SAA'KAUN - Race design by Judas Templar
Dexterity: 25/65
Knowledge: 10/25
Mechanical: 20/40
Perception: 20/50
Strength: 30/65
Technical: 20/50
Special Skills: N/A
Special Abilities: Armor: Armored carapace provides
Str+10 protection against energy damage and Str+20 protection against physical
damage
Claws: "Wrist" blades do
Str+20 damage. Claws do Str+15 damage
Force Immunity: Saa'Kaun are immune to mental manipulation through
the Force. They cannot ever be Force Sensitive.
Plasma Blast: The plasma blast is a method of disposal of excess
energy that the Saa'Kaun have in their bodies. They utilize this as an
offensive capability. Because the ability draws on excess energy/energy
reserves within the beings' bodies, the damage will diminish with each
use. Damage is Str+25 for first 5 shots/day; Str+15 for next 5
shots/ day; Str+5 for next 5 shots/day; damage is Strength rank for next 5
shots/day; Str-5 for next five shots/day; Str-15 for next 5 shots/ day; Str-15
for next 5 shots/ day; and so on...
Size: 2.3-2.8 meters tall; 2.6-3.1 meters wide; 2.9-3.6 meters long
Capsule: Physically, the Saa'Kaun have multiple compound eyes, and
have five appendages which end in claw-like manipulators, strong enough to be
capable of bending or breaking several strong materials. The five limbs
are positioned on the ventral and dorsal sides of the individual. Three limbs on
the ventral side are set in a triangular pattern, with two limbs at the
front of the creature and one in the rear to maintain stability. The two dorsal
limbs originate from the rear, roughly above the individual's third leg, and
function as their arms. The creatures are long and squat, however, the
vast majority still tend to tower over smaller, humanoid races. Their
limbs are incredibly thick, and have incredibly large shoulders to support their
frame. In a setting, such as a corridor, this arrangement allows them to run equally
well along a ceiling, floor, or wall. The highly durable reddish-black
hued carapace does not seem original to the creature's physiognomy, and seems to
contain compartments, and also allows the creature to exist in empty space, akin
to a space suit, which suggests an organic-artificial fusion. Most
Saa'Kaun also seem to possess weaponry integrated into their exoskeleton,
typically a single plasma cannon embedded in a large open space in the left
shoulder, and 18" - 20" wrist-mounted blades mounted beneath what
could be considered the creatures palms, and further exhibit properties of an
organic-artificial fusion. The plasma weapon itself
may be a type of focusing device, powered by the energy of the being itself, but
it remains unknown.
These details seem to indicate that the Saa'Kaun could not have adapted as other
terrestrial species had, but were most likely "constructed" by another
entity, and had spent the majority of their evolutionary process in zero
gravity.
Although the Saa'Kaun are blatantly genocidal, their motives and origins
continue to remain a mystery. Evidence recovered from the artifacts of races
eradicated by the Saa'Kaun indicate they have a limited sensitivity to
dimensional disturbances. It is unknown whether or not the Saa'Kaun came
into the galaxy by chance, cycle, or extra-dimensional
travel.
Very little is known about Saa'Kaun society, however, a leading hypothesis is
the "Hive Mind" theory, arguing that Saa'Kaun society is broken down
into specialized functions, driven by a collective intelligence. The most
convincing evidence for this theory is the behavior of the Saa'Kaun in their
environment, and the manner in which their technology progresses. Although
it becomes obvious that the Saa'Kaun are sentient, and can even show
curiosity. It appears as though the development of technology occurs as an
evolutionary response, instead of any initiative on their part. The
remains of civilizations near the Unknown Regions seem to support this
assumption, as the weaponry used was on the order of several millennia old, and
can be clearly traced back to Saa'Kaun weapon variants in use today.
Saa'Kaun communication appears to occur in the electro-magnetic spectrum, and
translating their language proves to be extremely difficult, as well as unpleasant
to listen to. In short, the sound of their communication seems to
occur in a long, echoing, reverberating note, with scratching pulses at certain
intervals.
Saa'Kaun rarely, if ever appear on terrestrial surfaces. While they can perform
adequately in planetary atmospheres and gravities, they seem to dislike it. As a result,
even given their extremely violent nature, Saa'Kaun will never attack on the
ground unless sufficiently provoked. However, in space, this becomes an
entirely different issue. If for any reason, one of their craft is
boarded, the result is a swift, efficient, and violent response. They will
rarely board enemy vessels, if ever, and do not exhibit any interest in
conventional planetary resources, and only rarely show any
interest in other species' technology. This presented a conundrum as to
how the Saa'Kaun acquired resources for their technology, and where they lived.
