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 Dynamic RP: Species

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Lunarwolf
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PostSubject: Dynamic RP: Species   Fri Aug 13, 2010 3:50 pm




"The ability to speak does not make you intelligent."
- Qui-Gon Jinn

Listed here are the varied species available to play in Star Wars: D-RP.

Arkanian


Homeworld: Arkania
The Arkanians were a Near-Human race which resided primarily on the planet of Arkania, though they were not indigenous to it. Arkanians considered themselves the pinnacle of evolution, and as such many were distinctly arrogant. Arkanian scientists had been experts in genetic manipulation for millennia, and by the time of the Mandalorian Wars the species had been split into many sub-species, making it hard to determine exactly what was a baseline Arkanian. Most Arkanians could pass for Human, though the majority had pure white eyes and four clawed digits on each hand.

Arkanians were capable of seeing in infrared light, and their eyes were sensitive to sources of extreme heat. This was helpful on their dark and frigid homeworld, but when traveling offworld, many were forced to wear blinders on planets with hotter, younger suns. It was also not unusual for an Arkanian to enhance themselves with internal or external cybernetics, or in some cases both. It was also standard practice for many of the Arkanians to undergo further genetic manipulation on their own bodies, enhancing themselves even further and better than lesser species.

ARKANIAN SPECIES TRAITS

* Infravision: Arkanians begin with the Infravision Feat for free.
* Intellectual Reputation: Arkanian Prominence in the Galaxy makes many individuals more willing to go along with their ideas. An Arkanian may choose to usr his/her INT score to add to the Persuation skill instead of PER. Also, anyone who uses their Willpower Skil to resist such a persuasion check is at -1 due to the Arkanian's strong personality and logic.
* Flash of Brilliance: Once per game session the character can add +5 to any one of the following skills: Computers, Galactic Lore, Mechanics, Research or Science.
* Ability Modifiers: +1 INT, -1 PER(these are added after character creation points are spent.
* Base Species Hit Points: 10
* Languages: Arkanian & Galactic Basic


Arkanian Offshoot


Homeworld: Arkania
Offshoots were a sub-species of the Arkanian race produced by the famed Arkanian scientists and genetic researchers, bred to excel at specific industrial tasks such as mechanical or technical work. One particular sub-species were bred as workers for the famed Arkanian gem mines. These people had five-fingered hands and Human-like eyes. Jarael had pointed ears due to the Sephi origins of her "father," Arca Jeth. This race was especially vulnerable to minor Arkanian illnesses. The offshoots were treated as second-class or non-citizens by the baseline Arkanians, and the question over what to do with them was termed the "offshoot question." Arkoh Adasca planned to use Adascorp's genetic engineering expertise to solve the problem in a generation. However, his grandfather attempted to exterminate the offshoots with a plague that ravaged those at old age.

ARKANIAN OFFSHOOT SPECIES TRAITS

* Conditional Bonus Feat: Arkanian Offshoots are typically engineered for specific industrial tasks. They gain the Skill Focus Feat free for one of the following skills: Athletics, Mechanics, Pilot, Medicine or Reflexes.
* Determination: Arkanian Offshoots are paticularly determined and driven. Once per Encounter they can reroll one failed skill in which they are trained to Minor Skill Mastery or higher. The character must accept the second roll regardless of whether it is better or worse than the original.
* Ability Modifiers: +1 AGI OR +1 DEX, and -1 PHY. (these are added after character creation points are spent.
* Base Species Hit Points: 12
* Languages: Arkanian & Galactic Basic

Bith


Homeworld: Clak'dor VII
Bith were a peaceful, highly-evolved craniopod species native to the planet Clak'dor VII. Fully adapted to a civilized, high-technology lifestyle, Bith were found galaxy-wide at all levels of society, most notably as engineers, scientists, intellectuals, consultants, and musicians.
Bith were craniopods with pale pink, yellow, or (rarely) green skin, large heads, large lidless eyes, toeless feet, and long fingers. Their thumb and small finger were both fully opposable. The Bith's internal systems were different from most humanoids, as the Bith had only one lung, and exhaled through their skin. Bith also lacked a proper nose, instead having highly sensitive olfactory organs hidden in the flaps of their cheeks.

The other Bith senses were also acute. Bith could sense the tonal qualities of sound as well as other races sensed colors. Their eyes, as big as a Menahuun's, were able to focus to 0.07 on the Gandok Scale and they could see microscopic details of nearby objects, but were extremely nearsighted as a result. An interesting side effect of their incredible sensors was the effect of sonic grenades on them. It was described as causing their heads to explode.

Similarly, Bith had high manual dexterity which helped them manipulate fine tools, though their physical prowess with gross motor skills was only average.

Bith had even evolved past the need for sleep. Instead, they would slip into a light meditative trance, which allowed them to get as much rest in four hours as other species could get in eight. During this trance, Bith were still almost fully aware of their surroundings.


BITH SPECIES TRAITS

* Acute Senses: Bith characters receive the 'Acute Senses' Feat free at character creation.
* Reverie: The Bith do not sleep, but instead enter a trance in which they are fully aware. In game terms they are considered to be 'always awake'.
* Ability Modifiers: None
* Base Species Hit Points: 10
* Languages: Bith

Bothan


Homeworld: Bothawui
Bothans (pronounced /'bɑθɪn/) were furry mammalian anthropoids, about 1.5 meters tall. Hailing from Bothawui and several colonies, Bothans differed in facial appearance and body structure with canine, feline, and equine features. They were known for being master politicians and spies, craving intrigue and subterfuge.

The Bothans were members of the Galactic Republic from at least 4,000 BBY, but likely from a significantly earlier point. Through numerous conflicts, most notably the Galactic Civil War, the Bothans remained officially neutral, although their famed Spynet always played each side and commercial interests sought profits.

The Bothans were famously credited with stealing the plans to the second Death Star during the Battle of Korriban, enabling the Rebel Alliance to destroy the battlestation. They played a large role in the founding of the New Republic and in the development of its government.

Bothese was the name of the native language spoken by Bothans, where Botha was the written form.


BOTHAN SPECIES TRAITS

* Willpower: Bothans have above average Willpower and add +2 to all Willpower Skill checks.
* Conditional Bonus Feat: Bothans are natural spies and investigators. A Bothan who has Research as a skill gets Skill Focus: Research as a free Feat at character creation.
* Ability Modifiers: +1 DEX, -1 PHY. (these are added after character creation points are spent.
* Base Species Hit Points: 12
* Languages: Bothese (spoken), Botha (written), Galactic Basic

Cathar


Homeworld: Cathar
The Cathar were a race of feline, bipedal humanoids native to Cathar, a planet of savannas and rough uplands. They were known for their loyalty, passion, and temper. Quick and powerful, they were considered great warriors and dedicated, efficient predators. Cathar had high moral values, learned from both family and society. Their females were prized as slaves, whereas the males were generally regarded as too uncontrollable for slavery.
The baseline Cathar had fur-covered bodies with thick manes. They had prominent, retractable claws that could deliver powerful killing attacks on foes and prey. Their bodies also possessed rapid healing abilities. On average, Cathar were 1.5 to 1.9 meters tall. These traits made them the perfect hand-to-hand specialists.

The Cathar species also had two additional subspecies, known as the Juhani and the Myr Rho. Both of these were notably less catlike than mainline Cathar.
Force-sensitive Cathar often became Jedi, even though the Jedi way tended to be in opposition to their natural tendencies. Sylvar and her mate Crado were famous Jedi who fought in the Great Sith War. The story of Crado's fall to the dark side under the influence by Exar Kun was well-known to all Cathar, just as the story of Sylvar, who was able to turn away from the dark path and regain the Jedi way. Another Cathar Jedi of that era was Juhani, who traveled with Revan and assisted him in the destruction of the Star Forge. Famous Cathar Jedi during the Second Imperial Civil War were brothers Rasi Tuum, Ahn and Zho.

