 |

Note: Only members of The Cantina, a Cross-Franchise Role Playing Chat can post or reply on this board.
Any HTML, JavaScript, CSS, and such tags can be used on the board.Thread for Nado´s Guide to the Galaxy! Aliens!
| Index | New Thread | Reply | Close | Stick | Delete | | Nado´s Guide to the Galaxy! Aliens! |
JekNado 6:22am, August 20, 2002 [Edit] [Delete] | Alien list. The numbers represent how strong an average person of that race is from min/max attribute. I thought it might help for people who want someone new to rp. WARNING!!! - PLEASE APPROVE ALL ALIEN CREATURES WITH ADMINS! I haven´t looked through them. If there´s someone too powerful in there for you admins, I have no problem if you deny usage of that race. All typos are not mine. All Errors are not my own. Enjoy.
Aliens
Index:
1. Kaethar
2. Sharik
3. Shuumar
4. Gargoyles
5. Taurus
6. Hithur
7. Sharnoth
8. Archanians
9. Borneck
10. Chevin -Galaxy Guide 12
11. Gand
12. Gran -Galaxy Guide 12
13. Klantoonians
14. Shistavanen wolfman
15. Trandoshans
16. Weequay -Galaxy Guide 12
17. Thulda
18. Cathar
19. L’Brii
20. Kalmoorin
21. Mridone
22. Python Lizards
23. Ram Pythons
24. Orion Rogue
25. Cizerack
26. Noghri -Thrawn trilogy sorcebook
27. Human replica Droid
28. Falleen
29. Rilians
30. Shallitans
31. Furret
32. Felinoids
33. Damarzjians
34. B´harnii
35. Hoojibs
36. L´HRANSU
37. Nagai
38. Nolisha
39. Sati
40. T’Karran
41. Yevetha
42. Zeltrons
43. Alarians
44. Coynite -Planets collection
45. Uthar Forest Dragon
46. ETHCROI
47. kumidai
48. Ulfgar
49. Huthor
50. Nimirr
51. ASRAMUL
52. Dimmamyuk
53. Durgur
54. Umrin
55. Mvromow
56. Dzhoor
57. SPIDER SIMIANS
58. MOUTAIN
59. Gorilla
60. Illuthians
61. Zeylak
62. Taurill
63. Karyks
1. Kaethar (pronounced KAY-THAR)
Attribute Dice: 12d (18d for PC´s)
Dexterity: 2d/4d+2
Knowledge: 1d/3d
Mechanical: 1d/5d
Perception: 2d/4d
Strength: 1d/2d+2
Technical: 2d/5d
Move: 12/16
Height: up to 6 feet
Weight ranges from 75-140 pounds
Special Abilities
Skill Bonus: At the time the character is created only, the character receives 2d for every 1d placed in any mechanical or technical skill
Magnetic Field: Kaethar´s bodies are laced with lodestone which allows them to attract or repel any light, metal object within five meters. The object moves at a slow pace, so it can not be used to attack. This ability may not be used on moving objects and can be used to stick to any metal surface.
Special Skills:
dexterity skills:
magblade: The ability to use a magblade to attack (see below) Difficulty based on range. Non-Kaethar may NOT learn this skill magblade parry: The ability to use a magblade to parry in a melee. (see below) non Kaethar may not learn this skill
Story Factors:
Metal trade: kaethar are known for being excellent miners and metalworkers. Their metal trade makes them key targets for pirates
Homeworld: the empire has agreed not to enslave the kaethar because of their valuable metal trade. Kaethar who leave their homeworld are usually distrusted by most imperial authorities
Capsule: The Kaethar are best known for their unique magnetic field. They are the only known race which possesses this ability. Kaethar bodies are laced with lodestone which allows the Kaethar to manipulate a small magnetic field which is emitted from his body. The individual Kaethar can control when this magnetic field is in effect and in effect can "turn it off" when desired. The Kaethar are a race of agile, but rather weak humanoids with hollow black eyes and pale skin. Kaethar females rarely give birth as the lodestone in their bodies complicates pregnancy. As a result, Kaethar rarely go to war. They will fight fiercly to defend themselves however. Most Kaethar do not use blasters but instead rely on a unique weapon known as the magblade. This weapon consists of 2 braclets which enhance the Kaethar´s own magnetic field. These bracelets emit a seperate field which is focused on a circular blade, which the Kaethar can move at high speed.
Kaethar are known to be excellent metalworkers, pilots, gunners, and navigators. They are also excellent at repairing and building machines. Most Kaethar have excellent mechanical and technical abilities.
Kaethar rarely leave their home planet, preferring to live with their own tribes. Those that do often stay very close, hauling metals and other exports to other systems. However, some have left for good, seeking work wherever they can find it. These Kaethar often work as mechanics and engineers.
Kaethar are generally calm and quiet. They are not above defending themselves, however, the tribes recently came together and established a system defense fleet. The majority of the Kaethar ships do not make extensive use of blaster technology but instead rely on the cheaper, but equally powerful mass driver weapons manufactured by the Kaethar metalworkers.
And finally the stats for the magblade: These are special weapons which may be used either as a ranged projectile or to parry attacks in a melee. Kaethar may not do both in the same round. The magblade consists of a circular blade and two bracers which increase the power of the Kaethar´s magnetic field and focus it on the blade. A seperate field is kept back for the Kaethar to use. So he may use a magblade together with his inherent abilities.
Magblade
scale: character
skill: magblade, magblade parry (cannot do both in the same round)
ranges: 1-10/20/30 At long range add 5 to the difficulty
Damage: dex +5d (the kaethar must be coordinated to do any damage with this thing) Subtract 2d if the target is not character scale. (this is so a kaethar can´t do something crazy, like cut the legs off a walker.)
fire rate: 1; can be arced to hit more than one target but each one counts as an action
cost: 1500
Availability: 3,r
NOTE: non kaethar may not use this weapon
2. Sharik
Homeworld: Rithmor (Egemont Sector).
Other planets inhabited: Many.
Appearance: Known as manrats, the Sharik do deserve that name, at least at first glance. They are around 10 centimeters tall, have a thin grey fur coat, and a long, slightly scaly tail. However, they are bipedal, winged, and have a face more reminiscent of a large eared wolf spider than a rat. They have eight eyes, and four fingers on each hand. They have a large mouth, for a head as small as they have, distinguished by a pair of large, grey front teeth.
Leaders: The Sharik are ruled by a council, centered on Rithmor that selects the most successful Sharik in the galaxy to fill the places of members when they die. It is a great honor that is often fled from, but the council usually finds the man it wants, and once inducted, almost none have left. The council does little to regulate the everyday life of it´s members, relying on the communities to do that, but they do use their resources to do what is best for the Sharik in the world community. World view: The Sharik have a world view that can be most charitably described as being acquisitive, and somewhat aggressive. At worst, they can be called total kleptomaniacs with guns. Because of their high birthrate (up to 20 Sharik are born in each litter, and females can give birth up to five times a year) most Sharik die within a few days of birth, and most of the others don´t live out their first year. This high rate of mortality gives the Sharik a respect for life that can be described as minimal at best.
Temperament: Sharik tend to be very aggressive, having to fight siblings in mortal combat for the first few years of their life, and then peers for the remainder of their time in a Sharik community. This background tends to lead to the sort of individuals that back down at nothing, and will let nobody take things that should go to them. History and Culture: Sharik never developed high technology on their own, having been discovered by space cultures when they were still in their medieval period. They adapted well to life in space, spreading through the galaxy rapidly, with their numbers limited only by the fact that they require the radiation of their home sun to remain fertile after five or six generations.
Tech Level: Space.
Language: The Sharik communicate with high pitched squeaks and tail motions. Their basic is high pitched, and somewhat fast.
A Quote: "Back off! That´s my pebble."
Spaceships: None
Attribute Dice:
Attribute Min/Max (8/20)
DEX: 2D+1/5D+2
KNO: 1D/4D
MECH: 2D/4D+1
PER: 2D/4D+2
STR: 1D/2D
TECH: 1D/4D
Move: 5/6, 12 flying
Special Abilities:
* Flight: The Sharik fly with the fly ability, at the rate listed above.
* Echolocation: The Sharik see using visual light, but they can also navigate through echolocation, gaining a +2D bonus to PER checks when using that ability.
3. SHUUMAR
The Shuumar are a heavy gravity race that has recently broken the yoke of Imperial control. Having recently cast off one overlord, the Shuumar feared immidiate absorbtion by one of the other powers of the sector. The Shuumar treated the offers of allience by the Yaeger and the New Republic with equaly serious consideration. However, they descided to strike out on thier own. During their rebelion, they captured three Victory class Star Destroyers. With these ships as the nucleos of thier fleet, the Shuumar and several other indipendants formed an Alliance, known as the Confederation of Unaligned Worlds. The Shuumar have recently developed a high powered fighter that maximizes their natural abilities. Using this Wulfen Heavy fighter, the ISDs, and the ships of their allies, the Confederation has held off the Empire, the Chakh allience, and the occasional Yaeger pirates.
The Shuumar are a fairly short and squat species, bowed by the weight of the heavy gravity of thier homeworld, whose gravitational pull is 4.5x times standard. They stand around 1.5 meters tall, and nearly as broad, with powerfull muscles covering thier entire frame. They are hairless, with green irridescent pebble like skin covering thier entire body, except for a yellow irridescent patch on their head and chest area. The Shuumar are philosophers, who tend to move slowly
and contemplate every possible course of action. This is one of the reasons that thier descision not to join the New Republic or the Yaeger Nation has been considered so important. If the Shuumar think that total indipendance is the best option, it very well might be.
Attribute Dice: 11D
Attribute Min/Max
DEX: 1D/2D+2
KNO: 2D+1/4D+1
MECH: 1D/3D
PER: 2D/3D
STR: 3D/6D
TECH: 1D/3D
Move: 12/16,
Special Abilities:
* Heavy Gravity Homeworld: As the gravity of Shuua is 4.5x standard, they have a remarkable resistance to the effects of the pressures of of acceleration. They treat 9g as 2, and so on. In addition, they move on the surface of standard gravity worlds in powerfull bounding leaps that cover a remarkable amount of ground.
* Swimming: The Shuumar´s high density muscles and bones makes it impossible for them to swim no matter how much training they have. In fact, they sink like a stone in liquid H2O, and will drown if not rescued.
Story Factors:
* Reputation: Shuumar are known as being sagacious individuals with a clear grasp of complex situations. However, they are known for their accuracy of thought, and not for their quickness of thought, and fast talking con-men often see Shuumar as easy marks.
* Lifespan: Shuumar are long lived, with an average lifespan of around 500 standard years. They mate for life, and have an average of 7 children over thier entire lifespan.
4. Gargoyles
Attribute Dice: 12D (NPC) / 18D (PC)
DEXTERITY 2D+1/5D+1
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D+2
PERCEPTION 3D/4D
STRENGTH 3D+2/6D+2
TECHNICAL 1D/3D+2
Special Skills:
Gliding Wings: Gargoyles have large gliding wings. These can only be used for gliding (but, if they are on a planet that has less than one standard gravity then they can fly of their own power.) Luminescent Eyes: Gargoyles can make their eyes "glow" at will. This not only looks threatening but it allows them to see to up to 35´ in front of them in complete darkness. (Glowing eyes give a +2 to any Intimidation rolls.)
Special Abilities:
Berserker Rage: +2D to Strength or brawling in berserker rage. Must make a moderate Willpower roll to end the rage. Or, a player can make a Moderate Perception roll to calm the Gargoyle down.
Claws: Gargoyle claws do STR+2D+1 damage.
Teeth: Gargoyle teeth do STR+1D damage.
Tail: Gargoyle tail does STR+2.
Toughness: Gargoyles get +1D vs Physical and +1 vs Energy attacks.
Story Factors:
Intimidation: Most beings fear Gargoyles. (if not for their sheer size,
then for the fact that not many people have ever seen one before!)
Move: 15/25 (flying); 12/18 (walking)
Size: 1 to 3 meters tall
Game Master Notes: Most Gargoyles that are encountered off of their homeworld will have a working knowledge of most standard technology. Only a few will be warriors or the like. Most will be simple explorers/wanderers. Also note very few beings have seen a Gargoyle (treat as a largely new race to people).
Personality Notes: Despite their fearsome appearances, Gargoyles enjoy the company of others. Some will be very inquisitve. Others will be polite yet may seem distant at times. Gargoyles get very homesick and on edge if they are away from their "home" for long periods of time. It´s an old "protect your dwelling" complex that is very slowly easing out of most Gargoyles. Suggested Skills: Gargoyles will usually have at least 2 pips more than what their Strength skill is in climbing and jumping as they require at least one, (sometimes both) skills to get into the air to utilize their wings. Initially, Gargoyles will have lower than average scores in Mechanical and Technical skills but the character point cost for upgrading said skills is 3/4 of what it normally would be*. (*This is
due to the fact that Gargoyles are very fast learners and generally catch on quickly once they are shown how to do something.) Gargoyles get a bonus 2 pips which must be put in Melee Combat at the time of character creation.* (*This is due to their childhood upbringing. ALL Gargoyles are trained in the use of ´medieval´ weaponry such as swords, axes, maces, etc...) Gargoyles get +1D to put into Intimidation at the time of character creation.
5. Taurus´
Attribute Dice: 12D (NPC) / 18D (PC)
DEXTERITY 1D/3D
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 2D/3D
STRENGTH 3D/6D+2
TECHNICAL 2D/4D
Special Skills:
Law Enforcement: At the time of character creation, a for every 1D that is put into any two of the following: Investigation, Law Enforcement, Intimidation, Streetwise, Willpower, Security, command, or Persuasion, counts as 2D.
Intimidation: Taurus get +2 pips to put into Intimidation at the time of character creation.
Special Abilities:
Horns: Horns do STR+3D damage
Toughness: Taurus´ get +2D vs Physical and +2 vs Energy attacks.
Story Factors:
Intimidation: Most beings fear Taurus´. (if not for their sheer size, then
for the
fact that not many people have ever seen one before!)
Move: 12/18 (walking/running)
Size: 1.9 to 2.7 meters tall
6. Hithur
Number of dice:12d
Dex-1d/3d+2
Kno-2d/4d
Mech-2d/4d
Per-1d/3d
Str-2d/4d+2
Tech-3d/5d
Abilities
Dense bodies-+1d to phys., +2 to energy
Craftsmen-Recieve +2d in one technical skill, either a repair, or a crafts specializtion, such as weaving or pottery
Story factors: Information age tech-Mainly use walker tech and have very low tech repulsor lifts, also have exo-skeleton equipment for outsiders to combat the heavy gravity on Nivian 2, where the Hithur live.
A Quote: "Your death is a logical result of your actions.
Imbecile."
7. Sharnoth
Spaceships: The Sharnoth have rather advanced warships, with the Shadow Cruiser and Cray Fighter being top of the line. Their use of radiation weapons makes these ships particularly deadly, but does nothing to improve the Sharnoth´s reputation. Recently, Moff Rulduk has had not employed any Sharnoth craft, hoping to improve his reputation.
Attribute Dice: 12D
Attribute Min/Max
DEX: 1D/3D
KNO: 2D/5D
MECH: 1D+1/4D
PER: 1D/2D
STR: 2D/5D
TECH: 2D/5D
Move: 11/13
Special Abilities:
* Personal Walker: The STR and DEX scores of the Sharnoth reflect the capacity of their mechanical suits, rather than their own capacity. For this reason, upgrading any scores in these categories requires additional credits and parts, at the GM´s discretion, and these skills cannot be raised over 10D without some sort of technological breakthrough. In addition, the Sharnoth take damage on the vehicle damage chart (ignoring the passengers injured results), and require repair rather than first aid. The Sharnoth themselves are encased in a low gravity durasteel chamber that acts as the walker´s braincase, and is usually cast free when the walker is destroyed. These walkers can be upgraded, replaced, or modified. They are also usually fitted with weapon systems of one sort or another, from vibroblades to repeating blasters, and Sharnoth can be assumed to get a +1D bonus when using internal weapon systems, unless more accurate fire control devices are installed.
Story Factors:
* Reputation: The Sharnoth suffer all the social stigmata that attach to droids, plus additional ill will caused by their reputation. A Sharnoth on it´s own can expect to be attacked, unless it is obviously strong enough to take care of itself.
8. Archanians
Archanians are a leathery-skinned, partly-amphibious creature native to several water-based worlds. How they have managed to evolve on several distinct water-worlds remains a mystery. Archanians from one water planet have a different number of chromosomes compared to another Y´qexi from a different water planet. Based on this, scientists assume that they have evolved somewhat separately, but perhaps shared some common ancestor.
The types:
Type 1 (Falaris)
Type 2 (Konoctak)
Type 3 (Kalverai)
The Falaris tend to be noble savages. Quite intelligent, and fair in their dealings. Falaris are genealogically incompatible with Konoktacs (read: they can´t mate, stupid!) The Kalverai are in between the other two races -- both in their mating ability and their habits. The Konoctaks are shady folks. Living among them is near impossible for a scientist, unless one stays on their toes. Backstabbing, treachery, and murder are abound in the Konoctak tribes. Konoctaks are the type of folks you´d expect to see in Jabba´s courtyard.
Archanians have qualities of reptiles and mammals, and can breathe with lungs or gills (i.e. they can breathe indefinitely on land or at sea). They can function normally without breathing for up to two hours. They have an odd x-shaped sensory device, called a vodrin, which picks up vibrations, scents, tastes, and noises beyond the human spectrum of hearing. They may also breathe through it, either underwater or on land, the vodrin functions as a gill or a pre-lung organ (should an Archanian´s head become forcibly removed from the body, the vodrin can keep the head alive and functioning for up to two hours, although Archanians claim that this number is quite conservative. Although Archanians are physiologically more advanced than most other species, they tend to be patronized by more "advanced" cultures -- most people assume that any Archanians are uncultured and stupid beasts, which often could not be farther from the truth. Most Archanians are cunning to the max. Some use their cunning, others let it sit idle. Many are the Konoctaks that have taken advantage of other people with their guard down...
Attribute Dice: 14D (see notes)
Dexterity : 2D/5D
Knowledge : 1D/3D+1
Mechanical: 1D/3D
Perception: 2D/5D
Strength : 2D/4D
Technical : 1D/2d+2
Move : 11/13
Height : 1.4/2 meters
Average Archanians:
Dexterity : 3d+2 ; melee combat 4d+1, melee parry 4d, running: short
sprints 6d, thrown weapons 4d
Knowledge : 1d+2 ; survival 3d
Mechanical: 1d ;
Perception: 3d ; hide 4d, search 4d, sneak 4d
Strength : 2d+2 ; stamina 4d, swimming 4d
Technical : 1d ;
NOTES:
Archanians should be able to make sensory checks using double dice or half again as many dice, to account for their vodrin. Archanians can swim at their normal movement rate, and can breathe underwater indefinitely. For all accounts, all Archanians have swimming skill of 4d, free! At character inception, you get 2d for the price of 1d when putting it into swimming.