And few possess the knowledge as to how they did so. The Saa'Kaun
technology harnesses the energies found in the gases of neutron stars to power
their strange craft, and they mine asteroids for more hull materials. The Saa'Kaun typically inhabit space
stations surrounding the neutron stars they mine, and the bulk of them live in
porous asteroids. It is still unknown how the Saa'Kaun sustain themselves
as lifeforms, as they have no mouths, however, a popular theory is that they
absorb stellar energies through tiny pores in their exoskeleton, or have some
type of specialized mechanism that allows this.
The effects of the force on the Saa'Kaun remains for the most part, unknown.
They appear to be totally immune to many types of mind manipulation. Due
to the lack of biological information, the effects of other abilities remains
yet another unknown.
Frequency: Unique
SARKANS
Dexterity: 10/40
Knowledge: 20/45
Mechanical: 10/40
Perception: 20/50
Strength: 30/65
Technical: 10/30
Special Skills: N/A
Special Abilities: Night Vision: The Sarkans have excellent
night vision and operate in darkness with no penalty
Cold Blooded: Sarkans are cold blooded. If exposed to extreme cold,
they grow extremely sluggish - all attributes and skills recieve a 30 rank
penalty. They can die from exposure to freezing temperatures within 20
minutes.
Tail: Sarkans can use their thick tail to attack, inflicting Strength + 30
damage.
Size: 1.9-2.2 meters tall
Capsule: The Sarkans are tall bipedal saurians. A lizard
descended species with thick, green, scaly hides and yellow reptilian
eyes. They have long, tapered snouts, and razor-like fangs. They
also possess claws, though they are rather small; Sarkans often decorate their
claws with multicolored varnishes or clan symbols. They seem to share a
common lineage with the reptilian Barabels, but scientists have been unable to
conclusively prove a genetic link.
Sarkans are very difficult to negotiate with. They have a rigid code of
conduct, and all aliens are expected to fully understand and follow that code
when dealing with them. Aliens that violate the protocol of the Sarkans
are often dismissed as barbarians.
Frequency: Uncommon
S'KRRR
Dexterity: 30/50
Knowledge: 20/45
Mechanical: 10/30
Perception: 20/50
Strength: 30/50
Technical: 15/35
Special Skills: N/A
Special Abilities: Chitin Blades: S'krrrs' forearms have
chitinous blades running along their outer edge - when sharpened, these blades
cause STR+20 damage when brawling.
Size: 1.4-2.1 meters tall
Capsule: The S'krrr are bipedal insectoids. Their heads resemble
a common Earth ant, and they have only one pair of legs and one pair of
arms. They come in many colors (just like a new car!): black, red,
orange, or gray. Theirs is a feudal society with separate castes:
workers, royalty, and warriors. S'krrr are not necessarily locked into
their castes from birth, a worker or a royal can become a warrior, a warrior or
a royal can become a worker (though why a royal would want to leave the caste to
become a worker is beyond me). Although a worker may not move directly
into the royalty caste, a warrior may be so elevated, and therefore a worker
could conceivably reach royalty at some point. All shifts in caste depend
on a S'krrr's achievements.
S'krr come from the planet S'krrr in the Ishanna system, and share that system
with the humans on their neighboring planet, Rabaan. Once in a while a
dispute arises between the two races, and they settle their differences by
sending one warrior from each world to the moon that orbits Rabaan, the
"combat moon." (See Rabaanites)
Frequency: Unique
SLUISSI
Dexterity: 10/20
Knowledge: 10/35
Mechanical: 20/30
Perception: 15/40
Strength: 15/40
Technical: 20/50
Special Skills: Technical Aptitude: Sluissi receive an extra
40 ranks, which must all be used for Technical skills. These ranks can be
split up in any way among any Technical ability. Unfortunately, when a
Sluissi performs an action based on Technical skills, the action takes twice as
long as for other species.
Special Abilities: N/A
Size: 1.5-1.8 meters tall
Capsule: Sluissi are humanoids from the waist up, but from the waist
down they have a snake-like body that ends in a slithering tail. The
technologically advanced Sluissi inhabit the star system of Sluis Van, where
they are renowned for their ability to repair and maintain starships.
In general, Sluissi are methodical and, to some, plodding. They take their
time with everything they do. This often means a job takes longer than
expected, but it is always done well. They can try the patience of many
species with their own patient, easy-going mannerisms.