CATHAR SPECIES TRAITS

* Natural Weapons: A Cathar has natural weapons, in the form of razor-sharp claws. When a Cathar performs an unarmed attack they deal 1d6 damage instead of the usual 1d4. Should they take up Martial Arts, they do +1 die per level of training (1d6 would become 2d6, 3d8 would become 4d8 etc..)
* Reactive Claw: Once per Encounter when a Cathar damages a character with a melee attack, the Cathar can make a single additional attack with its natural weapons against the enemy as a 'swift action'. The Cathar must have one hand free in order to do this, they cannot be weilding a two-handed weapon.
* Cathar Instincts: Cathar get Acrobatics and Stealth as free Minor Skills at character creation. If the chatacter already has one or both of these, it increases one Mastery level (minor becomes averate, average becomes major, etc..)
* Ability Modifiers: +1 DEX, -1 INT. (these are added after character creation points are spent.
* Base Species Hit Points: 15
* Languages: Cathaese and Galactic Basic.


Last edited by Lunarwolf on Thu Sep 09, 2010 10:07 am; edited 8 times in total
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PostSubject: Re: Dynamic RP: Species   Mon Aug 16, 2010 11:08 pm

Cerean


Homeworld: Cerea
Cereans were a sophisticated and cultured humanoid mammalian species that hailed from the planet Cerea in the Mid Rim. They had tall tapering heads, which housed large binary brains, enabling them to focus on many things at the same time. Aside from this unique feature, Cereans were physically similar to Humans, although they possessed an extra heart, which supplied extra blood circulation to support their brains.

Cerean males aged more quickly than the females, who had similar lifespans to Humans. Thus, there were fewer males than females. Polygamous marriage was a necessity in order for the species to survive. Each male usually had one primary "bond-wife", and between four and ten "honor-wives".

Famous for their extraordinary thinking abilities, Cereans were often found among the ranks of the Jedi Knights, being exempt from the Jedi's vow of celibacy, due to their low birth rates. One such Jedi, Ki-Adi-Mundi, served the Jedi High Council during and prior to the outbreak of the Clone Wars.
Their enlarged skulls, extending up to twenty centimeters above their foreheads, housed complex binary brains, provided with sufficient blood by an extra heart in their heads. The binary structure of Cerean thinking helped them to ponder two sides of an issue at once. It also enabled them to process information and solve problems rapidly. Because of their thoughtful nature, they tended to be calm, rational, and analytical, preferring peaceful philosophies and a lifestyle which worked in harmony with nature. Though the quick-thinking Cereans had equally quick reflexes, they were commonly not as well coordinated as Humans. Because of the weight of their enlarged skulls, Cereans often had back problems.


CEREAN SPECIES TRAITS

* Intuitive Initiative: A Cerean may opt to re-roll any Initiative check, but must accept the outcome of the 2nd roll regardless.
* Insightful: If a Cerean gains the "Insight" Skill, they also gain the Skill Focus: Insight Feat for free.
* Ability Modifiers: +1 INT or +1 PER, -1 DEX (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Cerean and Galactic Basic

Chiss


Homeworld: Csilla
The Chiss were a tall, blue-skinned Near-Human[3] civilization from the Unknown Regions, best known as the people to which Grand Admiral Thrawn belonged. Due to the remote position of their home territory in the Chiss Ascendancy they remained largely an enigma to the rest of the galaxy, and contact with outsiders was limited even in the days of the Galactic Alliance.
The Chiss were marked out from the majority of mainstream galactic civilization by their height, pure blue skin, gleaming black hair, and glowing red eyes. Physically striking and instantly recognizable, and armed with a typically cool and disciplined manner, the mystique of the Chiss was further increased by the remote location of their territory in the Unknown Regions beyond the Outer Rim. However, this remoteness also meant that they were largely disconnected from the galaxy-spanning nexus of hyperspace travel and subspace communications that bound together the Old Republic, Empire, and New Republic in turn, and thus detached from the associated pan-galactic networks of economic, cultural and political contacts. They are also known to be carnivorous.


CHISS SPECIES TRAITS

* Conditional Bonus Feat: Chiss are extremely driven and often excel at whatever path on which they choose to focus. A Chiss receive the "Skill Specialization" Feat (twice) at character creation, allowing them to add a +3 to any 2 skills of their choice.
* Ability Modfiers: +1 INT (these points are altered after character creation points have been spent)
* Base Species Hit Points: 12
* Languages: Cheunh, Minnisiat, Galactic Basic

Clawdite


Homeworld: Zolan
Clawdites were a humanoid species native to the planet of Zolan. They were one of the few shape-shifting species in the galaxy, and were sometimes referred to as Changelings. Due to their abilities, they were often mistaken for Shi'ido.
In their natural form Clawdites were reptilian humanoids with yellow eyes. With age and practice they could alter their appearance in more and more extreme ways.
The Clawdites were the genetic offspring of the Zolanders, the dominant species on Zolan. When Zolanders discovered that their sun had increased its radioactive emissions, they tried to unleash a gene in the Zolander skin cells to activate natural protection against radiation. The results created a new species, Clawdites, which were metamorphs. Clawdites could change their appearance, if they kept body mass as a constant and didn't retain the same aspect for a long time. However, some Clawdites were able to change their mass, such as Zam Wesell and Nuri, although it was an extremely rare skill.

Zolanders ostracized Clawdites and placed them in wretched ghettos where they lived as second-class citizens. Some were able to flee, but most remained, struggling to live on their homeworld. The head of CIS Count Dooku offered them freedom from Zolanders and many enlisted their support to his movement, but in the end those efforts were in vain. After the Galactic Empire came to power, the Clawdites were trapped on their planet by a forced blockade. After the fall of the Empire Clawdites finally rose against Zolanders and, after a brutal civil war, subjugated Zolanders and established themselves as the dominant species.

CLAWDITE SPECIES TRAITS

* Shapeshift: Clawdites are natural shapeshifters and can alter their form at will. They get a +10 species bonus to the Guile (Deception) Skill when used to disguise their appearance. They can completely change their appearance as a full-round action.
* Startle: Once per Encounter, as a reponse to being attacked, the Clawdite can make a Guile Skill check against the target's Willpower Check. If successful the attacker suffers a -5 to their next attack.
* Ability Modifiers: +1 PER, -1 PHY. (These are modified after the points for character creation are spent)
* Base Species Hit Points: 10
* Languages: Clawdite and Galactic Basic

Draethos


Homeworld: Thosa
Draethos were a predatory humanoid species from the planet Thosa, notable for their long natural lifespans.
Draethos possessed large teeth, which grew outside of their mouths in what appeared to be an overbite. They also had no lips, further exaggerating the appearance of an overbite. Their scaly skin ranged in color from blue to purple to black. Their hands retained an interstitial web between the fingers. Their fingers ended in narrow tips which resembled claws. They possessed low-light vision, springing from their cave-dwelling ancestors.

The Draethos could live to be a thousand years and older. Despite their long lives, their childhood was quite short. They matured quickly, grew out of adolescence at 18, then enjoyed a healthy adulthood which lasted approximately four hundred years. At four hundred a Draethos was considered middle aged. It was not until age seven hundred that a Draethos was considered elderly.

Draethos, warrior and intellectual alike, possessed telepathy, including the ability to communicate with any sentient being in a radius of approximately five hundred meters. The ability was limited to communication; a Draethos could not invade the thoughts of others.


