Father Fletch
SOC-12
The good Baron Saarthuran had posted a thread about K'kree=cool recently. As is common with this group of carnivores it quickly became a recipe trading board more suited to be posted here including what brand of BBQ sauce goes best with suckling K'kree.
This post is to try and brainstorm the K'kree as a credible threat to PCs for those of us gaming in the Gateway.
The K'kree have a multi sector, culturally homogeneous, modern, industrialized, Armed, and ideologically motivated empire. They do not have many compunctions against sterilizing a planet if it suits their needs. But what if they want to be subtle?
There are hints and references to K'kree in many sources of Traveller (Lords of Thunder, GT:Alien Races 2, TAM 3<?>, The new Gateway Domain book for T20, etc.) that portray some of the K'kree being capable of great subtlety, intelligence, and sophistication when it comes to dealing with G'naak out side the 2000 worlds.
Any intelligent race that can invent Jump drive is capable of learning new things. What do the K'kree know that enables them to interact and influence the course of events in human space?
A few points to consider:
1. The K'kree sponsor piracy against the Hivers on a regular basis.
2. The K'kree do have embassies on important planets of G'naak controlled empires.
3. The K'kree have been in contact with humans, hivers, vargr, and other non-K'kree races in one form or another for at least 2000 years.
4. Since the philosophical shift away from the war of G'naak extermination, the K'kree have to develop new methods of dealing with them.
5. While there is much made of the 'Herd' instinct of K'kree, they are all intelligent beings. This means capable of independent thought and action. IIRC there is no racial modifier to K'kree intelligence in the CT rules. This means that the average K'kree is as smart as the average human, and look at the crap we get up to?
6. Given that the K'kree are as intelligent as humans, they have the added advantage of cultural and political homogeneity. This means that when driven to an agreed upon goal, there is great unity of purpose in achieving that goal. The K'kree also have displayed an ability for long term goal oriented projects. They might be very willing to start a destabilization project on their borders that will not come to fruition until generations later. A K'kree noble might well plan to pass his piracy sponsorship onto his sons!
With all that said I would like to see some ideas of how K'kree might used as a threat in a game when they are not bombing a planet to glass.
This post is to try and brainstorm the K'kree as a credible threat to PCs for those of us gaming in the Gateway.
The K'kree have a multi sector, culturally homogeneous, modern, industrialized, Armed, and ideologically motivated empire. They do not have many compunctions against sterilizing a planet if it suits their needs. But what if they want to be subtle?
There are hints and references to K'kree in many sources of Traveller (Lords of Thunder, GT:Alien Races 2, TAM 3<?>, The new Gateway Domain book for T20, etc.) that portray some of the K'kree being capable of great subtlety, intelligence, and sophistication when it comes to dealing with G'naak out side the 2000 worlds.
Any intelligent race that can invent Jump drive is capable of learning new things. What do the K'kree know that enables them to interact and influence the course of events in human space?
A few points to consider:
1. The K'kree sponsor piracy against the Hivers on a regular basis.
2. The K'kree do have embassies on important planets of G'naak controlled empires.
3. The K'kree have been in contact with humans, hivers, vargr, and other non-K'kree races in one form or another for at least 2000 years.
4. Since the philosophical shift away from the war of G'naak extermination, the K'kree have to develop new methods of dealing with them.
5. While there is much made of the 'Herd' instinct of K'kree, they are all intelligent beings. This means capable of independent thought and action. IIRC there is no racial modifier to K'kree intelligence in the CT rules. This means that the average K'kree is as smart as the average human, and look at the crap we get up to?
6. Given that the K'kree are as intelligent as humans, they have the added advantage of cultural and political homogeneity. This means that when driven to an agreed upon goal, there is great unity of purpose in achieving that goal. The K'kree also have displayed an ability for long term goal oriented projects. They might be very willing to start a destabilization project on their borders that will not come to fruition until generations later. A K'kree noble might well plan to pass his piracy sponsorship onto his sons!
With all that said I would like to see some ideas of how K'kree might used as a threat in a game when they are not bombing a planet to glass.