Alien Races of the Battle Zone: M-R

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M

MERIS
Dexterity:
35/60
Knowledge:
10/40
Mechanical:
10/40
Perception:
10/40
Strength:
20/40
Technical:
20/40
Special Skills:
Weather Prediction:  This skill allows Meris to accurately predict weather on Merisee and similar worlds.  If a planet has similar climate conditions to Merisee, a Meris character may predict the weather with a skill rank of 35 or more at 85% accuracy.  The prediction is good for four hours, OR the prediction can drop in accuracy to extend the time-frame of the prediction.  For a planet that has a dissimilar climate from Merisee, the character must have a rank of 60 or more for the same degree of accuracy.  This special skill is available to Meris only, and is a Perception skill.
Agriculture:  Agriculture enables the character to know when and where to best plant crops, how to keep the crops alive, how to rid them of pests, and how best to harvest them.  Every 5 ranks allows the character to have knowledge of 2 types of crop (so a rank of 40 would give the character knowledge of 16 types of plants or crops).  This is a Technical skill.
Special Abilities:
Skill Bonus:  Meris characters can choose from one of the following skills:  agriculture, first aid, or medicine.  In that chosen skill the character receives a bonus of 20 ranks at the time of character creation.
Stealth:  Meris have a 20 rank bonus in Sneak at the time of character creation.
Size:
1.5-2.2 meters tall
Capsule:
The Meris are a tall humanoid race with dark blue skin.  They are similar to their fellow Teltiors; distinguishing characteristics include a pronounced eyebrow ridge, a conical ridge on the top of the head, webbed hands with an opposable thumb and opposable end finger, inward spiralling carileage leading to the ear canal and several thick folds of skin around the neck.  Meris move with fluid grace and have amazing coordination.  While they were once a race of warriors, they have learned how to peacefully coexist with the Teltiors.  Many have applied their intelligence to the fields of farming (pardon the pun) and medicine.  
Meris are friendly, but they do not blindly trust those who have not proven themselves worthy of trust.  
Frequency:
Uncommon (in Elrood Sector) / Rare (in the rest of the galaxy)

MIRALUKA
Dexterity:
20/40
Knowledge:
20/40
Mechanical:
20/40
Perception:
10/50
Strength:
20/40
Technical:
20/40
Special Skills:
N/A
Special Abilities:
Force Sight: The Miraluka rely on their ability to perceive their surroundings by sensing the slight Force vibrations emanated from all objects. In any location where the Force is inhibited the Miraluka are effectively blind.
Size:
1.6-1.8 meters
Capsule:
The Miraluka resemble humans, although they have non-functioning eyes that are milky-white. The Miraluka home world, Alpheridies, is located in the Abron system at the edge of a giant molecular cloud known as The Veil. This region of space is no where near any standard trade routes, so the system is largely segregated from the rest of the galaxy. The Abron system's red dwarf star emits energy mostly in the infrared spectrum, so the Miraluka gradually lost their ability to sense and process visible light waves.
During that time of mutation, the race's ability to "see" the Force grew stronger, until they relied on the Force-sight without concious effort. Because of this, Force sensitivity is not as rare among this race as it is among other races.
Few Miraluka ever leave Alpheridies, as they are generally content with their peaceful lives. In the past, young Miraluka have experienced a deep wanderlust. Miraluka encountered off-planet are nomadic in nature.
During the great Jedi purge in the early days of the Empire, Palpatine ordered Alpheridies under heavy observation and succeeded in culling all people who developed a relatively strong sensitivity to the Force. After Endor, the Imperial reign over Alpheridies was ended, but the Miraluka have still not left their world, thankful to finally be left alone.
Frequency:
Unique

MON CALAMARI
Dexterity:
10/33
Knowledge:
10/40
Mechanical:
13/33
Perception:
10/30
Strength:
10/30
Technical:
13/40
Special Skills:
N/A
Special Abilities:
Amphibious: Mon Calamari can breathe in both air and water and can withstand the extreme pressures of the ocean depths.
Size:
1.3-1.8 meters
Capsule:
If you know what Admiral Ackbar looks like, then you can imagine what every Mon Calamari looks like. Mon Cals are peace loving, idealistic people. They are gentle by nature, but they have lost so much in the galactic civil war and are committed to fighting to restore peace to the galaxy.
Frequency:
Common