DRAETHOS SPECIES TRAITS

* Natural Armour: The Draethos's tough skin provides a +1 natural bonus to Reflexive Defense
* Natural Telepath: Regardless of whether they are Force Users or not, all Draethos can use the Force Technique 'Telepath Link' which they can use a will.
* Infravision: Arkanians begin with the Infravision Feat for free.
* Ability Modifiers: None
* Base Species Hit Points: 10
* Languages: Draethos & Galactic Basic

Droid


Homeworld: Planet of Manufacture varies

Droids (sometimes also 'droids, short for androids), were robots: mechanical beings, often possessing artificial intelligence. They were used in a variety of roles and environments, often those considered too menial or too dangerous for Humans and other species. Droids were also used in fields that required extensive specialization and knowledge, such as medical droids and astromech droids.
Droids were categorized by function, though the lines between categories were often blurred. Many droids, such as members of the BD-3000 series, served a variety of roles and purposes, making classification difficult. Other droids, especially those who were "one-of-a-kind," had unique capabilities and changing characteristics that made classification impossible. Some droids changed functions as they changed owners, sometimes many times throughout their operational life. These limitations notwithstanding, droids were grouped according to their primary factory-installed functionality.


DROID 'SPECIES' TRAITS

Certain Traits are common in all droid varieties:

* Force Immunity: Droids are immune to the mind-altering effects of Force Abilities, but not the physical ramifications. E.G: They can't be fooled using Mind Trick for example, but can be hurled using Force Push.
* Cannot use "Will" Skill: Droids have no use for the Will score, as they are immune to the effects that require the use of this skill.
* Do not eat, sleep or need to rest: being Automitons, Droids do not require rest. They can, if properly maintained, effectively go on forever.
* Cannot be Force User Classes: Due to their disconnection to the Force droids cannot be one of the four Force User classes: Jedi Knight, Jedi Consular, Sith Inquisitor or Sith Warrior.
* Ability Modifiers: Assassin +2 DEX, Astro +2 AWA, Battle +2 PHY, Protocol +2 INT
* Base 'Species' Hit Points: Assassin 12, Astromech 12, Battle 20, Protocol 10.
* Languages: Assassin & Battle Droids speak Binary and either Galactic Basic or the language of the world they programmed to originally operate on. Astromech Droids speak Binary only. Protocol Droids speak all languages.

Droid Types and their associated Traits

Note that only 4 types are presented here, others may be added if required

Assassin Droid:

* Assasin Programming: Assassin Droids add +2 to any 3 of the following skills: Demolitions, Heavy Weapons, Melee, Pistols, Rifles, Stealth, Thievery, or Unarmed.

Astromech Droid:

* Astro-Programming: Astromech Droids add +2 to the following 3 skills: Computers, Mechanics and Pilot.

Battle Droids:

* Combat Programming: Battle Droids add +2 to either Pistols, Melee, Heavy Weapons or Rifles skills. They also get Armour Plating (+5 Fortitude-based Armour) or Shielding (+5 Reflex-based Armour)

Protocol Droids:

* Social Programming: Protocol Droids add +2 Galactic Lore and either Computer, Research or Science skills. They can also speak all know languages.


Last edited by Lunarwolf on Sat Sep 04, 2010 9:48 am; edited 4 times in total
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PostSubject: Re: Dynamic RP: Species   Thu Aug 19, 2010 8:32 am

Duros


Homeworld: Duro
The Duros were a humanoid species native to the planet Duro who were among the galaxy's first space faring civilizations.
Their homeworld was located on both the Corellian Trade Spine and at the end of the Duros Space Run, two major hyperspace routes that linked Duro with other important commercial centers.
The Duros were humanoids with smooth blue-green skin, red eyes, lipless mouths, long thin noseless faces and green blood. Olfactory glands beneath their eyes were responsible for their sense of smell. Both females and males were bald, though both genders were easily distinguished. Their large red goggle-like eyes also had slit pupils. Duros females gave birth to live young, and like the Neimoidians they were born in a larval grub stage, but unlike their cousins who left the raising of their young mainly to the state, the Duros took care of their offspring from birth.


DUROS SPECIES TRAITS

* Expert Pilot: As natural Spacers, A Duros may chose to reroll any Pilot check, but must accept the 2nd result regarless of whether it is better or worse.
* Ability Modifiers: +1 DEX, -1 PHY(these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Durese, Galactic Basic

Falleen


Homeworld: Falleen
The Falleen were the indigenous reptilian sentient species of the planet Falleen.
They were an exotic, cold-blooded reptilian species known to be long lived, with life spans averaging 250 years.

The sleek symmetry of their features, calculating and cold demeanors, their exotic looks, and their ability to alter their skin pigmentation meant that the Falleen were often considered to be among the most aesthetically pleasing beings in the galaxy. In addition to their strikingly beautiful appearance, the Falleen naturally exuded pheromones which made them all but irresistible to both sexes, as evidenced when Quinlan Vos fell under the influence of a male Falleen's pheromones. They had small scales all over their bodies, as well as slightly clawed fingers and toes. In addition, the Falleen displayed prominent facial and spinal ridges, though females tended to have slighter, more subtle growths.

The Falleen were semi-aquatic, and were able to hold their breath underwater for a long period of time, leading exobiologists to believe that the Falleen's ancestors were completely aquatic. The appearance of breasts and other mammalian characteristics in Falleen females and males have also led exobiologists to believe that Falleen had a mammal ancestor.

They were one of the few species resistant to mind tricks, and had green blood.


FALLEEN SPECIES TRAITS

* Hold Breath: Falleen are at home in air or in water. A Falleen can hold their breath for a number of rounds equal to 25x their PHY score before they need to come up for air.
* Pheremones: As a standard action, A Falleen can make a special attack against any creature within close range. The Falleen attacks using their levelx2 + their PER score added to a d20 roll to attack, versus the target's Will Skill. If successful the target becomes friendly to the Fallen and will generally like them. If unsuccessful the target becomes immune to that Falleen's Pheremones for 24 hours.
*Pheremone Acclimation: Falleen gain a +5 to their Will skill roll vs the Pheremones of another Falleen.
* Ability Modifiers: +2 PER (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Falleen, Galactic Basic

Feeorin


Homeworld: Odryn (Adopted)
The Feeorin were a bipedal species of sapients that spread across the Outer Rim after the demise of their homeworld, thousands of years before the Invasion of Naboo, and established a major colony on Odryn. Feeorin were quick to anger and highly impersonal. They typically placed their own affairs above others, causing other species to regard them as selfish.
The Feeorins were a warm-blooded reptilian species. The average Feeorin had thick tendrils hanging from the backs of their heads (similar to those of the amphibious Nautolans) and much smaller and thinner ones hanging from their face. They also had mottled skin ranging from yellow to green and blue, with a few individuals even having jet-black or white skin pigmentation. The Feeorin could live for up to four hundred years, and due to a unique metabolism, they grew stronger with age rather than weaker. Curiously, some Feeorins had noses while others lacked any nasal openings.


FEEORIN SPECIES TRAITS

* Brutal: Feeorin are viscious combatants who do not hesitate to strike vulnerable areas or fight dirty. Once per encounter, after making a successful melee attack, a Feeorin can, should they do damage past the amour, count is as a critical strike and do x2 HP damage.
* Great Fortitude: Feeorin get +2 to their Fortitude Skill checks, making them more likely to 'soak' damage done to them.
* Inborn Resistance: Feeorin ignore penalties associated with being Wounded and can remain conscious until they get to -[their PHY score] in HP, whereupon they collapse like a normal character. For example, a Feeorin with 5 PHY would not lose consciousness until -5 HP.
* Infravision: Feeorin begin with the Infravision Feat for free.
* Ability Modifiers: +2 PHY, -1 PER, -1 INT(these points are altered after character creation points have been spent)
* Base Species Hit Points: 20
* Languages: Feeorin, Galactic Basic

Gamorrean


Homeworld: Gamorr
Gamorreans were porcine humanoids from the lush jungle Outer Rim planet of Gamorr where their technological level was equivalent to lower technology periods that Human civilizations experienced more than 25,000 years before the battle of Yavin. They also colonized the planet Pzob in the K749 system and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities as well as shields and weapons. Gamorreans were typically green-skinned with a large powerful physique, and were known to be fierce warriors prized for their great strength and brutality in combat. They were organized into clans headed by a Council of Matrons. In Gamorrean society female sows perform all the productive work while the male boars concentrated on training for and fighting wars. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok that was forged specifically for beings of extraordinary strength and a low center of gravity.
Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks and two small horns on their heads. Their average body temperature was 40,56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