Due to their love of tinkering, Sluissi can often improve upon engine
efficiency, power output, and system responses in even the oldest, most worn-out
craft. Of course, this kind of tinkering takes time, and captains who are
in a hurry should not even consider asking for assistance. Sluissi
consider themselves mechanical artists of the highest order, and high art cannot
be rushed.
Frequency: Rare
SQUIBS
Dexterity: 27/47
Knowledge: 10/30
Mechanical: 20/40
Perception: 20/40
Strength: 10/30
Technical: 10/30
Special Skills: N/A
Special Abilities: N/A
Size: 1 meter
Capsule: Squibs are small furry bipeds with tufted ears, five-fingered hands and
five-toed feet. Their eyes are positioned on the sides of their heads and are extremely
large compared to their bodies. Their fur ranges from deep red to brilliant blue They have
short muzzles with two tiny black nostrils and a mouthful of sharp teeth.
Squibs are generally confident, and cheerfully egotistical beings with an annoying
penchant for curiosity. They tend to examine, and comment on, everything around them
regardless of any apparent danger.
Squibs love to haggle. They define haggling as any kind of conniving deal that lets both
sides think (for a while at least) that they got the better of the other.
Squibs are into junk, and collect great troves of worthless items.
Frequency: Uncommon
SSI-RUUK
Dexterity: 20/50
Knowledge: 15/40
Mechanical: 10/35
Perception: 10/35
Strength: 30/50
Technical: 17/37
Special Skills: N/A
Special Abilities: Enhanced Sense (Smell): Ssi-ruuk have
highly developed olfactory senses. They are able to use this sense to
search for things if they know the scent, and can smell when a human is lying
(85% of the time).
Poor Vision: Ssi-ruuk have poor vision compared to humans. At
ranges greater than 50 meters their vision is ineffective without outside aid.
Natural Body Armor: Ssi-ruuk have a thick hide and scales that
provides protection: 20 rank protection against physical damage, 10 rank
against energy damage.
Tail: Ssi-ruuk tails inflicting Strength + 10
damage.
Claws: Ssi-ruuk claws do Strength + 20 damage.
Force Blindness: The Ssi-ruuk are incapable of sensing or using the
Force. Ssi-ruuk may not be Force-sensitive.
Size: 1.9-2.2 meters tall
Capsule: Warm-blooded saurians, the Ssi-ruuk are from a globular star
cluster located between the trailing spiral arms of the galaxy. Adult
Ssi-ruuk stand approximately 2 meters tall, with a massive body, and huge
muscular tails. Their short upper limbs are well-muscled, and end with
three clawed, prehensile digits. They communicate with a language of
complex bird-like honks, whistles, and musical chords. The chord-phrases
convey a great deal of information with just a few honks and whistles. it
is believed that humans are incapable of speaking or hearing Ssi-ruuvi 100%
accurately: a number of the guttural honks and throat clicks that are
essential components of the language are extremely difficult or impossible for
human mouths to reproduce, and several of the higher notes of the language are
beyond the human hearing range.
The Ssi-ruuvi religion dictates that if a Ssi-ruuk dies away from a properly
consecrated world, that Ssi-ruuk's spirit is doomed to wander the galaxy without
rest. Consequently, Ssi-ruuk tend to avoid open conflict away from their
own planets, preferring to have droids and slaves do their fighting for them
while they monitor the battle from a distance. If confronted on an
unconsecrated world, or in space, they are very likely to flee from the battle.
Frequency: Rare
SULLUSTANS
Dexterity: 10/30
Knowledge: 10/27
Mechanical: 20/43
Perception: 10/33
Strength: 10/27
Technical: 10/37
Special Skills: N/A
Special Abilities: Location sense: Once a Sullustan has been somewhere, he always
remembers how to return there - he cannot be lost if he can figure out where a
landmark is.
Size: 1-1.8 meters
Capsule: Sullustans are jowled, mouse eared humanoids with huge eyes. They live in
enormous subterranean caverns beneath the surface of their homeworld. Sullust is a
volcanic planet with an inhospitable atmosphere of thick billowing clouds of hot noxious
air. The caves of the Sullustans provide a comfortable environment for them to flourish
in, as the surface of the planet can only be braved for a short period of time.
Sullustans speak in a chattering language and are known throughout the galaxy as able
pilots and navigators. Due to their development in caverns, their eyes and ears are suited
to see in low-light environments and to hear the slightest of sounds.
