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Alien Species: Kzin
Topic Started: Monday, 2. November 2009, 21:27 (1,412 Views)
Moose
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Rakurai, Alice, Ael and Olivia

Kzinti
Location of homeworld: Beta Quadrant

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The Kzinti (or Kzin, it’s used interchangeably) are a race of vicious but intelligent carnivores. They are bipedal felinoids and related to the Caitians, but stand about 8 feet (2.5 meters) tall compared to the generally petite, human-sized Caitians. Like the Caitians, Kzin have pelts that are usually ruddy orange with markings like a tiger or leopard, although tawny or snowy-pelted individuals and prides exist. Their fur does not change colour with age, but some have a quirk that enables them to change fur colour slowly over a period of months to match climate changes.

They are bipedal with hands possessing five fingers and a thumb. They have tails, but they are vestigial. Unlike a Caitian, a Kzinti’s ears and tail are hairless. Most Kzinti look like large orange-furred tiger-humanoids, but that is not an exact description. Their hands end in three fingers and an opposable thumb, all with retractable claws.

Telepaths are tolerated by the warrior class due to the specialized use of their skill, otherwise they endure a low-caste position in society, just above the status of slaves, with the occasional slave being considered of a higher social status. Telepaths rarely, if ever, earn a name, and they aren't legally allowed to breed. Telepaths have a moderately reduced lifespan, mostly due to their inability to control their telepathic abilities as it is turned 'on' all the time, disrupting their sleep and leaves them mentally depressed and tired all the time. A 3 to 5cc doze of Anesthetics will allow them to sleep peacefully for about 4 hours, using a larger dose will cause them to develop a natural resistance to the anesthetic used. Every police starship has atleast one telepath aboard, as most Kzinti ships have one on board as well.

Most Kzin females (s. Kzinrett, pl. Kzinretti) are sub-sapient, with a vocabulary of fewer than a hundred word/sounds and primarily instinct-driven behavior, and are treated as chattel by males (s. Kzintosh, pl. Kzintoshi). This was not always the case: archaic Kzinretti were sapient until the Kzin used Jotoki biotechnology to drive them to their current state while boosting the males' martial prowess.

Kzin society explains this by stating that the Fanged God removed Kzinrreti's souls as punishment for an attempted rebellion against him shortly after he created the Kzinti. Certain bloodlines still produce sentient females, as do some, if not most, primitive tribes. These tribes, long isolated from the Patriarchy, avoided the genetic modifications.

Kzin society is extremely male dominated. The leader of the race is called the Patriarch, which is a hereditary title. The Kzinti call themselves "Heroes" or the "Heroes Race" and because they believe themselves to be "heroes", their society places a very high value on "acting Heroic" and behaving in a heroic fashion.

To Kzin society, "heroic" means being honourable and having integrity. Kzin honour is similar in many ways to the samurai code of Bushido. Strakh serves as almost a sort of currency or favour system, since they do not use money in their culture. For example, if the Patriarch gets meat from a sellers' market stand, the seller gains considerable strakh which will bring honour to the seller allowing him to get better customers - which leads to more strakh, which gives the seller a higher status within the community.

Once Kzinti gained access to genetic-manipulation technology, they started manipulating themselves in order to bring out the most "heroic" qualities and recede undesired ones. To this end, because females are not valued except as bearers of children, the male-dominated Kzin society bred (most of) their own females into sub-sapience.

The Kzinti are 160 to 227 kg. (350 and 500 lbs), they physically large (usually 2.5 meters tall), and they have a preference for unarmed (natural claws and teeth) combat. They also use phasers and disruptors. Immensely powerful, Kzinti have two hearts and vertical bracing ribs. Their warrior code of single combat commits them to fight to the death any foe who engages in hand-to-hand combat with one of them. If a Kzin commander is physically attacked, combat reinforcements may not be requested until honour is settled.

Kzin are known for their favored attack strategy, which is "Scream and Leap" (as in just scream and leap). Kzinti only eat flesh (preferably blood-raw and served at body temperature), and refuse to speak to herbivorous beings, save when absolutely necessary. They also revile pacifists, so Vulcans are doubly contemptible to them. They will reluctantly converse with omnivores like humans, although they will use other peoples for food if possible. They have no moral issues with eating other sentient beings (the prey thing again) often before such beings are rendered non-sentient. They host barbeques for their prisoners, who are the center of attention (and usually the main course as well)

Kzinti females are typically non-sentient, animal-minded creatures (unlike Ferengi females who are only repressed), and they are fought over, kept in harems much like lion prides. The kzinrretti (kzin females) had been bred for docility and stupidity over many generations. Now, this is very slowly begining to fade away. With the Prophethood of Rr'kia, much of the subservient status of the kzinrret has faded away. Even so, most kzinrretti lead sheltered lives as household managers and breeders and educators of the kittens.

