ALARIANS
Alarians are mammal-like reptiles, a 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.
Attribute Dice: 11D
Dexterity: 1D+1/3D
Knowledge: 2D/4D
Mechanical: 1D+2/3D+1
Perception: 1D+1/3D+2
Strength: 2D/4D+2
Technical: 1D/2D+2
Move: 7/9
Average Height: 1.2 - 1.7 meters
Special Abilities:
Claws: STR+1D+2 damage
Resilience: 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:
Opression: The Empire enslaved this race and almost wiped it
out.
by Eric Lee Cline
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 other archanians from a
different water planet. Based on this, scientists assume that they have
evolved somewhat separately, but perhaps shared some common ancestor.
Three types of the most common Archanians:
Falaris
Konoctak
Kalverai
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 a criminal organization.
The Falaris tend to be noble savages. Quite intelligent, and fair in
their dealings. Falaris are genealogically incompatible with Konoktacs.
The Kalverai are in between the other two races -- both in their
mating ability and their habits.
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 at bottom)
Dexterity : 2D/5D
Knowledge : 1D/3D+1
Mechanical: 1D/3D
Perception: 2D/5D
Strength : 2D/4D
Technical : 1D/2D+2
Move : 11/13
Height : 1.4-2m
Average Archanians:
Dexterity : 3D+2
Melee combat 4D+1, melee parry 4D, running: short sprint 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 in attributes, even though
the Archanian has 14D attribute dice. Starting skill dice cannot be spent
on the following:
Technical skills except for First Aid(Archanians) and the new
skill Engraving.
Mechanical skills.
Any modern weapon skills.
Knowledge skills except for Survival, Willpower, and Intimidation.
Two Common Weapons of the Archanians:
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.
Availability: 4 for non-archanians
Cost : free for archanians, mucho denero for non-archanians
Damage : STR-1D (minimum 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.
Availability: as for the Thrower
Cost: as for the Thrower
Damage: STR+1D+2
Difficulty: 7
Kaidir Sword Picture:
Cutting Edge
__ __
, ,| `--....--'' |
////H_______________|
` "
Back edge
THE DZHOOR
(pronounced: JOO-er)
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.
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
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.
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.
Standard Dzhoor Equipment:
Dzhoor Battle Armor
Cost: 750 credits
Protection: 1D+2/+2
Notes: 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
Damage: STR+2D+1 (max 7D)
Notes: 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.
MADINGA
Madinga are distinctively feline. Most have light colored fur
covering them, ranging from yellow to light brown, although some have
redish, darker brown, and even black fur. They have slightly pointed ears
which are located on the sides of their head like most humanoids and they
have broad, flat noses. Madinga have a very keen sense of smell and are
very perceptive. They also are very agile and nimble.
The Madinga are a fairly low-tech people. They have developed
firearms which are abundant on Madar, but they usually prefer melee
weapons. Madar never developed space travel on their own, but when
introduced to it, they accepted it. Higher technology has been introduced
to them, such as blasters and droids, but very little of it is used on the
planet. Most Madinga who are interested by high technology leave the
planet for other parts. Madinga are very physical and hold many sporting
events and mock-battles. The planet is not yet united under one
government and therefore experiences the periodic war.
Attribute Dice: 12D
Dexterity: 2D/5D+1
Knowledge: 1D/3D+1
Mechanical: 1D/4D
Perception: 2D+1/4D+2
Strength: 1D/4D
Technical: 1D/3D
Move:11/13
Size: 5'-6'
Special Abilities:
Enhanced Olefactory. Madinga have very sharp senses of smell.
They recieve +1D Search, even in dark.
Story Factors: Most Madinga you meet will be fairly optimistic and even
somewhat egotistic. They usually think they are able to do anything and
are brave to the point of foolhardiness.
SATI
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.)
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.
by Scott Williamson
T'KARRAN
Homeworld: T'Karra (recently contacted by the Rebel Alliance)
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 verge of 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.
Attribute Dice: 12D
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 Fur and Tough Hide: provide +2 STR vs. physical attacks
Eye-Film: Perception skills involving vision are at -1D
Elongated Arms: Grappling and Brawling skills are at +1D
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 peasants 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.
Attribute Dice: 13D
Dexterity: 3D/5D
Knowledge: 1D+2/3D+2
Mechanical: 2D+2/4D
Perception: 2D/3D+1
Strength: 2D/4D
Technical: 3D/5D
Height: 1.5-2m
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.
Droids