Jaffa

**Dice**: 13D
**Dexterity**: 1D / 4D+1
**Knowledge**: 1D / 4D
**Mechanical**: 1D / 4D+1
**Perception**: 1D / 4D
**Strength**: 1D / 4D+2
**Technical**: 1D / 4D+2

**Move**: 10 / 12
**Size**: 1.5 - 2.0 meters
**Weight**: 40 - 120 kg
**Life Span**: 50 years\*

**Special Abilities**:

* **Radiation Resistance**: Jaffa get to add their Stamina Skill as a bonus to resist radiation damage and its effects.
* **Symbiote**: Once implanted, Jaffa cannot survive without it - the Goa'uld larva within their abdominal pouch overrides and takes over as their immune system. If the larva is removed, they must make a Strength check once per hour (Difficulty 10 + 2 per hour they have gone without the symbiote). If they fail one of these checks, they suffer 1 point of unresisted damage. Thereafter, they will suffer 1 additional point at the end of each time interval lasting a number of minutes equal to their Strength score times 3, until the symbiote is returned or they die.
Further, once per session when hit, they may spend a character point to cause the hit to affect the symbiote instead. In this case, they ignore the effects of the hit, but the symbiote is injured and goes dormant for a number of hours equal to the damage inflicted by the hit. During this time they lose access to all symbiote abilities.
Additionally, they must enter a kelno'reem trance for at least 4 hours per 24 hour period. This requires 1 full action and a successful Moderate Willpower skill check. The Jaffa must declare the amount of time they wish to spend in a kelno'reem trance when they succeed with this check. Should they go 24 hours without performing this ritual, they become ill and their Strength drops by 1D per day until they perform the ritual for at least 8 hours.
Jaffa cannot consciously awaken form a kelno'reem trance, though the GM may determine that they're awakened when a character speaks directly to them. When this happens, the Jaffa may make a Moderate Willpower skill check to remain in the trance.
While in a kelno'reem trance, they're considered defenseless. If a character attempts to attack them, the Jaffa may make an opposed Perception check against them, for which the Jaffa suffer a -2D penalty. If your attacker succeeds with this check and the Jaffa fails, they gain a surprise round against the character; contrary to the standard combat rules, the reverse is not true - if the Jaffa succeed with this Perception check and the attacker fails, the Jaffa gain no surprise round and combat begins as standard.
Whether someone wakes them or attacks the Jaffa, when they're prematurely roused form their trance (before its declared duration expires), the Jaffa lose all the trance's healing benefits, if any. Further, they suffer a -1D penalty to all skill checks for 1D/2 rounds.
When Jaffa peacefully awaken from a trance (after its declared duration expires), they suffer a -1D penalty to all skill checks for 1D/2 rounds.
In exchange for these drawbacks they gain one of the following abilities at character creation. Each additional ability may be acquired at 10 character points, each individual ability may be taken a maximum of **five** (5) times.

* **Disease Immunity**: The first time this ability is taken the Jaffa becomes immune to natural diseases. Each additional time this ability is taken the Jaffa gains a +2D to resist synthetic diseases.
* **Kelno'reem Healing**: While in a Kelno'reem trance the Jaffa heals faster. Each time this ability is taken the character adds +1D to their strength rolls for Healing checks and reduces the Healing time by 10%. This stacks with the effects of Rapid Healing.
* **Long Life**: Each time this ability is taken, increase maximum lifespan by 50 years.
* **Naquadah Sense**: Detect the presence of Naquadah within 5 meters of the character with a Very Difficult Search check. Each additional time this ability is taken, the character chooses to either reduce the difficulty by one level or to increase the detection range by 5 meters.
* **Phase Sense**: Detect the presence of hidden or out of phase beings within 3 meters of the character with a Heroic Search check. Each additional time this ability is taken, the character chooses to either reduce the difficulty by one level or to increase the detection range by 3 meters.
* **Rapid Healing**: Each time this ability is taken the character adds +1D to their strength rolls for Healing checks and reduces the Healing time by 10%. This stacks with the effects of Kelno'reem Healing.
* **Shallow Breathing Trance**: Upon entering the trance the character may survive without oxygen for a number of rounds equal to their Strength roll. Each additional time this ability is taken increases the duration by +1D rounds. The character suffers a -2D penalty to all other actions while in a shallow breathing trance.
* **Underwater Breathing**: While under water the character may breath via its symbiote. This may be done for a number of rounds equal to their strength roll. Each additional time this ability is taken increases the duration by +1D rounds. The character suffers a -1D penalty to all actions while breathing under water.