GAMORREAN SPECIES TRAITS

* Primitive: Gamorreans must pay double character creation points to purchase high tech weapon skills (Pistols, Rifles, Heavy Weapons, Demoltions, Lightsabers etc) due to their primitive upbringing. This is true even if their class allows the use of such weapons. These skills can be purchased at no penalty after reaching level 2.
* Great Fortitude: Gamorreans get +2 to their Fortitude Skill checks, making them more likely to 'soak' damage done to them.
* Bonus Feat: Gamorreans get the Feat 'Mighty Swing' free at character creation.
* Ability Modifiers: +1 PHY, -1 INT, -1 PER(these points are altered after character creation points have been spent)
* Base Species Hit Points: 20
* Languages: Gamorrese

Gand


Homeworld: Gand
Gands were a sentient species of an insect genus that evolved on the ammonia-gas planet Gand. Several physical varieties existed, but there were two main sub-species of Gands: those with lungs and those without lungs. Gands with lungs were adapted to Gand's atmosphere, but like Kel Dors, they required special breathing gear if they wanted to leave Gand to manage potentially-poisonous off-world gas mixtures. Gands without lungs, however, were immune to poisonous gases and could venture off-world without worry of suffocation. Both races possessed special regenerative properties.

Gands were considered to be a very humble species. This was a result of their culture, which dictated that an individual's identity be earned. Due to that, most Gands were self-deprecating and polite, usually referring to themselves in the third person. First-person pronouns were reserved for the most legendary of Gands, as the usage presumes that one is so renowned that everyone would know one's name.

Within that culture was one of the species most-notable professions; the findsmen. Shamanistic bounty hunters, these Gands would track their quarry by divining omens sent to them in rituals based around the worship of the thick ammonia mists that covered their world. Though their methods were sometimes viewed as arcane, the accuracy of a findsman could be unsettling to the casual observer.

GAND SPECIES TRAITS

* Infravision: Gand begin with the Infravision Feat for free.
* Hardy: Gand are tough and resiliant, capable of shrugging off injuries that would cripple other races. Whenever they are Wounded (reduced to 0 HP), they make a Fortitude Skill check as normal and failure results in unconsciousness as usual. Success however gives the Gand a 'second wind', and they regain 5 HP. This can be attempted a number of times per encounter equal to their PHY score.
* Special Equipment: The dependance of the Gand on the atmosphere of their homeworld restricts their ability to leave without the use of specialized equipment. Without a breathing apparatus, a Gand will suffocate. Without a transliterator a Gand cannot communicate in any language other than Gand. A breathing apparatus costs 2000 credits and a years supply of breathing cannisters costs 200 credits (50 on Gand). A Transilitarator costs 1000 credits. A Gand character begins play with these at no cost, but any replacements must be purchased.
* Limb Regeneration: A Gand regrows a lost limb in 1d10 days.
* Ability Modifiers: +1 AWA, -1 PER(these points are altered after character creation points have been spent)
* Base Species Hit Points: 15
* Languages: Gand, Galactic Basic (with Transiliterator)


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PostSubject: Re: Dynamic RP: Species   Thu Aug 19, 2010 9:48 am

Gran


Homeworld: Kinyen, various colony worlds
The Gran were sentient mammalian humanoids native to the planet Kinyen, though they had colonies across the galaxy, including settlements on the planets Hok and Malastare.
Gran could easily be identified by their three eyes and their goat-like snout. Female Gran also had three breasts. Gran were also able to sense one another's emotions and disposition by noting subtle changes in body heat and skin color. The Gran had excellent vision, able to resolve more colors than most species, and even able to see into the infrared. Gran had two stomachs, having evolved from herbivorous grazing animals who lived in herds on the mountains and highlands of Kinyen, surviving on the local Goatgrass, for which Gran kept their taste. Gran chewed and digested their food quite slowly, savoring the flavor carefully. A single meal could take almost an entire day to finish, but a Gran would often not need to eat for several days afterwards.


GRAN SPECIES TRAITS

* Infravision: Gran begin with the Infravision Feat for free.
* Conditional Bonus Feat: A Gran with Perception as a Minot skill gains Skill Focus (Perception) as a bonus feat.
* Ability Modifiers: +1 PER, +1 AWA, -1 INT(these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Gran, Galactic Basic

Gungan


Homeworld: Naboo, Ohma-D'un
The Gungans were amphibian humanoids native to the planet of Naboo. Prior to the Invasion of Naboo, the Gungans were a largely isolationist society. They were able to combine machinery with biology. They lived in large bubble-like domes under water. Gungans had strong leg muscles for swimming, and were aided by their long fin-like ears. Their arms ended in four-fingered hands, and their feet had three stubby toes each. Females tended to be slightly smaller, with sleeker faces. They often tied their long ears back.

The long Gungan face had a tough yet flexible bill for burrowing and rooting out food. They also had long muscular tongues with which they scooped mollusks and lesser amphibians from the Naboo swamps. Their teeth were large and blunt, capable of cracking through shellfish. Their large nostrils completely sealed for underwater travel.

While most spacefarers would dismiss Gungans as primitives, they developed an advanced, albeit unique, technology. They grew the basic structures of buildings, vehicles and technology and adorned them with artistic flourishes and organic lines. This gave Gungan technology a very fluid, non-rectilinear look.

The power source for Gungan technology was a mysterious blue-white energy "goo" that was mined in the depths of Naboo's oceans. The viscous plasmic material formed the basis of Gungan weaponry as well.

The Gungans had mastered energy field technology for a number of uses. Their underwater citites employed hydrostatic fields to create large bubbles of atmosphere within which they dwell. Similarly, Gungan ground troops carried portable frames which generate a protective energy field capable of deflecting blaster fire. In large-scale combat, giant Gungan shield generators could create an immense umbrella of protective shield energy that could stop laser bolts and physical objects with great kinetic energy.


Gungan SPECIES TRAITS

Hold Breath: Gungans are at home in air or in water. A Gungan can hold their breath for a number of rounds equal to 25x their PHY score before they need to come up for air.
* Infravision: Gungans begin with the Infravision Feat for free.
* Lightning Reflexes: Gungans get +2 on their Reflex Skill checks.
* Ability Modifiers: +1 AGI, -1 PER(these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Old Gungan, later Gunganese, Galactic Basic

Human


Homeworld: Unknown, possibly Coruscant (generally accepted)
Humans were the galaxy's most numerous and politically dominant sentient species with millions of major and minor colonies galaxywide. Believed to have originated on the galactic capital of Coruscant, they could be found anywhere, engaged in many different pursuits: spacers, mercenaries, smugglers, merchants, soldiers, assassins, farmers, crime lords, laborers, slaves, slavers, and many others, including Jedi. Since Humans were the most common sentient species, they were often considered to be a standard or average to which the biology, psychology, and culture of other species were compared.

HUMAN SPECIES TRAITS

* Bonus Skill: Humans gain 1 free Skill at Minor level upon character creation.
* Bonus Feat: Humans gain 1 free Feat upon character creation (assuming they meet the prerequisite criteria)
* Ability Modifiers: None
* Base Species Hit Points: 10
* Languages: Galactic Basic (plus possibly others)

Ithorian


Homeworld: Ithor
Ithorians were a mammalian herbivorous sentient species from the planet Ithor. They were commonly called "Hammerheads" by less sensitive beings because of their long, curving neck and T-shaped head. They found this nickname offensive.
Ithorians had two mouths and four throats, allowing them to speak in stereo. Female Ithorians had two humps on the back of their head, while males had only one. They had glossy, usually brown flesh. They stood roughly between 1.8 to 2.3 meters (5ft 10in. to 7ft 6in.) from eyestalk to toe. Their reflexes and coordination were somewhat slower than that of average humanoids.

