Finally got it finished, I might add a few bits now and then. If you need picture representation, I can find them easily. Hope it's OK:
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Race
Race name: Fel’Ra (Fell-rah)
Planet of origin/the surface appearance: Gren’Pa (Grehn-pah)
Average life span: Dependant on Sou’Ra (Soow-rah. The Sou is pronounced like the French Sous, if it’s not that clear). However, due to the speed that their psyche is attuned to, a Fel’An (Fel’Ra year) feels longer to a Fel’Ra than a year does to a human. They also sleep less and tend to think faster, further improving the amount of content they can fit in a life.
Settled planets: Gren’Pa, Hal’Pa, Thzur’Pa, Plo’Pa.
Common features: The Fel’Ra are a race of tailed quadrupedal mammals, with fur all over their bodies. Roughly describable as large felines, the Fel’Ra can range vastly in size, lifespan and markings. These different varieties of Fel’Ra are known as Sou’Ra, and every Fel’Ra belongs to a Sou’Ra. The Fel’Ra all have sharp claws, padded paws, and marked tails. Their heads bear whiskers and various lengths of nose and varieties of eye colours. Fel’Ra have opposable fingers on their front paws, and these are vital to their technology, but not for their weapons. Finally, they have ears on the top of their heads, one on each side, which can rotate 180 degrees around.
At birth, the Fel’Ra’s Fel’Me and Fel’Va, parents, use a special plant chemical, unique to a Sou’Ra and varied between them, is painted upon the newborn Fel’Ra’s tail. Sometimes it is coloured, often it is scented, some even modify hair growth on the Fel’Ra’s tail. This marks them as a Fel’Ra belonging to a Sou’Ra. The same kinds of chemicals are used for tattoos and the like for the more adventurous Fel’Ra.
Spoken languages: Fel’To, Hal’To.
Fel’To is the original language of the Fel’Ra, a language of mystery and intrigue. The tongue is formed of purrs, meows, hisses and clicks. The smallest mispronunciation leads to a very different meaning in most sentences, as the multiple meanings of many words leads to a perfectly normal sentence having several other, often less friendly, meanings. The language is reliant on perfect intonation to get the correct meaning across, leading to the race not developing robotic speech until late in their 4th Era. The double-meanings and lack of sarcasm makes Fel’To the language of choice among the Fel’Ra.
Hal’To is the tongue of the Hal’Sou, a Sou’Ra of the Fel’Ra. The language contains no purrs or clicks, and all words have but a single meaning. This language is similar to that of the domestic cat of the Humans, but its use is rarely seen outside of the uneducated or gangs, due to the lack of sophistication.
Written languages: Fel’Wral
Fel’Wral is the only written language of the Fel’Ra, consisting of 137 different claw-made symbols, acting as the letters of Humans. Both Fel’To and Hal’To use Fel’Wral, as few other symbols can be made by the Fel’Ra’s claws. In English translations, some plurals gain an ‘n’ at the end.
Levels of leadership: The Fel’Ra hierarchy is different in each Sou’Ra, but the uppermost positions are answered to by all Sou’Ra.
Hau’Fel (High Fel’Ra) – This Fel’Ra is their spiritual leader, and all owe allegiance to him or her. The Hau’Fel is in direct conversation to the Fel’Lon, the spirits worshipped by the Fel’Ra. Each Sou’Ra backs a different Fel’Lon more than the others, but they still worship all 7 Fel’Lon.
Gov’Feln (The Fel’Ra Council) – Each Sou’Ra elects a Gov’Fel to represent them. The Fel’Lon directly watch their actions, and ascertain that they are representing their Sou’Ra rather then themselves. The Eighth Gov’Fel is chosen by the Fel’Lon, and the Hau’Fel occupies the rarely used Ninth Seat.
From here on in, these are by Sou’Ra. There are not equivalents from one Sou’Ra to another, and I have included facts based on the basics of the Sou’Ra.