A player character still only gets 18d of skills, even though the Archanian has 14d attribute dice.
Starting archanians can´t pick skills (at inception) like: all technical skills but first aid: archanian species and the new
technical skill: engraving
all mechanical skills
any modern weapon skills (stick the players with bows, knives, swords, etc.)
all knowledge skills but survival, willpower, and intimidation.
Here are two weapons that they commonly use:
the Koryol-thrower
(this device launches a 3-bladed disc at an enemy from a hand launcher with two slats in it; the principle is quite the same as for lacrosse. Most archanians engrave their discs and launchers quite ornately. This device is used one handed, and has a maximum fire rate of 2. Most archanians have 3-5 discs.)
Where: 4 for non archanians
cost : free for archanians, mucho denero for non archanians
damage : str-1d (yes, strength MINUS 1d, min. of 1d)
the Kaidir a curiously shaped sword; the back edge of the sword is straight, the cutting edge of the sword is curved inwards (like an inverse scimitar with a straight back. The blade is around 2´ long and VERY sharp; some versions have the blade on a long shaft, statistics for this version remain the same) The Kaidir is creatively engraved as well as the Koryol thrower.
Where, cost: as for the Koryol thrower
Damage: str+1d+2
9. Borneck
Attribute Dice: 12D+1
Dexterity : 2D/4D
Knowledge : 1D+1/4D
Mechanical : 2D/4D+2
Perception : 1D/3D+2
Strength : 2D/4D+2
Technical : 1D/3D+2
Move : 8/10
Size : 1.8-2.0 meters
The Borneck are a race of near-humans from far beyond the Fringe. Their skin ranges in hue from a pale yellow to a rich orange-brown, dark yellow being the most common. The Borneck tend to be very patient and
wise, and good in nature. The average Borneck lives for 120 years. Note that the Borneck are from Classic Campaigns, from the Bissilirius(SP?) part. The picture that I use is for the Curious Explorer template; that
of the near-human female pic; that´s what I envision the borneck to be. Sorry to WEG if they hate me for the reference to their copyright... Don´t pull a UPenn on me, please!
10. The Chevin
11. The GAND
attrib: 12+1
Dex: 2d/4d
Kno: 2d/4d+1
Mec: 2d/4d
Per: 2d/4d+1
Str: 1d+2/4d
Tec: 1d+2/3d+2
move:10/12
height: no more than 1.8m
*can regenerate limbs and see in infrared spectrum
*findsman rituals find omens through a 3-hr ritual. adds +2d to tracking a target.
In the ways of the Gand, there are many occupations of note. Among the most prestigious is the "Findsman," a Highly Superstitious sect of Gand devoted to the Gaseous Mists of their Home Planet. They find omens in the swirling gases, which helps them to find lost slaves. Since the arrival of the Republic and the New Order that followed it, slavery has been abolished on Gand´s gas giant homeworld. The Findsmen became slightly unused, to say the least. One temporary job that many Gand Findsmen turned to is Bounty Hunting. To say the least, they are
quite adept at this...
On the Gand Homeworld, the predominant government is Totalitarian and the rulers wield absolute power. Doubtless the Gand Homeworld would be torn with planetary warfare, were it not for the small pockets of
colonies dispersed throughout the gas giant. Gand can breathe just fine in type II environments, but need a special
breathing apparatus for type I and III.
12. The GRAN
Has been removed…
13. The KLATOONIANS
Has been removed…
14. SHISTAVANEN WOLFMEN
dex: 2d/5d
kno: 2d/4d
mec: 2d/4d
per: 1d+2/4d+1
str: 2d/4d
tec: 1d/3d+2
move 11
Survival: upon initial creation, S. Wolfmen get 2d of dice for every 1d
they put into survival...
Claws: The claws of the wolfpeople do Str+2 damage.
Teeth: The teeth of the wolfpeople do str+1d damage.
The Shistavanen wolfpeople hail from the Uvena Star System, officially an Imperially-ruled world. Many of the Wolfpeople become Imperial scouts, due to their natural abilities in nature. Note that this is my own creation, and not the Shistavanen from 1st. ed Galaxy Guide, if he really WAS in there... I just don´t know; all that I know is the Shistavanen Wolfman is CONSPICUOUSLY ABSENT FROM MY GALAXY GUIDE 6: ALIEN RACES.
15.The TRANDOSHANS
Attrib: 12d
Dex: 3d-4d+2 (penalized -2d for precise actions)
Kno: 1d-4d
Mec: 1d-4d
Per: 2d-4d+2
Str: 2d-4d+1
Tec: 1d-3d+1
Move : 9/11
Height: human range
move: 9/11
vision: trandoshans see in a different range and can see into the infrared spectrum they can see in darkness with no penalty.
clumsy: trandoshans have little manual dexterity, and recieve a -2d penalty on any skills regarding precise finger movement.
Trandoshans are a very warlike species. They have some degree of alliance with the Empire, and have great emnity against Wookiees, for some reason. It was the Trandoshans that suggested putting the Wookiees
to slavery. Technology wise, the trandoshans are rather advanced. They are not unlike the Duros in their abilities...
16. WEEQUAY
Has been removed…
17. Thulda
AVERAGE: Dex 2D, Kno 1D+1, Mec 3D, Per 2D+2, Str 1D, Tec 2D,
Attribute Dice: 12D
Attribute Min/Max
DEX: 2D /4D+2
KNO: 1D /3D
MEC: 2D+2/5D
PER: 2D+1/3D
STR: 1D/2D+2
TEC: 2D/4D
Move: 15/20
Height: (Body Height): 30cm-50cm (Body Length): 50cm-1m (Body width):
60cm-80cm (Hovering Altitude): 1.5m
Special Abilities:
Repulsorlift Field: Thulda´s repulsorfields operate at a height typicallyof 1.5m although this is fully adjustible so they can go from ground level to 1.5m. In addition all terrain difficulties are reduced by 1 level
Skills: Thulda can place dice in almost all normal skills because their repulsor field basically act like legs. Therefore running can be taken because it shows the speed at which they use the repulsor fields. This also allows them to take Mechanical Skills eg Vehicle Ops skills as they can still use the vehicles
Skill Bonuses: Due to their small size they receive 2D for every 1D in Sneak, Search and Hide at character creation only
Skill Penalties: They have a -3D penalty to all skills that need ´legs´ to operate when in a Zero-G environment
18. Cathar
Attributes Min/Max
Dex: 3d/5d
Str: 2d/4d
Per: 2d/5d
Kno: 1d/3d
Tech: 1d/3d (4d if Klatian)
Mech: 1d/4d
Special abilities: Jumping: These beings are incredible jumpers, having been evolved on the foresty planet of Cathar. This is treated almost as an automatic SPRINT as in the skill for strength. This is automaticly a part of the character, and is treated as a 2d+1d per str level. (ie, Crado has a 3d str so he is 5d sprint with jump)
Clawing: Treat this as a melee attack, and 1d+1d per dex level (to the max of 4d) This inflicts the same amount of damage as a dagger.
Enhanced senses: These aliens have an incredibly acute eye-sight, hearing and smelling. Therefor they have a +2d for search and other related areas
Tribes: There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.
Klat: These are the most intelligent of the Catharians, and have set up numerous of space posts. They also manufacture ships for system defense, giving them a capable armada. These have a +1d advantage when flying there own ship.
Dienar: These are the most primitive of all the tribes, and have a -2d with all technoligy, viewing most inventions above the spear with great distaste. They recieve a +1d with all primitive weapons such as spears, slings, and
melee combat. There is a rumor that this tribe uses the Force to hunt.
Hunitar: These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight. These are the bounty hunters, the mercenaries, the freighters who view everything as a
challenge, and are not above going into a pirate infested system.
Kunthar: Most Kunthars have mild Force talents, not enough to worry the Emporer during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only
Force capable tribe in the Catharian system.
Backround: In the time of the Clone Wars, most Catharians where hunted down as slaves, until a revolt was held, and most Catharians were freed. The tribes decided to band together, with the exception of the Dienar, and even
these fierce cat-men are willing to save the life of a brother, even from a different tribe. A certain amount of earnings are given to the Catharian government for military needs, so that these creatures may remain neutral
Government: Each tribe has a council of the strongest/smartest/most cunning leaders. Half are used as leaders and descicion makers, while half is are the represantitives. The representitives have an even bigger council for the
Catharians as a whole.
19. L´BRII
Homeworld: Shoradah
Other planets inhabited: None
Appearance: L´Brii are short, squat, centuarian creatures. Seldom more than 1.4 meters tall, and 1.6 long, they have six walking limbs and four manipulative upper limbs. The arrangement of their upper limbs is not symmetrical, with three smaller and more delicate limbs on one side of their torso, and a single somewhat stronger arm on the other side. Most L´Brii have their stronger arm on the left, but around fifteen percent have the stronger arm on the right. These individuals also have the orientation of their internal organs reversed. The L´Brii have brown to black skin, with a thick layer of russet or crimson hair on their heads, forearms, and backs. They have four eyes, arranged in a fashion similar to their arms. These eyes, while individually quite weak combine to grant them vision equivalent
to that of humans. Their two large, fur tufted ears are very sensitive, causing them to have quite superior hearing. The L´Brii have no sense of smell whatsoever.
Leaders: The L´Brii are ruled by a democratically elected council of elders. Only L´Brii in the last 10% of their races usual lifespan (from 140 standard years on up) can stand for election on this council. It is composed of 51 members, and all issues are decided by a majority vote.
World view: The L´Brii have developed a very fatalistic world view in the last few years. The universe is a horrible and unfriendly place, inhabited by malign and powerful forces who have no interest in anything except for their larger political goals. This belief in a constant threat of death and destruction from beyond the stars has lead them to devalue their own abilities and accomplishments. Now, all they desire is to become obscure enough to be ignored, but are afraid to act on that desire.
Temperament: The L´Brii are a naturally proud race that has been beaten down by the Empire. Because of this, they tend to be obsequious and passive in most situations, and insanely violent if pushed to far, or if they outnumber their opponents by a substantial percentage.
History and Culture: The L´Brii had developed a relatively sophisticated pre-space civilization, before they were contacted by Rulduk´s Empire. The takeover of their planet by the Empire was swift and brutal, and they soon found themselves enslaved workers in munitions factories whose waste ravaged their planet. The Empire has been forced off the planet by the New Republic, but the scars of that occupation may have damaged the L´Brii beyond repair. Their planet has been laid waste, they have a total mistrust and fear of all non-L´Brii, and they have a lack of faith in their own, more than adequate technical abilities.
Tech Level: Low Space.
L´Brii in the Sector: L´Brii are virtually unknown off of their homeworld, though Moff Rulduk has found their servility and natural mechanical skills to be intriguing, and has several breeding populations of them (as well as cell samples, in case he finds it impolitic to retain live L´Brii slaves) at various locations.
A Quote: "Please go away."
Spaceships: No starships, though they do have several insystem craft with hopelessly out of date weapons and propulsion systems.
Attribute Dice: 12D
Attribute Min/Max
DEX: 1D+1/3D+2
KNO: 1D+2/3D
MECH: 1D/4D+1
PER: 1D/4D+1
STR: 1D/3D
TECH: 1D/3D
Move: 9/12
Special Abilities:
* Superior balance: L´Brii´s multipedial build enables them to remain upright in the most trying situations. They gain a +4D to bonus to all checks against falling over or being knocked down.
Story Factors:
* Distrust: L´Brii´s distrust of offworlders extends to any of them that do not share that view. Any L´Brii that openly consorts with outworlders will find himself totally shunned by all other members of his race.
20. Kalmoorin
Homeworld: Mikal (Egemont Sector)
Other planets inhabited: Many
Appearance: The Kalmoorin are short, around a meter in height, with a phenomenaly sensitive chameleon-like skin that renders them virtually invisible to human sight. They have eight ear slots running down their thick necks, eight large eyes that are just as chameleon-like as their skin, and a small mouth concealed beneath a skin flap, that they use to ingest the electrical energy that is their sustenance. They also have another form of sensory input, a retractable sensory tentacle at the center of each of their two six fingered hands (which are arranged in three way opposition). Their three feet are arranged in a similar fashion, but their toes are virtually vestigial, and non-manipulative.
Leaders: The Kalmoorin have no political or religious leaders. They have fairly close knit family structure that is usuallycentered around one individual, and may contain as many as forty or fifty members.
World view: The Kalmoorin are a race that developed a fairly high level of technology on their own, before they started lives as parasites of alien technology. They are fascinated by technology of all types, and tend to be wary of outsiders, often living their entire lives without revealing their existence to a single non-Kalmoorin.
Temperament: A reclusive race, the Kalmoorin are also defined by their remarkable sense of humor, which tends tomanifest itself in practical jokes of no great subtlety, often producing outlandish slapstick results (flying cream pies, etc.)
History and Culture: Once a fairly advanced race, at the dawn of the old republic, the Kalmoorin fleets were crushed by an interstellar warlord whose name has been lost to history. In order to avoid subjugation, the Kalmoorin simply hid, leading the warlord to believe that they had committed some of mass suicide. The Kalmoorin survived as parasites on their own planet, revenging themselves on their conquerors with a ceaseless barrage of sabotage and practical jokes of the deadly variety. Their homeworld got a reputation as being haunted, and was soon abandoned, but only after the warlord detonated a large number of "dirty" fission bombs. Their homeworld uninhabitable, the Kalmoorin escaped on their conqueror´s ships.
Expanding across the galaxy by hitching rides on unsuspecting starships, the Kalmoorin have become the source of many legends, and a petty annoyance for many. Due to their low birth rate, and their relatively dangerous lifestyles, there aren´t very many of them. They tend to live at the fringes of other´s societies, feeding off their energy and playing with their technology.
Tech Level: Very high space. Kalmoorin have a nearly unmatched understanding of technology, and never forget a device or a design.
A Quote: "Heh heh. Watch this..."
Spaceships: The few spaceships that the Kalmoorin designed themselves date back to before their defeat, and are
archaic in nature. However, some of those ships, most notable the Hlir Fighters, have survived, and have been modified by their Kalmoorin owners to perform above the best ships in the galaxy.
Stats
Attribute Dice: 12
Attribute Min/Max
DEX: 1D+1/3D+2
KNO: 2D/4D
MECH: 3D/6D
PER: 2D/4D
STR: 1D/4D
TECH: 3D/6D+1
Move: 5/8
Special Abilities:
* Chameleon Skin: The Kalmoorin are invisible to most races.
* Enhanced Sight: The sight of Kalmoorin is far greater than that of other races, giving them a +2D bonus to their search rolls, and allowing them to see each other.
Story Factors:
* Mythology: The Kalmoorin are often thought to be ghosts or vengeful species, and many of them have been subjected to exorcisms upon introducing themselves.
21. Mridone
The Mridone are a primitive, arboreal race that lives on the world of Korjuun. Standing around 1.8 meters tall, the
Mridone have a light, wiry build. They are partially quadrupedal, with opposable toes. The Mridone are covered with a layer of sleek grey fur that is coated with a water repellant oil. This fur covers their entire bodies, with exception of the fleshy pads on their hands and feet, and their large, sharply pointed ivory horns, that extend back from the front of their foreheads, then around to the sides and front. The Mridone have retractable claws on their hands and feet, which they use for climbing and combat. Mridone have brilliant blue eyes that give them a wide field of vision high detail vision, though their distance vision is not nearly as good as that of humans. The Mridone have a fairly long, non-prehensile tail with a black tuft on the end. The Mridone have a temperament that is nothing short of homicidal, and even those Mridone that have seen planets other than their homeworld have been known to erupt into sudden rages when they feel that their territory is being invaded. The life of a tribal Mridone revolves around the clan, that is ruled by the strongest and canniest of it´s members, regardless of that individual´s gender. The Mridone tend to spend their lives in trees, and on the move. They hunt the other members of their forest, and are in turn hunted by some of the more powerful denizens of their world. The Mridone have no great fear of the ground, but they love the trees, and are superlative acrobats, leaping and running from tree to tree at full speed without the slightest hesitation. They are highly flexible individuals, capable of doubling over backwards with ease, and this flexibility helps them enormously in their exploits.
In many ways, the Mridone are creatures of their jungles, and they have a great knowledge of the various other
members of their ecosystem. They use this knowledge both to find prey animals, and to distill poisons that enable them to better kill the prey they find. Certain tribes of Mridone have been known to regularly anoint their claws and horns with poisons, but most just coat their weapons with a wide variety of poisons from a number of sources. These poisons are used against both food animals and other Mridone, and have a wide variety of painful and deadly effects.
Stats
Attribute Dice: 13D
Attribute Min/Max
DEX: 2D+2/6D+2
KNO: 2D/3D+1
MECH: 1D/2D
PER: 1D+2/6D
STR: 1D/5D
TECH: 1D/2D
Move: 11/16
Special Abilities:
*Climbing: Unlike many other species, Mridone are born in the trees, and live running from one to the next. In natural surroundings, a Mridone halves the difficulty of climbing/jumping attempts, and can use the running skill while in the treetops.
* Poisons: Mridone on Korjuun have access to poisons of just about every nature and effects. When away from the familiar sources of their poisons, they cannot distill them as easily. However, they are able to detect the presence of poisons in natural surroundings with great skill, and can often determine the best methods of extracting and distilling them without any prior experience with the poison´s sources.
* Natural Armor and Weapons: The horns of a Mridone add 1D to their ability to resist physical damage to their headregion. Their claws (hand and feet) inflict STR+2D damage, and their horns and bite causes STR+1D+2.
* Temper: When a Mridone feels that his territory has been invaded, or that their tribe has been threatened, they must roll a check against their willpower to avoid being seized by a consuming rage. The difficulty of the check varies with the intensity of the threat, but Mridone have been known to go off after the slightest of infractions. In that state, they gain a +1D bonus to all STR and DEX skills, but may not cease combat until the object of their rage is either dead or out of reach. A Mridone that wishes to end his rage may make a very difficult Willpower check every third round of combat to do so.
Story Factors:
* Sleep Patterns: The Mridone tend to snatch their sleep while they can, sleeping around 6 hours out of a standard day. As they are an arboreal species, they can sleep on just about any surface, and because a fairly large number of Korjuun´s species hunt the Mridone while they sleep, they awake quickly, at the slightest disturbance. These are all admirable traits in space, and many freighter captains have found Mridone to be unmatched as watchmen.
* Loyalty: The Mridone are extremely loyal to their tribes, defending them to the death against all threats, no matter how deadly. Those Mridone that leave Korjuun usually have either lost their clan and adopted a group of explorers as a new tribe, or were taken off-world very young, and imprinted on other individuals. When this fact is combined with the Mridone´s ferocity and natural fighting abilities, they are much sought after as bodyguards, and a young Mridone will bring a high price on the open market.
Common Weapons of the Mridone:
Awarchi Spear: This wooded spear is designed to keep enemies at bay, after the point lodges. To do so, a heavy
crossbar is affixed about 30 centimeters down the meter and a half long shaft. The point of this spear is almost always coated with a poison of some sort, and the crossbar is used to hold the target back while the poison takes effect. If a target is hit with one of these spears, they cannot come any closer to the target then they already are.
