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Jem’Hadar

Written by DoStuffZ

Species Name: Jem’Hadar
Homeworld: None (genetically engineered species, bred in birthing chambers on Dominion outposts)
Physiology: Jem’Hadar are artificially engineered humanoids designed for combat superiority. They possess redundant organs, active camouflage capabilities, rapid reflexes, high pain tolerance, and regenerative capacity. Jem’Hadar do not eat, sleep, or reproduce naturally; they sustain themselves on ketracel-white, a biochemical enzyme that maintains their life functions and ensures obedience to the Dominion's Founders.


Cultural Overview:

  • Born for Obedience: Jem’Hadar are created with genetically encoded loyalty to the Founders, viewing them as gods. They follow orders from Vorta handlers without question and regard disobedience as dishonor.
  • Life of Combat: Their entire existence revolves around war, discipline, and the hunt. Jem’Hadar rarely live long lives, and those that do are often elevated to leadership roles through demonstrated prowess and battlefield survival.
  • No Culture, Only Purpose: Jem’Hadar do not build, create, or philosophize. They measure worth solely through strength, loyalty, and effectiveness in battle. Emotional expression is seen as weakness.
  • Post-War Anomalies: Rare Jem’Hadar have broken free from Dominion control—either due to ketracel deprivation, exposure to Federation ideals, or the influence of non-Dominion individuals. These individuals may develop personal ethics, free will, and identities—though often in painful, conflicted ways.

Starfleet Roles:

  • A Jem’Hadar in Starfleet is unprecedented and would be considered either a defector, experimental outreach subject, or rogue unit under supervision.
  • Such an individual would likely serve under constant scrutiny and require narrative justification (post-Dominion collapse, Founders' withdrawal, white independence, etc.).
  • Combat, tactical survival, security operations, and frontline containment would be their primary functional areas.

Species Mechanics (2e-Compatible Expansion from 1e Core):

ATTRIBUTES: +1 Daring, +1 Fitness, +1 Control
TRAIT: Jem’Hadar

  • Engineered for combat: Advantage or -1 Difficulty on melee, ambush, survival, or unarmed combat Tasks.
  • Genetically dependent on ketracel-white: Requires periodic doses. Deprivation results in escalating Complications (GM applies: aggression, withdrawal, cellular breakdown).
  • Shroud Ability: Once per scene, may activate personal cloaking for 1 Task, gaining the Hidden Trait until revealed by attack or scan.
  • Immune to fear, resistant to pain: may ignore emotional Complications or reduce trauma-related effects.
  • Cannot be healed by standard medical procedures without adaptation—regeneration is internal, not easily augmented.

SPECIES ABILITY — BORN TO FIGHT:
Once per scene, after making a successful melee or resistance Task, you may:

  • Regain 1 Stress immediately, and
  • Gain +1 Resistance against your next attack (until end of round).
    This reflects the Jem’Hadar’s physiological reinforcement and momentum in direct combat.

Narrative Hooks:

  • A Jem’Hadar character struggles with self-identity after ketracel withdrawal, navigating autonomy for the first time.
  • A mission places the PC opposite a Dominion cell—testing loyalty, conditioning, and personal evolution.
  • Federation science teams seek to study the PC’s biology, triggering ethical conflict around autonomy and ownership.
  • The crew must trust the Jem’Hadar’s judgment on a hostile world—but centuries of Dominion terror make that trust difficult.

Related Organizations
Related Ethnicities

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