Sullust is also home to the SoroSuub Corporation, a leading mineral-processing company
that has energy, space mining, food packaging, and techno-production divisions throughout
the galaxy. Almost 50% of the Sullustan population owe their livelihood to SoroSuub.
SoroSuub is an Imperial corporation, but many Sullustans are in league with the Rebel
Alliance.
Frequency: Uncommon
SVIVRENI
Dexterity: 10/40
Knowledge: 10/30
Mechanical: 20/40
Perception: 10/45
Strength: 20/50
Technical: 10/35
Special Skills: N/A
Special Abilities: Stamina: Due to the harsh nature of the
planet Svivren, the Svivreni start with an automatic 20 ranks added to both
Stamina and Willpower.
Size: .6 - .9 meters tall
Capsule: A species of stocky, short humanoids. They possess a
remarkable toughness bred into them by the harshness of Svivren, their home
planet. They are heavily muscled.
Traditionally, Svivreni wear sleeveless tunics and work trousers, covered with
pouches and pockets for carrying the various tools they use in the course of
their work. Svivreni are excellent mineralogists and miners, and are often
hired by large corporations to oversee asteroid and planetary mining
projects. Their expertise in the area of prospecting is well known and
well regarded; many have become successful scouts.
Frequency: Rare
TASARI
Dexterity: 10/40
Knowledge: 10/40
Mechanical: 10/30
Perception: 20/50
Strength: 10/35
Technical: 10/25
Special Skills: N/A
Special Abilities: Force Sensitivity: Because of the
crystals (Tasar Crystals) that are found on their planet, more Tasari are
sensitive to the Force than is usual.
Size: 1.4-1.7 meters tall
Capsule: Tasari are hairless humanoids with scaly skin. They have
large beaked noses and feathery crests that give their faces a superficial
resemblance to those of birds. They tend to be shorter and of lighter
build than the average human. Their natural lifespan is about 120 standard
years.
Tasari mate for life, and rarely does one of their species take a second
mate after the first one passes away. The females lay three to five eggs
at a time, and they do not lay a second clutch until the young from the first
batch have been raised. Both parents take part in raising the young.
Tasari mature into adulthood in 15 standard years.
Frequency: Rare
TELTIORS
Dexterity: 30/57
Knowledge: 15/45
Mechanical: 15/45
Perception: 10/40
Strength: 20/40
Technical: 15/40
Special Skills: N/A
Special Abilities: Manual Dexterity: At character creation,
Teltiors receive a 20 rank bonus to any skills that require complicated finger
work (such as droid and computer repair, medicine or first aid, etc. E-mail
me regarding the precise skills for which this is available).
Skill Bonus: Teltior characters can choose from one of the
following skills: agriculture, bargain, con, first aid, or medicine.
In that chosen skill the character receives a bonus of 10 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 Teltiors are a tall humanoid race, closely related to the Meris.
They have pale blue to dark blue or black skin. They do not have the
pronounced conical ridges, eyebrow ridge and folds of neck skin that the Meris
have. They do have a prominent vestigial tail and three fingered
hands. The three fingers have highly flexible joints, giving the Teltiors
much greater manual dexterity than many other species. They traditionally
wear their hair in long ponytails down their backs, although many females have
taken to shaving their heads.
Teltior have been more willing than their Meris brethren to leave Merisee, and
many have found great success as traders and merchants. Although the
Teltiors do not like to speak of this, there are also many of their race who
lead quite successful lives as con men.
Frequency: Common (in Elrood Sector) / Rare (in the rest of the galaxy)
TINNELL
Dexterity: 20/35
Knowledge: 10/30
Mechanical: 20/40
Perception: 20/45
Strength: 15/40
Technical: 30/60
Special Skills: N/A
Special Abilities: Claws: All Tinnell have claws that do strength +
15 damage in hand-to-hand situations.
Size: 1.2-1.8 meters tall
Capsule: Tinnell act like they are completely clueless; blissfully ignorant
of almost everything. "Innocent" and "naive" are apt
descriptions. They are, however, master mechanics and have an uncanny
knack for improvisation. They like to take things apart and put them back
together in strange and different ways. The odd thing is that, although
they look like a mightmare, these creations actually work - most of the
time. They will take apart other systems looking for parts, then leave
them disassembled.
Tinnell are a felinoid species, with short fur (ranging anywhere in color
from brown, black, orange, or gray). Tinnell on their homeworld are like
enormous housecats, looking for mischief and chasing smaller animals.