Jan’Sou – Worships Jan’Lo (4), average lifespan of 35 earth years or 140 Fel’An. Grey-blue fur, large paws and stocky build. Grow to about 3’. The Jan’Sou are the greatest warriors of the Fel’Ra, though few of their famous Fel are from a warrior background. Hierarchy:
Su’Jan – the Great Cat. The Su’Jan always lives 150 Fel’An (Fel years), which is 37.5 earth years. At birth, the Su’Jan is marked by the symbol of Jan’Lo, warrior spirit of the Fel’Ra. The Su’Jan is born on the exact second that the previous Su’Jan dies, and is always born to random parents. They must undertake the Jan’Tri, a series of tasks set by Jan’Lo, and then ascend to leading the Jan’Sou. Some Su’Jan fail the Jan’Tri, and 150 Fel’An pass without a Su’Jan. They are in control of the Jan’Sou, and rule as warrior and politician, always advised by Jan’Lo.
Gov’Jann – The Jan Council. The Gov’Jann consists of 4 members, and owes allegiance to the Su’Jan, ruling in their place until they complete the Jan’Tri. One Gov’Jan is usually elected for the Gov’Feln, but not always.
Mil’Jan – The Jan Warriors. They are the workers and warriors of the Jan’Sou, and spend most of their lives as such. They are the masses, however, and vote for the Gov’Jann and Jan Gov’Fel.
Elt’Jan – The Jan Parents. In times of parentage, all work is lifted from the Jan’Sou, and they go to the Elt’Jan. They still vote for the Gov’Jann and Jan Gov’Fel, but not for anything else until their children reach 5 Fel’An.
Xi’Sou – Worships Xi’Lo (6), average lifespan of 40 earth years or 160 Fel’An. White fur with black extremities, slender and sharp-featured. Grow to 3’ 6”. The Xi’Sou are very taken to politics, cannot trust and are not trusted. They often rule as they see fit, and were the creators of the Fel’To. Despite what many would think, they are disgusted with assassination and underhand bribing. Hierarchy:
Poe’Xi – [No literal translation]. The Poe’Xi is a political mastermind, blessed by Xi’Lo after election. They see the flow of Fel’To perfectly, and always know what is being said.
Den’Xi – [No literal translation]. The Den’Xi, are, in the loosest terms, the working class. They work, they vote (lots), etc. Due to the political nature of the Xi’Sou, the Den’Xi are often well-paid and own businesses, rarely subordinates and rarely working manually.
Mex’Sou – Worships Mex’Lo (10), average lifespan of 25 earth years (100 Fel’An). Ginger fur, long-haired and often with white stripes. Grow to 2’ 6”. The Mex’Sou are artistically talented, some architects, some designers, some chefs, some poets. They care less for politics than any other Sou’Ra, and have a very simple political hierarchy:
Arc’Mexn – The Arch-Mex. This is a council of 10 politically inclines Mex’Sou, voted for by the others. Apart from being the group that can go up to the Gov’Feln, respect paid to the Arc’Mexn is equivalent to that of the Kun’Mex.
Kun’Mex – The Mex Artists. They are equal in rights, unequal in skill and talent, but are a happy bunch who care little for the problems of the race. Kun’Mex provide most of the art of the Fel’Ra, with famous artists like Mex-Leo’Dav and Mex-Vin’Goh.
Wor’Sou – Worships Wor’Lo (5), average lifespan of 50 earth years (200 Fel’An). Light fur with ‘flat’ noses. Grow to 3’. The Wor’Sou are the priests of the Fel’Ra, spending on churches, and inspiring others to action. They are typically short-tempered and old-fashioned, but mean well, and keep the Maj’Fol flowing. Hierarchy:
Cur’Wor – Curator. The Cur’Wor is a legendary figure of the Wor’Sou, chosen by Wor’Lo at the end of each Fel’Dec (10 Fel’An). All of the Wor’Sou involuntarily speak the name of one of their number, who becomes the Cur’Wor and leads a crusade of worship to all Fel’Ra.
Bis’Wor – Leaders. The Bis’Wor are born into the position, and govern the Wor’Sou as they see fit. Few Fel’Ra agree that the Bis’Wor should be selected as such, but the Wor’Sou care not – they spend on churches and worship, and the Pri’Wor are blind to the political movements of the Bis’Wor.
Pri’Wor – Priests. The Pri’Wor are the second-to-lowest class, the Wor’Sou who take it upon themselves to devote their lives to churches. They are the only voting class, and make up the vast majority of the Wor’Sou.
Ath’Wor – Heretics. Some Wor’Sou hate the way that their Sou’Ra is run, and so do not devote their lives to the cause. The Bis’Wor declare them heretics, though they are only mistreated by the Wor’Sou – the other Sou’Ra feel only pity for their misfortune of birth.
