Aliens G-M
Gand
Gargoyles
Gorilla
Gronk
Hithur
Hoojibs
Human replica Droid
Huthor
Illuthians
Iskalloni
Kaethar
Kalmoorin
Karyks
Karaban Swarm Creatures
Kender
kumidai
L'Brii
L'hransu
Logron
Massassi
Moutain
Mridone
Mvromow
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.
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.
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.
Gronk
Average height: an adult gronk stands to about 3 meters
Average lifespan: Unknown
Dex. 2D/4D
Know. 2D/4D
Mech. 2D/4D
Perception 2D/4D
Strength 2D/ 7D
Technical 2D/4D
Special abilities: A natural Intimidation factor add 4D.
Story factors: A gronk is a near extinct race they are scattered..its believed that there are only a handful
left. There has been only one Gronk who has had an ability in the Force but it is said that he is in hiding
guarding the lore he saved from Ossus during the Sith Wars.....
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."
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.
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.
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 Miramon, but they will try to hunt their herd beasts, and will defend
themselves if fired upon. The Huthor and the Yaeger will hunt each other 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.
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.
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
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
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.
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
Karaban Swarm Creatures:
Homeworld: Karbakul
Other planets inhabited: None
Appearance: Karaban Swarm creatures are highly insectile in appearance, with a hard, chitinous shell
covering their bodies, six large, multifaceted eyes, and four razor sharp mandibles. Their eight long, triple
jointed, very sharp tipped legs add to the impression. However, they are not quite insects, as their exoskeleton
is composed of Kriodikeratin, a substance just as harder and denser than chitin, and, in addition to their
exoskeleton the bodies of the Swarm creatures are supported by an internal skeleton of the same material.
Their muscular efficiency is a good deal greater than that of insects, which enables them to perform typically
insectile feats of endurance, speed, and power, despite their relatively enormous size, as the Swarm creatures
reach around a half meter in length, and a little more than that in height.
Leaders: None obvious, though some theorists have postulated that the Karaban Swarm Creature's hive
mind is coordinated by a central intelligence.
World view: The Swarm Creatures spend their waking hours in a ceaseless hunt for food, except during late
summer, when they spend a night in search of mates, an effort which burns up their energy reserves and kills
them. This lifestyle tends to lead them to rather simplistic hunt and kill world view, as they have no time for
more abstruse speculations. Temperament: The Swarm Creatures are highly impatient beings, driven to
perform everything as quickly as possible. History and Culture: The muscular power of the Karaban Swarm
creatures is provided by their super efficient muscular system. However, in order to keep that system fueled,
the Swarm creatures must constantly eat. Quiescent by day, encased in solid chitinous cocoons, buried below
the surface, the Swarm creatures scour the forests of Karbakul of all life during the nighttime hours. Despite
the fact that they have demonstrated some evidence of intelligence, coordinating attacks against fleeing prey,
and using tools if necessary, the Swarm creatures have never developed any form of culture or civilization, as
they are simply too hungry to stop and thing about things of that sort.
The Karaban Swarm Creatures group in swarms of 20-400 members, which move through the forests of
Karbakul, killing andeating anything that did not conceal itself well enough to avoid detection. The various
forms of local wildlife have become masters of concealment, and in order to survive, the Karaban have
become masters of detection, able to find enough of those creatures to survive.
Tech Level: None.
Karaban Swarm Creatures in the Sector: Unknown off their homeworld, there they are seen as an
incredibly deadly menace. The Trent Systems, the Imperial fragment in control of Karbakul has attempted
massive defoliation, contamination of the groundwater, and biowarfare in order to eliminate the Swarm
creatures, but these efforts have proven unsuccessful. The garrison on Karbakull is protected against their
attacks by a number of defence mechanisms, which have thus far proved successful in deterring or defeating
swarm attacks. A Quote: None. They are not a verbal race.
Spaceships: None.
Attribute Dice: 14D
Attribute Min/Max
DEX: 3D+1/6D+2
KNO: 0D/1D
MECH: 0D/1D+1
PER: 2D/6D
STR: 3D/7D
TECH: 0D/0D+2
Move: 25/35
Special Abilities:
* Climbing/Jumping: The Karaban Swarm creatures excel at these tasks, halving the cost of gaining these
skills throughout their careers. Furthermore, due to the nature of their legs, they can jump sixteen times the
length and height of humans.