Their level of technology is such that they use crude tools for everything, but
once exposed to the galaxy at large they adapt rather easily.
Frequency: Rare (Any plans to bring a Tinnell into the storyline, either as
a player character or as a non-player character, must first be approved by
Domino. They are more rare than "Rare," but not rare enough to
fit into the "Unique" classification)
TOGORIANS
Dexterity: 20/50
Knowledge: 10/30
Mechanical: 10/40
Perception: 20/40
Strength: 20/50
Technical: 10/40
Special Skills: N/A
Special Abilities: Claws: Togorian claws do strength + 10 damage.
Teeth: Togorian teeth do strength + 20 damage.
Size: 2.5-3 meters (males) / 1.6-2.2 meters (females)
Capsule: Togorians are feline bipeds and are an impressive, intimidating
sight just
about anywhere. They have slender, fur covered bodies and sinewy muscles and appear to be
equally suited to slinking through a forest or running across open terrain to chase their
prey. Their faces are almost completely feline in character, down to the twitching
whiskers on the muzzle, the slit-pupils of their eyes, attentive triangular ears, and
needle-sharp teeth. Fur coloration of the species varies from gray-white to black, and
distinctive markings are common.
Females of the species are cunning and always willing to deal. They have a tendency to be
collectors. Males are aloof and suspicious of outsiders, especially "White
Shells" and "Metal Men" (stormtroopers and droids, respectively). However,
the males are exceedingly clever and become offended if someone thinks them unintelligent
and brutish.
Togorian females like to reward themselves with a trip across the galaxy, to fulfill some
kind of wanderlust they feel before they settle down. Males off of Togoria, if they are
not serving in a militia or as a bodyguard, will be searching for their betrothed mate to
return home.
Frequency: Rare
TRIANII
Dexterity: 25/40
Knowledge: 20/40
Mechanical: 15/40
Perception: 20/40
Strength: 20/50
Technical: 15/50
Special Skills: Acrobatics: Trianii receive a 10 rank bonus
in this skill
Martial Art: Against someone without this ability, the Trianii martial art
adds 10 to the fighter's strength rank for damage purposes. Against someone with
this ability, it works exactly like Brawling would.
Special Abilities: Prehensile Tail: Trianii have limited use of
their tails. They have enough control to move light objects (under three
kilograms - approximately 6.6 pounds), but the control is not fine enough to
move heavier objects or perform fine manipulation (such as aiming a weapon).
Claws: Adds 10 to brawling damage.
Female Superiority: After allocating points for attributes, a female
Trianii character gets an additional 5 to the ranks of her Dexterity and
Strength.
Size: 1.5-2.2 meters tall
Capsule: The Trianii evolved from feline ancestors, with
semi-prehensile tails and sleek fur. They have a wide range of
coloration. They have excellent balance, eyesight, and hunting
instincts. Trianii females are generally stronger, faster, and more
dexterous than the males, and their society is run by tribunals of females.
Much of their female-dominated society is organized around their religious
ways. Dance, art, music, literature, even industry and commerce, revolve
around their religious beliefs. In the past, they had numerous competing
religions, ranging from fertility cults to large hierarchical orthodoxies.
These diverse religions peaceably agreed upon a specific moral code of conduct
and beliefs, building a religious coalition that has lasted for thousands of
years.
The Trianii controlled their space in peace. Then, the Corporate Sector
Authority expanded toward Trianii space. By most reckoning, with tens of
thousands of systems to be exploited, the Authority need never have come into
conflict with the Trianii. Such thinking ignores greed, the principle upon
which the Authority was founded. The Authority tried to force the Trianii
to leave, but the Trianii fought back. Eventually the famed Trianii
Rangers, the independent space force of the Trianii race, interceded.
Their efforts have slowed the predations of the Authority
Frequency: Rare
TWI'LEKS
Dexterity: 10/30
Knowledge: 10/40
Mechanical: 10/23
Perception: 20/47
Strength: 10/30
Technical: 10/30
Special Skills: N/A
Special Abilities: Twi'leks use their headtails to communicate in a secret language
with each other. Even in a room full of individuals, two Twi'leks could communicate in
private using a language of complex motions with their headtails.
Size: 1.6-2.4 meters
Capsule: Tall, thin humanoids from Ryloth, in the Outer Rim. Their headtails, twin
appendages protruding from the backs of their skulls, distinguish them from the hundreeds
of humanoid species found in the known galaxy.
Twi'leks are known for their skills of persuasion, business, and other related skills.
