The ultimate predators on their homeworld, the Vorox should never have achieved sentience. All the known rules about natural selection deny it. But they did, and with seemingly no coaxing from without. Certainly, it is a crude and unsophisticated sentience, but this may simply be due to the limitations of their crude culture. Critics debate: Are Vorox the equal of human intelligence? Evidence suggests not, but those few who have escaped the bonds of their violent culture have proven otherwise.

They have colored fur and are immune to many poisons (a byproduct of their very toxic, nasty evolutionary environment) and they can’t eat vegetables. They can walk on two legs (leaving four arms free), four legs (leaving two free), or six legs for the best speed.

There are two types of Vorox: feral and civilized. Feral Vorox are not unintelligent; they simply do not have the benefits of a technological society. They are not allowed off-planet, for they are considered brutal and dangerous. Civilized Vorox are those who have had their claws cut, and are thus ‘tamed’. This cutting usually takes place at puberty and the Vorox is then educated in what culture and learning exists in their crude society. Civilized Vorox are allowed off-world and perform a variety of functions for Known World governments. The de-clawing ceremony began as a ritual imposed on Vorox culture by humans, but eventually became a source of pride for the civilized Vorox, a sign that they had evolved past their brutal cousins of the jungle. They have an odd religion (although no theurgy) which guarantees a soul only to those Vorox who have accepted civilization – the rest are believed to be feral animals trapped in a cycle of meaningless eating and being eaten.

The royal caste of Vorox is allowed to keep one claw, which secretes a poison deadly to humans and Vorox. This potent symbol of their rule has often gotten them in trouble off-world.

Large, fur-bearing mammals with six limbs, four of which can double for arms or legs (each hand has opposable thumbs). Their growl is loud and grating, ending with a note not audible to humans but jarring nonetheless.

Leading Vorox
Kummanga (king of ruling caste), Urgumantangu (shaman of Vorox church), Arng-arng-arng (warrioress famed for Symbiot kills)

Roleplaying Notes
Vorox are like hyperactive teenagers in puberty – they are passionate, quick to anger or play, rowdy and wide-eyed. Most Vorox find this whole culture thing, with its rules and regulations, to be a burden, but some find it a challenge.

They seem to have an instinctual respect for power and an urge for clannishness (feral Vorox hunt in packs – called angerak – for their planet’s other predator are more than a match for a single Vorox), which helps to uphold their ruling families and leaves them somewhat in awe of upper-class Known Worlders. They seem to crave respect and want desperately to be considered members in good standing of whatever group they join. Many a Church patriarch has upheld Vorox as pillars of loyalty, one of the Prophet’s primary virtues. Indeed, Vorox are fiercely loyal to their friends, family or group (guild, house, sect, etc.). But there are no set guidelines for resolving conflicts between allegiances, and many Vorox have gone mad trying to decide which takes precedence when these groups are at odds. Passionate tragedies have been written about noble Vorox raised to civilization against harsh odds brought low when forced to choose between royal family and chosen friends, or friends and sect loyalties.

Vorox are highly sought by humans as shock troops or guerrilla warriors. They were gleefully dropped on Stigmata during the Symbiot War, but when converted Vorox returned with Symbiot abilities, they wreaked more havoc than could be imagined. They aren’t allowed near Symbiots anymore.

Vorox Species Template

  • Fitness 4(7)
    • Strength +2
  • Coordination 2(5)
    • Reaction -1
  • Intellect 1(5)
  • Presence 2(5)
    • Empathy -1
  • Psi 0(3)
  • Force 0(3)
  • Essence 0(3)
  • Athletics (Running) 1(2)
  • Culture, Vorox 2(3)
  • History, Vorox 1(2)
  • Planetside Survival (Jungle) 1(2)
  • World Knowledge, Vorox 1(2)
Typical Traits
  • Language: Voroxish (Fluent/R/W) (+4)
  • Excellent Chemoreception (+1)
  • Extra Limbs (+6)
    • Total of six limbs usable as arms or legs
  • Immunity: Poison (+4)
  • Natural Weapon: Bite +1 (+1)
  • Natural Weapon: Poison Claws 1+1d (+6)
    • Vorox poison is a slow-acting paralytic. If the claw inflicts damage, the target is poisoned and suffers a cumulative -1 penalty to Coordination per turn, and then Dexterity. When Coordination and Dexterity reach 0, the target is unable to take any physical actions for the rest of the scene)
  • Swift (+2)
  • Bad Temper (-2)
  • Battle Rage (-2)
  • Non-Humanoid (-1)
  • Social Stigma: Monster (-2)
Optional: Civilized Vorox (Must be taken as a package)
  • Lose Natural Weapon: Poison Claws
  • Language: Any (Accented/R/W) (+3)
  • Choose One of:
    • Noble Vorox
      • Keep Natural Weapon: Poison Claws
      • Pacifism: Self-Defense (-3)
    • Choose one Academic or Social Skill 1(2)


Star Trek Late Night Deykaras