* Natural Weapons and Armor: The Swarm creature's shells give them a 3D bonus vs. physical attacks, and
2D vs. Energy damage, but decays rapidly once the creature is killed. The Swarm creature's legs inflict
STR+3D+2, and their bite inflicts STR+2D damage.
* Heightened Senses: The Swarm creatures can detect life forms through their acutely enhanced
perceptional array. In game turns they gain a +4D bonus to their search rolls when trying to detect living
creatures.
Story Factors:
* Fear of light: While light does not cause any actual damage to the Swarm creatures, they hate and fear it,
as it represents the day, when they are vulnerable. Karaban Swarm creatures tend to avoid well lit areas.
KENDERS
Scource: Margaret Weis & Tracy Hickman's Dragonlance novels
Attribute Dice: 12D
Dex: 2D/4D+1
Kno: 2D/4D
Mec: 2D/4D
Per: 1D+2/3D+1
Str: 1D/3D
Tec: 1D+1/2D+2
Move: 6/9
SPECIAL ABILITIES:
Natural Thieves: All kenders gain an extra 1d when making Security, Pickpocket, or Sneak rolls.
Taunt: Kender possess a talent for insulting people and inciting them to berserker rage. The Kender rolls her
taunt skill (a Perception-based skill) against the target's Perception or Control. If the kender succeeds, her
opponent will try to attack the kender in hand-to-hand or melee combat (if possible) with a -1d penalty on his
rolls because of berserker rage. Anyone who uses a Force power while under this effect gains a Dark Side
Point. Fearlessness: Kender are renowned for being recklessly brave. They are unaffected by anything
designed to induce fear (this includes force powers.)
STORY FACTORS:
Thieves: Because of kenders' habbits of "borrowing", many people assume they are merely innocent-looking
but sneaky burgulars. NPCs will generally be slow to trust them.
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.
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.
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.
Logron
Homeworld: Logro
Other planets inhabited: None
Appearance: Logron are giants, reaching nearly 2.8 meters in height, with a powerful, muscular build.
They are amphibious monotremes, with a huge, soft skinned bill, webbed hands and feet, a thick layer of
water resistant fur, and a short, paddlelike tail. Logron's fur is usually black or dark brown in color,
though occasional albino Logron are born, who are somewhat smaller and more intelligent than other
Logron. These are viewed with great respect, and often hold the highest offices in Logron
society.
Logron are carnivores, preferring to eat fish, which they can sniff out through the electromagnetic
sensors in their bills. These sensors allow them to locate any living creature within five meters when
underwater, and any other source of electromagnetic impulses. Some of the fish of Logro are quite
dangerous, including the massive slackjaw, and the grey swamplizard, but the massive physique and
intelligence of the Logron allow them to kill and eat even those horrors.
Logron have a pair of massive, bright green and yellow skin flaps located in pouches at the sides of
their necks. When unfurled, these flaps produce a stiff collar almost a meter in diameter. Used by
Logron for display, both to intimidate predators, and to display their fitness to potential rivals and mates.
There is very little in the universe as surprising as a Logron popping out it's collar, and they are quite
aware of that, using their color to provoke reactions from foes and competitors.
The flaps of albino Logron are blood red in color, and just as effective in startling their foes.
Leaders: Logron are lead by nobles, a position gained either through heredity or through innate
nobility, something that the Logron cannot define to outsiders, but something that they all can recognize,
and something that they all acknowledge. It is hypothesized that the innate nobility that they describe may
have something to do with their electromagnetic perception, but as the behavior of individuals that the
Logron identify as nobles seem to match the criterion that most races class as noble, further study is
warranted. It is not recorded that Logron have ever recognized non-Logron as nobles, but it is not
an article of faith among them that only Logron can be nobles, and it is entirely possible that they have, or
will, do so.
World view: The Logron have a rather close tie to the land and nature, and see the world as an
extension of themselves, and themselves as an extension of the world. Temperament: The Logron tend
to have a somewhat relaxed attitude, which, when coupled with a sly delight in making the superior space
going races look silly, makes them agreeable companions. Logron are not an aggressive race, preferring
to solve things through other means, primarily through bluffs and displays. However, when violence is
unavoidable, Logron are relatively comfortable with, though perhaps not as competent as their appearance
indicates.