Throwing Spear: The primary weapon of the Mridone, they always carry at least three of these spears at all times. The range of these spears is substantially improved by the use of an atl-atl, or throwing stick, but when that is used, they can only fling one spear a round.
Blowgun: Though they do not inflict much damage, the short Mridone blowgun can be used in much more constricted areas than the throwing spears. They are also a very effective method of poison delivery.
Weapon_______________Damage____Short_____Medium____Long
Awarchi Spear 2D N/A N/A N/A
Throwing Spear 1D+2 1-5 25 40
Blowgun 1D 1-4 12 20
Here are some of the poisons commonly used by the Mridone:
Poison Difficulty of Onset
Type:___________Stamina Check_____Time___Effect_______________
Lyrdome 15 3:00 2D damage, no possible
STR Check to resist.
Kharamsool 12 1:05:00 Death
Gorass Juice 20 6:00 -1D from STR and DEX
Mikkith 7 24:00 Paralytic
Aspic Venom 16 4:00 Blinds target
Ulkith Poison 19 :30 Death
L´Norn 14 2:30 Hallucinogenic
In addition to these, the Mridone use a wide variety of other poisons, with similar effects. The more effective poisons are often harder to get, especially the Ulkith Poison, which the Ulkith is notoriously willing to donate to Mridone, though seldom in the manner that the Mridone desire.
22. Python Lizards
Attribute dice: 16 total
Dex :2d/4d
Know:1d/3d
Mech:2d/3d
Str :3d/6d
Per :2d/4d
Tech:1d/3d
Move:10 (15 in water)
Special Abilities:
Extremely tough skin - add 2 pips to rolls versus damage
Infravision - Can see into the infravision up to 100 meters.
Deaf - Python Lizards are deaf, but make up for this with their vibration sence.
Vibration sence - The Python lizard can sence vibrations out to 100 meters, like the Ram Python.
Sensative to dry environments - In dry envionments a Python Lizard makes all rolls at -1d.
Cold blooded - Python Lizards are cold blooded, and when the temperaure drops below 0F they have to make an oposeing strength roll vs 1d for every 5 degrees F below 0.
Blood Salt - Blood Salt is a powery substance that sucks moisture up at an extremly high rate. Blood Salt does 2d damage to a python lizard per dose when it comes into contact with their skin. In addition to the damage it leaves very painfull lesions on the skin which heal very slowly. for every 8d of damamge done by Blood Salt (wether the Lizard reists the damage or not) reduce dex by 1d.
Physical Description: The Python Lizards are a race of huge and powerfull lizards indigenous to the planet Pythos. The Python is a veritable fighting machine. Unarmed it attacks with both claws, a visious bite, and its long pregensile tail. Pythons are aquatic beings, dwelling in the great swamp-like inland seas that cover much of the surface of their home planet. They don´t hear sounds as humans do but rather sence vibrations through their skin. Their sensory range reaches out to 100m.The lizards swim at extremly high rates of speed and can dive up to 200 meters below the water and can hold their breath for 10 minutes. Python Lizards aren´t that smart, but they aren´t as stupid as Rams.
Height: While not reaching the size of Rams, they are tall. averageing 6´ (2m)
Weight: 180-200 pounds average.
Behavior and culture: Python Lizards, like their cosins the Rams, are hunters and Warriors. due to the two species fighting constantly for over 3000 years. Lizards are VERY teratoriial and the strongest lead the packs, who constanly fight for mor teratory.
Special equipment.
Wet Suit: Unlike a normal wet suit , which is made to keep people dry, this is made to keep the lizard wet. 1 quart of water will keep the lizard wet for 1 day under normal conditions (in a desert it will evaporate quicker. In freezing coditions it will last longer [though thelizard will be in hybernation, so alot of good that´ll do]).Cost 500 credits Blood Salt: 1000credits for one dose. Extremely rare and hard to find. Toma:the lizard equivalant of a trident. The toma generaly has barbed fishhooks cut into the five pronged forks and is carved from coral. Cost: 1000 credits if coral, 100 if made from a common metal alloy. Damage str + 4d.
Quote: Something smells fishy. HA HA HA!
23. Ram Pythons
Attribute dice: 16 total
Dex :2d/4d
Know:1d/2d
Mech:2d/3d
Per :1d/1d
Str :4d/8d
Tech:1d/3d
Move: 14
Special Abilities:
Infravision - Ram Pythons are able to see into the infrared spectrum up to 100 meters.
Climbing - Living in trees all their lives has honed the ram pythons climbing abilities, add 1d+2 to all climbing checks
Sneak - Ram Pythons are excelent hunters, And despite their size are quite stealthly. Add 1d to all sneak checks
Poor eye sight - ram pythons can only ee out to 50 meters (except with infravision).
Smell - Ram Pythons are excelent hunters, and have made up for their lack of sight with an excelent sence of smell. They can track by smell instead of sight (though a scent will disapear far quicker then a footprint in some situations) and add 1d to all checks involving the sence of smell.
Vibration sence - The Python lizard can sence vibrations out to 50 meters,
like the Ram Python
Physical apearance: The Ram Python is similar to its cousin the Python Lizard (i´m going to cross over the Python Lizard right after this) and is indigenous to the same planet, pythos. The primary difference is the Ram pPythons lve on land. Their skin colorations varies from ligt gay to deep green-brown depending on the season.. The Ram Python is as dumb as a rock, and probly couldn´t spell cat if you spotted him the C and the A. But what does that matter, warriors don´t care about spelling.
Height: 7 1/2´ (2 1/2 meters) Minnimum, 9´ (3 meters) tall Ram´s are not uncommon.
Weight: 250 pounds aprox (some weight in at 500 pounds)
Behavior and culture: Courageous Rams are held in high esteem. Each great deed is told to the tribe at the Sanu (monthly meeting).The most triumphant Rams are given gifts to adorn themselfs with. The Rams are warriors and hunters and Rams who excell in these fields gain rank quickly. Ram Pythons are greedy and love treasure, coveting silver and gold and other shiny objects. never get between a rRam and his treasure. Orion Rogues (will cross over them later) often use Aluminum foil when tradeing with Ram Pythons.
Quote: I did not mean to sit on little Human.
Special Equipment:
Ioken: used by the Ram Pythons as a hunting weapon. It is a huge crossbow capable of fireing all of it´s three bolts in a single round. The drawstring is made out of coronite, a flexable steen allow found only on the planet Pythons.
Damage: 6d Range: 0-16/30/85 Cost: 200 credits
Thawak ´em stick: A huge (relative to Human standards) stick that most Rams uses as a practice club when they are playing. Most humans claim that the stik is realy a tree in disguise. The stick registers the impact of the force of a blow in kilograms per meter squared and KM per second. IIt also plays music! treat as a club if used as a weapon. Cost: 200 credits
24. Orion Rogue
Attribute dice: 16 total
Dex :2d/5d
Know:1d/4d
Mech:1d/4d
Per :3d/5d
Str :1d/4d
Tech:1d/4d
Special Abilities:
Sneaking - Orions are brought up being steathly. Add 2d to any sneak check.
Street Wise - Orions travle the universe and live in the underworld. The learn alot about the criminal world and recieve a +1d bonus to any streetwise roll.
Blue Cocaine - Blue Cocaine is an extremely dangerous halucinogenic drug to Orions. When taken by Orions it causes powerfull hallucinations for 1-4 days. While druged the Orion is completelydisorientated and very susceptible to manic depresion and has a 5% chance to kill himself outright and a 60% chance to do himslef some bodily harm. Many Orions
yearn to try the drug once, curious to see if it is as good as others say it its. Prudent Orions avoid Blue Cocaine at all costs.
Barganing - Orions are asters at barganing and add 1d+2 to all bargining rolls (note: this doesn´t mean they know the actual value of the item, thats the value skill] they are just great con artists)
Physical Description: Orions are almost identicle to Humans, Except for their ears, which are pointed (think elf or vulcan) and they have seven fingers per hand (no effect other then gloves costing more)
Behavior and culture: Orions are chance takeing adrenalin junkies and love to party.they are the ´trouble children´ of the galaxy. They are terribly curious, interminably devious and forever mischievous. They tend to hang out in the seedier parts of the universe loking for adventure. Though they may act like clows they are actualy quite cunning. People love their companyand Rouges are quite good at striking bargains and the ´sucker´ who is eating p everything that he says.
Quote: I wonder what will happen if I push this button?
25. Cizerack
Attribute Dice - 16 total
Dex :2d/6d
Know:1d/3d
Mech:1d/4d
Per :2d/5d
Str :1d/5d
Tech:1d/4d
Move: 20/5 on hind legs.
Special Abilities:
Exception Hearing and Sight - Due to the cizarack´s exceptional hearing and sight add 2d to all checks invoving hearing and/or sight. Night Vision - Their eyes filter out and enhance ambient light sources so that that the cat can see equally as good at night as they can durring the day. Their eyes contain a small biological organism that reacts with its environment to producefaint glowing light. Thus the cats eyes glow at night.
Leap - the cizerack can leap up to 3m vertically and 5m horiontaly.
Sensitive to sonic attacks - cizerack are highly sensative to sound, while this gives them great hearing it also makes them vulnerable to sonic attacks. Any weapond based on sound does +2 damage per die for damage. Standing on two legs - Cizaerack can stand on their hind legs, but all dex rolls are at -3d (can´t go lower then 1d)
Unarmed combat - Cizerack do Str+2d damage in unarmed combat due to claws and teeth.
Physical Decription:
Lithe, strong, and fast are the three words that best describe this race of felines. The Cizerack are a race of large blue/black cat like creatures, indigenous to the planet Cashoulis of the Antares star system. like all cats the cizerack are extremly fast and nimble, able to achive speeds of up to 80KPH for short periods of time. Height: 3´ average at shoulder (aprox 6´ when on hind legs). Weight: 200 pounds.
Behavior and culture:
The Cizerack culture tresses disipline and knowledge. The young females are sent to school where they are taught Damack Hatib ("The Code Of Living"). This code stresses individualism, freedom, and the work ethic. "Any good felime is a working feline.". Female cats are taught the value of their own self and that of the clan. Note: A powerfull dicotomoy exsists between the sexes of this race. While the females are revered, the male Cizerack are kept as ignorant slaves, exsisting to perpetuate the race and perform menial labor. the cizerack Government is clan like. The matriachy is set up so that the oldest females rule the society. The cats are strong and territorial, each clan controlling a section of land headed by the Ratum Ala ("den mother").
Quote: ´ I am faster then a speeding skimmer and superior to any Ram Python´ ´I´m the queen bitch around here´.
Special Equipment:
Body Mount Harness - A weapons mount. It mounts directly to the back of a Cizerack cat. It is mechanicaly activated and fires straight ahead of the cat, allowing her the freedom to move on all fours and still engage the enemy. Cost: 1500 credits. Look and Shoot option - The harness is equiped with servo-motors and linked to a head set. The weapon will be aimed wherever the cat is looking at. Cost: 35000 credits. Note: Weapons need to be modified to fit into a BHM. The cost is 300 credits.
26. Noghri
Has been removed…
27. Human Replica Droid (HRD)
Type: Alliance Human Replica Droid Mark III
DEX (*)
KNOW (*)
MECH (*)
PERC (*)
STR (*)
TECH (*)
Equipped With: (*)
Move: (*)
Size: (*)
Cost: 1 million to 3 million credits
CP: (*)
(*): Droid is designed to serve as an exact replica for the model. Attributes, skills, specializations, equipment, Move, CP, and Size will vary according to model. (Basically this is a droid copy of any character you wish.)
Note: This type of droid must be specially ordered directly from the Alliance and you must have Droid Permit 056473 with Attachment 324-A. Being caught in possesion of a HRD or being caught as an HRD is an act of treason within the Empire will be punished by execution or dismantling. There is a limited supply of HRDs in the Alliance. You must send a full holo and attributes, skills, etc. to #3256YSGRT Yesgrat XIV in the Plygrates Sector. Enclose address to send HRD to.
28. Falleen
Dice: 13D
Dex 2D/4D
Kno 2D/4D+2
Mec 2D/4D
Per 2D+1/4D+2
Str 2D+1/4D+2
Tec 2D/4D
Special Abilities:
Attraction Pheromones: (shortened version)
Falleen can increase their persuasion skill +1D for each hour of preparation, for a max of +3D. The attempt must be made within one hour of preparation.
Story Factors:
Rare: Falleen are rarely seen throughout the galaxy since the Imperial blockade in their system severly limited travel to and from their homeworld.
Move: 9/12
Size: 1.7-2.4 meters tall
29. RILIANS
Homeworld: Symlos
Other planets inhabited: None
Appearance: Rilians are a short, slim, humanoid race that spends most of their time beneath the surface of their planet.
They are completely hairless, with a slate grey skin and thin pale yellow stripes running down their backs. Rilians have very large refractive green eyes that allow them to see in the dim subterranean light. Rilians have long agile fingers, and a
number of retractable suction cups along their hands, arms, and legs. Using these cups, they can move along relatively flat surfaces at half normal speed, regardless of angle. Their small size, inconspicuous color, and their ability to hang in
unexpected areas make them virtually invisible in their home terrain, and those that have journeyed off planet have found that many industrialized areas match that environment in many ways. Leaders: The Rilians are arranged along clan lines, with most disputes handled by ritual combat, using their oddly angled fighting sticks that are highly effective against many opponents. World view: Rilians tend to have a rather pragmatic view of the universe. Their home tunnels are often infested by rather deadly creatures, leading them to believe that the universe is a somewhat irrational place, where you can die for no real reason. Temperament: Rilians have a rather quiet sense of humor, that allows them to find something worth laughing about in just about any situation. However, when a situation becomes violent, they are quite ruthless, slightly throats without a thought. History and Culture: Rilians have spent a long time just surviving in the hostile caverns of their homeworld. When they were first contacted by explorers from the galactic community, they started contracting out as mercenaries, in exchange for the advanced technology that they saw as the only real power in the new, larger universe. They are quite effective as mercenaries, and command high prices, which they commonly take in either credits, technology or training. The Rilian´s affection for technology has catapulted them from being just another race of cave dwellers to becoming the unquestioned master of their planet. Several Clans are considering planting colonies on other
planets, and several factories and research centers have opened across the planet.
Tech Level: An odd combination of the primitive and the advanced. The Rilians mad dash for industrialization has left
several gaps in their technology where they preferred the old way of doing things to the best that the galaxy can offer.
Rilians in the Galaxy: The Rilians have become known as professional mercenaries, willing to take on some of the most difficult tasks for standard pay. Relying on speed and stealth rather than muscle, they are not that effective for those people that want to use mercenaries to show their power, but they are unquestionably effective. They have also become known in scientific circles for their inventiveness and their relentlessness in pursuit of knowledge.
A Quote: "That´ll be ten thousand five hundred credits. Or three of those new computer spikes."
Spaceships: Rilians currently use stock and modified versions of the galaxies most popular ships, though several clans are working on the production of their own ships.
Attribute Dice: 13D
Attribute Min/Max
DEX: 2D+1/5D+2
KNO: 2D/4D
MECH: 1D/4D+1
PER: 2D/6D
STR: 1D/3D
TECH: 1D/4D+2
Move: 8/14
Average Size: 1.5 meters tall, 35 kg. mass
Special Abilities:
* Hide: Due to the coloration and natural stealth of the Rilians, they gain a +3D bonus to their hide rolls, when
attempting to hide in areas similar to their home tunnels. This includes just about any grey toned ceilinged areas, so it is a rather useful skill.
* Night Vision: Because of the efficiency of their ocular system, Rilians can see in just about any conditions short of absolute darkness. However, they are uncomfortable in the sort of lighting conditions that humans perter, |
| And the list was too long. *L* |
JekNado 6:25am, August 20, 2002 [Edit] [Delete] | 30. SHALLITANS
The Shallitans are a fairly ancient space traveling species with a somewhat unsavory reputation. The Shallitans had been traveling between the worlds of their home system for hundreds of years before the dawn of the Old Republic, and have been smuggling illegal cargos for nearly as long. Standing around 2 meters tall, Shallitans are full bipeds, with smooth, hairless, amphibian like skin. Their skin is a mustard like yellow, with dark green stripes covering their bodies. They have a row of white bony plates running down the center of their forehead, and extending back across their heads down to the top of their spines. Male Shallitans have skin pouches at the sides of their necks. Normally folded up beneath a layer of ordinary colored skin, these pouches fill up, and flash a brilliant blue when the individual is angry or trying to attract a female´s attention. Shallitans have little respect for the laws of the galactic community, and almost every other able bodied Shallitan is involved in smuggling, forgery, or some other illegal activity. The laws of their community are equally relaxed, but as many of them are highly skilled at weapons or are friends of somebody that is, infringement on the rights of other Shallitans is not something to be taken lightly. The Shallitans are a relaxed people (comes of being cold-blooded), and would spend most of their time sitting around, drinking Nigiff (a mildly alcoholic beverage with a flavor that has been compared to raw dough), gambling, swapping lies, and fishing.
The one thing that Shallitans have an almost fanatical interest in, are almost all forms of hunting and fishing. Their
mangrove covered homeworlds abound in game of all sorts, and the asteroids of the Shallit system are home to a wide number of silicone based life forms, some of which found nowhere else in the known galaxy. A Shallitan will disappear for weeks in a sporting ship, and come back with a freezer full of dead Mynocks, when he could have carried a high priority cargo through without any Imperial interference.
Attribute Dice: 12D
Attribute Min/Max
DEX: 2D+1/4D+2
KNO: 2D+1/4D+1
MECH: 1D/4D
PER: 2D+2/4D
STR: 1D/3D
TECH: 1D/3D+2
Move: 8/12, swimming 4/10
Special Abilities:
* Water Breathing: The Shallitans are true amphibians. Although they spend most of their time out of the water, they can still breathe aerated water just as well as they can breathe air.
* Swimming: Shallitans are powerful swimmers, gaining 2D for every dice put into that skill throughout their careers.
Story Factors:
* Reputation: Shallitans are known as being smugglers and thieves as a race, and will be treated accordingly. Under the Empire, Shallitans will have a hard time getting legitimate business or permits of any sort. The New Republic does not discriminate against any race, and they will have a much easier time getting that sort of thing under their control, but they will still find themselves watched by suspicious government employees.
* Space route memory: Growing up piloting sporting ships in asteroid infested system for generations has given Shallitan´s an edge when it comes to remembering the location of the various objects of a system. Once they fly a route, they will remember it precisely, for the rest of their lives.
* Language: Shallitans speak and understand basic fluently, but they tend to use words from their native tongue when they can´t find synonyms, and their drawling accent is incomprehensible to many.