Tw'lek females are common throughout the galaxy as dancing girls, and slavers often make
stops on Ryloth to "harvest" young twi'leks for slavery on a yearly basis.
Frequency: Uncommon
UBESE - True Ubese
Dexterity: 20/45
Knowledge: 10/30
Mechanical: 10/25
Perception: 20/50
Strength: 10/30
Technical: 20/35
Special Skills: N/A
Special Abilities: Survival: Due to living in the harsh
conditions of their homeworld, True Ubese have an automatic 20 ranks in Survival.
Technical Aptitude: At the time of character creation, True Ubese
receive 20 ranks for every 10 ranks they buy in any Technical Skills.
Type II Atmosphere Breathing: True Ubese require adjusted breath masks
to filter and breathe Type I atmospheres (the standard atmosphere of habitable
planets). Without the masks, Ubese suffer a 10 rank penalty to all skills
and attributes.
Size: 1.75-2.25 meters tall
Capsule: The Ubese were an isolated species for that existed without
the attention of the rest of the galaxy. The residents of the Uba system
lived peacefully, cultivating their lush planet and honing their highly complex
culture. then off-world traders discovered Uba and brought new technology
to the planet, awakening an interest within the Ubese that soon grew into
obsession. they hoarded whatever technology they could get their hands on,
trading away whatever they could to acquire more technology. Initially,
the Ubese society benefited from new technology. Productivity rose in all
aspects of business, the economy of the people was booming, and health
conditions grew to unprecedented levels. Then the population boom that
followed the growth in wealth forced the colonization of several other worlds in
their system.
With each colony that moved from Uba, the Ubese culture became more and more
diluted, with clan boundaries being broken down. Ambitious individuals
were able to influence public and political opinion and the Ubese technological
influence in the sector grew rapidly. The local sector authorities
discovered that the Ubese were manufacturing weapons which had been banned since
the formation of the Galactic Republic, so they put a stop to Ubese
technological business before it became a major threat. After a debate
driven by fear and misinformation, the sector council decided a preemptive
strike would sufficiently punish the Ubese and reduce their influence in the
region.
~Continued in the entry for Yrak Pootzck Ubese~
Frequency: Rare
UBESE - Yrak Pootzck Ubese
Dexterity: 20/40
Knowledge: 15/37
Mechanical: 10/30
Perception: 17/40
Strength: 15/35
Technical: 15/40
Special Skills: N/A
Special Abilities: Increased Stamina: Due to the
relatively low oxygen content of the atmosphere of their homeworld, Yrak Pootzck
Ubese receive a 10 rank bonus on worlds of Type I atmosphere (the standard
atmosphere of habitable planets).
Size: 1.7-2.2 meters tall
Capsule: The orbital strikes against the Ubese planets caused
unstable, large-scale tactical weapons to bathe those worlds with radiation.
Uba III was hit so profoundly that when the weapons stockpile there was
detonated it shattered the planet's crust - orbital forces later tore the world
apart and scattered the remains into what is now known as the Uba Asteroid
Belt. Survival was possible only on Uba IV, the Ubese homeworld.
Survivors reportedly eked out a pathetic existence sucking in oxygen poor air
and scrounging across ravaged landscapes in search of shelter and food.
Sector authorities were so ashamed of their actions that they refused to offer
aid and wiped all references to the Uba system from official star charts.
The system was placed under quarantine, preventing traffic from the
region. Coruscant never heard of the devastation.
The survivors on Uba scratched out a tenuous existence from the scorched ruins,
poisoned soil, and parched oceans. Billions had died in the initial
strikes against their world, but the destruction of the world produced a new
breed of savage nomads. They excelled at scavenging what they could
from the devastation.
Some Ubese survivors were relocated to a nearby system, Ubertica. Several
concerned activist groups within the sector organized the feeble rescue attempt,
which managed to relocate only a few dozen families from the handful of
survivors. The quarantine on the system was brutally effective and the
relief efforts were shut down. The survivors on Uba, known as the
"True" Ubese, soon came to call the rescued Ubese the "Yrak
Pootzck" (the phrase implies impure parentage and cowardly ways).
While the True Ubese struggled for survival on their homeworld, the Yrak Pootzck
Ubese on ubertica slowly propagated and found their way into the galaxy.
Frequency: Rare
VERPINE
Dexterity: 13/30
Knowledge: 13/30
Mechanical: 17/37
Perception: 13/40
Strength: 13/30
Technical: 20/50
Special Skills: N/A
Special Abilities: Body Armor: Verpine have chitinous covering that acts as armor
providing protection of 10 against physical attacks.