History and Culture: The Logron are a primitive race, who were in the late stone age when discovered
by the Empire. The massive, physically powerful Logron made them ideal laborers, and they were
enslaved, despite some scattered resistance. The Logron at first accepted Imperial overseers and
technology, but capitalized on Imperial ignorance of local conditions to sabotage machinery, disrupt
production, and infect personnel. Operations on Logro were curtailed, and eventually limited to gathering
of slaves.
When the Shuumar and the Aldru broke from Imperial control, Imperial ships were no longer able to
get through to make slave raids on Logro, and the Logron were finally free. The Confederation of
Unaligned Worlds made trading overtures to the Logron, which soon developed into an alliance, and then
the incorporation of the Logron into the confederation. Since that time, Logron have signed on in the
military forces of several members of the League, using their natural physical power and command
abilities to distinguish themselves. Modern technology has been flowing into Logro, and while the
Logron are not naturally mechanically inclined, they are slowly gaining proficiency in the use of modern
devices.
Tech Level: High stone age, with elaborate stone chipping and wood working. Space technology is in
the process of being introduced, but it has yet to be widely accepted. Logron in the Sector: In the
Imperium there are large numbers of Logron slaves, who are viewed as docile and harmless, which helps
any number of them escape. Escaped Logron have found their way across the sector, and are generally
well regarded in the other spheres of influence. Since the Logron joined the Confederation they have
become known as patient trackers and hunters, as well as powerful workers by the other races of the
Confederation. The Logron are not as hostile to Yaeger or New Republic overtures as some of the races
of the confederation, and will probably join the New Republic when they can do so without exposing
themselves to Imperium retaliation.
A Quote: "Oh yes, of course it's edible. Didn't your little box just tell you it was?"
Spaceships: None.
Attribute Dice: 13D
Attribute Min/Max
DEX: 1D+1/4D+1
KNO: 2D/4D
MECH: 1D/2D
PER: 2D+2/5D
STR: 2D+1/5D
TECH: 1D/2D
Move: 11/15
Special Abilities:
* Swimming: Logron spend most of their time underwater, and swim at full movement rate. In
addition, they never need to make checks for any swimming task of less than difficult difficulty.
* Sensors: The soft skinned bill of the Logron is quite sensitive to electromagnetic impulses, allowing
them to located and track lifeforms underwater by the minute electromagnetic impulses of their muscle
contractions. Search rolls for life forms beneath the surface of the water to a distance of five meters are
automatically successful, barring interference or the existence of some other powerful electromagnetic
field.
Story Factors:
* Slave race: The Logron are classified as a slave race by the Imperium, and Logron in Imperium space
will find themselves a target of slave hunters and opportunists.
* Primitive tools: Logron are not accustomed to modern technology, and take a while to get used to
modern weapons and other apparatus.
Massassi (the race inhabiting Yavin IV)
Dexterity : 2D+2/5D
Knowledge : 1D+2/3D
Mechanical : 1D/2D+2
Perception : 2D/4D
Strength : 2D+1/4D+2
Technical : 1D/2D+2
Move : 11/15
Size : 1.6/2.4
Appearance :
The Massassi are large, hulking, slightly hunchbacked red reptilian creatures with a tough, scaly
hide. Spikes protrude randomly from their body, usually especially along the spinal region. Their
facial structure gives them the illusion of handlebar moustaches.
Notes:
-the Massassi have claws that do STR+1D damage and teeth that do STR+1D damage.
-they have a tough carapace that provides +2 vs. physical attacks.
-their only known homeworld is Yavin IV, where they are the guardians of sith temples. It is
possible that they are a race created by sith magic and used as guardians on many worlds. If this is so,
then the Massassi race would not be extinct at the end of the Sith War.
-Some Massassi use the dark side of the Force to hurl their projectile weapons. This could
possibly be a new force power, but I'm not going to make it. ;P
-Massassi Staff/Sling Combo Weapon:
Staff: STR+1D+1 (diff: easy)
Sling: STR+1D (Range: 3-4/8/12 ; Fire rate: 3) Warrior Massassi will typically carry a bandolier
with many disc projectiles for use in their staff sling.
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.
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.
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.