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Jaffa

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Jaffa

Dice: 12D
Dexterity: 2D / 4D
Knowledge: 1D+1 / 3D+1
Mechanical: 2D / 4D
Perception: 1D+1 / 3D+1
Strength: 2D+1 / 4D+1
Technical: 2D / 4D

Move: 10 / 12
Size: 1.5 - 2.0 meters
Weight: 40 - 120 kg
Life Span: 100 years standard

Special Abilities:

  • Radiation Resistance: Jaffa get to add their Stamina Skill as a bonus to resist radiation damage and its effects.
  • Symbiote: Once implanted, you cannot survive without it - the Goa'uld larva within your abdominal pouch overrides and takes over as your immune system. If the larva is removed, you must make a Strength check once per hour (Difficulty 10 + 2 per hour you have gone without the symbiote). If you fail on of these checks, you suffer 1 point of unresisted damage. Thereafter, you suffer 1 additional point at the end of each time interval lasting a number of minutes equal to your Strength score times 3, until the symbiote is returned or your die.
    Further, once per session when you are hit, you may spend a character point to cause the hit to affect the symbiote instead. In this case, you 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 you lose access to all symbiote abilities.
    Additionally, you must enter a kelno'reem trance for at least 4 hours per 24 hour period. this requires 1 full action and a successful Willpower Check (Difficulty 15). You must declare the amount of time you wish to spend in a kelno'reem trance when you succeed with this check. Should you go 24 hours without performing this ritual, you become ill and your Strength drops by 2 pips per day until you perform the ritual for at least 8 hours.
    You cannot consciously awaken form a kelno'reem trance, though the GM may determine that you're awakened when a character speaks directly to you. When this happens, you may make a Willpower check (Difficulty 15) to remain in the trance.
    While in a kelno'reem trance, you're considered defenseless and blinded. If a character attempts to attack you, you may make an opposed Perception check against them, for which you suffer a -1D+1 penalty. If your attacker succeeds with this check and you fail, he gains a surprise round against you; contrary to the standard combat rules, the reverse is not true - if you succeed with this Perception check and they fail, you gain no surprise round and combat begins as standard.
    Whether someone wakes you or attacks you, when you're prematurely roused form your trance (before its declared duration expires), you lose all the trance's healing benefits, if any (i.e. you heal per the standard rules for the time you spent in the trance). Further, you suffer a -1D penalty to all skill checks for 1-4 rounds.
    When you peacefully awaken from a trance (after its declared duration expires), you suffer a -2 pip penalty to all skill checks for 1-4 rounds.
    In exchange for these drawbacks you gain one of the following abilities, of your choice.
  • Immunity to Disease: You're completely immune to all forms of natural and synthetic disease, except for contagions specifically engineered to affect characters hosting a Goa'uld symbiote.
  • Long Life: For the purposes of aging effects, you are considered to be 1/3 your current age, rounded down.
  • Healing Trance: While in a kelno'reem trance, you heal at 2 x the standard rate.
  • Shallow Breathing Trance: You may survive without oxygen for a number of minutes equal to your Strength x 12, after which you must only make a Strength check to avoid suffering damage every 2 rounds instead of every round. Further, you may breathe indefinitely when submerged in water to a depth of 15 meters (50 feet), as the symbiote transfers all the oxygen you require from the surrounding liquid.
  • Special: You may purchase each of the symbiote abilities at a cost of 5 character points each.

Horus Guard

Created and trained by the supremely powerful overlord Ra, the Horus Guard are the personal bodyguards of the Goa'uld royal family, including Ra and his immediate relatives. Above all, the Horus Guard are conditioned to offer up their lives before allowing any harm to come to their masters. Their religion is the training required to face any and all adversaries, no matter the nature and no matter the cost.