Kzin males frequently forget that females of other species are sentient beings. This leads many of them to underestimate female opponents, because they instinctively consider females to be inferior. They are very touchy about their honour and have no respect for vegetarian (herbivore) races (whom they consider prey). The Kzinti and Lyrans, though both feline, hate each other. The Caitains and the Kzinti also do not get along too well, though they are on better relations than the Lyrans.

Kzinti have a fairly high child mortality rate, as the very rough games of the youngsters lead to accidents and deaths. Partly for this reason, younger and low-status kzinti are known by nicknames or professions, and are not given names.

Life expectancy for Kzin are 60 years but 30 to 35 years for Kzin telepaths. About ten percent of the Kzin population are telepaths. Although they do not need to touch a subject to read its mind, they are reluctant to read omnivore minds, and will only read herbivore or female minds if disciplined by the commander. Reading minds causes great psychological stress to telepaths, and unless the telepath rests for a period of time after each mind reading, the stresses build up and they tend to lose consciousness. Thus, Kzinti commanders do not use their telepathic subordinates casually.

Among the Kzin, names are given only to individuals who have been awarded that honour by the Patriarch, the ruler of all the Kzin. This practice is similar to the British monarch awarding knighthood to worthy individuals. Unnamed Kzin are referred to only by their rank or specialty i.e., Captain, Flyer (starship pilot), Telepath, and so forth. Distinguished Kzin gain a partial name (i.e., Chuft Captain, Jarl Captain are examples of typical partial names). Only the greatest of Kzinti warriors gain a full name, which is unrelated to their partial or rank/specialty names. Part of the drive for every kzintosh (male kzin) is to win a name for himself. Gaining a name requires some individual act of notable heroism, and often leads young males to foolish risks and death. Names may only be awarded by high-status kzinti with full names.

The first step is for the newly recognized kzin to receive a half-name. This name is an individual choice, and is paired with the profession of the kzin. For example, Kitht-Knight, and S'ralnath-Scout, might be partial names. For additional acts of great heroism and success, the kzin may be awarded a second (or Full) name. The kzin invariably chooses the name of his family for his Full name because, until this point, he or she is not recognized as being worthy to carry the cherished family name.

It is possible for a kzin to give himself a name, but he must expect to have to defend his right to keep the name in numerous duels until his worthiness is proven. This convention of earning a name drives much of kzin culture. Those without names either accept their lots in life and work at their professions as they can, or they attempt to better themselves to earn a name. Despite the Ishan revelation, most kzinti still respect hunting skill and battle prowess as the marks of status. These are the swiftest paths to notice and naming.

Modern Kzin culture is highly mercantile and little different from that of other members of the Federal leagues. However, traditional Kzin culture was grouped around packs or prides, which ranged at various phases of Kzin culture from voluntary societies to warrior societies to gangs of thugs to highly disciplined military units. Young males typically grew up in one pack, then left it to join another one, where they would marry, when they came of age. The Kzin nobility developed as higher levels of social organization became necessary.

During the third dynasty (812 AD - 999), however, this custom fell into abeyance as the rising merchants began to dodge it by a variety of strategems. By the start of the fourth dynasty (1652 - 1838), the custom had arisen of passing the inheritance to the eldest male child.

Kzin legend claims that their world was the first world to be created at the beginning of time. While this remains debatable, it is clear that Kzin is a remarkably old world. In fact, Kzin's sun should have gone out by now. Tt should have gone out long before the Kzin themselves ever evolved, if one dates its age by the age of the planetary rocks. However, it seems to only be at the point in the life cycle of a star that is comparable to the current status of Sol or Jurai's star. This mystery remains unsolved, although there is reason to believe a another race which very advanced technology, the Sidar may have been involved.

It is known that the Sidar visited Kzin. While the Kzin preserve no memories of any contact, Sidarian weather control machines still function in the planetary atmosphere, and the Kzin found the remains of Sidarian starbases on Musarik, Dvor, and Kzat. Around the time that the Romulans and Federation were fighting their first war, the Klingons and Kzinti met each other in their first war. Both sides consider the other to be evil barbarians. Kzinti, while being honourable by their own standards, tend to consider other races to be inferior to them, and consider eating dead sentient beings to be acceptable (but then, Klingons have odd diets as well). Though they fought for many years, there was no successful end to the war.

Eventually, the Kzinti met the Federation, and attempted to conquer them. The Kzinti have fought four small scale wars against the Federation in the 23rd century, losing all of them. This has been due in large part to inferior technology and a tendency to attack before they are ready. While the Federation was easily capable of keeping Kzinti at bay, and the Federation treated Kzinti prisoners well, and they eventually accepted a limited friendship. Kzinti technology development has been slowed by their distrust of computers; the Kzin have ancient legends of weapons haunted by dead owners, and thus are reluctant to deal with machinery that talks.