Mag’Sou – Worship Mag’Lo (7), average lifespan of 100 earth years (400 Fel’An). Silver, White, Grey or mixed (but only those colours) in colour, long-haired. Grow to 3’ 6”. The Mag’Sou are the ‘mages’ of the Fel’Ra, sustained only by the spirits and by the connection made by worship. Their hierarchy is one of advancement by average skill to age, and they have no single leader. Hierarchy:
Alt’Mag: Elders (age 325+ Fel’An). They are the strongest mages of the Fel’An, harnessing the Maj’Fol to create things unthinkable to many. They may not be the most physically able, hundreds of Fel’An tarnishing their physique, but they are amongst the most dangerous. They are the leaders of the race, and the only ones eligible to be voted into the Gov’Feln.
Eld’Mag: Arch-Mages (age 275+ Fel’An). The final of the pre-governance ranks, the Eld’Mag are masters of arcane sorceries, and are much matured compared to many of their brethren.
Sorc’Mag: Mages (age 200+ Fel’An). When a Mag’Sou passes their Fel’Sorc exam, they reach the Sorc’Mag level, where their training is complete. They are teachers of the Maj’Ut, teaching the lower ranks the basics of magic. As the Fel’Ra climbs the hierarchy, they teach higher ranks of Mag’Sou and experiment to find new ways of using the Maj’Fol. Roughly half of all Mag’Sou finish their lives at this stage.
Leh’Mag: Apprentices (age 100+ Fel’An). Though technically not a mage, the Leh’Mag are qualified Mag’Sou, who may wish to join another profession. Less than a fifth of all Mag’Sou end their training (and lives) here, and work their magic in concert with the skills of other Fel’Ra.
Kin’Mag: Young Ones (age 50+ Fel’An). The Kin’Mag are adults in Fel’Ra society, but still require further training to leave Mag’Sou education. They are able to vote from this point on.
Fin’Mag: Children. This is where the Mag’Sou are born into, and then must learn to climb the ladder of the Mag’Sou. Due to the age or skill requirements, some Mag’Sou spend a full 100 Fel’An to leave to the wider Fel’Ra society, while some reach Sorc’Mag within 100 Fel’An.
Hel’Sou – Worships Hel’Lo (9), average lifespan of 60 earth years (240 Fel’An). Always jet-black short fur, always athletic build. Grow to 2’. The Hel’Sou are the assassins, saboteurs, spies, and sneaks of the Fel’Ra. Few like to speak with them, as their words are always dripping with hidden venom that only the Xi’Sou can see. Their hierarchy is strange, as they are built of clans, as such:
Maf’Hel: The Maf’Hel are the clan leaders, and they attend only one annual meeting, where all underhand work is allowed to work the laws of the clan. The one vote that is universally understood as the one that should be fair is the vote for the Gov’Fel, and not once has it been unfair.
Gon’Hel: These are the other Hel’Sou in the clans. Simply, they are often hired or ordered by their Maf’Hel or otherwise, to perform their special ‘dealings’. Which are never nice.
Tek’Sou – Worship Tek’Lo (8), average lifespan of 75 earth years (300 Fel’An). The Tek’Sou are varied in colour and hair length, though almost exlusively black and white short or mid-length hair. Grow to 3’. They are the scientists, mechanics and engineers of the race, and the most populous of the lot. Hierarchy:
Kha’Tek – The Great Architects. The Kha’Tek are the ruling group, voted in to lead. Their interests are always for the advancement of science, medicine and technology, so rarely stray far from that of the voters. They vote amongst themselves for the Gov’Fel of the Tek’Sou.
Kra’Tek – The Healers. (Note: They are equal to Ksi’Teks and Kov’Teks) The Kra’Tek invent medicines, run the hospitals and do other such things. Without them, many diseases would not be cured, and many Fel’Ra would die from war and accidents.
Ksi’Tek – The Scientists. They are the researchers, the thinkers, the explainers. Their function is the same as that of most races’ scientists.
Kov’Tek – The Engineers. They are in command of architecture, vehicles, machinery and so on. They are usually the mathematicians of the race, but sometimes just imaginative individuals.