Dice: 12D
Dexterity: 2D / 4D
Knowledge: 1D+1 / 3D+1
Mechanical: 2D / 4D
Perception: 1D+2 / 3D+2
Strength: 2D+1 / 4D+1
Technical: 2D+1 / 4D+1

Move: 10 / 12
Size: 1.5 - 2.0 meters
Weight: 40 - 120 kg
Life Span: 100 years standard

Special Abilities:

  • Radiation Resistance: Jaffa get to add their Stamina Skill as a bonus to resist radiation damage and its effects.
  • Symbiote: Once implanted, you cannot survive without it - the Goa'uld larva within your abdominal pouch overrides and takes over as your immune system. If the larva is removed, you must make a Strength check once per hour (Difficulty 10 + 2 per hour you have gone without the symbiote). If you fail on of these checks, you suffer 1 point of unresisted damage. Thereafter, you suffer 1 additional point at the end of each time interval lasting a number of minutes equal to your Strength score times 3, until the symbiote is returned or your die.
    Further, once per session when you are hit, you may spend a character point to cause the hit to affect the symbiote instead. In this case, you 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 you lose access to all symbiote abilities.
    Additionally, you must enter a kelno'reem trance for at least 4 hours per 24 hour period. this requires 1 full action and a successful Willpower Check (Difficulty 15). You must declare the amount of time you wish to spend in a kelno'reem trance when you succeed with this check. Should you go 24 hours without performing this ritual, you become ill and your Strength drops by 2 pips per day until you perform the ritual for at least 8 hours.
    You cannot consciously awaken form a kelno'reem trance, though the GM may determine that you're awakened when a character speaks directly to you. When this happens, you may make a Willpower check (Difficulty 15) to remain in the trance.
    While in a kelno'reem trance, you're considered defenseless and blinded. If a character attempts to attack you, you may make an opposed Perception check against them, for which you suffer a -1D+1 penalty. If your attacker succeeds with this check and you fail, he gains a surprise round against you; contrary to the standard combat rules, the reverse is not true - if you succeed with this Perception check and they fail, you gain no surprise round and combat begins as standard.
    Whether someone wakes you or attacks you, when you're prematurely roused form your trance (before its declared duration expires), you lose all the trance's healing benefits, if any (i.e. you heal per the standard rules for the time you spent in the trance). Further, you suffer a -1D penalty to all skill checks for 1-4 rounds.
    When you peacefully awaken from a trance (after its declared duration expires), you suffer a -2 pip penalty to all skill checks for 1-4 rounds.
    In exchange for these drawbacks you gain one of the following abilities, of your choice.
  • Immunity to Disease: You're completely immune to all forms of natural and synthetic disease, except for contagions specifically engineered to affect characters hosting a Goa'uld symbiote.
  • Long Life: For the purposes of aging effects, you are considered to be 1/3 your current age, rounded down.
  • Healing Trance: While in a kelno'reem trance, you heal at 2 x the standard rate.
  • Shallow Breathing Trance: You may survive without oxygen for a number of minutes equal to your Strength x 12, after which you must only make a Strength check to avoid suffering damage every 2 rounds instead of every round. Further, you may breathe indefinitely when submerged in water to a depth of 15 meters (50 feet), as the symbiote transfers all the oxygen you require from the surrounding liquid.
  • Special: You may purchase each of the symbiote abilities at a cost of 5 character points each.
  • Faster Reaction: Horus Guards gain one third (1/3) of their Search Skill as a bonus to their Initiative rolls. Horus Guards must be able to to sense danger before it happens, and react decisively to prevent injury to their charges.
  • Free Weapon Specialization: During character creation, the Horus Guard may choose one weapon and gain a free specialization in its use.

Serpent Guard

The Serpent Guard are the Jaffa most commonly encountered during the present conflict against the System Lords. Originally created by Apophis, Serpent Guard warriors are found primarily in the service of the Serpent God and his allies. They are agents of terror and violence, and the foremost physical troops associated with the Goa'uld.

Dice: 12D
Dexterity: 2D / 4D
Knowledge: 1D+1 / 3D+1
Mechanical: 2D / 4D
Perception: 1D+1 / 3D+1
Strength: 2D+2 / 4D+2
Technical: 2D / 4D

Move: 10 / 12
Size: 1.5 - 2.0 meters
Weight: 40 - 120 kg
Life Span: 100 years standard

Special Abilities:

  • Radiation Resistance: Jaffa get to add their Stamina Skill as a bonus to resist radiation damage and its effects.
  • Symbiote: Once implanted, you cannot survive without it - the Goa'uld larva within your abdominal pouch overrides and takes over as your immune system. If the larva is removed, you must make a Strength check once per hour (Difficulty 10 + 2 per hour you have gone without the symbiote). If you fail on of these checks, you suffer 1 point of unresisted damage. Thereafter, you suffer 1 additional point at the end of each time interval lasting a number of minutes equal to your Strength score times 3, until the symbiote is returned or your die.
    Further, once per session when you are hit, you may spend a character point to cause the hit to affect the symbiote instead. In this case, you 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 you lose access to all symbiote abilities.
    Additionally, you must enter a kelno'reem trance for at least 4 hours per 24 hour period. this requires 1 full action and a successful Willpower Check (Difficulty 15). You must declare the amount of time you wish to spend in a kelno'reem trance when you succeed with this check. Should you go 24 hours without performing this ritual, you become ill and your Strength drops by 2 pips per day until you perform the ritual for at least 8 hours.
    You cannot consciously awaken form a kelno'reem trance, though the GM may determine that you're awakened when a character speaks directly to you. When this happens, you may make a Willpower check (Difficulty 15) to remain in the trance.
    While in a kelno'reem trance, you're considered defenseless and blinded. If a character attempts to attack you, you may make an opposed Perception check against them, for which you suffer a -1D+1 penalty. If your attacker succeeds with this check and you fail, he gains a surprise round against you; contrary to the standard combat rules, the reverse is not true - if you succeed with this Perception check and they fail, you gain no surprise round and combat begins as standard.
    Whether someone wakes you or attacks you, when you're prematurely roused form your trance (before its declared duration expires), you lose all the trance's healing benefits, if any (i.e. you heal per the standard rules for the time you spent in the trance). Further, you suffer a -1D penalty to all skill checks for 1-4 rounds.
    When you peacefully awaken from a trance (after its declared duration expires), you suffer a -2 pip penalty to all skill checks for 1-4 rounds.
    In exchange for these drawbacks you gain one of the following abilities, of your choice.
  • Immunity to Disease: You're completely immune to all forms of natural and synthetic disease, except for contagions specifically engineered to affect characters hosting a Goa'uld symbiote.
  • Long Life: For the purposes of aging effects, you are considered to be 1/3 your current age, rounded down.
  • Healing Trance: While in a kelno'reem trance, you heal at 2 x the standard rate.
  • Shallow Breathing Trance: You may survive without oxygen for a number of minutes equal to your Strength x 12, after which you must only make a Strength check to avoid suffering damage every 2 rounds instead of every round. Further, you may breathe indefinitely when submerged in water to a depth of 15 meters (50 feet), as the symbiote transfers all the oxygen you require from the surrounding liquid.
  • Special: You may purchase each of the symbiote abilities at a cost of 5 character points each.
  • Intimidate: +1 bonus to all skill rolls. Additionally, this skill is improved at half the normal character point cost. Any specializations are improved at the half the normal character point cost for specializations.
  • Survival: +1 bonus to all skill rolls. Additionally, this skill is improved at half the normal character point cost. Any specializations are improved at the half the normal character point cost for specializations.
  • Stone Cold: Serpent Guards gain a +1D bonus to Willpower during Combat. Further, each time they kill or render an opponent unconscious, they gain an additional +1D bonus to Intimidate against any who witnessed the attack until the end of the current combat. A Serpent Guard may only gain in bonuses in this method up to half their current Intimidate skill rating.

Setesh Guard

Often regarded as myths, fables, or amusing jokes among the Jaffa, the servants of the Goa'uld Seth were unlike almost all their brethren. Representing the god of trickery and chaos, these Jaffa troops practice subterfuge, misdirection, and deception to fool both their lord's followers and his enemies. Setesh Guards sow confusion and mistrust wherever they go, dividing their master's potential foes and pitting them against one another to thin their ranks. Since Seth's imprisonment of Earth, the Setesh Guards numbers have dwindled, but the order still secretly passes on its masters legacy, preparing for his return and its own rise to renewed glory.