MRISSI
Dexterity:
10/25
Knowledge: 20/55
Mechanical: 1/30
Perception:
10/40
Strength:
10/30
Technical: 5/35
Special Skills:  Scholars & Teachers:  The vast majority of Mrissi are scholars and should have at least one "Scholar" specialization skill.  Mrissi can advance all scholar specializations at half the normal point cost (but startup costs will remain the same for characters).
Special Abilities: 
N/A
Size: 
.3 - .5 meters tall
Capsule: 
The Mrissi are small avian-descended creatures who lost the power of flight millennia ago.  They have a light covering of feathers and small vestigial wings protrude from their backs.  They have small beaks and round, piercing eyes.
The Mrissi operate several respected universities which cater to those students who have the aptitude for advanced studies but cannot afford the most famous and presitgious galactic universities.
Mrissi culture is known for radical (but peaceful) political tendencies.
Frequency: 
Rare

N

NALRONI
Dexterity:
10/37
Knowledge: 15/47
Mechanical: 10/40
Perception: 20/47
Strength:
15/40
Technical: 10/35
Special Skills: N/A
Special Abilities:
Business Acumen:  Nalroni merchants automatically have 20 ranks in the business skill at character creation.
Size:
1.5-1.8 meters tall
Capsule:
Nalroni are golden-furred humanoids with long, tapered snouts and extremely sharp teeth.  They have slender builds, and are elegant and graceful in motion.  These clever beings have evolved from their predatory origins and have embraced the art of trading and negotiation.  They have an instinctual perception of other species when dealing in business relations, and this has been their biggest advantage.
Native to Celanon, the Nalroni have two major classes in their society:  the farmers and the merchants.  The farmers make up a majority of the population, and mechanization processes and droid labor has made this an extremely easy occupation.  The merchants are the controlling class of the people, and regulate who may become a merchant; however, the merchants are not corrupt.  They are careful to distribute wealth to the rural citizens, keeping them in favor (and in control).
Frequency:
Uncommon

NAZZAR
Dexterity:
20/40
Knowledge: 20/40
Mechanical: 10/30
Perception:
20/40
Strength:
20/50
Technical: 20/40
Special Skills: N/A
Special Abilities:
N/A
Size:
1.5-2.1 meters
Capsule:
Nazzar have equine facial features but their bodies are humanoid. They have coats of short fur ranging in color from light gray to deep blue-black.
Nazzar have a religion called Ulizra on their homeworld, Nazzri. Ulizra is the basis for the Nazzar government and culture. They keep to their planet, except in two exceptions: 1) Exiles who have defiled an Ulizran temple or otherwise broke one of its moral codes; these Nazzar seek to find a civilized culture where they can get a sense of belonging. 2) Preachers who strive to spread the Ulizran beliefs beyond Nazzri and its sister systems; these Nazzar get themselves into trouble by declaring activities and buildings to be blasphemous and are best avoided because they can become quite belligerent.
Nazzar have a profound sense of loyalty to any relationships they enter, either as a friend or ally.
Frequency:
Unique

O

ORFITES
Dexterity:
10/30
Knowledge: 20/50
Mechanical: 10/40
Perception:
20/55
Strength:
10/25
Technical: 10/30
Special Skills: N/A
Special Abilities: 
Light Gravity:  Orfites are native to Kidron which is a light gravity world.  When on standard gravity worlds Dexterity, Strength, and all skills under those attributes suffer -10 ranks..
Olfactory Sense:  Orfites have a highly developed sense of smell and immediately have a bonus of 20 ranks in Search.  If deprived of their sense of smell, an Orfite suffers a -20 penalty in Search, Perception, and related combat skills.  Orfites also have a -20 penalty when attacking something/someone over five meters away from them.
Size:
1-2 meters tall
Capsule: 
Orfites are humanoid and have stocky builds.  Because of Kidron's thin atmosphere, they have large lungs.  They have wide noses with large nostrils filled with frilled olfactory lobes.  Their skin is orange, with fine red hair on their heads.  To non-Orfites, the only distinguishing characteristice between the two sexes is that females have thick eyebrows.
Orfites tend to wear power harnesses when they visit a world with standard gravity.  If they do not they will be considerably encumbered by the laws of physics.
Orfite society revolves around the sense of smell, their most powerful sense.  Orfites produce powerful pheromones, and each Orfite's scent is distinctive in much the same way that physical appearance is distinctive among Humans.  They have a peaceful and flexible way of life; having long ago reached a point where individual freedom and responsibility to society are not necessarily contradictions for them.  They are hospitable to outsiders and travelers, and known as a pleasure-seeking people.  They are generous, eager to share and they expect others to share with them.
Frequency:
Rare