Backstory: The beginnings of the Fel’Ra were not the greatest. They formed tribes after evolution to sentience, each in the thrall of one of the great spirits. The spirits themselves were created by similar ideology forming in their minds, and thus birthed them. The Fel’Ra Tribes, the Fel’Sou, thought them gods, and worshipped them. The substance of their existences was poured into their minds, refining them to the purpose. Eventually, the Fel’Sou were all enemies, and not one would even talk to one another – ambassadors would be sent back with missing limbs at best, at worst not at all.
At the end of their second era, a Fel’Ra was born to a Tek’Sou noble, but would not be marked, so was sent out into the wilderness. Here, he grew up, alone to the world, but with a great purpose building. The inability to mark him was the spirits’ protection. He was their vassal, their vessel. He united the tribes at one meeting, where the tribes’ leaders gathered. The eight of them gathered, and the spirits rose before them. Seeing the rival spirits together as brothers shocked the leaders, but that was but a shred of things to come. The spirits took a hair from each of the eight gathered, merged them, and then, with a flash of light, they created the Hau’Fel. They were told that each seat now occupied was as it shall always be – the tribes shall vote one to represent them, the spirits shall choose one, and the Hau’Fel shall take the final seat, and decide laws to unite the land. From then on, the tribes became the Fel’Sou, united under the spirits, and coexisted perfectly for years to come.
ERAS (Fel’Rae):
1st: Era of the Spirit (Rae’Lon). The Fel’Ra evolved to sentience, formed tribes, and created the 7 spirits by shared thinking. The creating marks the era’s end.
2nd: Era of the Chosen (Rae’Cho). The Fel’Cho was born and cast out, then united the tribes, the birth of the Hau’Fel marking the end.
3rd: Era of the Hau’Fel (Rae-Hau’Fel). The Hau’Fel explained mysterious things from the spirits for an era, one of which scared and upset the delegation. In a shocking display of mistrust, all of the Gov’Fel but the Fel’Cho turned upon the Hau’Fel, slaying him then turning on each other, marking the era’s end.
4th: Era of Night (Rae’Noc). The spirits punished the Fel’Ra with unending night for 100 Fel’An. The Wor’Sou and Mag’Sou suffered greatly, as the spirits stopped connecting to the Fel’Ra, causing them to be without purpose. The Era ended with the greatest of sacrifices – a group of Fel’Ra, one of each tribe, set out to the 9 seats, and sacrificed themselves, using the final bit of Maj’Fol on Gren’Pa, to recreate the hair of the original Gov’Fel. The Hau’Fel was reborn, and the spirits were forced to reconnect to the world. Their spite abated by the noble Fel’Ra, they continued to reconnect, and have not left since.
5th: Era of Planets (Rae’Pa). The Fel’Ra reached space, inhabiting 3 nearby planets, guided by the spirits. The era is ongoing.
Technology: With an entire Sou’Ra dedicated to science and medicine, it is of little surprise that the Fel’Ra command awesome technology. Much of the necessary resource-gathering is automated, and most homes are packed with technology.
The Fel’Ra do not often use transport, as they are a very mobile race on foot. Sometimes, however, transport is necessary for war or space. In these cases, they tend to use flying vehicles. In war and at home, their transports are usually wedge-shaped, the front compartment for the driver and the rear area for the passengers. The main difference is the ends – the front end is usually more rounded for peace-time transports, and the rear end on the war transport is a one-way shield, so that the passengers are protected and can leap out into the enemies. Some more elderly Mag’Sou use Maj’Dis, flying discs. They sit on the disc, channel a small amount of Maj’Fol into it, and then they fly. Think of Yoda’s disc from star wars with a Norwegian Forest Cat on it, and you’re not far from it.
The Fel’Ra use field technology as armour in warfare – a frame going down their legs, down their tail and up to their heads project different types of field when something draws near. Bullets deflect off the shield easily, but the shield can only take so much damage before it runs out of power.
For weaponry, the Fel’Ra have gunpowder but do not use it often. Their style of combat is suited to laser weaponry – either afar or up close, with as little noise as possible. Laser blades and pistols are standard issue, and are both useful. The right wrist has a laser pistol on it, the left a laser blade. A special button on the side of the paw is the activation switch – either to fire or draw. Other weapons exist to them, such as the Claw-pattern Hexrifle (which fires 6 small half-discs at an opponent) and the Thzurite Monocannon (which fires a lump of contained energy at a point, which, obviously, blows up spectacularly).