Dice: 12D
Dexterity: 2D / 4D
Knowledge: 1D+2 / 3D+2
Mechanical: 2D / 4D
Perception: 1D+2 / 3D+2
Strength: 2D+1 / 4D+1
Technical: 2D / 4D

Move: 10 / 12
Size: 1.5 - 2.0 meters
Weight: 40 - 120 kg
Life Span: 100 years standard

Special Abilities:

  • Radiation Resistance: Jaffa get to add their Stamina Skill as a bonus to resist radiation damage and its effects.
  • Symbiote: Once implanted, you cannot survive without it - the Goa'uld larva within your abdominal pouch overrides and takes over as your immune system. If the larva is removed, you must make a Strength check once per hour (Difficulty 10 + 2 per hour you have gone without the symbiote). If you fail on of these checks, you suffer 1 point of unresisted damage. Thereafter, you suffer 1 additional point at the end of each time interval lasting a number of minutes equal to your Strength score times 3, until the symbiote is returned or your die.
    Further, once per session when you are hit, you may spend a character point to cause the hit to affect the symbiote instead. In this case, you 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 you lose access to all symbiote abilities.
    Additionally, you must enter a kelno'reem trance for at least 4 hours per 24 hour period. this requires 1 full action and a successful Willpower Check (Difficulty 15). You must declare the amount of time you wish to spend in a kelno'reem trance when you succeed with this check. Should you go 24 hours without performing this ritual, you become ill and your Strength drops by 2 pips per day until you perform the ritual for at least 8 hours.
    You cannot consciously awaken form a kelno'reem trance, though the GM may determine that you're awakened when a character speaks directly to you. When this happens, you may make a Willpower check (Difficulty 15) to remain in the trance.
    While in a kelno'reem trance, you're considered defenseless and blinded. If a character attempts to attack you, you may make an opposed Perception check against them, for which you suffer a -1D+1 penalty. If your attacker succeeds with this check and you fail, he gains a surprise round against you; contrary to the standard combat rules, the reverse is not true - if you succeed with this Perception check and they fail, you gain no surprise round and combat begins as standard.
    Whether someone wakes you or attacks you, when you're prematurely roused form your trance (before its declared duration expires), you lose all the trance's healing benefits, if any (i.e. you heal per the standard rules for the time you spent in the trance). Further, you suffer a -1D penalty to all skill checks for 1-4 rounds.
    When you peacefully awaken from a trance (after its declared duration expires), you suffer a -2 pip penalty to all skill checks for 1-4 rounds.
    In exchange for these drawbacks you gain one of the following abilities, of your choice.
  • Immunity to Disease: You're completely immune to all forms of natural and synthetic disease, except for contagions specifically engineered to affect characters hosting a Goa'uld symbiote.
  • Long Life: For the purposes of aging effects, you are considered to be 1/3 your current age, rounded down.
  • Healing Trance: While in a kelno'reem trance, you heal at 2 x the standard rate.
  • Shallow Breathing Trance: You may survive without oxygen for a number of minutes equal to your Strength x 12, after which you must only make a Strength check to avoid suffering damage every 2 rounds instead of every round. Further, you may breathe indefinitely when submerged in water to a depth of 15 meters (50 feet), as the symbiote transfers all the oxygen you require from the surrounding liquid.
  • Special: You may purchase each of the symbiote abilities at a cost of 5 character points each.
  • Con: +1D bonus to all skill rolls. Additionally, this skill is improved at half the normal character point cost. Any specializations are improved at the half the normal character point cost for specializations.
  • Persuasion: +1D bonus to all skill rolls. Additionally, this skill is improved at half the normal character point cost. Any specializations are improved at the half the normal character point cost for specializations.

Shol'va Rebel

When humans from Earth arrived on the planet Chulak, many Jaffa rebelled against the Goa'uld System Lords and joined the fight against their former masters. These shol'va, or "traitors," now wage a bloody revolution from both within the Goa'uld organization and the Jaffa base located at teh SGC Alpha Site. Having learned much about the galaxy around them, shol'va rebels are the first wave of a new, liberated people determined not only to keep their fragile freedom, but in many cases obtain brutal revenge on the race that held them captive for centuries.