31. Furret
Attribute DIce: 12D
DEXTERITY 3D/6D
KNOWLEDGE 1D/3D
MECHANICAL 1D+2/3D+2
PERCEPTION 2D/4D+2
STRENGTH 1D/2D
TECHNICAL 1D/2D+2
.6-.8 m tall, 1.2 m wingspan
Mv 7/9
15/20 flying
keen vision: +2D to PERC/Search 100-500 m away
(all ranges within 500 m reduced to Easy)
prehensile feet
prehensile tail
starting skill bonus: 2 dice for every die in Hide, Sneak, and Search (like Ewoks)
swoop attack: difficulty +one, damage +2D
can understand Basic but not speak it
Appearance: Furrets look like brown bat-winged spider monkeys and speak a chittering language.
Society: Furrets are tribal. They live on a rain forest world and lack the wheel and metallurgy and use fire by always keeping coals burning because they don´t know how to start it. Currency is unknown to them; they use barter. They tend to have religious superstition of technology but are also curious and brave encountering new things.
32. Felinoids
Attribute Dice: 12D
DEX 2D/5D+2
KNOW 1D/3D+2
MECH 1D+1/3D+1
PERC 2D/4D
STR 1D+2/5D
TECH 1D/3D
Mv 11/15
1.9-2.2m
claws: +1D climbing
+10 on attack vs. brawling parry
+5 to parry vs. unarmed foe
dmg STR+1D VE
teeth: dmg STR+1D+2 E
night vision: -2D to defense modifier for darkness
keen hearing: +1D to PERC involving sound
maturity age 12
Feline bipeds with orange, white and black tiger stripes, whiskered muzzles, moveable triangular ears, reflective slit-pupilled eyes, sharp teeth, and retractable claws. Artificial hair coloring is very popular among Felinoids.
The Jaagwaw (Main) and Zhheen Felinoids were just discovering that their world was round when the New Republic came 12 years ago. The New Republic endorsed Felin´s Imperial East (Jaagrar), who consequently have newly adopted their technology and much of their culture. (Particularly popular are music and cosmetics.) This includes the world´s only spaceport. Jaagrar also boasts a university. In return, the Jaagrar trade "shirrlo", a sweet fruit. The Jaagrar have kept a monopoly on this produce because for the first decade or two of the shirrlo tree´s life the fruit is hard and bitter. But as the tree ages shirrlo turns from green and hard to succulent salmon pink.
The continent to the west (Heelew) is frontier country settled by the Main Continent´s (Jaalew´s) west coastal religious fanatics (the Zhheen). Their economy is dependent on m´owpohe, a flower-derived addictive drug (discovered in Heelyew), the new bane to the East. The various tribal nations of nomadic barbarians (most notably the Changmorrtzi in the north and the Frangri in the south) are a buffer between the sea-faring fanatics and the Imperial East. Felin´s mounts are extremely large fast flightless birds with feathered "resting legs" instead of wings called twarnyow. Twarnyow graze but are fed grain by both the Zheen and the Jaagrar.
Jaagrar Felinoids don´t sail much; they haven´t developed navigation. They never developed firearms either (but now use blasters). The Zheen worship Dushen and put to death those who won´t convert, while the Jaagrar have a whole pantheon of disinterested gods and spirits.Also, the Imperial East Felinoids are very concerned about honor and family/heritage and wear heraldric sashes indicating their ancestor´s house.
I should add that the Jaagrar are a feudal society. Though carnivores they developed agriculture by cultivating zhodo ("meat-bean") and norjuin, a mushroom that mimics meat patties --particularly fried brains, and shirrlo, as well as domesticating herbivores for dairy and meat. This led to the development of villages and then cities. Then government arose to keep order and ordain irrigation rights and developed a bureacracy from there. The bureacracy is linked to their religion with a concept of "Divine Right". Empire refers to the confederation of states currently holding sway. They are mostly trading technology with the "Zealots" for the drug. The Zhheen developed herding and then minor agriculture to feed the herds. The herds are comprised of hyoonghyoong, a large bear-like creature with a tapered snout, and/or a smaller variety called mrar. Their cities are much smaller than their Eastern counterparts. The most populated sections are on the coast, where seafood is available.
33. Damarzjians
The Damarzjians are a race of dark skinned force users that come from the Utik-Coran System. There are 7 planets, in the Utik-Coran system, each has it´s own race/tribe of Damarzjains. The Damarzjains, worships gods, each race/tribe, are named after their god. The capital planet in the Utik-Coran system, is Damar, there the race/tribe, is the Tuekirians, whom worship the god Tuekir, the god of justice through any means neccesary. The other 6 planets are the following. Norvisitm, the god of Life. Arumika, the god of justice through good, Jdizen, the god of evil, Cadopri, the god of healing. Balighox the
god of revenge, and Nwaskill, the god of bravery. The Damarzjians, have, and widely use the force, although believe they get these powers from thier gods, and therefore, call thier teachings, whatever god they worship. They also follow in the footsteps of thier gods, living thier lives on what thier gods stand for. For example, a student of Cadopri, would grow up hearing the stories of Cadopri, from his mother (his father would´ve either been teaching Cadopri, or studying it). When the boy/girl reached the age of 13 they jion a master and learn the ways of whatever god they worship, (or the force). A student of Cadopri, would learn healing powers, and a few defense powers. Students of Tuekir, Jdizen, Balighox, and Nwaskill, leave thier homes (if they choose too) to go out in the galaxy and make a living. Most become mercenaries, or bounty hunters, some (Jdizen, occasionally Balighox, once in a while Tuekir) become assasins. Warriors (graduated students of any race/tribe) hunt for "score". The "score" is a certain amount of "points" that a person or any senteint being, has. For example, an Imperial assasin, would have MANY more "score points" than an everyday average person. The diffent race/tribes, have diffrent "score" tally marks. This amount on a person is the GMs discreation. When the warrior reahces a certain amount of "score points" he recieves gifts from his god. Such as special powers, extra skill dice, and the such, this is also at the GMs discretion, here´s my table for the Tuekirians-
25-1d6 +1s, in 1d6 stats
100- gift from god
250- 1d6 dice in 1d6 main skills
500-same as above, and a VERY special gift
750-same as 250,
1,000- 2 dice in every skill, gains acces to the force power,
Telepathic Kill.
5,000- Awarded Teukir power, of Invulnerability
Telepathic Kill- Contol- Heroic
Sense-Difficult
Alter-Victims Willpower or Control dice
Effect- Same as telekinetic kill, except instead of killing victim, the User destroys the victims mind, the body will survive for 2d6 hours.
Invulnerability- Control-Heroic x2
Sense- Heroic x3
Alter-Heroic x2
Note- This power is only for High Ability Jedi (Damarzjian Warrior).
Effect- This power renders User invulernaable to any and all attacks, for 1d6 rounds. For every round over 1d6, requires a force point.
Damarzjians, aren´t exactly "GOOD" force users, in fact some are evil. The Tuekirians, (some of them depending on race/tribe) cannot fall to the dark side of the force, because some (depending on race/tribe) are partly part of the dark side. Instead of going to the dark side, when a Damarzjian gets 15 DSPs, they lose ALL of their "score points". Everything they´ve gained is also lost. Also, for every dark side point over 5, they gain an evil trait (see ToTJc, you can use these or you can make up your own)
Damarzjain Stats-
Attribut dice- 14d
DEX- 2d - 4d+2
PERC- 3d - 6d
KNOW- 2d+2 - 3d
MECH- 1d+1 - 2d+2
STR- 2d - 5d
TECH- 1d+2 - 2d+2
Skill Bonuses-
Force Weapons- For every dice a Damarzjain puts into any ´Force Weapon´ Combat skill, they get an extra +2.
Special Advantages/Disadvantages-
Climate Penalties- Damarzjains HATE cold weather, Whenever they are in a cold climate, or in space ( i.e. vaccum suit) they suffer a -2d penalty.
Fear of Water: Damarzjian´s fear water, when they are around it, or in it for more than 5 rounds, they suffer a -2D penalty to ALL skills, for each 4 rounds. They must also make a willpower roll, or go into a hypnotic-like trance. They freeze up, and lose all actions until someone brings them out of it. This includes, in sub-like ships, on a boat, or within 25 meters of a body of water.
Appearance- Damarzjians are Blacked skinned, tall and a little bit muscular than humans.
34. B´harnii
Dex 2D+2/4D+2
Kno 2D/4D
Mech 1D+2/3D+2
Pre 2D+2/4D+2
Str 1D/3D
Tech 2D/4D
B´harnii (singular and plural are the same word) are native to "The Hole," a terrestrial world in the contested Valar Cluster. B´harnii are bipedal, bilaterally-symmetrical reptilian creatures, purple in color, with ample flesh, a large tail and soft, velour-like skin. B´harnii are capable of speaking Basic and of Force-use.
Special abilities:
Singing/dancing: B´harnii are notorious for their ability to captivate children through singing and dancing. B´harnii get a +15 to any attempt to get and hold the attention of a child (using _persuasion_ skill) or to _con_ a child. Adult characters get a +10 to resist such attempts, and are usually annoyed by them.
Child Loyalty: B´harnii have +20 to any attempt to _Command_ a child.
Teaching: B´harnii make excellent teachers for children. Kids learn twice as fast from B´harnii. Player-characters made with the Kid template are excluded.... Blaster-Bolt Magnet: If a B´harnii is in a group of characters under attack -- or _near_ such a group, random blaster fire has a 100% chance of being directed at a B´harnii.
Story Elements:
Emslavement by the Empire: Like Mom Cals and Wookiees, B´harnii have been enslaved by the Empire...to teach kids that Imperial Authority Is A Good Thing, that Stormtroopers Are Your Special Friends. Of course, the Empire brainwashes the B´harnii before turning him/her loose to teach children. The Jihad: A few see B´harnii as spawn of evil due to their ability to influence the minds of the young, and to that end have formed a secret organization, the Jihad, to eradicate all B´harnii through genocide.
35. Hoojibs
Attribute Dice: 12D
Dexterity 2D/5D
Knowledge 2D/4D
Mechanical 1D/3D
Perception 3D/6D
Strength 1D/2D
Technical +1/1D
Special Abilities:
Force Sensitive: All Hoojibs are Force Sensitive and begin with 1D in Sense and Control (both dice come out of their base attribute dice). In addition, Hoojibs have telepathic skills which they use to communicate among themselves and with others. All Hoojibs have these Force Powers: Receptive Telepathy and Projective Telepathy. Whether they are able to teach non-Hoojibs these abilities or learn others themselves is up to the GM´s discretion.
Story Factors:
Energy Eaters: Hoojibs take energy directly rather than metabolize it from food. They are able to absorb energy from from storage devices including batteries and power packs. Non-technological: Hoojibs are simple, arboreal creatures who have never needed to develop any kind of technology since their needs have traditionally been provided by Arbra´s crystal cave. With their discovery by a Rebel Alliance survey team, some Hoojibs have ventured out to explore the galaxy.
Move: 4/6
Size: 15-30 cm in length
Plif and the Hoojibs were created by David Michelinie and Walt Simonson.
36. L´HRANSU
DEX 2D/4D
KNO 1D/3D
MEC 2D/4D
PER 3D/5D
STR 3D/5D
TEC 1D/3D
All L´hransu are Force sensitive. They follow a strict moral code. They know the Force as "J´Chyka," or "that which is." All L´hransu are trained in combat and are fierce warriors if it comes to that. They perfer to solve their problems peacefully, if possible. In combat, L´hransu will use blasters but perfer to close to melee ranges.
L´hransu Jedis do not use lightsabers, rather, they use "K´Liy," normal swords forged of a blaster-absorbing material which also conducts electricity. The hilt of a K´Lay projects a strong electrical field up the blade. A L´hransu Jedi can increase or decrease the damage of his K´Lay by exciting or slowing the field. A K´Lay can be used to block blaster bolts but will not reflect them back. After 20-30 uses the material in the blade begins to decay. For this reason, L´hransu have constructed a special Force power to repair their K´Liy. All L´hransu Jedi get a +1D bonus to Sense rolls and a -1D penalty to Control rolls.
The L´hransu were not exterminated by Palpatine for two reasons. First, their system lies on the edge of known space. Second, and more importantly, it contains thousands of fierce plasma storms that will eat through the shields and hull of any vessel that jumps in-system. They also project grav shadows, mass objects that only exist in hyperspace. This makes travel into the system impossible. The L´hransu have just developed hyperdrive and have, by neccesity, modified it to work through the grav shadows present in their system. (Note: This hyperdrive is still affected by Interdictor cruisers.) The L´hransu have also developed an anti-radiation paste that can protect ships
from the radiation until they can jump into hyperspace. This coating is destroyed in the process.
37. The Nagai
Den Siva looked at the flower in his hand and wondered how something so beautiful and delicate could survive on so desolate and harsh a world as Kinooine. A flower such as this would not survive on his homeworld of Nagi. But things were different in here this galaxy. This galaxy seemed to have many hidden strengths. Dani the Zeltron fascinated him like none he had encountered across two galaxies. During her interrogation, she did not weaken but became stronger and resisted him more than he thought was possible. And the boy from Iskalon, he had also fought Den with great spirit even until the end. And then Den had to rescue Lady Lumiya from the Jedi Knight Luke Skywalker; Den would not have believed that anyone could have denied her revenge.
Still, the Nagai would do what they must to survive. Kinooine was the first step; from there they would expand into this galaxy and use its resources to destroy the enemy who had plagued the Nagai for so long.
Den Siva closed his hand around the flower and crushed it. The Nagai must survive even if it meant destroying the beauty of this galaxy. He could see no other way.
Attribute Dice: 12D
Dexterity 3D/5D
Knowledge 2D/4D
Mechanical 2D/4D
Perception 2D/4D
Strength 1D+2/3D+2
Technical 1D+1/3D+1
Appearance: Nagai are near humans who are slightly taller and thinner than standard humans. Their skin is grayish white, and their hair black. Many Nagai wear their hair in a variety of elaborate modes including the use of braids and mohawks.
Story Factors:
Racist: Nagai see themselves as superior to other sentient species and are willing to enslave "lesser" species. Nagai are able to breed with humans, and half-breeds are openly accepted into Nagai society.
Blades: Bladed weapons are the tradition sidearm of the Nagai. All Nagai must spend at least 1D in both Melee Combat and Melee Parry during character creation.
The Enemy: The Nagai have been fighting and losing a war with an enemy from their own galaxy. The Nagai have appeared in Imperial space raiding for resources and fleeing the enemy. (Note: According to the late issues of Marvel´s ´Star Wars´ series, the enemy are Tofs, fat, green guys who dress and act like pirates. They also fly
around in big space-galleons. I have no comment on the Tofs except to say that I won´t be making stats for them.)
Move: 10/12
Size: 1.5 - 2.1 meters tall
Den Siva and the Nagai were created by Jo Duffy.
38. Nolisha
Attribute Dice: 12D
Attribute Minimum/Maximum
Dexterity 2D/5D
Knowledge 1D/3D
Mechanical 1D/2D
Perception 2D/5D
Strength 2D/5D
Technical 1D/3D
Move 10/14
Size 1.1m-1.7m
Special Abilities:
Survivalists: Any Nolisha gets +1D in Survival at creation only.
Hardiness: Any Nolisha succeeding in a Difficult Strength: Stamina check, does not need a Breath Mask in a given Type II atmosphere, and any Nolisha succeeding in a Very Difficult Strength: Stamina check, does not need a
Breath Mask in a given Type III atmosphere if the GM so allows.
Tough: Any healing time for a Nolisha is half that of standard time. In addition to this, a Nolisha will treat a Mortally Wounded result as an Incapacitated result.
Vision: Nolisha have a natural eye-covering of a transparent, keratin-like substance. They suffer no adverse effects from sandstorms or similar conditions, nor does their vision blur underwater.
Story Factors:
Code of Honor: Many of the Nolisha have a code of honor which they follow rigidly in all situations, and which they would be hard-pressed to break. Interest in Unarmed Combat: A Nolisha will typically be interested in any form of unarmed combat encountered, as they are rather dependent of their fighting arts for their survival. Omnivorous: Nolisha have had to adjust to their desert world, and in a desert one eats anything crossing one´s path. As such, they constantly evaluate things in terms of their edibility. Technologically primitive: May not have any dice in any technological skill, i.e. Blaster, any Repair skill except Melee, and so on.
39. Sati
Attribute Dice:12D
DEX: 1D+2/3D+2
KNO: 1D/3D
PER: 2D+1/4D+2
STR: 1D/4D
MEC: 2D/4D+1
TEC: 1D/3D
Move:9/11
Special Abilities:
Natural Armor: Adds +1D to STR vs. physical damage, +2 vs. Energy damage. Drawbacks: Because of the thickness of the armor, Sati are unable to wear other types of body armor, with the exception of helmets.
Claws: STR+1D damage when extended, STR when retracted.
Drawbacks: Sati will only use their claws in three situations: digging, hunting, or in self-defense. Also, the claws are only partially retractable (meaning that they still do damage when retracted). Although the damage is slightly less, it is still enough to impair the fine manipulation of the Sati. The game result of this is that the Sati, when performing tasks requiring a high degree of fine manipulation (repairing high-tech equipment, for example), the difficulty level is raised by one. If a Sati fails this roll, he must immediately make a difficult DEX roll to see if he avoids damaging the equipment.
Capsule: The Sati are originally from the arid world of Argaazi. Physically they resemble the rugged hunters that their ancestors were. They are short, usually no taller than 1.7m, and very stocky. Their bulk is due in large part to their natural body armor, which was originally evolved to protect the Sati from sand-cats and other competition for the prey. Primarily underground dwellers, few Sati ever leave Argaazi. Those that do usually find employ as bounty
hunters, bodyguards, or mercenary pilots, although a few have been known to venture into other fields. There has even been the odd free-trader or two, but these are quite rare. Their bodies are covered with a very thin layer of coarse fur. This fur comes in a range of colors that help the Sati blend in with the deep red sand of Argaazi. However, because of their coloration, they tend to stick out in crowds (usually, anyway). Their society is based on a loose pack structure. Each Sati is free to hunt on his own whenever he chooses, except for one time each year. During this time, each Sati must return to his home village for the "trak´h-sho-tak", or accounting. Here, they must tell the people of their hunts and kills, mourn those lost in the hunt, and reaffirm their belief in the hunt as a way of life.
One interesting feature of the Sati is how they deal with the heat of their homeworld. Apparently, the hair that covers their bodies is hollow, and actually emerges from underneath their outer armor. Scientists have theorized that this allows for better air circulation underneath the thick armor, and also helps to dissipate heat better for them. One
peculiar sidenote of this feature is that the Sati, because of this sort of natural air-conditioning, are more susceptible to airborne poisons and toxins and such, as these things can get into their systems more readily. As a result of this, no Sati will ever consider using any type or airborne poison or toxin, and will most probably try to attack anyone using such. (GM´s note: This is a situation in which they can use their claws, since it is technically in self-defense.)