In addition to allowing them to speak their unique stereophonic language, the Ithorians' four throats also had the ability to violently expel air, resulting in a deafening and potentially concussive scream. Although even common Ithorians possessed this strange talent, those with Force training (such as Jedi Master Roron Corobb) could push enough power into their sonic bellow to shatter iron and shred plasteel. Despite this fact, most Ithorians went their entire lives without ever resorting to violence, and so the ability remained relatively ambiguous.

ITHORIAN SPECIES TRAITS

* Iron Will: Ithorians have above average willpower and gain +2 to their Will Skill checks.
* Bellow: As a standard action, an Ithorian can open all four of its throats and emmit a terrible subsonic bellow. The Ithorian makes a special attack roll (d20+character level x2) and all creatures within a 6ft cone area in front of the Ithorian roll their Will skill check. If they fail they take 3d6 damage, if they avoid the blast or succeed, they take 1/2 damage.
* Insightful: Ithorians can often pick up on the moods and intentions of others, granting them a +2 to their Insight rolls.
* Ability Modifiers: +1 PER, -1 DEX(these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Ithorese and Galactic Basic

Jawa


Homeworld: Tatooine
Jawas were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas was responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment such as outdated faulty droids to moisture farmers, however they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike the other natives the Sand people, instead seeing foreigners as an excellent business opportunity.
Jawas were easily identifiable by their brown hooded robes, glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine originally evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans. Due to their timid private nature, and a lack of interest, their exact origins are unknown.


JAWA SPECIES TRAITS

* Small: As small creatures, Jawa are notoriously hard to hit. They gain +2 on their Reflex checks to avoid being harmed, and +5 on all Stealth Checks.
* Infravision: Jawa begin with the Infravision Feat for free.
* Scavenger: Jawas know where to hit mechanical devices where it hurts. Whenever they successfully damage a vehicle or droid with an Ion Weapon they add their level in extra d6 Damage (a lvl 2 Jawa would add +2d6 damage, for example)
* Natural Mechanic: Jawa receive the Mechanic Skill as a Minor Skill at character creation. They can also re-roll any Mechanic Skill check once per encounter but must accept the second result whether it is better or worse.
* Ability Modifiers: +1 DEX, +1 AGI, -1 PHY(these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Jawaese


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PostSubject: Re: Dynamic RP: Species   Thu Aug 26, 2010 3:01 pm

Kel Dor


Homeworld: Dorin
The Kel Dors, sometimes referred to as Kel Dorians, were a species hailing from the technological planet Dorin.

They required masks to protect them when in oxygen-rich atmospheres. They were also known for the unique Force-using traditions of the Baran Do Sages.
The Kel Dors were a tall race, typically of the same height and weight as Humans. Their skin ranged in color from peach to a crimson red. Most had dark, black eyes, although some were born with silver irises, a mark that was often seen as an affinity for the Force.

Kel Dors were, as a whole, considered an unattractive species due to their strange facial structure. Their noses were described as falling short of becoming a beak, with a gaping opening that descended to the mouth, a toothless chasm with drooping fleshy strands. In place of teeth, Kel Dor had an upper and lower hard-palate, visible only when they pulled their lips back. Framing their head were extrasensory organs which terminated in small black tusks.

Due to Dorin having a unique atmosphere composed of helium and a gas unique to their world, the Kel Dors were forced to wear an antiox breath mask and protective goggles whenever in atmospheres of a different composition. This equipment protected them from carbon dioxide, nitrogen, and oxygen, which were fatal to a Kel Dor. The breathing mask also helped to amplify the Kel Dor's voice, as they were forced to shout to produce any sound when out of their native atmosphere. Without their protective goggles, Kel Dors were considered effectively blind when away from Dorin. They were also able to survive in the vacuum of space for a short time though it was unknown exactly how long they could withstand it.


KEL DOR SPECIES TRAITS

* Infravision: Kel Dor begin with the Infravision Feat for free.
* Keen Force Sense: Kel Dor may reroll any Use The Force chack, and get to keep the higher result.
* Special Equipment: Kel Dor suffer limitations outside their native atmosphere. Without their protective goggles is considered blind. Without the face mask they slowly begin to suffocate.
* Ability Modifiers: +1 DEX or +2 WIS and -1 PHY(these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Kel Dor language, Galactic Basic

Khil


Homeworld: Belnar
The Khil were a sentient species native to the planet Belnar. They were among the earliest member species of the Galactic Republic, and had spread to countless worlds throughout the galaxy by the time the Galactic Empire came to power. They were enthusiastic supporters of the Republic and the peaceful order it represented. Khil were involved at all levels of the galaxy's society, acting as soldiers, scientists, musicians, entrepreneurs, and politicians. Most Khil considered themselves "citizens of the galaxy."
Physically, Khil were warm-blooded, hairless humanoids with grayish skin and a wide variation in height. Their mouths were their most distinctive features: instead of jaws, Khil had many fleshy tendrils hanging from their lower face and neck. Khil breathed through these organs, called hullepi in Khilese. Khil communicated by breathing through hullepi of different lengths, thus producing various musical tones. This made them natural musicians.

Organic debris and moisture absorbed through the hullepi, along with vegetable and fruit juices, made up the Khil diet. Khil communities usually had low population densities, allowing large wetland parks to thrive. In addition to their utilitarian purposes, these green spaces were kept for their aesthetic value. The many non-Khil residents and visitors on Khil colony worlds also appreciated these parks.


KHIL SPECIES TRAITS

* Dependable Worker: Khil reliably achieve good results. Once per encounter Khil can count a skills check (with certain skills) as if they had 'taken 10' even if they are usually unable to do so. Skill that this ability can be used with are: Athletics, Acrobatics, Computers, Fortitude, Galactic Lore, Mechanics, Medicine, Pilot, Science and Willpower.
* Cooperative Spirit: Khil work easily with others. When using the 'Aid Other' ability they also add their Ability Score into the aid.
* Hullepi: Khil have tendrils as part of their mouths which they use to gain moisture and liquid from everything, meaning its almost impossible for therm to start/dehydrate to death.
* Ability Modifiers: +1 PER, +1INT, -1 PHY (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Khilese, Galactic Basic

Miraluka


Homeworld: Alpheridies (adopted)
The Miraluka were a Near-Human, Force-sensitive species. They differed from Humans in that they lacked eyes, instead bearing only vestigial eye sockets, and perceived the environment around them through Force Sight instead of regular vision. This vision was so strong that if a Miraluka looked upon a Jedi or Sith they could "see" Force radiating off them. The strength of a Miraluka's connection to the Force varied by individual.

Miraluka, as Near-Humans, could interbreed with baseline humanity. Humans with Miraluka blood included Krynda and Lucien Draay. It was said that such mating would result in unknown difficulties, but Kreia may have been talking about the specific case of the Jedi Exile and Visas Marr. An emotional link with Visas could have led the Exile into Darth Nihilus' hands.


MIRALUKA SPECIES TRAITS

* Force Sight: Although blind, Miraluka could 'see' using the Force. They act normally without taking any penalty for blindness when in the presence of living beings or life of any kind. This trait allows them to make perception checks as well as read and write like any sighted person. They can ignore the effects of total darkness as if they had Infravision, though they cannot see any races who are 'invisible' to the Force. Additionally the Miraluka do not suffer penalties from making perception checks behond cover, nor do they increase the TN to detect others in concealment.
* Conditional Bonus Feat: Any Miraluka who takes Use The Force as a Minor Skill or above, also gets the feat Force Training for free.
* Ability Modifiers: (these points are altered after character creation points have been spent) -1 DEX, +1 INT
* Base Species Hit Points: 10
* Languages: Miralukese, Galactic Basic

Mirialan


Homeworld: Mirial
Mirialans were a species of near-Humans native to the planet Mirial. Their appearance varied from yellow-green skin to paler skin very similar to many Humans.