## **Description**

*"The Jaffa are the foundation upon which the false gods have built their empires. We can tear them down!"*—Teal'c

The Jaffa are an offshoot of humanity, genetically engineered by the Goa'uld. They have an abdominal pouch which serves to incubate larval Goa'uld. The infant Goa'uld provides strength, longevity, and good health, at the cost of supplanting the Jaffa's natural immune system, making them dependent on the Goa'uld for more symbiotes. The Jaffa have a warrior culture and form the armies of the Goa'uld.

**History**

The Goa'uld sought to populate the galaxy (and also mine other planets for a rare substance called Naquadah, which is central in all Goa'uld technology), and sent slaves to other planets via the Chappa'ai (Stargate) until 3000 BC, before a rebellion led to Ra's retreat from Earth and the burial of Earth's Stargate. (Stargate) (SG1: "Children of the Gods") Some of the slaves who were taken from Earth were implanted with infant Goa'uld, and became known as Jaffa. As reward for carrying infant Goa'uld, the symbiote (or prim'ta) protects the host Jaffa from disease and gives the host Jaffa a long life, along with increased physical capabilities (although it is unclear how much is from the symbiote and how much is a result of their disciplined upbringing). The symbiote is also capable of healing its host of most injuries or conditions. (SG1: "Children of the Gods", "Bloodlines") When a human child reaches the age of puberty he/she is given a pouch using a Goa'uld device. This device destroys the immune system making the child dependent on a symbiote for the rest of their life.

Several thousand years ago a group of Jaffa realized the Goa'uld were not gods and went into hiding. They became known as the Sodan. They do not carry the mark of any Goa'uld and are proud of their independence. They still require symbiotes however, and must go on raids of symbiote transports to procure new ones.(SG1: "Babylon")

For thousands of years Jaffa faithfully served various Goa'uld masters as soldiers in their armies and servants of different kinds, controlled with the indoctrination of the idea of the Goa'uld were gods. Although only men served as warriors, all Jaffa are raised as warriors, with strong emphasis on physical development and discipline. In many ways, they can be fanatical in their devotion, as a result of being taught from birth that dying in the service of their Goa'uld masters results in great rewards in the afterlife. They also believe strongly that their ultimate purpose is to ascend, although it is unknown if this belief is fostered by the Goa'uld or simply ignored.

The final Jaffa Rebellion did not begin until the First Prime of the Goa'uld Apophis, Teal'c betrayed him and joined the Tau'ri. Teal'c began to doubt the Goa'uld were gods but it wasn't until he came across Jack O'Neill that he found the will to abandon his service to the Goa'uld.

With the help of his mentor Bra'tac, and SG-1, Teal'c was able to spread his new belief in freedom for all Jaffa. Many Jaffa joined his cause, allying themselves with the Tau'ri and Tok'ra in the fight against the Goa'uld.

There were several stumbling blocks on the way to Jaffa freedom. The Goa'uld wiped out several Jaffa leaders at a Free Jaffa meeting. Only Bra'tac and Teal'c survived. Attempts were also made to break up the resistance and the Jaffa alliance with the Tau'ri and Tok'ra. Seeds of mistrust were planted and successfully flourished between the Tok'ra and the Jaffa and the alliance was disbanded, with all three taking their own route to defeating the Goa'uld.

The resistance was helped by the return of the Goa'uld Anubis and the subsequent civil war among the System Lords. In addition, the Replicators further weakened the Goa'uld. In a series of grand events, Anubis was prevented from completing his goal of galactic destruction by Oma Desala, the replicators were destroyed by a temporary alliance of Ba'al, Carter and Selmak, and the Jaffa struck a major blow to the remaining Goa'uld winning their freedom.
With the fall of the Goa'uld Empire, the Free Jaffa Nation is born. Teal'c is a strong influence on the High Council representing the Jaffa nations. His hope is to create a democratic nation elected by the people.

There is opposition to this idea however. Gerak believes council representation should be determined by the military strength of the vying coalitions. Despite Teal'c's attempts to sway the council, Gerak becomes the leader of the council. He ensures the faith of the other council members by capturing and executing the former System Lord Ba'al.

When a Prior of the ascended beings known as the Ori arrives spreading the religion of Origin, Gerak is quick to believe after seeing their power is real unlike that of the Goa'uld. He urges the council to accept Origin and make it law. With civil war on the horizon, between those who wish to follow Origin and those who do not want to serve another set of false gods, Gerak even becomes a Prior as proof of the power of the Ori.