40. T´Karran
- Sapient species
- Homeworld: T´Karra
Glacial world recently contacted by the Rebel Alliance
Attribute Min/Max
Dexterity: 1D+2/3D+2
Strength: 2D+2/4D+2
Mechanical: 2D/4D
Perception: 1D+1/3D
Knowledge: 2D/4D
Technical: 2D/4D
Special abilities:
- Light furs and tough hide provide +2 Str vs. Physical attacks
- Perception skills involving vision are at -1D due to eye-film
- Grappling and Brawling skills are at +1D due to elongated arms
T´Karrans are a race of intelligent bipeds which stand approximately 2.1 meters and are covered with a layer of thick skin and white fur. T´karrans have large eyes which are covered with a semi-transparent lens which provides protection from glacial reflection and have vestigal tusks which protrude from beneath their powerful jaws. They are equipped with long, powerful arms which reach below their knee-joints even when fully upright and they use these arms with great efficiency in combat. Although T´Karrans are a relatively peaceful race, they have a natural combat ability and physical presence that gives them a fearsome contenance.
T´Karra is a cool, glacial planet of standard gravity, a type I atmosphere, and no moons. The planet itself offers little in the way of significant resources other than a rich supply of meteoric metals trapped in the ice layers (due to a period of long meteor bombardment and the eventual fall of T´Karra´s small moon). Food resources are unusually rich; there are wide varieties of marine life as well as avians - plants are restricted to a few types of sea-kelp and thick algaes.
The culture of the T´Karran people is a fairly straightforward one of survival and advancement. Since the first of their kind made tools from the bones of sea mammals and pounded meteoric metals, they have rapidly developed into an advanced tool-using culture. T´Karrans have developed an advanced metal-working science as well as an engineering science based on the use of glacial ice and basaltic rock - the lack of burnable plant material has been offset by the presence of a great number of natural heat and magma vents scattered around the inhabited areas of T´Karra. T´Karrans have little knowledge of the Force but their animistic belief system meshes nicely with the Jedi system. The T´Karrans have developed an info-tech level society that was on the vergeof space flight when discovered by Rebel Alliance scouts. They have rapidly adapted to the notion of a galaxy populated by various alien races and have eagerly made arrangements with the Rebellion to allow them access to advanced technology in exchange for mineral and land rights on their world. Even now the Rebellion has constructed an enormous secure base within a glacial plateau on the planet.
41. YEVETHA
The Yevetha are a tall, sinister, skeleton-like race. They have completely black eyes, pale, grayish skin, and tiny spear-shaped teeth. Also, they have short (usually) light-brown hair on their heads, and almost no body hair. Yevetha also have curved dew-claws housed in their wrists, revealed by cocking back their clenched fists. The claws are used for hand-to-hand combat and blood sacrifice (which will be discussed later), and is their weapon of choice. They also have several deep divots, or crests, in their faces, reaching from the bridge of the nose to either side of the chin. The upper two crests on either side are the mating crests, and the lower two are the fighting crests. The crests turn crimson and swell when the proper emotion (and corresponding hormone) becomes active.
The Yevetha come from the planet of N´zoth, where they were unaware of space travel, and the like. They were used for their technical abilities to aid the Empire in repairing ships after the Battle of Endor (the Yevetha
are extremely skilled in examining, analyzing, and improving technology—if they see a blueprint of a ship once, they already have ideas as to how they could improve it). A shipyard was constructed in orbit on N´zoth, but the Yevetha managed to take control of one of the operational Star Destroyers, the Victory-class "Intimidator". They made off with the entire fleet, and used it against the New Republic some 15 years later. They had upgraded many of the ships, and had even modified one of the ISD´s to be a Super-class ship. The Empire kept the entire ordeal a secret because losing an entire fleet of ships to a savage race was, to say the least, a great disgrace.
In the meantime, however, the Yevetha remain somewhat of an enigmatic race. They now have space travel, but they prefer to stay in their own sector, referred to as the "Koornacht Cluster". Instead of travelling to other systems, they have merely expanded their empire to the other planets in their sectors, conquering other races with a swift massacre, and then the next day inhabiting their homes (nice, huh?).
They manage to keep attention away from themselves, and are cool and calculating. They much prefer keeping their enemy at bay with deception and lies when confronted, but make no mistake--they are fierce and ruthless when threatened, and do not fear death in the least. They do not cherish the lives of others, especially humans, and refer to them as "vermin". They seek to destroy all other races, and view their race as superior. But they realize, of course, that they cannot defeat the New Republic just yet. In the meantime, they use the "vermin" to their own ends, pretending to be a kind and benevolent race. They know that their planet´s liberation will come soon enough.
Yevethan law differs greatly from New Republic law. For instance, it is only considered murder when one of a lower class kills one of a higher class. The inferiors are in constant danger of death, for if they offend one of higher standing, they are well within their right to dispatch the infidel. Custom requires peasents to kneel before upper-class members, offering themselves for sacrifice. Yevethan mating rituals involve blood sacrifice of an inferior male, and slaughter is always accomplished by use of the dew claws.
As far as their activities after Endor, few Yevetha have ventured off-planet, but the ones that have have become assassins and hirelings, using their natural instincs for hunting and killing to the advantage of crime bosses and corp leaders. Since only a few hundred Yevetha live away from the Koornacht Cluster, not much is generally known about their species. In most public places, a Yevethan will not be recognized for what he is.
ATT DICE: 13D
DEX: 3D/5D
KNO: 1D+2/3D+2
MECH: 2D+2/4D
PER: 2D/3D+1
STR: 2D/4D
TECH: 3D/5D
Height: 1.5-2 meters
Move: 10/12
Special Abilites: Dew Claws: (STR+2D, max 6D)
Tech Bonus: +2D bonus when using Technical skills.
Bargain & Con: At the time of character creation ONLY, the player may put 2D for every 1D placed in Bargain and Con skills, due to their sly and charismatic nature.
Story Factors: Fearlessness: Yevetha do not fear death, so they typically walk into deadly situations without giving it a second thought.
Ignorance: Yevetha may not start out with any dice in any KNO skills except Streetwise and Survival, due to their isolation in the Koornacht Cluster.
42. Zeltrons
From the journals of Krin Koda:
"We´ve finally made starfall off of Zeltros. We´re four days behind schedule and low on supplies, but I don´t regret the delay. It´s been a long time since I´ve had so much fun on shore leave.
"I had, of course, heard rumors about Zeltrons, but nothing could´ve prepared me for the actuality of meeting them. They´re very similar to genetically pure humans except in one important respect. Their skin color runs the whole spectrum of purples from mauve to lilac to pink. I must say, it does suit them. In general, Zeltrons seem to be slightly taller than average humans, but that might be because they´re all incredibly fit. During my stay I consumed mass quantities of food and drink. While I put on a couple kilos, my guide, Feybyan, seemed unaffected by most of what we ate and drank including one rather potent concoction that he would describe only as ´green´. I would speculate that they have an advanced cardiovascular system and a hyperactive metabolism. In any case, they don´t get hangovers either. Lucky bastards.
"Their biology has well adapted them to their most common pasttime: having fun. To call Zeltrons hedonistic would be a gross understatement. They´ll do anything or go anywhere as long as it seems like fun. I don´t wish to imply
that they´re completely frivolous. Many of the Zeltrons I encountered were bright and intelligent and curious about some of my advanced technologies and news of the outside galaxy.
"I did observe a bit of Zeltron culture that I had not heard about. Wrong a Zeltron and you´ve got an enemy for life. While brunching at the Pink Pfarfin Bar and Grill, I observed a young Zeltron attack a disreputable Corellian trader. The Zeltron was a child really, but the cold and brutal manner in which he dispatched the trader was quite chilling. Wisely, I chose not to get involved. Feybyan later explained that the trader had murdered the boy´s father in a dispute over a card game many seasons back, and the boy had been waiting for the Corellian to return to Zeltros.
"However, I´ve found Zeltrons to be an affable and friendly people. I´m not sure I could manage their style of life on a permanent basis, but once I get rid of that damn medallion, I plan on returning."
Attribute Dice: 12D
Dexterity 2D/4D
Knowledge 2D/4D
Mechanical 2D/4D
Perception 1D+2/3D+2
Strength 2D+1/4D+1
Technical 2D/4D
Special Abilities:
Stamina: Zeltrons are notoriously hard to kill. Their natural endurance gives them +2D on all Stamina, Survival, and Willpower skill checks.
Story Factors:
Hedonistic: Zeltrons love to party and will do so at any excuse.
They´re Purple: Zeltrons have purple skin and hair. As a result Zeltrons tend to stick out in a crowd. Further, popular Zeltron fashion emphasizes clashing colors and flamboyant modes of dress, making them all the more obvious. Of
course, they prefer it this way.
Move: 10/12
Size: 1.4 - 2 meters tall
43. Alarians
Dice: 11D
Dex: 1D+1/3D
Kno: 2D/4D
Mec: 1D+2/3D+1
Per: 1D+1/3D+2
Str: 2D/4D+2
Tec: 1D/2D+2
Move: 7/9
Average Height: 1.2 - 1.7 meters
Special Abilities:
Claw: Str+1D+2 damage
Resilient: All Alarians get +2D when rolling Str vs. intoxication, poison, sickness, etc.
Primitive: Native-born Alarians cannot start out with any space level skills (i.e. any starship, computer, blaster, or droid skills).
Story Factors:
Oppression: The Empire enslaved this race and almost wiped it out.
Alarians are mammal-like reptiles, an evolutionary crossroads between the two kinds of animals. They have an ursine appearance, but below their fur is a layer of pebbly scales. They have a rough, hairless ridge running up the top of their heads. Their hands and feet are hairless, as are the tough elbow and kneecaps. Their hands have opposable thumbs, two main fingers and a smaller end digit, while their saurian feet are three toed. All digits have large claws. They are also relatively thin, but short. Their fur ranges from black to light brown, and their eyes are yellow and slitted like a reptile´s. They subsist completely on meat, preferably eaten cooked. They wear little clothing, for their planet is warm and comfortable all year round. Alarians fear the cold, but they can survive in it. Alarians are born in eggs, but these eggs are incubated and hatched inside the female, so the young are "born" fully able to survive.
Alarians are surprisingly peaceful for a carnivorous species. They have had no major wars, and they only use their primitive firearms to hunt. Alarian homes are usually one level, and their villages are small, with no agriculture. They only used their planet´s vast fertile areas for raising livestock. They have a complicated writing system, and their language is unpronounceable by humans (though Alarians can speak Basic perfectly well). This species was on the verge of discovering electricity when discovered by the Empire. They were enslaved an almost driven extinct. The Rebellion never found this system, and the natives are still under human control. The Empire may be gone, but Imperial humans remain a strong factor on the planet.
44. Coynite
Has been removed…
45. UTHAR FOREST DRAGON
The Uthar forest dragons are a small, winged species from the moist, cool world of Uthar, at the edge of inhabited space. The Dragons are partial quadropedial, with four legs and a pair of wings. The forelimbs are shorter and have more delicate claws, and are usualy used for fine manipulation, but the Dragons still travel on all fours when not flying. They are amphibious flyers, with a milky white skin with thin black stripes. They have triangular heads on long necks, with large pale eyes, and a forked tounge. The Forest Dragons are somewhat cameleonlike, having the ability to change their skin color from thier natural shade to match their surroundings. The Forest Dragons are mute, communicating by means of an elaborate physical language that can convey volumes of meaning with a head bob or tail snap.
The Uthar Forest Dragons are serious minded creatures, with a passion for arts and music. Though they produce little of thier own, they will spend hours in contemplation of a natural vista of particular beauty, or will follow a singer for days, listening silently from the treetops. Despite thier usualy sober and philosophical outlook, the Forest Dragons have a sense of humor that runs strongly toward practical jokes. They can spend days, weeks, even months, setting up practical jokes on each other and friends, and will get somewhat insulted if the target of thier joke doesn´t express his enjoyment of the stunt afterward. Uthar Forest Dragons are fairly common in the cloud forests of thier homeworld, but seldom are found anywhere else, as most have little wish to go anywhere else.
Attribute Dice: 12D
Attribute Min/Max
DEX: 2D+1/5D+2
KNO: 1D+1/3D
MECH: 1D/2D
PER: 2D+2/4D
STR: 1D/3D
TECH: 1D/2D
Move: 8/12, 28/32 flying
Special Abilities:
* Chameleon Skin: The colorshifting of the Forest Dragons is a gradual process, taking three rounds to complete. When it is in place, a Forest Dragon gains a +3D bonus to his hide skill for as long as he remains in one place.
* Flight: Forest Dragons are capable of true flight, unlike many other species that are only capable of gliding. This flight can be maintained in worlds whose gravity does not exceede 1.8 g. In worlds up to 2.4 g, the Forest Dragons can glide, with ranges and speeds that vary with the gravity of the planet. In higher gravity planets, they plummet like a rock.
* Skill Bonus: At the time of character creation only, the character gets 2D for every dice put in the following skills: Dodge, Survival: Cloud Forest, Hide, Search, Sneak, and Swimming.
* Speech: The Forest Dragons are incapable of speech of any sort. While they understand basic, they can never learn to speak it. Similarly, species without very similar body types (in shape, not size, thusly a Grimnor Manrat could not learn Forest Dragon, while a Mildorian Great Wyrm could) can not learn to speck Forest Dragon, though they can learn to understand it.
Story Factors:
* Because of their diminutive size, thier lack of verbal skills, their unusual body type, and their lack of exposure to most races of the galaxy, Forest Dragons are often considered to be non-inteligent by uninformed observers. This often proves a mixed blessing, as they can avoid suspision for various crimes, and often spend a few nights in the comfort of various zoos, but they can often find themselves hunted for thier hides or food by anyone on an unfamiliar planet with a blaster handy.
* Forest Dragons live thier lives flying through the thickly overgrown cloud forests of their homeworld, chacing each other at high speeds. This training stands them well in space combat, as they have an instinctive understanding of three dimentional combat that many non-flying creatures lack. Those Uthar Forest Dragons that take on service in space navies are superior stratagists, and have been known to rise to fairly high positions in command chains.
46. ETHCROI
The Ethcroi are the most powerful of the races making up the Chakh Empire, an alliance of former Imperial races that Rulduk has released from his control for reasons known only to him. The Ethcroi have always been enemies of the Yaeger, and now that their powerful imperial allies (and many of their most powerful warships) are gone, they fear destruction by the resurgent Yaeger nation. Standing around 1.6 meters tall, the Ethcroi are somewhat reptilian in form, with a pebbly brown hide, a triangular, earless head, and a long and non-prehensile tail. They are quadrupedal, with their torso rising from the middle of a table like lower body that is very powerful and efficient. They have two arms, tipped with large, non-retractable, curved claws that are used primarily for combat. They also have a large number of long, thin horns on their head and upper back, but these are used mainly for display, and break off quite easily.
The Ethcroi are ruled by an aristocratic caste. It is possible for a lower caste Ethcroi to win an appointment to the noble caste through military prowess, but only to the lowest ranks of that nobility. They produce hundreds of children in each birth, but only one child is allowed to survive each litter, with the children fighting over a decreasing supply of food, until only one survives, who is then allowed out of the birth creche. This system assures that only the strongest survive, and as a pair of Ethcroi tends to produce up to three litters a year, that still leaves large numbers of surviving children within each family. These children also fight somewhat of a war amongst themselves, because as soon as one of their parents dies, the other parent, and all but the child designated heir are put out without any possessions, leaving all to the heir. There are several way to avoid this fate. The first is to secrete possessions around the home, and hope to reach them before the sun of Chakh (their homeworld) destroys them. The second is to make sure that you are the child designated as heir, through whatever means necessary. The other method is to gain a name and a territory of their own, through military service.
This constant battle for position and survival made the Ethcroi naturals for advancement in the Imperial Military, where many still remain, despite the falling out of their government from Moff Rulduk´s favor. It has also made them a rather grim and humorless people, who view death as the only thing that can sustain life. It has also given them an acute sense of paranoia, and they will always assume that there are many plotting to kill them. The acid laced brine of the oceans of Chakh is quite poisonous, as are all beverages made from those waters. However, the Ethcroi produce Gh´jukuk´raal´kri, a beverage of that type, and consume it regularly. It is poisonous, dehydrating, and foul tasting, tending to steam at room temperatures or below. It is also phenomenaly intoxicating, with an inebriation factor 13X greater than pure alcohol. The long term effects of the drink are just as deadly as the short term effects of too much, but they drink it anyway, it´s name meaning "the death that makes life sweet".
Attribute Dice:
Attribute Min/Max
DEX: 2D+1/4D+2
KNO: 2D/3D+1
MECH: 1D/4D+1
PER: 2D/4D
STR: 3D/5D
TECH: 1D/3D+2
Move: 15/20
Special Abilities:
* Heat Adaptation: Chakh is a very, very hot world, with surface temperatures regularly reaching 70ø C. Because of this, the Ethcroi are very well adapted to high temperatures, while not being so well adapted to cold. Their normal range is from 50ø- 90ø, and they view cold and hot based on those standards. In addition, they need to drink no liquid water, as they are capable of surviving off of the water naturally provided by the foods they eat.
* Natural Weapons and Armor: The hide of the Ethcroi gives them a +1 bonus vs. energy attacks, and a +2 bonus vs. physical attacks. Their claws inflict STR+2D damage, and can be used in conjunction with melee combat skills.
Story Factors:
* Reputation: The Ethcroi are known for their treachery and tenacity in combat, and few are those that would cross and Ethcroi. However, there are also few that would trust an Ethcroi, and their race´s warlike history has banned them from many of the worlds of the Yaeger Sector
* Resistance to Disease: Due to the culling process that young Ethcroi go through, those that survive are usually remarkably healthy specimens, and Ethcroi are therefor far less likely to contract diseases than just about any other known race.
The Ethcroi are the most powerful of the races making up the Chakh Empire, an alliance of former Imperial races that Rulduk has released from his control for reasons known only to him. The Ethcroi have always been enemies of the Yaeger, and now that their powerful imperial allies (and many of their most powerful warships) are gone, they fear destruction by the resurgent Yaeger nation. Standing around 1.6 meters tall, the Ethcroi are somewhat reptilian in form, with a pebbly brown hide, a triangular, earless head, and a long and non-prehensile tail. They are quadrupedal, with their torso rising from the middle of a table like lower body that is very powerful and efficient. They have two arms, tipped with large, non-retractable, curved claws that are used primarily for combat. They also have a large number of long, thin horns on their head and upper back, but these are used mainly for display, and break off quite easily.
The Ethcroi are ruled by an aristocratic caste. It is possible for a lower caste Ethcroi to win an appointment to the noble caste through military prowess, but only to the lowest ranks of that nobility. They produce hundreds of children in each birth, but only one child is allowed to survive each litter, with the children fighting over a decreasing supply of food, until only one survives, who is then allowed out of the birth creche. This system assures that only the strongest survive, and as a pair of Ethcroi tends to produce up to three litters a year, that still leaves large numbers of surviving children within each family. These children also fight somewhat of a war amongst themselves, because as soon as one of their parents dies, the other parent, and all but the child designated heir are put out without any possessions, leaving all to the heir. There are several way to avoid this fate. The first is to secrete possessions around the home, and hope to reach them before the sun of Chakh (their homeworld) destroys them. The second is to make sure that you are the child designated as heir, through whatever means necessary. The other method is to gain a name and a territory of their own, through military service.