Mirialans were very flexible and agile, making them fast and formidable foes.
The Mirialan people were religious and practiced a primitive understanding of the Force. They believed each individual's actions contributed to their destiny. A Mirialan would place a unique, often geometrically repeated tattoo on their face and hands to signify that they had completed a certain test or task, or achieved sufficient adeptness at a certain skill. The number of tattoos would thus often act as a good indicator of how mature and/or skilled a Mirialan was.


MIRIALAN SPECIES TRAITS

* Nimble: All Mirialan characters receive the "Evasion" Feat at level 1 for free.
* Ability Modifiers: +1 AGI (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Mirialan, Galactic Basic

Mon Calamari


Homeworld: Dac
The Mon Calamari (also known as Calamari, Calamarians, Mon Cal or Mon Calamarians) were one of the sentient species indigenous to the world of Dac.
On average, a member of the species stood between 1.3 to 1.8 meters tall and also smelled of salt and the sea. Mon Calamari were fish-like amphibious humanoids with domed heads, webbed hands, and large eyes. Male Mon Calamari had protrusions on their chin called "barbels" which grew more numerous with age. Most Mon Calamari had salmon-colored skin, often mottled with light and dark patterns, though examples of other skin colors were known. They could also descend to depths of up to 30 meters below sea level without breathing, though they found it uncomfortable and often used organic gills. Mon Calamari could stay underwater for a long period of time, although a frightened Mon Calamari, particularly a juvenile, could drown underwater. They also did not need to decompress when resurfacing.

Their hands, apart from being webbed, also featured five claw-tipped fingers; one opposable thumb with two more shorter claw-like protrusions, two long middle fingers, and two extremely short outer fingers. As an additional feature, Mon Calamari hands also presented three suction-cup like holes on their palms.

Mon Calamari could swivel their eyes independently from one another, focusing on two areas at once. Mon Calamari saw in different wavelengths than Humans, making it difficult for one species to view visuals designed for the other and vice versa. Their eyes were often used to express emotion; staring with the left eye was a way of showing surprise, while staring with the right eye was either a challenge to fight or an expression of love, depending on the circumstances.
A Mon Calamari hand features

Due to their fish-like appearance, the Mon Calamari were referred to by the somewhat derogatory Deal-slang expression "Mon Cals in a fishbowl", which referred to the act of making several big and easy deals from naïve or less-than-intelligent clients.


MON CALAMARI SPECIES TRAITS

* Breathe Underwater: As amphibian humanoids, Mon Calamari cannot drown underwater.
* Expert Swimmer: Mon Calamari can reroll and Endurance (Swin) roll and keep the highest roll.
* Low Light Vision: Mon Calamari receive the "infravision" feat for fee.
* Perceptive: Any Mon Calamari with Perception as a skill also receives the Perception: Skill Focus: Perception feat for free.
* Ability Modifiers: +1 INT, +1 PER, -1 PHT (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Mon Calamarian, Galactic Basic


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PostSubject: Re: Dynamic RP: Species   Thu Aug 26, 2010 3:07 pm

Nautolan


Homeworld: Glee Anselm
The Nautolans, sometimes referred to as the Nautiloids, were an amphibious humanoid species from the planet Glee Anselm. Although they established settlements across their aquatic homeworld, most Nautolan civilization was found in the Sabilon region. The most well known Nautolan was Jedi Master Kit Fisto, a hero of the Clone Wars.
Nautolans possessed physiology common to amphibious species, including low light vision and excellent swimming skills. They stood an average of 1.8 meters, had smooth green, blue, or brown skin, and large black or dark maroon eyes with lids that were seldom used. They were capable of breathing underwater; however, unlike other water-based species, Nautolans did not experience difficulties out of water.

Nautolans possessed exceptional olfactory and pheromone sensing skills, enhanced by head-tresses. These tendrils were used to detect the emotional state of another being, but were most effective underwater. Within Nautolan culture, the ability to sense pheromone changes was an essential part of the communication process. All Nautolans had fourteen sensory tentacles and multiple hearts, which were capable of beating separately.

Like their sense of smell, Nautolan language was also maximized for use underwater and not fully pronounceable in a gaseous atmosphere. Because of the loss in linguistic detail, most Nautolans chose to speak Anselminan or Galactic Basic when traveling off-world. In addition, Nautolans used other communicative cues when submerged, such as reading the swirls in other Nautolans' large eyes.


NAUTOLAN SPECIES TRAITS

* Darkvision: Nautolan's receive the Infravsion Feat for free at level 1.
* Breathe Underwater: As Mon Calamari
* Expert Swimmer: As Mon Calamari
* Acutely Perceptive: Nautolans recieve the Acute Senses Feat for feee at lavel 1.
* Ability Modifiers: +1 DEX (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Nautila, Galactic Basic

Quarren


Homeworld: Dac
The Quarren or Qarren, were one of several aquatic sentient species from the planet Dac, called by off-worlders Mon Calamari.The Quarren shared their homeworld with the Mon Calamari, another sentient species hailing from Dac. The Quarren had many conflicts and a tense relationship with the Mon Calamari. However, in order to make their planet prosperous, they were forced to provide resources from the ocean depths so that the Mon Calamari could build star ships for off-worlders.
Quarren were aquatic humanoids with squid-like heads, at least four tentacles on their faces, and leathery skin. Quarren tentacles were prehensile, and they were able to manipulate food with them. Quarren had small mouths, with two fang-like teeth jutting from their faces on either side, and a long, thin tongue sticking out in between. Quarren had two long protrusions that extended from either side of their faces. In these protrusions were several gill-like structures that were actually aural structures, used for hearing instead of ears. Quarren also had holes on either sides of their neck that were most likely used for breathing. Quarren had two sac-like organs that hung from the back of their heads as well.
Senator Tundra Dowmeia had three clawed-fingers.

The species was also able to change the color of their skin during mating rituals. Most Quarren had orange skin, although some Quarren had gray-green skin, this trait, however was extremely rare. All Quarren also had two shimmering blue eyes. Being aquatic in nature, Quarren must keep their skin moist in order to stay alive, although clawed Quarren seem to need less moisture than other Quarren. The average Quarren lifespan was 79 standard years.

There were three different types of Quarren, although the only difference lay in their hands. Some Quarren had suction-tipped fingers, either with three or five fingers. Other Quarren had thick fingers that lacked suction cups on the tips of their fingers, yet had sharp claws instead. Whether these three groups were actually distinct subspecies is unknown.

Having evolved in the depths of Mon Calamari, Quarren could descend to depths of 300 meters without any breathing or pressure apparatus. However, when descending to 50 meters or deeper, they had to spend as much time decompressing as they spent under 50 meters of water to allow their bodies to readjust to the lower surface pressure.

Quarren were a very self-centered and proud species, almost to the point of being xenophobic, which would coincide with their isolationist behavior. Quarren found Humans to be very crude beings and thought their language (Galactic Basic) to be very cumbersome, and unsuitable for speech (at least for other Quarren) and may be another reason why they preferred their own language when communicating.


QUARREN SPECIES TRAITS

* Darkvision: Nautolan's receive the Infravsion Feat for free at level 1.
* Breathe Underwater: As Mon Calamari
* Expert Swimmer: As Mon Calamari
* Conditional Bonus Feat: Adapt traders and necociatiors, any Quarren who has Persuasion as one of their skills and receives Skill Focus: Persuasion free.
* Ability Modifiers:+1 PHY, -1 PER (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Quarren language, Galactic Basic

Rakata


Homeworld: Lehon
The Rakata (also known as the Builders) were a humanoid species with distinctive amphibian features. They were a scientifically advanced race that developed early in galactic history, even developing some early hyper-space drive technology. Long term use of the dark side of the Force corrupted their society and turned them into a race of merciless warriors. The Rakata used their potent Force-powered technologies to conquer and enslave every other species they came across throughout the known galaxy. During the reign of their Infinite Empire, they were characterized by their cruelty, savagery, and arrogance. They were known to strip entire planets of their resources, terraform worlds to fit their own shifting needs, kill entire slave workforces, and to eat and defile the bodies of slain enemies.