One of the reasons alien races is such a dangerous enemy is the psychological blind spot the Kzinti have toward females. Since the Kzinti have bred intelligence out of their own females, an inexperienced Kzin is sometimes careless enough to leave human females to their own devices, usually with fatal results to that particular Kzin. It has been further described that a combat-trained human female is a Hero's worst nightmare. The Kzinti term for any particularly competent human female soldier is "Manrret" (singular) or "Manrretti" (plural), so named out of a sense of gallows humor regarding lethal encounters with same. From the Kzinti point of view a Manrret's stamina, speed, reflexes, pain tolerance, and reasoning capability (enhanced intuition by virtue of increased interconnectedness between the left and right halves of the human female brain) are far superior to a Man's. This gives some Kzin reason for considering each of the genders of humans to be a separate alien species.

After the last war, The Federation and the Kzin Patriarchy signed the Treaty of Sirius in 2241, which limited the Kzin to possess weapon technology that is related to police functions: ships and police webs (a wire mesh which is spread on a flat surface, and looks like a spider’s web. With the power turned on, a tractor field is activated which immobilizes (not unlike paralysis) any one standing on the web. These webs are fully portable, and police stunners (akin to phasers, but only capable of stun functions).

Until 2254, the dozen worlds of the Kzin Patriarchy had the status of a Federation protectorate. Kzin and Federation diplomats altered the Treaty of Sirius, allowing the Kzin to operate seperately from the Federation. Romulans generally avoid the Kzin. Kzinti has started to rebuilt their fleet mainly to keep the Klingons, Lyrans and Mirak at bay. The Kzin have been on somewhat friendly terms with the Federation and the Romulan Star Empire.

October 28, 2313, the Kzin declared war on a neighbouring race, the Wara. By 2329, the Wara came under Kzinti domination, freeing the empire to expand in that direction. In 2354, the Second Khund Empire came into contact with the Kzin and the War of Ancient Hatred was fought. The Khunds wanted revenge for the devastation of their world. The Kzin were vaguely amused by it all. By 2364, they broke the Khund onslaught and stripped the Khunds of a quarter of their empire as punishment.

Since 2254, a total of 600 Kzin entered Starfleet Academy. Only 440 graduated. Kzin Starfleet officers work best with an all male crew. It is very hard for a Kzin to understand that a female has any intelligent at all.

STARSHIPS
In terms of starship design, Kzinti ships have more torpedoes than Klingons, similar or fewer disruptors, and phasers. They are relatively underpowered designs, but since torpedoes doesnt need power and they developed very efficient phasers, they don't need as much power. Current Kzinti ships, while they are designed in the same way as the old style, in terms of aesthetics, posses modern warp drives that are generally similar to a Federation Galaxy-class starship in engine design.

A typical Hunter-class Police ship’s maximum speed is warp 9.4 to 9.7. They tend to possess Klingon or Romulan style disruptors, and are also capable of launching photon torpedoes. Recent reports also mention that Kzin ships now possess cloaking technology, though how or where they got it from still remains a mystery.

Kzinti use weapons and armor made of a black metal alloy known as Irridesium. It is similiar to a very rare Gamma Quadrant metal, Laconia. Irridesium is light and strong, when it is melted and heated about 1900 Celcius, it looks like a black pool of liquid with oily iridescence shimmering upon its surface.

Kzin starships has alot of thick armor, typically 4 layers of different high density alloys and metals. About 9 diffenent armor variants are currently in service.

Kzintoshi are born without names, which they must earn through valorous deeds. They are originally known by their relation to their father when they are kittens. After maturity, they are known by their rank or occupation. A Kzin who has performed a great deed will be granted a partial name by a superior; a further, greater deed earns a full name, the second of which is the family name.

In rare instances, a sufficiently illustrious accomplishment will earn a nameless one a full name in one fell swoop. An example of this is the granting of a full name to Trainer-of-Slaves, who single-handedly delivered a fully working hyperdrive to the Patriarchy, thus earning the full name Graaf-Nig

An exception to this rule seems to accrue to the members of the Riit family, who have held the office of Kzinti Patriarch for uncounted generations. These appear to earn names upon reaching adulthood. The heir apparent to the Riit throne, "Pouncer", does not receive a name until it is earned by deed.

Only those Heroes that have earned a full name are allowed to breed.

An example of a Kzin's naming transition would be:
* Birth description: Third-Son of Khral-Hrag
* Occupation description: Weapons-Technician
* Partial name: Frep-Technician
* Full name: Frep-Hrag

Typical names of Kzinti ships are: "Traitors Claw," "Hot Needle of Inquiry," "Cat Who Sleeps With Dogs", "Cat Who Sees Stars", "Cat Who Feels Your Pain" and "Blackheart Seeker" to name a few. The Kzin are bent on the total destruction of the Nekkoan (a race closely related to the Caitian. The Nekkoan is nearly wiped out). The interesting canine-feline adversarial relationship has not escaped the attention of Starfleet historians.
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