Dice: 12D
Dexterity: 2D / 4D
Knowledge: 1D+2 / 3D+2
Mechanical: 2D+1 / 4D+1
Perception: 1D+1 / 3D+1
Strength: 2D+1 / 4D+1
Technical: 2D+1 / 4D+1

Move: 10 / 12
Size: 1.5 - 2.0 meters
Weight: 40 - 120 kg
Life Span: 100 years standard

Special Abilities:

  • Radiation Resistance: Jaffa get to add their Stamina Skill as a bonus to resist radiation damage and its effects.
  • Symbiote: Once implanted, you cannot survive without it - the Goa'uld larva within your abdominal pouch overrides and takes over as your immune system. If the larva is removed, you must make a Strength check once per hour (Difficulty 10 + 2 per hour you have gone without the symbiote). If you fail on of these checks, you suffer 1 point of unresisted damage. Thereafter, you suffer 1 additional point at the end of each time interval lasting a number of minutes equal to your Strength score times 3, until the symbiote is returned or your die.
    Further, once per session when you are hit, you may spend a character point to cause the hit to affect the symbiote instead. In this case, you 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 you lose access to all symbiote abilities.
    Additionally, you must enter a kelno'reem trance for at least 4 hours per 24 hour period. this requires 1 full action and a successful Willpower Check (Difficulty 15). You must declare the amount of time you wish to spend in a kelno'reem trance when you succeed with this check. Should you go 24 hours without performing this ritual, you become ill and your Strength drops by 2 pips per day until you perform the ritual for at least 8 hours.
    You cannot consciously awaken form a kelno'reem trance, though the GM may determine that you're awakened when a character speaks directly to you. When this happens, you may make a Willpower check (Difficulty 15) to remain in the trance.
    While in a kelno'reem trance, you're considered defenseless and blinded. If a character attempts to attack you, you may make an opposed Perception check against them, for which you suffer a -1D+1 penalty. If your attacker succeeds with this check and you fail, he gains a surprise round against you; contrary to the standard combat rules, the reverse is not true - if you succeed with this Perception check and they fail, you gain no surprise round and combat begins as standard.
    Whether someone wakes you or attacks you, when you're prematurely roused form your trance (before its declared duration expires), you lose all the trance's healing benefits, if any (i.e. you heal per the standard rules for the time you spent in the trance). Further, you suffer a -1D penalty to all skill checks for 1-4 rounds.
    When you peacefully awaken from a trance (after its declared duration expires), you suffer a -2 pip penalty to all skill checks for 1-4 rounds.
    In exchange for these drawbacks you gain one of the following abilities, of your choice.
  • Immunity to Disease: You're completely immune to all forms of natural and synthetic disease, except for contagions specifically engineered to affect characters hosting a Goa'uld symbiote.
  • Long Life: For the purposes of aging effects, you are considered to be 1/3 your current age, rounded down.
  • Healing Trance: While in a kelno'reem trance, you heal at 2 x the standard rate.
  • Shallow Breathing Trance: You may survive without oxygen for a number of minutes equal to your Strength x 12, after which you must only make a Strength check to avoid suffering damage every 2 rounds instead of every round. Further, you may breathe indefinitely when submerged in water to a depth of 15 meters (50 feet), as the symbiote transfers all the oxygen you require from the surrounding liquid.
  • Special: You may purchase each of the symbiote abilities at a cost of 5 character points each.
  • Con: +1 bonus to all skill rolls. Additionally, this skill is improved at half the normal character point cost. Any specializations are improved at the half the normal character point cost for specializations.
  • Hide: +1 bonus to all skill rolls. Additionally, this skill is improved at half the normal character point cost. Any specializations are improved at the half the normal character point cost for specializations.
  • Sneak: +1 bonus to all skill rolls. Additionally, this skill is improved at half the normal character point cost. Any specializations are improved at the half the normal character point cost for specializations.

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 neccessary 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")

First Prime

The First Prime is the highest ranking Jaffa warrior in a System Lord's employ. The First Prime commands the Goa'uld's army and is tasked with carrying out his master's most important tasks. Each group of Jaffa, are led by a First Prime, a Jaffa warrior who has risen through the ranks by displaying superior strength and ability. First Primes typically, as in the case of Teal'c, bear the mark of the Goa'uld they serve in a raised form created by cutting into the skin and pouring molten gold into the wound.

The final task and mission of a First Prime to their lord and master was avenging their death if they were killed by an enemy. (SG1: "Continuum")

Some example of First Primes are: Apophis' First Prime was Teal'c, until he rebelled and joined the Tau'ri. Ronac, the father of Teal'c, was the First Prime of Cronus, until he was sent to an unwinnable battle, and executed. Bra'tac has also served as First Prime of Apophis, and of his son, Klorel. A Jaffa known as Her'ak served as the First Prime of Khonsu and later Anubis until he died in the battle against Earth.

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.

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