testing. After the first contact with nearby humanoid aliens that resulted in all but ruining the world, the Sirians’ tactics had to change. This bio-synthetic skin allows the saurian race to pass as other humanoids aliens. It is bio-chemically grown in a process that has been perfected over the years. As the technology advanced, the more organic it became. The more organic it became, the longer the Visitor could wear it.

Upon application, the skin is polymorphic and can be shaped into any shape and/or color required. It can grow hair, nails, claws, or horns of any kind. All these changes can be programming into the skin prior to the Grafting or afterwards, through a special process that involves a liquid filled body tank.

The skin acts as a disguise as well as general protecting against the various radiations of the star systems they visit. Some skins can be modified to be more protective against attacks. Soldiers skins were this kind of skin, giving them extra protection against primarily melee weapons and martial arts.

The Standard Grafting process is tooled to the individual, each skin unique to the individual. Taking some genetic characteristics from the individual into account, the Grafting machine designs the skin for that Sirian. One would say the uniqueness of each Sirian is coded in the synthetic DNA of the Skin. This is why each is skin is different and unique to the Sirian. It was the goal of the designers to make the skin seem as natural as possible.

The Visitor are also proto-typing a shape-changing version that has a certain set of features pre-programed into it. This allows a single Sirian to appear as a number of humanoids within a certain range. Due to the limitations of the organics, only a fixed number of appearances can be programmed in and for most humanoids, they all will have similar features. Length of hair, hairstyle and facial hair are more difficult to change and gender is near impossible at this stage.

Voice Reverberation

In both mini-series, the Visitors that came to Earth had a reverberation in the voice that differentiated them from humans. Humans had to come up with a means to simulate that. However, in the Series that reverberation disappeared, probably due to budget constraints.

On Earth, due to atmospheric differences from their home world, the Visitors initially has a modulation or reverb quality to it. However, overtime, that quality has faded as they adapted tot he new atmosphere. The only Visitors that have a reverb in their voice are those that have not spent a lot of time on Earth (95% of their stay was on a Mothership) or new arrivals.