This constant battle for position and survival made the Ethcroi naturals for advancement in the Imperial Military, where many still remain, despite the falling out of their government from Moff Rulduk´s favor. It has also made them a rather grim and humorless people, who view death as the only thing that can sustain life. It has also given them an acute sense of paranoia, and they will always assume that there are many plotting to kill them. The acid laced brine of the oceans of Chakh is quite poisonous, as are all beverages made from those waters. However, the Ethcroi produce Gh´jukuk´raal´kri, a beverage of that type, and consume it regularly. It is poisonous, dehydrating, and foul tasting, tending to steam at room temperatures or below. It is also phenomenaly intoxicating, with an inebriation factor 13X greater than pure alcohol. The long term effects of the drink are just as deadly as the short term effects of too much, but they drink it anyway, it´s name meaning "the death that makes life sweet".
Attribute Dice:
Attribute Min/Max
DEX: 2D+1/4D+2
KNO: 2D/3D+1
MECH: 1D/4D+1
PER: 2D/4D
STR: 3D/5D
TECH: 1D/3D+2
Move: 15/20
Special Abilities:
* Heat Adaptation: Chakh is a very, very hot world, with surface temperatures regularly reaching 70ø C. Because of this, the Ethcroi are very well adapted to high temperatures, while not being so well adapted to cold. Their normal range is from 50ø- 90ø, and they view cold and hot based on those standards. In addition, they need to drink no liquid water, as they are capable of surviving off of the water naturally provided by the foods they eat.
* Natural Weapons and Armor: The hide of the Ethcroi gives them a +1 bonus vs. energy attacks, and a +2 bonus vs. physical attacks. Their claws inflict STR+2D damage, and can be used in conjunction with melee combat skills.
Story Factors:
* Reputation: The Ethcroi are known for their treachery and tenacity in combat, and few are those that would cross and Ethcroi. However, there are also few that would trust an Ethcroi, and their race´s warlike history has banned them from many of the worlds of the Yaeger Sector
* Resistance to Disease: Due to the culling process that young Ethcroi go through, those that survive are usually remarkably healthy specimens, and Ethcroi are therefor far less likely to contract diseases than just about any other known race.
47. KUMIDAI
Homeworld: Humitajj
Other planets inhabited: Usthis, Min, and Thostill
Appearance: The Kumidai are a subterranean race, adapted for life beneath the surface of their desiccated homeworld. They are a large species, and powerfully built. They have three pairs of legs, with the forelimbs bearing huge claws designed for tunneling through thick, rocky soil. Their basically tube shaped bodies reach three meters in length, and over a meter and a half in width. Their legs are short and muscular, around half a meter in length. The Kumidai are not an attractive race to human eyes, with a very pale wrinkled skin that displays many of their spiderweb vein networks. They have a huge head, almost as wide as their body, with a powerful fanged jaw, and very small red eyes. The ears of a Kumidai are just as small as their eyes, and their primary sensory input comes from their rear feet, that are designed to pick up vibrations easily.
Leaders: The Kumidai never had organized governments, living in a fairly peaceful anarchy, but since the imperial
occupation they have been ruled by planetary governors. They have petitioned Moff Rulduk for independence very publicly, and hope to gain that independence (for a brief time, at least) due to Rulduk´s desire to appear to be someone the Yaeger would ally with. This plan was formulated by several elder and respected Kumidai, who are now their nominal leaders. World view: The Kumidai are an individualistic and phlegmatic race. They try to avoid problems whenever possible. There is a phrase that the Kumidai use often, that it is always possible to outdig the devil (a surface dwelling humanoid, in Kumidai myth). They tend to look at problems as being a rock face, finding some aspect of the situation that acts as the fault allows them to bring the whole situation apart. Temperament: The Kumidai are a genial race that seldom take offence, and when they do, they are more likely to react by absenting themselves than they are to react with violence. However, when pushed beyond their limits, they can be very deadly, thrashing about in a random orgy of destruction.
History and Culture: The Kumidai are a nomadic people, digging through the sands and rocks of their homeworld, sifting small creatures out of the sand through their mouths, and expelling the rest behind them. When civilization came to the Kumidai, they built permanent dwellings in the rocks of their world, using metal claw tips to break the rocks open, and began swallowing food alone, without the sand they used to filter. They expanded slowly, maintaining good relations with all their neighbors. When the Empire came, they bowed to the inevitable with a minimum of protest, though those Kumidai that could escape did so, including most of their fleet, which left the sector entirely, headed outward, away from imperial space. Kumidai are an egg laying species, with the young being fully functional individuals within a few hours of hatching. It is customary for the young not to know who their parents are, and they are educated at their own expense, by taking loans that they are expected to pay back as soon as possible.
Tech Level: Space.
Kumidai in the Sector: The Kumidai are known as being good natured and hard workers, and can usually find employment quite easily.
Language: The Kumidai have a fairly advanced language that can be spoken understandably by humans, though some of the sounds used are below human capacities of reproduction. When speaking basic they tend to have very, very deep voices that sometimes dip below audible levels.
A Quote: "It would be my honor to help you repair your ship..."
Spaceships: The Kumidai have always relied upon single pilot fighters to fight their wars. The Shaku fighter was the
most advanced ship that they fielded, and many are still hidden on the various worlds that they inhabit.
Attribute Dice: 12
Attribute Min/Max
DEX: 1D/3D
KNO: 2D/4D
MECH: 2D/4D+1
PER: 1D/3D
STR: 3D/6D
TECH: 2D/4D+2
Move: 11/15
Special Abilities:
* Burrowing: The Kumidai can burrow with great skill, moving at an average move of 6, a rate that is modified by the
nature of the soil or sand through which they are burrowing. Their rate is usually halved when they are feeding as well as
burrowing.
48. Ulfgar:
Homeworld: Truhtak
Other Worlds inhabited: Gaethold, Manannon, Thiran 1, Thiran
2, Thiran 4, Za´anat.
Total Numbers: Truthak: 4 billion. Gaethold: 45.6 million. Manannon: 1.12 billion. Thiran 1: 4 hundred thousand. Thiran 2: 4.8 million. Thiran 4: 5 million. Za´anat: 2 hundred thousand.
Appearance: Ulfgar are around 2.5 meters in height. They are solidly built, with shoulders around 1.5 meters wide. Ulfgar are covered with a thick layer of tawny fur. They have heavy jowls, and enlarged supraorbital ridges. Some of the Ulfgar, mainly those of Manannon and Za´anat have vestigial horns, but most merely have bony ridges at the top of their heads.
Leaders: Each of the individual Ulfgar Settlements are governed by a democratically elected council, and a planetary
governor appointed by the Grand Council of the Ulfgar. The governor and the council have approximately equal power, with the council having slightly more power than the governor. The Grand Council meets on Truthak. It is composed of
members democratically elected by the members of each settlement. Each member wields power proportionate with the number of people that he represents. Worldview: Ulfgar are the ultimate rationalists. Anything that they cannot measure or study does not exist. Their technological level is slightly higher than that of the other races of the area, but they have not concentrated in the military sciences, as they have little interest in warfare. Initially the Ulfgar had signed a number of treaties with the Empire, and allowed them full access to all facets of their society. However, when they discovered that Moff Doran was selling young Ulfgar as slaves, they immediately engaged in mass revolution against the occupying imperial troops. The lack of preparation on the part of the Empire was matched by the primitive weapons and tactics of the otherwise advanced Ulfgar.
The initial revolution was of only limited success. When Moff Doran was able to bring his fleet in, he expected to walk
right over the Ulfgar. But they had sought the aid of the Ien Yaeger, and were able to adapt the Yaeger´s technology well
enough to put together a fleet that was able to hold the Imperial Navy off for a short time. Then, the Yaeger war flared up again, and Doran was forced to focus all his energy on that conflict. Shortly afterward, the battle of Oth Lenar was fought, and the Imperial forces were forced to defend all of their remaining holdings in the Yaeger sector. They simply do not have enough resources to successfully regain control of the Ulfgar. The Ulfgar have been truly independent ever since.
Temperament: The Ulfgar have an outer layer of calm that conceals a great capacity for anger. When aroused, an Ulfgar will attack without any conscious thought. This elemental rage embarrasses the otherwise civilized Ulfgar, and they will either try to rationalize it afterward, or pretend that it never happened. Ulfgar are otherwise curious and inventive, with enough patience to allow them to improve their inventions to the level of usefulness, but little more than that.
Habitat: On their homeworld, the Ulfgar evolved on the vast plain regions, and most of them live in the cities of that region to this day. Ulfgar are most comfortable in open territory, and have been known to develop severe claustrophobia after prolonged exposure to enclosed spaces.
Relationship with other races: Because of their long period as a willing client of the Empire, the Ulfgar are regarded with suspicion by many races that were enslaved by the Empire´s forces. Their revolt has left them without allies among those that still support the imperial cause. The only race allied with the Ulfgar are the Ien Yaeger humans, and that alliance has done much to erase the distrust of those that view the Ulfgar as collaborators.
A Quote: " Version 2.1? What´s the point? I got a completely new idea! "
Attributes:
Dexterity: 1D/3D
Strength: 2D/4D
Mechanical: 3D/5D
Perception: 2D/4D
Knowledge: 1D/3D
Technical: 2D/5D
Special Abilities:
* Skill Bonus: When first created, the Ulfgar gain 2D for any 1D put into any technical skill.
Spaceships: The Ulfgar have no military spaceships of their own, but have been working with the Yaeger to improve the Yaeger´s battleships. The first product of that engineering group is the Yaeger Yards CC-15 "Opal" Cruiser, a ship that shows great promise, once it´s various design flaws are worked out. Ulfgar Technicians have been instrumental in the development of several of Yaeger Yards newest craft, such as the Praetorian, Lenape and Phantom fighters, and the top secret Superion II Dreadnought. The Ulfgar have developed several non-military craft of their own. These include the Chacol series freighters, the HMSA observatory craft, and the Piton Planetary Explorer (q.v)
49. THE HUTHOR
Homeworld: Yaeger Prime
Other planets inhabited: None
Total Numbers: Yaeger Prime: 50,000
Appearance: The Huthor are large dark green felinids, three meters in length from head to tail. They have a black mane that runs down the back of the neck to the shoulder regions, where it splits into a pair of tufts that run down each of the two front legs. The Huthor are fully quadrupedal, and their tail is not prehensile.
Leaders: Council of Hunterkings. This fifty member council is composed of the greatest Hunters among the Huthor. They speak for the Huthor, though they do not mediate in conflicts between individual Huthor. When the Empire first attempted to build a base on Yaeger Prime, the council organized the attack that destroyed the base, and killed 24,000 imperials.
World view: The Huthor are pure carnivores that view themselves as being the top predators in existence, and that it is their duty to hunt down as many of the other races as they can consume.
The Huthor do not have opposable thumbs, and they do not want them. They wear no clothing, and use no tools. Those few Huthor that have journeyed off Yaeger Prime have remained true to that code. A Huthor that gained prosthetic limbs or started using a specially modified blaster, or anything like that would be treated as prey by all the other Huthor, including friends and family. This lack of tool using capacity is a major disadvantage in most combats, but the Huthor´s great stealth and strength can outweigh these penalties.
On Yaeger Prime, the Huthor do not use money, but those that have left that planet have discovered the great value that prey species place on money in all it´s forms, and will seek to acquire it, both as a lure for prey, and for the goods and services which they can acquire with it.
Temperament: Huthor are very calm, almost never engaging in violent expressions of anger. They do kill and eat other sentient beings, but they do not have any anger while doing that. The most emotion that Huthor will display is annoyance, which is often immediately followed with extreme violence. In those few instances that a Huthor is aroused to anger, they will grow quite calm seeming, and carefully consider the best possible way to destroy the object of their wrath, before taken any action.
Habitat: The Huthor´s natural home is the forests of Yaeger prime, from the northern snowspires to the equatorial rain forests to the Southern scrub forests. However, the Huthor have ranged hundreds of miles from any forest cover, chasing herd beasts for days at a time.
Relationships with other races: The two races that have any contact with the Huthor as a group are the humans of Yaeger prime, and the Dimmamyuk of the same planet. The Huthor will never hunt a Dimmamyuk, as per the treaty of Mira |
| If you´ve read this much, you get a cookie! |
JekNado 6:30am, August 20, 2002 [Edit] [Delete] | in the Miramon Treaty forest. Outside of that limited context, they will never attack each other for any reason whatsoever.
A Quote: "meorwrrrrRRRRAAWWWLLL! chomp." (the Huthor language should be handled the same way as that of Wookiees, except with a slightly more cat-like inflection)
Attributes:
Dexterity: 3D+2/5D+2
Strength: 3D+2/7D+2
Mechanical: 0D/0D
Perception: 3D+1/5D
Knowledge: 1D/3D
Technical: 0D/0D
Move: 22/28
Special abilities:
* Skill Bonus. For every dice put into the following abilities, 2D are acquired during character creation only: Dodge, Melee Combat (Claws and Teeth), Running, Survival (any), Search, Tracking, Sneak, Climbing/Jumping, and Swimming.
* Enhanced smell and hearing. Huthor making rolls for any perception skills that can use these senses gains a +2D bonus to their roll.
* Adaptation. The wide range of the Huthor is made possible by their ability to adapt to different environmental situations. The fur of the Huthor will fall out shortly after it moves into a new environment, and will be replaced with a coat more appropriate in color and thickness, so a Huthor that moved out into the southern scrub would soon have a grey brown coat that was heavy enough to keep out the heat of the sun, but would be light enough to keep the Huthor from overheating. This change is a gradual one, and takes about a week to be completed.
* Natural Weapons. Huthor claws inflict STR+2D in damage, and their bite inflicts STR+3D+1.
Spaceships: None.
50. THE NIMIRR
The Nimirr are an advance, partially insectile race that has formed a close attachment with the Ien Yaeger. Quadrupedal, with a large number of manipulative and sensory tentacles extending from their upper bodies, Nimirr stand around 1.7 meters tall. The Nimirr have a thin, light, hard and flexible exoskeleton, and remarkably powerful jumping legs, capable of taking them 18 meters in any direction with ease. The Nimirr have horn tipped claws on their legs that enable them to gain holds on surfaces at
the end of each jump. Their skeleton is a pale greenish yellow in color, and their tentacles change color with their emotions. Their multifaceted eyes are very powerful, giving them vision up to four times better than that of humans. The Nimirr tend to be difficult to understand from a human perspective. They are solitary for most of the year, and carnivorous. During some seasons, they become social and herbivorous. Their internal organs are designed for that switch over in foodstuff. The Nimirr can only reproduce during their herbivorous stage, which is just as well, as they are very territorial during their carnivorous stage, not tolerating the presence of other members of their race during that period.
The sensory tentacles of the Nimirr have a number of different, specialized functions. Some detect or produce sound waves, others detect the minute electrical discharges that are produced by contracting muscles, and then there are those that detect the small chemical differences that humans view as strength, but the Nimirr describe as flavors. These tentacles are long and flexible, and they can orient toward their targets quite easily. These sensors are sensitive, and their scent abilities are nearly unmatched, allowing them to track by scent where the most trained of animals would give up in despair.
Attribute Dice: 12D
Attribute Min/Max
DEX: 2D+1/6D
KNO: 2D+1/5D+1
MECH: 2D/4D
PER: 3D+2/6D+2
STR: 1D+2/5D
TECH: 2D/4D
Move: 11/16,
Special Abilities:
* Climbing/Jumping: The Nimirr are designed for this skill, and throughout their career, they halve the cost of improving that skill, and they quadruple the distances of their jumps when compared to humans.
* Enhanced Senses: Nimirr can detect unprotected living creatures from 5 meters away without fail, due to their ability to detect magnetic impulses. In addition, when tracking in a situation they can use their scent skill, they double that skill.
* Natural Armor and Weapons: The Nimirr´s exoskeleton gives them a +1D bonus vs. physical attacks, and a +2 bonus vs. Energy attacks. Their climbing claws inflict STR+2D damage.
Story Factors:
* Social Patterns: The Nimirr´s pattern of solitude and sociality confuses human companions, often leading them to believe that they have become entirely different people, or being somehow possessed.
* Languages: The Nimirr´s language involves the flexing and changing color pattern of their tentacles. Non Nimirr cannot speak their language. The Nimirr have no vocal apparatus, but they can produce sounds by rubbing their legs against the sides of their bodies, which produces a humming equivalent of Basic.
51. Iskalloni:
Apperance and Biology:
The Iskalloni are pale, hairless, blue-skinned creatures. They gene- rally wear tight-fitting, leather-like clothing in colors which are generally unflattering to their appearance. A bright burgundy color seems to be their favorite. The clothing generally has large, rough rips in it where the Iskalloni have cut through to insert some odd piece of machinery or other. Usually within the area of a tear, a puffy pink scar can be seen where the implant was made. The creatures have deeply recessed eyes with black irises. Facially, their lack of eyebrows, the protruding forehead, their high, prononuced cheekbones, and their perfect white teeth (which are all nearly perfect triangles and extremely sharp), all combine to produce the apperance of a creature who is always brooding, always on the edge of a violent outburst. The average Iskalloni will have a number of cybernetic enhancements. Many of these are mundane and only serve the purpose of helping the Iskalloni react quickly, or think well mathematically. The Iskalloni usually submerge their implants beneath the skin to help protect the items. Now that the Iskalloni intend to increase their dealings with Humans, they are increasing the amount of equipment which they allow to past the surface in hopes of gaining a psychological edge by virtue of their appearance. Some of the aliens have even had limbs removed and replaced with cybernetic arms or Droid equipment.
Temperament: Iskalloni appear calm, as though their thoughts are somewhere else - they always seem to be emotionally detached from whatever they are doing.
History and Culture: Iskalloni are native to the Iskallon system which lies in a remote part of the Mid-Rim region. They have, for the most part, lived the last millenium isolated from Humankind. The Iskalloni, whose philosophy and physiology is radically different from that of most humans, had diffi- culty establishing peaceful relations. This partly stems from the fact that they are cybernetic but also from the fact that the Iskallons see no problem with enslaving other species.
The Iskalloni are bent on enslaving Humankind, not out of any particular hatred, but simply because they feel that the Humans and the species which associate with them are all weak and worthless. When the Empire first encountered emissaries from Iskallon, they thought they had gained an ally. The Imperials were willing to pay the Iskallons
to recruit slaves for them. But the Iskallons demonstrated their lack of discrimination in whom they converted and enslaved by converting the entire crew of the first scout ship which had encountered them. When the Empire found out about this, they sent a force of three Victory-class Star Destroyers to Iskadrell and managed to decimate almost half of the planet before the Iskallons could muster an defence. The Iskallon counterattack was fast and deadly, and soon the Imperials retreated. When the Iskalloni failed to pursue the Imperials back into populated space, the Empire no longer considered them a threat. But the Iskalloni threat remains...