ORTOLANS
Dexterity:
10/30
Knowledge: 20/40
Mechanical: 10/30
Perception:
23/43
Strength:
27/50
Technical: 20/40
Special Skills: N/A
Special Abilities: 
Toxin-resistant:  Ortolans are resistant to poisons and indigestion, which is good because they love to eat.
Size:
1.5 meters
Capsule:
Ortolans are heavy, squat bipeds with long, trunklike noses and beady black eyes. they have floppy ears and small mouths, which are, nevertheless, well-suited for eating. Each hand has four chubby fingers and a thumb that is not entirely opposable.
Ortolans tend to be agreeable, especially to beings that offer them food. In fact, this species is certainly obsessed with food. Many think this means the Ortolans are single-minded simpletons, but they are actually quite clever (they use the condescending attitude of other species as a way to obtain food from them).
Originally, the Empire had a treaty that kept Ortolans from leaving their planet, but slavers would take them and smugglers are always getting stowaways. Max Rebo is an Ortolan.
Frequency:
Rare

P

POSS'NOMIN
Dexterity:
10/40
Knowledge: 10/40
Mechanical: 10/35
Perception:
20/47
Strength:
15/40
Technical: 10/35
Special Skills: N/A
Special Abilities:
Wide Vision:  Because of the positioning of their three eyes, the Poss'Nomin have a very wide arc of vision.  This gives them a 10 rank bonus to Perception at the time of character creation.
Size:
1.7-2.1 meters tall
Capsule:
Somewhat larger than an average human, the Poss'Nomin have a thick build that is due more to their sizable bone structure than muscular bulk.  Their skin is almost uniformaly red, though some races have black or brown spotted forearms.
Poss'nomin have wide faces with angular cheek bones, and a broad, flat nose.  They have great shovel-like jaws filled with a mixture of flat and sharp teeth that betray their omnivorous nature.
The most striking feature of the Poss'Nomin's physical appearance is their three eyes; they are positioned next to one another horizontally, giving them a wide arc of vision.  The large eyes are orange except for the iris, which ranges from dark blue to yellow.
Frequency:
Rare

Q

QUARREN
Dexterity:
17/47
Knowledge: 10/40
Mechanical: 20/47
Perception:
10/37
Strength:
10/43
Technical: 17/50
Special Skills: N/A
Special Abilities:
Aquatic Survival: At the time of character creation only, a Quarren character may have 20 bonus rank levels in Swimming and Survival (Aquatic).
Aquatic: Quarren can breathe both air and water and can withstand extreme pressure found in ocean depths.
Size:
1.4-1.9 meters
Capsule:
Quarren come from Calamari, and share this world with the Mon Calamari. They also share the same language with the Mon Cals, but the Quarren are more conservative (the Mon Calamari have also adopted the language of the galaxy, while the Quarren have remained faithful to their oceanic tongue, using Basic only when dealing with off-worlders).
They are an intelligent humanoid species with a head resembling a four tentacled squid.
Like the Mon Cals, the Quarren have faced enslavement by the Empire. However, though the Mon Cal and the Quarren fought together to throw off their oppressors, the Quarren choose to remain apart from either side in the conflict.
Frequency:
Uncommon

R

RABAANITES - Human
Dexterity:
30/50
Knowledge: 10/30
Mechanical: 20/40
Perception:
10/20
Strength:
30/50
Technical: 10/30
Special Skills: N/A
Special Abilities:
N/A
Size:
1.5-1.7 meters
Capsule:
Rabaanites are humans who colonized the fifth planet of the Ishanna system.  The original colonists were Corellians who set out from their world 7300 years ago in the hopes of finding a more simple lifetsyle.  When they had set up their colony on the planet they took to calling Rabaan, they went about learning all they could about the system whey had selected.  Quickly discovering the existence of the residents on a neighboring planet, they attempted to get to know the S'krrr.
The S'krrr were not anxious to make new friends, but accepted their new neighbors.  Disputes arose, however, and the Rabaanites decided that the S'krrrs' means of settling differences was much easier than going through all-out war.  Whenever the two races have a disagreement that cannot be settled through simple communication, they send one warrior from each planet to the combat moon to face each other in one-on-one combat.  The social structure of the Rabaanites follows a similar standard to the S'krrr as a result of their adopting the S'krrr method of resolving disputes.
Frequency:
Unique

RODIANS
Dexterity:
17/47
Knowledge: 10/30
Mechanical: 10/27
Perception:
10/37
Strength:
10/43
Technical: 10/23
Special Skills: N/A
Special Abilities:
N/A
Size:
1.5-1.7 meters
Capsule:
From the planet Rodia, they are a bipedal race with green complexions, multifaceted eyes, and tapir-like snouts. They have a ridge of spines on their skulls. They have five fingers on each hand that end in suctions cups.
All Rodians are obsessed with violence and death. The overwhelming majority of the Rodians romanticize it, as they labor in the factories of Rodia's weapons manufacturers only to return to their quarters to dine on reconstituted protein. The more accomplished hunters get to actually leave the planet to practice a life of violence in the galaxy.
Many Rodians in the galaxy are bounty hunters, though there are many Rodian drama teams that tour the core and mid-rim systems to provide entertainment.
Frequency:
Uncommon

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