Microscopic Sight: Verpine automatically have Search (Microscopic) at +10 rank levels at
character creation *Don't worry about the math, I'll figure that part out*
Organic Telecommunication: Verpine have the ability to communicate with other Verpine and
with specially tuned comlinks because they can send and receive radio waves through their
antenna.
Technical Bonus: All Verpine receive a +20 rank level bonus in any technical skill they
choose at character creation
Size: 1.9 meters
Capsule: Highly evolved, bipedal insectoids with thin, stick-like bodies covered by
plates of flexible chitinous material. They have two huge black eyes that dominate their
faces. They have short snouts and small, toothless mouths. Their antenna extend from the
sides of their faces.
The Verpine dislike conflict and have become experts in arbitration and compromise.
Verpine make great technicians and mechanics.
Frequency: Rare
VRATIX
Dexterity: 10/40
Knowledge: 10/30
Mechanical: 10/25
Perception: 17/50
Strength: 20/40
Technical: 20/40
Special Skills: Bargain: Because of their cultural
background, Vratix receive a 20 rank bonus in Bargain at the time of character
creation.
Jumping: Vratix have powerful hind legs that are able to leap to
heights/lengths equal in distance to 5% of their Jump skill rank (distance is in
meters). Vratix receive this skill automatically at +20 ranks at character
creation, and can immediately add points to it.
Special Abilities: Mid-arm Spikes: Vratix can use these sharp
weapons in combat, causing STR+10 damage.
Size: 1.8-2.6 meters tall
Capsule: Vratix are an insectoid race with greenish-gray skin and black
bulbous eyes. They stand upright upon four slim legs, two long and two
short. The short legs are connected behind the powerful forelegs about
halfway down on each side, and are used for additional spring in the tremendous
jumping ability Vratix possess. Two slight antennae rise from the small
head that provide them with acute hearing abilities. The long, thin neck
connects the head to a substantially larger, scaly, protective chest.
Triple-jointed arms folded into a V-shape extend from the sides of the chest and
end in three-fingered hands. Sharp, angular spikes jut the midsection of
the arms, which are sometimes used in combat.
A group of Vratix terrorists called the Ashern (which means "Black
Claw" in their language) have taken to coloring themselves black and
sharpening their already formidable arm-spikes (giving them STR+15 damage with
their spikes).
Vratix are a species torn by competition between the bacta manufacturing
companies that control their society, Xucphra and Zaltin. They have
exceptional bargaining skills, which make them great traders and
diplomats. Many have left the bacta refinement life to escape social
conflicts and become merchants, doctors, or Rebels throughout the galaxy.
Frequency: Rare
VULTAN
Dexterity: 20/50
Knowledge: 20/40
Mechanical: 20/40
Perception: 20/40
Strength: 20/40
Technical: 20/40
Special Skills: N/A
Special Abilities: N/A
Size: 1.5-1.8 meters
Capsule: The Vultan people reside on the planet Vulta in the Atreyis system. The
Atreyis system is on the spinward edge of the Mid Rim. The Vultan civilization has existed
for more than fourteen millennia, gradually taking shape from a feudal agricultural
economy into a flourishing technological center. Vultan males have a net of
interconnecting cartilage that covers their heads, forming a first defense against cranial
injury. The females have a similar covering, but the cartilage protrusions point away from
the head rather than lying against it.
The Vultans are loyal to the Empire, as their world is near such expansion systems as
Alderaan, and they have become rich based on the Imperial credit.
Frequency: Rare
WHIPHIDS
Dexterity: 20/40
Knowledge: 10/30
Mechanical: 10/30
Perception: 20/43
Strength: 20/47
Technical: 10/30
Special Skills: N/A
Special Abilities: Claws: Whipid claws do strength + 10 damage.
Size: 2-2.6 meters
Capsule: Hulking bipeds with long yellow or golden fur and stubby, furred tails. They
can weigh up to 400 kilograms. Their faces have a prominent forehead and long, bowed
cheekbones. Two upturned tusks sprout from the jaw and the eyes protrude slightly.
Whipids are ferocious predators that have a true love for hunting. They love to track
something down and kill it. If you can convince a Whipid that you are not prey, they are
most certain to be friendly to you.
Whipids in the galaxy are commonly seen as mercenaries, trackers/scouts, and some serve as
bounty hunters.