Politics: The Iskallons rule their society through specially chosen persons, who have been heavily modified to improve their data-processing capability; these people are really nothing more than walking computers, but their decisions are obeyed without hesitation.
Technology Level: The Iskalloni have developed all aspects of spacefaring technology, although most of this technology is based on organic variants. Navigation computers, sublight engines, power reactors, communications equipment, even starship hulls are bred from great vats of organic ooze which the Iskalloni brew on their homeworld. And each of these organisms has the unique ability, as do the Iskalloni, to incorporate any foeign object into their personal physiology.
The combination of these characteristics has allowed the Iskalloni to experiment with all manner of cybernetic implants. Unfortunately, the Iskalloni have been unable to make any advances in the past few centuries. Trade and Technology:
One of the side-effects of their bio-technology is that nearly all of their techno-organic machinery produces waste material as it functions. This waste material is highly toxic to nearly all forms of organic life. Many an Iskallon has perished horribly while mopping up after an Iskallon built hyperdrive. As a result of this the Iskalloni needs many slaves to do the dirty
work and this have given rise to a booming slave trade, but the demand is far greater than the supply. Stealing has been the mainstay of Iskalloni expansion and technological knowledge. they do not understand the general reluctance of other species to be linked with machines, and often made use of their implanting tech- niques on other aliens despite vehement protests. More often than not, such encounters ended in combat.
In the Galaxy: The Iskallon homeworld is out in the unknown regions of space, but they come to the civilized galaxy for their evil ends. To keep the ranks of Iskallons strong, they have taken to capturing other sapients and forcing them to do their dirty work which results from their odd brand off technology. They are also attempting to learn the means by which humans can build functioning machines that do not produce flowing chemicals in their functioning.
Gamemaster Notes: Iskallons are not common adversaries and should only be used in sit- uations that are supposed to inspire to heroic roleplaying.
Personality Notes: Iskallons does not interact well with other species.
Suggested Skills:Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other spieces.
Notable Personalities: Locutus of Borg, main leader onboard the Iskalloni Mothership called Borg.
Average Iskalloni: Dexterity 2D+1, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 3D, Technical 1D+1. Move: 8
# Iskalloni
Attribute Dice: 12D
DEXTERITY: 2D/3D+1
KNOWLEDGE: 2D/3D+1
MECHANICAL: 1D+2/2D+2
PERCEPTION: 2D/3D
STRENGTH: 2D/3D+2
TECHNICAL: 1D/2D
Special Abilities:
Energy Resistant: Damage done to Iskalloni by energy weapons is reduced by one level of effect (as if the weapon were set on stun)
Cyborged: All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually any- where and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1
damage up to STR+2D.
Story Factors:
Reputation: Iskallons are considered to be a myth by most of the galaxy.
Move: 8/10
Size: 1.3 to 1.5 meters tall
51. ASRAMUL
Homeworld: Girgasoom
Other planets inhabited: Ostvego, Uiri
Appearance: Asramul are an amphibious race, spending most of their time underwater. They quite tall, almost four meters in height, with a mottled orange, yellow, and purple skin that allows them to blend in very well with the shallow water reefs of their homeworld. Due to their primarily aquatic nature and large size, they have very powerful muscles, which are required to push their bulks through water. They are rather angular for all that, with long, thin limbs, a rather slender torso, and a long, thin head.
Omnivores, the Asramul prey on fish for much of their food, while relying on corals, kelp, and other sealife for certain essential nutrients. Asramul have four independently focusing eyes, that are set in non-flexible stalks, with one set on either side of the forehead and jaw, giving their heads a somewhat starlike appearance. In addition, they have a pair of very sensitive ears, which are fully retractable, tending to remain behind a layer of skin when the Asramul are on the surface, giving them no better hearing then humans. In addition, their four nose-slits are also very sensitive, giving them detection abilities similar to those of sharks, when they are submerged. Leaders: The Asramul are a democratic society, with a single executive and a twenty member legislative/judicial branch, each of whom stand for election every ten years.
World view: Known for their naturalistic philosophy, Asramul try to live in harmony with their environment, producing goods and dwellings out of natural substances, and without disturbing their environments. Despite all this, the Asramul are not a particularly pacifistic race, and are quite brutal when fighting in self defence, not stopping until their enemy is completely destroyed.
Temperament: Though they try to live their lives without disturbing their environments, Asramul have predator´s instincts, and far prefer meals that they hunt down and kill themselves to pre-caught food. Similarly, though they try to co-exist in peace and harmony with all life, they will not hesitate to slit throats when it seems necessary.
History and Culture: The Asramul are a quite ancient race, having developed interstellar travel over thirty thousand years ago. However, they never formed an empire of any sort, quitecontent to remain alone in their little corner of the sector. They did colonize one planet out of their system, Uiri, due to the fact that it was remarkably similar to their homeworld, and due to overfishing of certain areas of Girgasoom. Since then, Uiri and Girgasoom have remained in close contact, with Asramul moving from one to the other in the face of planetary population increases, which are dealt with both by this method and by voluntary population controls.
During this period, Asramul developed a very sophisticated culture. Their art, and subharmonic symphonies are quite sophisticated, and may prove to be quite popular in the general galactic arena. All aspects of their culture are based on their realization that resources are limited, and that natures is to be respected, as well as their own predatory nature.
Due to the fact that their planet is located near the edgeof the Yaeger Sector closest to the slice, they have learned more about the rest of the galaxy than many other races of the sector. Piecing together bits of information and rumor, they developed a surprisingly accurate understanding of the galactic situation, and they welcomed the New Republic´s entrance into the Sector, applying for membership to the New Republic almost as soon as the first of their scouts arrived. Since that time, they have developed a quite close relationship with the New Republic, that
has proved highly profitable for the Asramul, who have started to learn about the glories of interstellar investment.
Tech Level: Medium space. Asramul tend to work with natural materials, but at quite sophisticated levels.
Asramul in the Sector: Asramul are viewed as being haughty isolationists, and their immediate adoption of the New Republic Government has raised suspicions among many.
A Quote: "Always in motion are the shoals, but their numbers can be predicted with certainty"
Spaceships: Asramul´s spacecraft are quite unusual, being composed of natural substances, such as glass, ceramics, and small amounts of minerals, but manage to preform near galactic standards. The gorgeous Nautilus cruiser, and the SpineDart fighters are currently the most sophisticated craft that the Asramul produce.
Attribute Dice: 12D
Attribute Min/Max
DEX: 1D+1/4D
KNO: 1D/3D+1
MECH: 1D/3D+1
PER: 2D/4D
STR: 3D/5D+1
TECH: 1D/4D+2
Move: 9/13, 24/28 Swimming
Special Abilities:
* Environment: Asramul abilities are all at +1D+2 when they are submerged, and are conversely at -1D+2 when they are not. This is a physiological, rather than psychological penalty, and the penalty doubles for every day that the Asramul goes without at least 10 min. worth of complete submersion, and they will die if kept out of water for more than a week.
* Senses: When underwater, Asramul have incredibly sensitive hearing and smell, allowing them a +4D bonus to Search rolls and Perception checks that can make use of those senses. However, this bonus is not nearly as powerful on land, giving them only a +2 bonus to those rolls. However, they can chose to extend their ears from their sheaths when out of water, and get the full benefit of that sense (+3D), but they must roll a Stamina check each round that they are extending to avoid causing permanent damage to their ears (-1 per failed check.)
Story Factors:
* Technology: Wile Asramul can use the equipment of other races without penalty, they are quite uncomfortable while doing so, and will try to go back to their most aesthetic but less effective tools whenever possible.
52. DIMMAMYUK
Homeworld: Yaeger Prime
Other planets inhabited: None
Appearance: Dimmamyuk are a wide bodied bipedal race, with a single manipulative upper limb capable of great power as well as delicate work. This limb is very flexible and fully prehensile, emerging from the back of the Dimmamyuk´s head. This limb is tipped with several smaller manipulative tendrils, and the feet of the Dimmamyuk are equipped with four jointed, very powerful toes which enabled the primitive ancestors of the Dimmamyuk to brachiate, despite their lack of arms. The skin of Dimmamyuk is quite colorful, being generally red, with blue and
yellow areas on the face, feet, and on the prehensile limb, and other patterns have been known to exist. Dimmamyuk have a number of sensory organs, in addition to the standard human battery, including heat sensor pits, infrared and ultraviolet receptors, and a pair of additional receptors which match no known form of sensory reception, but are very important in Dimmamyuk artistic sensibility.
Leaders: The Dimmamyuk are lead by a council of their foremost artists. While artistic ability is not usually
considered to be a sign of political ability, this system has worked rather well for the Dimmamyuk, perhaps as a testament to the complex intellectual demands of their art, or to the respect that artists are held in their society, which causes those that would make good politicians to go into the field of artistic endeavor.
World view: It is hard for non Dimmamyuk to understand the Dimmamyuk view of the universe. They are not anti-technical, willing to use the device traded to them by the humans, but they are generally uninterested in the mechanics of the devices themselves. Art is phenomenaly important to the Dimmamyuk, as they feel that their work does not just describe the universe; for them, it defines and changes it. Despite this sense of the phenomenal cosmic importance of their work, they are highly uninterested in the other affairs of the rest of the galaxy, and are the only segment of the population that did not take up arms against the imperial occupying force, until the Imperials tried
to interfere with their lifestyle.
Temperament: Dimmamyuk are generally pacifists, never taking unprovoked aggressive action. This is due to their feeling that other matters are more important, rather than any philosophical objection to violence. Because of this, when they see a threat to their continuing artistic endeavor, they turn to violence easily, as proven by their effective and crafty warfare during the Three Races War, and against the Imperial occupation, once they made up their mind to fight.
History and Culture: The oldest of the Sentient races of Yaeger Prime, the Dimmamyuk have a long and varied history. At first, they followed the usual course of civilization, spreading across their planet, and developing a steam level of technology. However, a series of planet wide wars crippled that civilization, and caused somewhat of a regression to a lower level of technology. Instead of rebuilding to their previous level of civilization, the Dimmamyuk developed along different lines. Art has always been important to the Dimmamyuk, and it became the central facet oftheir civilization at that point.
Dimmamyuk art is designed for their unique sensory apparatus, and is often difficult for those lacking those sense
organs to understand. Some of the works seem remarkably beautiful abstract images, others garish collections of clashing colors, and still others look like nothing other than blank canvases. Dimmamyuk have no objection to the sale of their paintings, but they find non-Dimmamyuk taste bewildering at best. Dimmamyuk do not engage in any artistic activity other than their painting, finding sculpture meaningless, music unpleasant, and performance art ridiculous. Dimmamyuk do farm and raise native animals, but seldom produce more than they need, with small taxes taken to keep the greater artists from having to take time to work.
Tech Level: Dimmamyuk have made use of the space level Yaeger technology that they trade for their art or their excess foodstuff, but they have virtually no technology of their own. Dimmamyuk in the Sector: Those objects of Dimmamyuk art that are attractive to non-Dimmamyuk eyes have found a market throughout the sector, but other than through their art, Dimmamyuk are virtually unknown off their homeworld.
A Quote: "A wonderful variation in the Rai-Lau line, but I really think that the composition as a whole has a certain lack of rhythm to it, wouldn´t you agree?"
Spaceships: None
Attribute Dice: 12D
Attribute Min/Max
DEX: 2D+1/5D+1
KNO: 2D/6D
MECH: 1D/2D
PER: 2D/5D
STR: 1D/3D
TECH: 1D/2D
Move: 11/15,
Special Abilities:
* Unusual Perception: It is remarkably difficult to conceal things from Dimmamyuk, do to their unique sensory apparatus. The way they describe it, they can see the bending of the fabric of reality around every existing object. Whatever the truth of the matter is, Dimmamyuk gain two dice for every dice put into search throughout their lives.
Story Factors:
* Art: Dimmamyuk social position is determined by their artistic abilities, and Dimmamyuk will be obsessed with raising their abilities in that skill. (Dimmamyuk painting requires two skills, Technical mastery (DEX based), and knowledge of Forms (KNO based)..
53. Durgur
The Durgur (the singular term is Durgan) are the omnivorous inhabitants of Frith, a harsh and primitive world, inhabited by a wide variety of hostile creatures. The gravity of Frith is somewhat heavier than standard, and the atmosphere is rather low in oxygen. The Durgur stand around 1.8 meters tall, with powerful, heavy muscles covering their frame. They are completely hairless, covered with a rubbery grey skin, and are full bipeds. The two primary distinguishing facets of the appearance of the Durgur are their thick upward curving tusks that extend from the back of their mouths, and their fifth limb, the snake arm. The snake arm extends from beneath one of their arms (varies from Durgan to Durgan), and is usually around 2.5 meters in length. The skeletal structure of the snake arm resembles a vertebrate spine, giving it amazing strength an flexibility. Usually kept draped around the Durgan´s upper body, the snake arm is used in combat, and for delicate manipulation, as their three fingered hands are very awkward.
Temperament:
The Durgur are a very violent, clan oriented race, with warfare between clans being a common facet of life on Frith. They will not scruple to kill other sentients, as they have nothing but contempt for the weak, armless inhabitants of other planets.
History and Culture:
The Durgur´s interminable battles amongst themselves have limited the population of Frith for a very long time. When the planet was contacted by the interstellar populations of the Sector, many clans fled their rivals by moving to other worlds. Now, the grey and gold (Durgur´s blood is gold in hue) banners of the Durgur can be found throughout the sector. The center of Durgur culture is warfare, both against the environment and each other, and the worth of an individual Durgur is determined by his age and the number of kills he has. The longer a Durgan has lived, the more he has learned about his environment, and Durgur elders are respected by the entire clan. Nonetheless, the rulership of the clan is determined by single combat, so it usually rests in the hands of the younger warriors.
Tech Level:
The Durgur never developed a high level of technology on their own, stopping at a late stone age level. However, since they have become a part of the sector´s community, their employers have built weapons and equipment tailored to their specification.
Durgur in the Sector:
Since they expanded off their homeworld, the Durgur have served as mercenaries on either side of almost every conflict that the sector has known. Their warlike nature, their physical gifts and their loyalty to their employers have all served them well in this profession. Since the Empire has moved into the sector, the Durgur have been willing to serve the empire, as Frith was deep in the Imperial sphere of influence. Moff Rulduk himself has a Durgur bodyguard, Ul Gan Ur, and it has become fashionable for high ranking Imperial officers to do the same.
Stats:
Attribute Dice: 12D
Attribute Min/Max
DEX: 2D+1/4D+2
KNO: 2D/4D
MECH: 1D/2D+1
PER: 2D/4D
STR: 3D/6D
TECH: 1D/2D+2
Move: 11/15
Special Abilities:
Natural Weapons and Armor:
The Durgur have a powerful arsenal of natural weapons, making them one of the deadliest unarmed fighters in the sector. Their skin gives them a +1D bonus vs. physical attacks, and a +2 bonus vs. energy attacks. Their snake arm is highly effective in combat. When it scores ahit, it loops around a limb of the target, effectivelyimmobilizing it, as well as exerting crushing pressure on the limbs it catches. (Use the hit location chart to determine where the arm hits on a successful roll. Once the arm hits, it remainson the limb that it has lodged on until the target dislodges it with an opposed strength roll. As long as the arm remains, it immobilizes that limb, and causes 3D damage a round. When it catches the torso, it does only 1D+1 damage, and does not immobilize the torso. When it lodges on the head, it causes 5D+1 a round, and the target must make a stamina roll each round to remain conscious. An arm can loop around up to two limbs at a time.)
Poor Manipulative Skills:
Durgur´s hands are not very well designed for usage of tools. They can only use specially modified weapons and equipment, and can never get more than 6D in any skill requiring fine motor control.
Story Factors:
Reputation:
Within the sector Durgur are known as being mercenary warriors of immense skill at close combat. As a result, few indeed are people that will approach a Durgan without a drawn weapon.
Clan Loyalty:
The Durgur clans are fiercely loyal, something that is both an advantage an a disadvantage. On the one hand, a Durgan can count on being able to call up a pack of his clansmen when he needs to. On the other hand, the other members of his clan will not hesitate to get him involved in their own conflicts.
54. UMRIN
Homeworld: Ostvego
Other planets inhabited: None
Appearance: Umrin are tripedial, and have three arms. These limbs are thick and powerful, and are attached to the an equally wide torso. Umrin have horn claws on each of these limbs, and a pair of short, thick, foreword pointing horns atop their heads. Their mouths are broad, and their lower jaw has a backward bending joint that enables them to swallow small animals whole, and to take huge bites out of larger prey. Their entire bodies are covered with a thick layer of matted white or light yellow hair, which gets a good deal thicker on their heads,
calves, and forearms.
Leaders: Umrin are pack creatures, with the strongest male leading the group. When a pack member gets to old or weak to hold his place in the pack, he gets left behind or eaten by the other members of the pack. World view: Umrin can be said to view the world through a homicidal red haze. They hate everything not Umrin, and just about everything Umrin, for most of the time. They will not hesitate to kill and eat other sentient species, and will kill and destroy even when not hungry, simply for the pleasure of destruction.
Temperament: See World View.
History and Culture: Umrin have lived on Ostvego for several hundred thousand years without developing any history or culture of any sort. Every once in a while an Umrin with a much greater capacity for intelligent thought and artistic expression is born, but these are invariably killed by their kin.
Tech Level: None.
Umrin in the Sector: Classed as being semi-sentient by the New Republic, the Umrin have been causing problems for the miners and foresters of Ostvego, though the numbers of Umrin that attack at once are seldom large enough to get them past the initial defenses.
A Quote: "Aaaarrrrrruughghgghggggggaaa"
Spaceships: None.
Attribute Dice:
Attribute Min/Max
DEX: 2D+1/6D+2
KNO: 0D/1D+2
MECH: 0D/1D
PER: 2D/3D+1
STR: 3D/7D
TECH: 0D/1D
Move: 11/15,
Special Abilities:
* Skill Bonuses/Penalties: When in snowy conditions, Umrin gain a +2 bonus to all their skills. When in other conditions, they suffer a -1D penalty. In addition, they must pay three times the CP cost to advance skills that require either tool use or interpersonal interaction, and suffer a -2 penalties to skills of that type throughout their lives.
* Natural Weapons: The claws and horns of the Umrin inflict STR+2D damage each, and one of these attacks can be used in addition to the bite attack without any penalties. The bite itself inflicts STR+3D+2, and often carries infectious diseases as well.
Story Factors:
* Reputation: Known as being insane and powerful killers, an Umrin who attempts to fit into galactic society will have to overcome a good deal of hostility and prejudice.
* Population Cycles: Unlike many of the species of Ostvego, Umrin have no adaptations to protect them from the planet´s brief summer. Due to this fact, large numbers of Umrin die at toward the of the summer, which acts as a population check. When the summer is short enough that these die offs do not occur, massive packs of Umrin form, destroying everything and depleting the available resources. Do to the resultant poor hunting, few Umrin indeed survive the next summer, giving the forests a chance to recover, as the Umrin population rises to ordinary levels.