The Infinite Empire:
Five thousand years before the formation of the Galactic Republic, Rakatan civilization was at its peak after the decline of the Celestials. Through the use of dark side fueled technologies created a powerful force powered hyperdrive, the Builders had formed the Infinite Empire which dominated known space for thousands of years. Forming a distant and far flung territory, the reason for this was because the Force empowered engines of the Rakata sought out worlds that radiated in the Force and thus led to planets such as Corellia, Honoghr, Generis, Hijarna, Xo, and Dantooine falling under their dominion. This haphazard nature of their empire meant that loose confederacies of other civilizations managed to develop in the spaces between Rakatan worlds though use of dangerous as well as unpredictable hyperdrive technology.

Their campaign of conquest led to the enslavement of numerous developing species including the Duros, Selkath, and Humans. By transporting these slave species to new worlds, the Rakata were believed to have inadvertently seeded swaths of the galaxy with sentient life. During their expansions, the Rakata came into conflict with two other advanced as well as powerful civilizations; the inhabitants of the Gree Enclave and the extragalactic Kwa. The Infinite Empire managed to force the Gree to their native cluster and nearly exterminated the Kwa. With their victory, the Rakata took Dathomir under their rule and even transported the native Rancor's to their homeworld of Lehon as curiousities.


RAKATA SPECIES TRAITS

* Ancient Knowledge: Rakata retain many of the qualities that led their ancestors to great technological works in their distant past. If a Rakata uses a weapon they are not proficient with they suffer a -2 penalty instead of -5. Similarly skills check penalties are reduced while wearing aromour, from -5 to -2. Additionally once per enocunter a Rakata use a skill from the following list even if they do not possess the skill. If they do, they get a +5 to the roll. The list includes: Mechanics, Pilot, Medicine or Computer.
* Conditional Bonus Feat: Due to lost training, each Rakata chooses a single weapon type (pistols, melee wepons, etc.) and gains a +5 to hot with it.
* Force Blind: The Rakata have their connection with the force. They cannot take the Force Senseitive feat and cannot chooose Sith or Jedi Classes.
* Rage: One per 24 hours a Rakata can fly into a rage as a swift action. While raging, the Rakata gains a +2 rage bounus on melee attack and damage rolls, but cannot use skills that require patience and concentration.
Rage lasts for a number of rounfs equal to 5+PHY.
* Ability Modifiers: (these points are altered after character creation points have been spent) +1 INT, -1 PER
* Base Species Hit Points: 10
* Languages: Rakatan language, Galactic Basic

Rattataki


Homeworld: Rattatak
The Rattataki were a Near-Human species characterized by their chalk-white skin and bald heads, similar to the Umbaran race. Virtually isolated from the rest of the galaxy, the Rattataki developed a violent society on their home planet of Rattatak, which involved extensive gladiatorial combat. Dark Jedi Asajj Ventress and warrior Aidus were both Rattataki. Aurra Sing may also have been part Rattataki.
For eons, the Rattataki have been constantly battling themselves and their fellow inhabitants. Nearly completely isolated from the outside galaxy, the Rattataki quickly created new ways to kill each other.

A couple of warlords had gathered an army in the south, but they were killed so they could never be a threat. Only their daughter, Asajj Ventress, escaped.

Rattataki had no major contact with the outside world until a Jedi Knight, Ky Narec, crash-landed. Though they gained knowledge of the Galactic Republic, they tried to kill him on sight. The Jedi soon found young Ventress, discovering her incredible potential to the Force. Together, they united armies and brought peace to the planet. But some warlords and generals feared them and declared a truce to kill them. They only killed Narec, enraging Ventress. In her rage, she captured and/or killed the ones responsible for her master's death.


RATTATAKI SPECIES TRAITS

* Sixth Sense: As a species brough up in a gladitorial society, almost all Rattataki develop a knack for knowing when danger is heading their eat. They receive the Danger Sense feat free at level 1.
* Ability Modifiers: None
* Base Species Hit Points: 10
* Languages: Rattataki, Galactic Basic

Rodian


Homeworld: Rodia
Rodians were a reptilian humanoid species native to Rodia in the Tyrius system. Highly recognizable due to characteristics in facial structure and skin pigment, Rodians were infamous for their violent culture, which sprang from the difficulties of life in the jungles of their homeworld. Though they were often relegated to the fringes of galactic society as bounty hunters or criminal henchmen, Rodians were not merely simple-minded thugs. The Rodian people managed to produce artists, merchants, and politicians who were found even among the upper classes of the Core Worlds.
The Rodians were green-skinned humanoids from the planet Rodia. They possessed distinctive faces; large, round, multifaceted eyes, tapir-like snouts, and a pair of saucer-shaped antennae on their heads, which served to detect vibrations. Rodian skin normally had a rough, pebbly texture, except on their hands and snouts. The flexible snouts augmented the Rodians' finely-tuned olfactory senses, collecting and filtering the air. Their characteristically-large eyes were indicative of a primarily-nocturnal ancestry and were capable of seeing into the infra-red spectrum. This allowed the Rodians to visually detect the body heat of their hidden prey emanating from within the darkness. Due to their love of fighting and active lifestyles, most Rodians kept in good condition, normally lean and wiry. However, some corpulent Rodians became rather obese, typically those that could hire others to fight for them, such as Black Sun operative Avaro Sookcool or the Nar Shaddaa gangster Reelo Baruk.

Rodians normally had green skin, allowing them to blend in with the vegetation of their jungle world. However, variations in pigment were not uncommon, which ranged from disfiguring birthmarks to discoloration of the entire body. This was distinctive among the race and gave rise to descriptive appellations such as "Navik the Red" and "Jannik the White." Another notable characteristic of the Rodians were their hands. Possessing long, dexterous, sucker-tipped fingers, this trait denoted an arboreal lifestyle, which allowed the Rodians to grip trees and rocky inclines. A ridge of flexible spines crested their skulls, differing in volume, length, and even color. Instead of spines, some Rodians also grew hair. This was more common among females, though some males also grew it, as exemplified by Evo the Blue.Females were also physically distinguished by their breasts and mammary glands. Off-world females, however, oftentimes would shave their hair and wear loose-fitting clothing in an attempt to disguise their gender. Some females, though, would proudly flaunt their femininity if they knew it would work to their advantage.

RODIAN SPECIES TRAITS

* Heightened Awareness: A Rodian make re-roll and Perception check, but the second roll must be acceoted for better or worse.
* Low Light Vision: A Rodian received the Infravision Feat free at level 1.
* Tracking Expert: A Rodian who has Tracking at at least Minor Skill level gets Skill Focus: Tracking for free.
* Ability Modifiers: +2 DEX, -1 PER, -1 WILL (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Rodese, Huttese, Galactic Basic



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PostSubject: Re: Dynamic RP: Species   Thu Aug 26, 2010 3:18 pm

Ryn


Homeworld: Unknown
The Ryn were an uncommon humanoid species, with prehensile tails, beak-like noses, long fingers, and white hair. They were known for their musicality and diligent cleanliness.
They were a nomadic species native to the Core Worlds. They were spread over the galaxy, their original homeworld forgotten, even to them. They had two theories about their origins: the first being that they were descended from thousands of musicians hired out to a world swept clean of artists, the second that they were the descendants of mercenaries deployed against an Inner Rim threat. The second gained credence due to the fact that the Ryn language contained many military words and phrases, most notably the fact that the words for non-Ryn and civilian were related.