Frequency: Uncommon
WOOKIEES
Dexterity: 10/37
Knowledge: 10/23
Mechanical: 10/37
Perception: 10/23
Strength: 27/60
Technical: 10/33
Special Skills: N/A
Special Abilities: Berserker Rage: If a Wookiee becomes enraged (the Wookiee or those
to whom he has a life debt must be in immediate danger) then portray the character
as if his strength is 20 points more than it is. The rage lasts as long as their are
enemies present plus five minutes, or if someone is there to clam him down it is shorter.
Climbing Claws: Wookiees have retractable claws that are used for climbing ONLY.
They add 20 to strength in regards to climbing. Any Wookiee who intentionally uses his
claws in hand-to-hand combat is automatically considered dishonorable by other members of
his species, possibly to be hunted down - regardless of circumstances. Yes, this does mean
that a Wookiee who uses his claws under any circumstances other than climbing will be
hunted and killed by other Wookiees.
Size: 2-2.3 meters
Capsule: Wookiees are intelligent anthropoids that have apelike faces with
piercing
blues eyes and thick fur covering their bodies. They are very powerful; perhaps the single
strongest intelligent species in the known galaxy, with violent, lethal tempers that
dictate their actions.
Conversely, they are capable of gentle compassion and deep friendship. Wookiees can form
bonds with beings of other races that take a priority over their own families.
In a fit of rage, Wookiees have been known to rip limbs off of droids, smash insolent
machinery, and crush currently-occupied stormtrooper armor - accidentally, of course. Once
a Wookiee has locked his grasp on an opponent, the battle is usually over.
Wookiees have a custom concerning friendships and debts of honor. The life debt is
sacred to Wookiees and is pledged to a person or a group of people who act to save the
Wookiee's life. In a life debt, the Wookiee becomes morally bound to protect his
savior at all costs, even at the cost of his own life. A Wookiee will never break a life
debt, for that would mean breaking a sacred honor. For a Wookiee this would be the
equivalent of death.
Frequency: Common
XA FEL - Human
Dexterity: 10/30
Knowledge: 10/30
Mechanical: 10/45
Perception: 20/40
Strength: 10/20
Technical: 10/45
Special Skills: Mechanical Aptitude: The Xa Fel have a
natural affinity for machinery and vehicles, particularly spaceships. At
the time of character creation they receive 2 bonus ranks for every 1 rank they
place in any starship related skill or repulsorlift related skill.
Special Abilities: N/A
Size: 1.5-1.8 meters tall
Capsule: The plight of the Xa Fel is a galactic tragedy and a perfect
example of why mega-corporations often need supervision. Kuat Drive Yards
built a facility that dominated the planet Xa Fel and cost was the only
concern. Decades later, the planet is poisoned almost beyond repair.
The Xa Fel are a species-branch of humans (Xa Fel is apparently one of the
countless "lost" colonies of ancient history). The pollution and
poverty of their world has left the Xa Fel permanently scarred. many Xa
Fel are undernourished or disfigured. The damage effected the Xa Fel on a
genetic level; new generations of Xa Fel tend to have respiratory problems, and
when visiting "clean" worlds, Xa Fel often choke or pass out because
they are unused to the purity of clean atmosphere.
Frequency: Rare - though they are humans in every respect, it is not
at all common for any given being in the galaxy to encounter a human from Xa Fel
ZEXX
Dexterity: 10/30
Knowledge: 10/30
Mechanical: 20/40
Perception: 20/40
Strength: 20/60
Technical: 10/30
Special Skills: N/A
Special Abilities: N/A
Size: 1.8-2.5 meters tall
Capsule: The most prominent feature of the Zexx is the pair of
wickedly shaped tusks that jut from the sides of their mouths. These sharp
bones can tear apart living tissues for consumption or for other, more fiendish
purposes. The Zexx have heavily muscled bodies and thick skeletons, giving
them an imposing stature that often frightens individuals of smaller
species. Their skin color ranges from an off-white to a dark blue or gray.
The Zexx homeworld of Prazhi lies on an old trade route. Before the
arrival of galactic traffic the Zexx lived under a tribal system where strength
and cunning held more importance than knowledge and intelligence. The
planet boasts several spaceports complete with cantinas, hotels, refueling and
repair facilities, and markets for trading. Many Zexx make a good living
working at these spaceports, while others have found a lifestyle on board
trading (or smuggling) vessels as bodyguards and loadlifters.
Every member of the species possesses a fierce sense of ownership and division
of property. Anyone who borrows an item from a Zexx without asking often
finds himself flying quickly toward the nearest hard wall.
Frequency: Rare
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