55. Mvromow
Mvromow are catlike humanoids from the planet Mvrom. They have fur that ranges from white to black, with most specimens in the dark gray range. Well known for their curiosity about the galaxy, they are organized into a nation of tribal states on their homeworld. These states are slowly losing power as more and more Mvromow venture into the galaxy, leaving Mvrom behind.
Attribute Dice: 11D
Attribute Minimums/Maximums:
Dexterity: 1D+2/3D+2
Knowledge: 1D/4D
Mechanical: 1D/2D+2
Perception: 2D/5D+1
Strength: 1D/3D+1
Technical: 1D/3D
Move: 10/13
Height: 1.5-2.0 meters
Special Abilities:
Skill Bonus: At the time the character is created only, the character receives 2D for every 1D placed in the Sneak and Running skills. This also applies to specializations.
Night Vision: Mvromow receive +1D to their Search skills in low light.
Story Factors:
Curiosity: Many Mvromow are highly curious about the galaxy around them. They are looked down upon by those Mvroms who are not as curious.
56. The Dzhoor (pronounced: JOO-er)
Attribute Dice: 12d+1
-----------------------
Dexterity: 2d+2 / 4d+1
Knowledge: 1d+2 / 3d
Mechanical: 1d / 4d
Perception: 2d / 5d
Strength: 1d+2 / 4d
Technical: 1d / 4d
Move: 11 / 14
-----------------------
Notes:
Due to the heavy training that young Dzhoor go through, the Dzhoor receive one extra pip for every die they put into Dex: Melee Combat or Dex: Melee Parry, at character Inception only. The academic study of the Dzhoor is rather limited in its use. All knowledge skills cost 2CPs extra per pip, regardless of skill level. The exceptions of this rule are Kno: Cultures, Kno: Bureaucracy, and Kno: Languages, which advance at 2CPs less per pip, due to the heavy schooling Dzhoor go through in these areas.
The physiological nature of the Dzhoor is very simple and efficient. Due to this fact, they require only four hours of downtime per standard day.
Description:
The Dzhoor are taller and quicker than humans. Rather slender. Dzhoor are hairless, and their skin is not unlike a soft leather, with coloration varying from yellows to browns to oranges. Their eyes are usually one color, either white or in the same color scheme as their skin. Their head is hairless, slightly conical, and they do not have apparent ears or noses. Their mouth is rather small. They are omnivorous in nature.
Story Factors:
The Dzhoor are very ancient. By all means, they ought to be technologically primitive, but but since they´ve had so long to advance in the sciences and cultures, are about at the level of humankind. In regard to the arts and cultures of other species, they excel. The Dzhoor have a very rich and formal culture, which is feudal in nature. Their society has
a structured but flexible caste system; it is possible for people to move between castes.
They are very self-aware, but they aren´t very introspective. They don´t question the way things are, but that doesn´t mean that they don´t know the way things are... there´s a certain adherence to Taoism in how they act.
Standard Dzhoor Equipment:
Dzhoor Battle Armor
Cost: 750 credits
Notes: 1d+2 vs physical attacks, +2 vs energy attacks.
The Dzhoor Battle armor is functional and plain, yet asthetic. It provides superior defense vs. physical attacks, and decent protection vs. Energy attacks.
Melee Blade
Cost: 250 credits
Notes: Str+2d+1, max 7d
Dzhoor swords are usually light, sharp to the point that it´s hard to keep them in sheaths, and extremely useful in hand-to-hand combat.
57. SPIDER SIMIANS
Attribute Dice: 12D
Dexterity: 2D/4D+1
Knowledge: 2D/4D
Mechanical: 2D/4D+2
Perception: 2D/4D
Strength: 3D/6D+1
Technical: 1D/3D+1
Move: 10/12
Size: 1 to 1.8 meters tall
Special Abilities:
Climbing/Jumping: +2D when using this skill.
Ambidexterity: they can use both hands and feets.
(A)Acrobatics: This skill helps with other skills. like dodging or when falling. can also be used to swing on a vine or use poles and other objects to swing. Prehensil Tail: They can use this as a third arm, to trip, to push buttons, but not to fire weapons.
Note: The spider of the species is the pilot.
58. MOUTAIN
Attribute Dice: 12D
Dexterity: 2D/4D+1
Knowledge: 2D/4D+2
Mechanical: 1D/3D+2
Perception: 2D/4D
Strength: 3D/6D+1
Technical: 2D/4D
Move: 10/12
Size: 1.5 to 2.0 meters tall
Special Abilities:
Climbing/Jumping: +2D when using this skill.
Ambidexterity: they can use both hands and feets.
(A)Acrobatics: This skill helps with other skills. like dodging
or when falling. can also be used to swing on a vine or use poles and other objects to swing.
Prehensil Tail: They can use this as a third arm, to trip, to push buttons, but not to fire weapons.
(A)Martial Arts: this is a special skill that only the mountain simians know. Notes: The mountain simians are they royalty of the species live in the mountains because they think they are superior then the rest of the species, and there attitude reflect that.
59. GORILLA
Attribute Dice: 12D
Dexterity: 2D/4D+1
Knowledge: 1D/3D+2
Mechanical: 2D/4D
Perception: 2D/4D+2
Strength: 3D/7D
Technical: 2D/4D
Move: 10/12
Size: 1.7 to 2.7 meters tall
Special Abilities:
Climbing/Jumping: +2D when using this skill.
Ambidexterity: they can use both hands and feets.
Rage: When ever a friend is in danger or someone angers him. +2D bonus to strength for purpose of causing damage while brawling. - 2D to all non-strength attributes and skill checks. moderate perception to calm down or easy if no enemies, but only get a -1D for perception check. Note: Gorilla´s are the bodyguards or mercs. while these stats reflect the average gorilla there are a few that are not as stupid.
60. Illuthians
Homeworld: Illuth
Description: Around 1.5 meters in height, roughly humanoid (2 arms 2 legs 1 head) and a life span of around 80 years. Tend to have large muscular build, and extremely strong arms and legs. They have a slight greydish tint skin. They breathe through an opening on their chests which is located at the base of the neck. They are still capable of human speech and faces look like those of humans, except that they have no nose. Unlike humans their arms and legs are capable of a full range of motion which aids them when manuvering in null gravity.
History: An ancient warlike race, shared their homeworld with the Huge Colossus Wasps giant insects which the Ithullians killed, and hollowed out to create homes. The carcass of the Colossus Wasps were so large and so sturdy, that when the Ithullians reached toward the stars they merely attached sublights and hyperdrives to the carcass, as well as all the other pieces of necessary equipment, to create mid-sized cargo vessels. As time progressed they created a verity of rather sturdy and quick warships and fighters out of the remains of the Colossus’s which they killed. Another unique point in their technology is their ability to filter air. In the Wasp ships, with the use of their filter technology they were able to stay in space indefinitely, and always have clean air, by far one of their greatest achievements.
Once space faring and eager to fight, their main fleet set off to conquer and kill. Unfortunately for them, the first system they came to was home to the planet Mandalore. The even greater ferocity and murderous nature of the Mandalorians was more then a match for the Ithullians, who’s weapon technology was not quite to the level of that of the Mandalorians. After the wars the Ithullians were defeated completely, their technology and society appeared to be eraticated from the galaxy, it was thought that none had survived. Though this is not entirely true.
After their defeat a group of no more then three hundred survivors fled in their few remaining Wasp ships. The small fleet of ships, all running on skeleton crews limped to the Jurvex system, where they virtually crash landed on a small barren planet about the size of a large asteroid, which they ironically named Clypeadon. The Ithull are inventive by nature, a characteristic which saved them from disaster, they were able to put together 2 of their 3 larger vessels into a hive like colony where they again began to live and grow.
For years they have been reconstructing their society, and their ships until they were able to make their one remaining capital ship flight worthy, and venture out into space. Over a hundred years had passed since their war with the Mandalorians when one of their scout ships returned to their home world. The Mandalorians were gone, but the planet just wasn’t home for them, they created several more of their Wasp Ships, and left their home planet forever to live among the stars, never again would they rely on a planet for their livelihood.
Technology: Their ships mainly are constructed from the Carcasses of Colossus Wasps, though there are other small craft which they have stolen or made which aren’t made of this material. They refuse to use artificial gravity, unless in hyperspace. (because its necessary, if you don’t use artificial gravity in Hyperspace you splatter against the hull.) Also they have unique battle armor, which is also made from the Colossus Wasp, and many custom made weapons which are ideal for combat in Zero-gee.
Today: The Illuthians are primarily pirates, attacking convoys and stealing what equipment they need, and selling the excess in shady starports. They are little known throughout the galaxy, and prefer to keep to themselves, though some have left their home colony to venture into the galaxy.
Stats:
Dex: 2D/4D
Kno: 1D+2/ 3D+1
Mech: 2D/4D+1
Per: 1D+2/3D+2
Str: 2D+2/4D+2
Tech: 2D+1/4D+1
Move: 9 on planet, around 13 in Zero Gee.
Height/weight: human standards.
*Special Abilities: Upon creation Illuthians receive 2D for every 1D placed in: Zero Gravity brawling/ perry, Zero Gravity Melee/ perry, power suit ops. And any other physical skill which relates to operating in zero to light gravity situations.
*Zero Gravity: all dodge/perry and brawling/manvering in zero gravity are increased 1D, when in gravity, these skills suffer a -1D penalty.
*Breathing: They have adapted themselves to living with low amounts of oxygen, they have built small air recycling units into their respiratory systems, allowing them to go for days without any fresh oxygen. Unless the unit is damaged(it is over their breathing hole which is at the base of the neck) they can go for 2 days in open space, or under water without needing new air.
61. Zeylak "snail".
The alien has a thick, heavily-armored round shell around1.5 meters tall, and in this shell are four openings. Two for arms and legs, one for the head and one forthe tail.
Zeylak´s arms and legs are quite thin but very muscular, and they´re covered with a thin skin. All four
limbs are double- jointed. However, the extremities (hands and feet) are large and covered with the same
kind of armor as the body. The tail is short and used mainly for balance, and it ends in an armored tip. In
emergiences, a Zeylak can withdraw its limbs and tail inside the shell (one of the functions of the
double-joints), leaving only the armored extremities outside and sealing the openings completely. The
head is a different matter. The opening at the top-front of the alien´s shell has a "lid" so to speak. Usually
what is seen of a Zeylak´s head are its two eyes at the end of long stalks. The alien´s mouth is inside the
shell, but it can extend a long rasping tongue to feed.
Zeylaks are basically good-natured beings. Not very social, but still good-natured. Their main interest is
mining, and they´re well-known specialists in hollowing out asteroids in search of valuables. They usually
live inside mountains (drilling more and more caves), or sometimes inside larger asteroids that they´ve
found during their prospecting expeditions. Their second interest is (naturally) metallurgy, and they make
some extremely strong and durable alloys. When it comes to machinery, they are somewhat
perfectionists, always wanting to make sure that "all systems are 100% go". A Zeylak as a ship´s chief
engineer is a good one, providing you share the same perfectionism. Otherwise the alien will drive you
furious. Zeylaks are hermaphrodites, and they live in family groups. Since they have quite long life-spans
(around 200 years), it is not uncommon for every Zeylak in a small city to be members of a same
"family". Different families often dislike each other, but due to Zeylaks´ natural tendency to avoid
violence, direct conflicts are very rare.
If Zeylaks have a single fault, it is that they´ve had so little contact with other species and as a result
they´re very suspicious (and afraid) of members of other species, especially "big and nasty thingies".
They can get very nervous in large groups of other races. Zeylaks are almost cowardly, always ready to
retreat inside their shells if things seem to get ugly. Still, when cornered, they can become as fierce as
berserk Crugons, attacking without fear and maiming everyone in their path. And besides, Zeylaks aren´t
that cowardly when it comes to indirect violence (like trade wars).
The Zeylaks other inhabitants of the Known Galaxy meet are usually either prospectors looking for new
mineral deposits or merchants selling ores or alloys. Zeylaks consider fighting "necessary evil", and the
profession of a soldier is one of the most valued in Zeylak society (after those of a prospector and that of
a metallurgist, of course), since it takes a special Zeylak to overcome the race´s natural conflict-avoiding
tendencies. Due to the fact that humans find Zeylaks quite "odd" and may never have heard of them,
Zeylaks usually trade with other aliens, althought they´ve got no special prejudices against Humans.
Although a bit alike Hutts, Zeylaks are no way related to that race. Or at least, so they claim.
ATTRIBUTE DICE: 12D (18D for exceptional individuals)
DEXTERITY: 1D/3D+2
KNOWLEDGE: 1D/4D
MECHANICAL: 1D+2/4D+2
PERCEPTION: 1D/3D+2
STRENGTH: 1D/3D+1
TECHNICAL: 1D+2/4D+2
MOVEMENT: 5/7
SIZE: 1.5 m tall shell, 1.8 m tall with feet extended
SPECIAL ABILITIES:
PROTECTIVE SHELL- A Zeylak´s shell is extremely good protection against all sorts of attacks. It gives
the alien +3D STR against physical weapons and +2D STR against energy weapons. The alien´s head
doesn´t share this protection, nor do its upper arms and legs (in case of an arm or leg hit, roll 1D. On a
roll of 4-63, the attack hit an unarmored part and the damage is directly against Strength).
CLAWS- Like with many other species, Zeylak´s large claws are intended for digging (+2D to skill), but
they can also be used in melee combat, causing horrible wounds (STR+2D dmg).
STORY FACTORS:
NONCOMBATANT- A typical Zeylak tries to avoid fighting if at all possible. They may have extremely
good weapon skills "for self-defense", but they almost never attack first.
UNKNOWN- Like so many other rare species, Zeylaks are quite unknown to the galaxy as a whole.
62. Taurill
Taurill are multi-armed (6) simian creatures, with high agility and strength. They have no individuality, but belong to one big Overmind. When one Taurill is distracted, they all are distracted.
The Taurill were found long ago, on a planet long since abandoned. At first they appeared to be nothing more than stupid apes, however; they soon learned Basic, and it was obvious they had been underestimated. They were quick learners, and very curious. Explorers, finding them interesting, spread them throughout the galaxy. However they always found a way back to one another, and they could never be seperated for long. It became clear to these first people who found them that their thoughts were very similar, or maybe even connected. The Taurill finally got across to them the idea of the Overmind, though they never revealed its location.
The Taurill multiplied and spread their population everywhere. However; at the beginning of the Old Republic, there was a great xenocide that wiped out most of the Taurill, finding them to be annoying pests. They remained on just a few backwater planets, and their numbers have not grown or shrunk much in these past one hundred generations or so.
Nothing is none about the Overmind, except that it was never found during the near-xenocide of the Taurill. It is unknown whether its senses is limited to what the Taurill themselves recieve. It is not even known if the Overmind controlling them is a sentient, physical creature, or a metaphysical collective of the Taurills minds.
Very few know of the existence of the Taurill, but surely there is a way to harness their collective power. . .
Advantages: Strength, Agility, combined thoughts, numbers, fast learners
Disadvantages: easily distracted, ignorant of many things at first, prone to mistakes
Min/Max Stats:
Height: btw 1.3 and 1.7 m
Weight: 115-165 lbs.
Age: up to 30 years
Dexterity: 2D/5D
Perception: 1D/2D+2
Knowledge: Individual- 1D/3D
Overmind- 6D
Strength: 2D/4D+1
Mechanical: 1D/3D
Technical: 1D/2D+2
63. Karyks-
Karyks are divided into to distinct social groups: hunters and explorers. The hunters have a hinged fourth toe with a long claw that makes them suitable to hunting larger prey. The hunters are generally bigger, but not as smart as the explorers. They also rely much more on primal instinct than their further evolved cousins. Karyks have smooth green skin, much like amphibians, but have no visible fur. Their highly evolved circulatory systems keeps them warm in all but the coldest weather without much protection. Explorers wear any kind of clothes suitable to their needs, but the hunters usually rely on the thick skins of the motmots they hunt and kill. Karyks have hairless heads with a row of four skin "horns" on their brow, though the horns are actually bone on the dominant hunters. Explorers are only bipedal, but the hunters can walk on either two or four legs, and run at top speed on all fours. The explorers have a much smaller tail than the explorers, who use their tail for balance as they run and jump to attack. The Karyks also have a pair of retractable fangs that are located on their bottom jaw. The poison of the hunters is much more potent than that of the explorers, but both can paralize or kill given enough time. All Karyks have four fingers and retractable claws, but the hunters claws are longer and sharper.
While most of the hunters choose to stay and hunt the wild gundarcs and motmots of their homeplanet of Carrack, the explorers found ways to explore the galaxy. Though the explorers are usually calm and civilized, they can become enraged and fight with their fierce instincts. The explorers are also tremendously loyal friends. They will sacrifice themselves for their friends with no second thoughts. The hunters are not as loyal, though they can be.
On the planet of Carrack a heiarchy exists, the hunters are dominate over the remaining explorers. The hunters have a limited grasp on Basic, and usually rely on the native language that consists of guttural noises. The explorers quickly adapt to new languages, and are fluent in Basic. The planet Carrack is mostly tundra, with broken patches of forest, and the winters are very long. The poles of the planet have are barren icelands. Because of this, Carrack has never been populated, save the old shipyards which slowly spin in orbit above the planet. The Karyks of Carrack live in caves that travel many miles beneath the surface, and only come outside when it is time to hunt again. The Karyks are mostly solitary or living in small groups, though several times every winter large packs roam the continent looking for prey.
When the Carrack shipyards was first built many years ago, the Explorers led a large group up to the station and commendered several ships, leading a mass exodus off of the planet. Few explorers were left behind, but some did, not wanting the adventures of space. The explorers have located themselves throughout the galaxy, awaiting adventure even though their small size. Many have become true Space Explorers, leading expeditions to uncharted and unsettled planets. Others became scholars or politicians. It is hard to travel the galaxy and never once met a Karyk.
Advantages: fierce hunters, strong, quick and agile, fearless, cunning, loyal to others, smart (explorers)
Disadvantages: small size (explorers), not very smart (hunters)
Min/Max Stats:
[Explorers]
Height: 1.3m- 1.41m
Age: up to 75 years
Dexterity: 3D/6D
Perception: 2D/4D
Knowledge: 1D+2/4D
Strength: 1D/4D
Mechanical: 1D/4D+2
Technical: 1D/4D
[Hunters]
Height: 1.6m- 2.0m
Age: up to 60 years
Dexterity: 3D/5D
Perception: 2D/4D
Strength: 2D/6D
Mechanical: 1D/2D+1
Technical: 1D/2D
|
| Sweet...sweet god... |
FALCON X-0N 10:28am, August 20, 2002 [Edit] [Delete] | Must...copy+paste! Copy+Paste! |
| Index | New Thread | Reply | Close | Stick | Delete |
|
 |