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
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
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
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
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
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
STUDY MORE ALIEN RACES
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