They also like teleportation and aircraft, so it is of little surprise that most major operations against the Plo’Dest use teleport and aircraft strikes. The teleporters are simple to them, but are not widely used because of the risk of ending up somewhere wrong, or ending up half-materialised. Their aircraft are much more safe, and an effective invasion tool. They are long and streamlined, often bearing Thzurite Bombs on their undersides and paired Helrifles (Hel’Rif) in their fronts. These aircraft are often disguised, and are almost impossible to hit. That said, even a pebble thrown hard enough could throw it off course, and any wing or engine damage would spin it into oblivion. The same kind of craft, only bigger, are available for commercial use as private jets or passenger planes.
The most unique thing about the Fel’Ra is the magic of the Mag’Sou. The spirits are sentient conduits of energy, but they exist on a separate plane of existence. However, whenever a Fel’Ra worships them, dedicates something to them, or even thinks of them, a varying amount of their energy is sent to them. This is known as the Maj’Fol, magic flow. The Mag’Sou are able to harness this better than any because of their connection to Mag’Lo, the spirit of the arcane and supernatural. Some from the other Sou’Ra can harness it, but not like the Mag’Sou can. This is the most versatile weapon they have – it can create fire in midair, change someone’s mind, or flip a switch, or anything further out or in between. However, Maj’Fol is needed to do such, so the ability is useless without it. Maj’Fol can be stored, and even the Maj’Fol-blind can store it. The more memories the Fel’Ra has, the more Maj’Fol it can store. The oldest of the Mag’Sou can store enough to provide oxygen for themselves for months on end, some even longer. However, the Maj’Fol follows certain laws – for example, one cannot just create something, it is just moved, or gravity cannot be turned off but the force can be balanced.
Religion: Just before the Fel’Ra began to track time, their collective consciences had spawned 7 spirits, each a being of ideals and power. Before the end of the 2nd era, they were thought of as gods, but when the Hau’Fel was created, the illusion stopped. Despite not being deities, their worship still continues as the best way to release Maj’Fol. The spirits are as follows:
Jan’Lo: Spirit of courage and strife. He has powers in strength, bravery, war and disregard for personal safety. His sacred number is 4.
Xi’Lo: Spirit of words and tricks. He has powers in wordplay, deception, outthinking and comprehension. His sacred number is 6.
Mex’Lo: Spirit of art and creativity. He has powers in poetry, art, imagination and free thought. His sacred number is 10.
Wor’Lo: Spirit of worship and crusades. He has powers in achieving goals, crusades, strength of will and determination. His sacred number is 5.
Mag’Lo: Spirit of magic and sorcery. He has powers in magic, correct thinking, democracy and laws. His sacred number is 7.
Hel’Lo: Spirit of shadows and night. He has powers in sneaking, agility, tactical thinking and strategy. His sacred number is 9.
Tek’Lo: Spirit of science and medicine. He has powers in science, healing, technology and order. His sacred number is 8.
Allies and enemies: The Plo’Dest of Plo’Pa are, despite having lost most of their population in the invasion, still powerful enemies of the Fel’Ra. They are rodent-like, but less cunning and more brutal. A single Plo’Dest could kill thousands of Fel’Ra, purely by virtue of their standard-issue Sollaunchers – cannons that fire balls of contained star-gas. It can blind, burn and explode, which bodes badly for the Fel’Ra.
Due to their dislike of trust and their tricksy language, the Fel’Ra have no allies (save maybe the spirits), but many planets. They are not an old race, but they are making excellent headway to becoming a serious threat to any other galactic empires.
Characters:
[Political Representative]
Real Name: Zan’Trut
Title: Eld’Mag-Zan’Trut, Mos’Kul. (Elder Mage Zan’Trut, Ambassador)
Rank in culture: Eld’Mag (Elder) of the Mag’Sou
Appearance: Long-haired, silver-grey furred except for a white patch from about the mouth down between his legs. (
http://www.google.co.uk/imgres?q=no...=195&start=0&ndsp=15&ved=1t:429,r:1,s:0,i:140)
Backstory: Zan’Trut began life as a kitten to two Sorc’Mags, and was obviously taken to be taught the arts of the Mag’Sou. At the age of 47, he passed his exam to become a Kin’Mag, then passed the Leh’Mag exam at 89. From this, he moved onto being a Sorc’Mag at 183, then an Eld’Mag at 257. An above-average student, the only thing holding Zan’Trut back from achieving Eld’Mag at an earlier age was his constant questioning – why is this, should I do that? His mastery of the Maj’Fol is greater than many of his superiors, and his level-head is the wonder of many. His tutors at a young age said that he would do something great – something as great as the first Fel’Cho – but were not sure where, when, how, why or any other detail of it. His Eld’Mag entry was singularly amazing. He had succeeded where many had failed, in stabilising both an alternate opener gateway and a cross-vacuum communicator (with nothing visible). These two achievements made him the obvious choice over all other Mag’Sou for the negotiations, and the Xi’Sou had been ruled out due to their natural talent being nullified by the language being used in the negotiations. However, the entire Gov’Feln would be connected to Zan’Trut by his communicator spell for advice as to what to say, and the gateway opener meant that if conflict began to arise, he could send troops through.