Using the past as a motivator, Teal'c manages to convince Gerak that the promises of the Ori are false and allowing them to destroy the freedom they fought for would be wrong. Gerak helps the Tau'ri heal the plague another prior had inflicted on members of Stargate Command and as punishment was burned to death.

The death of Gerak allowed for the democratic nation Teal'c envisioned. The Jaffa nation remains in danger however due to the Ori invasion of the Milky Way.

After the final defeat of the Ori at the hands of the Tau'ri, the Jaffa continued to rebuild and enjoy their freedom.

**Physiology**

The Jaffa were created from the human slaves taken from Earth by the Goa'uld. They were genetically altered to function as incubators for Goa'uld young. The process ensures compatibility and the success of implantation once the Goa'uld matures and takes a host.(SG1: "Children of the Gods")

Jaffa children are implanted with a larval Goa'uld when they reach the age of of implantation, approximately ten-years old. Honored Jaffa are granted a ceremony of Prim'ta during which the implantation is performed. If the implantation is not completed before the Age of Prata (puberty), the Jaffa child will die as a result of a failing immune system.(SG1: "Children of the Gods", "The Enemy Within", "Bloodlines", "Bane ")

During the implantation process, an X is cut on the stomach to create a pouch for the larva. The pouch never closes completely and the symbiote can be removed at any time and must be removed and replaced by a new larva once it matures in about seven years. The symbiote replaces the immune system completely and without one a Jaffa will die a painful death in only a few hours.(SG1: "Children of the Gods", "Thor's Hammer")

The symbiote grants a Jaffa increased physical strength, health, and longevity. They may live in great health for well over a hundred years. Jaffa do not sleep but they must perform Kelno'reem‎, a deep meditation. This time allows the symbiote to repair any injuries to the Jaffa's body and is necessary to maintain good health. It is possible for a Jaffa to communicate with the symbiote during kelno'reem, as in the case of the Jaffa priestess Shan'auc.(SG1: "Crossroads")

On the planet Pangar, humans developed a drug made from Goa'uld symbiotes known as Tretonin. The drug functioned much like a symbiote replacing the immune system of the humans who used it and granting them immunity from disease and increased longevity. Once used however, the body became dependent on it. Tretonin proved a successful replacement to symbiotes for the Jaffa, but Jaffa would lose the advanced healing that the symbiote provided. With the help of the Tok'ra the process was refined and several Jaffa, including Teal'c and Bra'tac use the drug until another, more permanent, solution can be found.(SG1: "Cure")

Due to their genetically altered nature given to them by the symbiote, the Jaffa are capable of surviving radiation exposure for an extended period of time. (SG1: "Crystal Skull", "Nemesis")

**Culture**

Jaffa are a society of warriors and bear the mark of their "gods", a black symbol tattooed on the foreheads. They believed the Goa'uld to be gods and did not see themselves as slaves until the advent of the Jaffa Rebellion. They believed that serving their gods is the highest calling, and to die while performing their tasks leads to great rewards in the afterlife. Without Jaffa, however, the Goa'uld have limited power. The Jaffa fight their wars, oversee their human slaves, and determine their strength and ultimate success.

Jaffa are well known for their courage and strength of will. Despite being treated as disposable by the Goa'uld, they take pride in their skill as warriors and have a great sense of honor and nobility. They can, on occasion, be superstitious and have many legends; some, like the legend of Kheb are based in fact. Most Jaffa believe in an afterlife. The rebel Jaffa believe their souls will be taken to Kheb when they die, a mysterious planet once inhabited by Oma Desala. Some free jaffa will kneel as a sign of respect to ascended beings.
Jaffa were noted for bearing a grudge against their enemies and for their long memories. (SG1: "The Warrior") Jaffa are shown to have little sense of humour, but the jokes they do have are usually at the expense of the Jaffa of a rival Goa'uld. (SG1: "Seth")

**Technology**

The Jaffa would inherit most of the technology used by the Goa'uld prior to their liberation. However, some pieces of Goa'uld technology, such as the Kara kesh and the Goa'uld healing device, responds only to mental commands and require Naqahdah in the bloodstream of the user to operate, making them worthless to the Jaffa.

## **Source**

* Stargate Wiki: Jaffa
* Stargate SG-1 Sourcebook (pages 147-148)
* thedemonapostle