Age: 66 earth years, 266 Fel’An.
Personality: As a Fel’Ra, Zan’Trut finds it hard to trust outsiders, and likes to have fun and run circles around others with his mother tongue. However, as a Mag’Sou, he is much more quiet than many of his race, and prefers to dwell on new ways to harness the Maj’Fol than to make friends. On the outside, he often appears cold, calculating and hostile, while he is just thinking and calculating on the inside. However, when his mind is put to the task, he is level-headed and thinks as far ahead as time will allow.
Weapon(s) of choice: Zan’Trut does not use weapons, but rather uses his Lo’Maj (Spirit Magic). That said, he does wear a laser field exoskeleton (which projects an energy field when a threat is detected, and looses small amounts of energy at the attacker if there is enough energy left) underneath his regal robe, and is requesting to have the Su’Jan near to him at all times.
[War Leader]
Real Name: Anz’Kull
Title: Su’Jan-Anz'Kull
Rank in culture: Su’Jan
Appearance: Anz’Kull bears a subdued grey-blue tone of fur, with striking yellow eyes and massive paws, just like most Jan’Sou. He is an astonishing 3’ 4”, much taller than most Jan’Sou. (Think this, with bigger paws and a bigger, stronger-looking build
http://www.google.co.uk/imgres?q=ch...nw=98&start=0&ndsp=16&ved=1t:429,r:0,s:0,i:71)
Backstory: Anz’Kull is the current Su’Jan, and is considered one of the most capable Su’Jan over the years. At birth, his parents were delighted to see that he was the Su’Jan, and so they found the correct tutor to teach him the skills needed for the Jan’Tri. Walking out of the Jan’Tri at 37 Fel’An, Anz’Kull began to rule fairly, but was better known for his brilliant military strategies. In the Plo’Ski (Plo War), Anz’Kull managed to take a full company of Plo’Dest without a single casualty. Now in his later years, the Fel’Cho indicated to the Gov’Feln that Anz’Kull must be the one to join the negotiations party, for whatever part Jan’Lo has planned for him.
Age: 105 Fel’An (26 Earth years).
Personality: If there is one thing that birth has left Anz’Kull short of, it would be temper. Stupid suggestions and disinterested Jan’Sou often bear the brunt of Anz’Kull’s verbal assaults, occasionally in Hal’To, to worsen the blow. When roused to ire, few have the sheer strength of will to stand up to Anz’Kull, and that’s before adding in the factor that he will live to 150 Fel’An, no matter what (and the fact that he’s backed by an immensely powerful transdimensional being). To those he can get along with, he is friendly in the extreme, and will defend his friends stoically. His military might and strategy are the stuff of legends, though he is one of the few unfortunate Fel’Ra with no ability to harness the Maj’Fol at all, which makes him uncomfortable around most unscrupulous mages.
Weapon(s) of choice: Anz’Kull can fight at range and up close. He wears a full suit of energy armour, which covers only his torso, and can cover his head, legs and tail at a mere thought, as it is wired up using stored Maj’Fol into his brain (a completely painless procedure – it’s just his brain emitting a type of wave into a suit of metal). The armour creates an extremely durable force-shield around him, which can only be broken with massive amounts of force. Moreover, the suit is made of a precious flexible alloy, allowing him free movement with great protection.
The suit has a pair of inner wrist-mounted Hel’Kni (improved laser blades capable of being used as knives and swords), again powered by Maj’Fol signals from his brain, and a pair of outer wrist-mounted Hexpistols. He also bears a Hel’Rif, a Helrifle, which is an extremely powerful laser-firing, semi-automatic, sniper-capable weapon.