Due to their homelessness, musical talent, natural secrecy, and avoidance of written records, Ryn developed a gypsy-like culture and a reputation for con artistry, leaving many species prejudiced against them. In some sectors it was legal to enslave or hunt Ryn. Their language was outlawed in many locations, and a large number of Ryn women were used as slave breeders.

The largest concentration of Ryn was located in the Corporate Sector due to the fact that it was far from those who would persecute them. Also, a Ryn healer saved the life of a CSA Executive Officer. The Ryn claimed to have invented sabacc, originally as a means of divination. They were a very musical people, being able to play their beaks like flutes. They could even call droids with them, by being able to play pitches very precisely.
Droma, a Ryn

During the Yuuzhan Vong War, a number of Ryn refugees were based on Duro, and later attempted to settle in Senex-Juvex following that world's fall. The Ryn ran an information network that was second to none.


RYN SPECIES TRAITS

* Musical Beak: Ryn can move air through their beaks to create pleasant tunes and notes. While using their beaks for this purpose Ryn gain a +5 bonus to Guile checks to perform pleasing music.
* Prehensile Tail: Ryn have long flexible tails almost as flexible as their hands. They can carry an item of small size (but not wield) in the tail as well as use it as an aid to climbing (+5 Acrobatics while climbing). Anything held in the tail can be swapped into an empty hand as a swift action.
* Connections: Ryn benefit from an extensive information network that spans the Galaxy. Wherever they travel they can contact other Ryn to learn rumours and guarded information more easily than other races. Whenever a Ryn character makes a Guile Check to gather information, he gets a +5 bonus.
* Ability Modifiers: +2 PER (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Ryn language, Galactic Basic

Selkath


Homeworld: Manaan
The Selkath were a sentient aquatic species, native to the ocean-covered planet of Manaan. Since Manaan was the only naturally occurring source of kolto, the Selkath held great diplomatic sway during the Jedi Civil War. At that time, they held tightly to their neutrality; however, a few farsighted Selkath occasionally broke their neutrality in secret, and arranged deals to help their preferred side. Eventually, the kolto market disappeared and the galaxy abandoned the Selkath. It was not until the rise of the Galactic Empire that the Selkath would have interaction with the galaxy again. They were later conquered by the Galactic Empire.
As an aquatic species, the Selkath were skilled swimmers. They resembled anthropomorphic sting rays and had blue- or green-colored skin, which was patterned for underwater camouflage, and their mouths were bracketed by cephalic lobes. They tended to stroke these during conversation, analogous to the Human habit of stroking facial hair, such as mustaches.
All members of the Selkath race had retractable, venom-tipped claws. Similar to the Wookiees, the use of these claws in any form of combat or attack was considered dishonorable and a sign of madness; to do this was to give in to animal instincts unbecoming of a sentient species. When the Selkath at Hrakert Station were driven insane by the Progenitor, they reacted primitively and used their claws to strike down Republic technicians.
The Progenitor was a large female firaxan shark, who was seen as a deity-like figure to the Selkath and believed her to be their evolutionary ancestor. If that origin was true, then the smaller non-sentient firaxan sharks were also related to the Selkath. The Progenitor had the ability to let out a sonic wailing, causing both firaxan sharks and Selkath to go insane; she used this ability to turn Selkath scientists against Republic forces at the Hrakert Rift. This was an attempt to disable the kolto Harvester used by the Republic to gain the upper hand against the Sith.


SELKATH SPECIES TRAITS

* Breathe Underwater: As Mon Calamari
* Expert Swimmer: As Mon Calamari
* Able Healer: Whenever a Selkath restores health to another character by any means whatsoever, that healing process grants an additional +5 HP.
* Ability Modifiers: +1 PER, +1 INT (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Selkatha, occasionally Galactic Basic

Sith Pureblood


Homeworld: Korriban, later relocated to Zoist
The Sith, also known as Red Sith during the time of the Old Sith Empire or as Sith Purebloods during the time of the resurgent Sith Empire, were a Force-sensitive species of red-skinned Humanoids that originated on Korriban and later settled on Ziost and were enslaved by exiled Dark Jedi.
The Sith were a species of proud and violent humanoids that had evolved on the planet Korriban, a planet within the Horuset system in an Outer Rim region known as the Stygian Caldera. Sith had a larger than average number of individuals able to use the Force in their species, so high in fact that the entire species was Force-sensitive. Adult Sith characteristically had skin of a crimson-hue, however, the children of the species appeared a lighter shade of red. Sith had sharp, fierce predatory features all over their bodies, as well as cheek tendrils, pointed teeth, simian mouths with small noses, and glowing yellow eyes which were covered by eyebrow-stalks. Sith also had three clawed digits on each hand, and three on each foot; two forward facing and one backward facing. The Sith were commonly left handed also, as a result their signature weapon, the lanvarok, was constructed only for left-handed use.


SITH PUREBLOOD SPECIES TRAITS

* Inspired: Purebloods make the best of any inspiration or information provided. When they receive any kind of bonus from another character (be it to a skill, healing, combat bonus or anything else), it automatically improves by +1.
* Warrior's Awareness: Purebloods grow up in a violent and warlike society, so they constantly watch for threats. Once per encounter they can, as a free action, ignore the effects of becoming 'Prone' and regain full Reflex bonus and defense.
* Purebloods are skilled trackers. They gain a +5 to their Perception checks if using it to track an individual or animal.
* Ability Modifiers: +1 PHY, +1 PER (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Sith, Galactic Basic

Snivvian


Homeworld: Cadomai Prime
Snivvians were a mammaliman humanoid species native to the world of Cadomai Prime. They were sometimes called Snaggletooths due to their protruding jaws and short fangs. Because they came from a planet with a cold environment, evolution gave them thick skin instead of fur. Due to their oversized snouts, Snivvians made excellent scouts and trackers. Most Snivvians chose to speak Basic as well as a diverse range of secondary languages. Some refused to let go of their native tongue for symbolic, subtextual, or fashionable reasons.
Snivvians withstood numerous hardships that they channeled into their impressive artistic works. After gaining the ability to travel between the stars, the Snivvians attracted the attention of the brutal Thalassian Slavers. Snivvian culture was nearly destroyed before the Galactic Republic discovered the practice and stepped in to protect the Snivvians. This protection was reduced during later years, but combined Republic and Snivvian forces remained sufficient to hold off lesser threats to their planets.


SNIVVIAN SPECIES TRAITS

* Small: As small creatures, Snivvian get +1 to the Reflex Defense and +5 on Stealth Checks.
* Opportunist: Once per encounter a Snivvian can swap a Persuasion and Perception Skill check around (or vice versa) regardless of what the Storyteller calls for, to whichever way benefits the character most.
* Cold Resistance: Snivvians add +5 to their Fortitude Defense when resisting paticularly cold conditions.
* Negociator: Snivvians start with the "Barter" feat at level 1.
* Ability Modifiers: +1 INT, +1 PER (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Snivvian language, Galactic Basic

Sullustan


Homeworld: Sullust
Sullustans were a species of humanoids from Sullust. As skilled pilots and navigators, Sullustans, also known as Bomewrights, were common sights for spacers and at busy spaceports. The Sullustans played an important role in the Galactic Civil War and were charter members of the New Republic. Notable members of the species include Nien Nunb and Ten Numb.
A diminutive species of near-Humans[2], Sullustans ranged from 1 to 1.8 meters in height and bore round, tapered skulls. Sullustans were distinguishable for their almond-shaped black eyes, facial jowls called dewflaps and large, round ears. Their wide earlobes provided excellent hearing, and their large eyes provided exceptional low-light vision and excellent peripheral vision. Sullustans could see up to 20 meters in the dark without being sensitive to infra-red, meaning they could effectively read and see normally with no light at all. Perhaps due to their relative lack of exposure to natural light, Sullustans began to suffer from corneal defects after 30 standard years. After significant deterioration, many chose to wear special visors to prevent further damage. Some Sullustans tattooed their heads as a form of individual expression.

Like humans, Sullustans had only a single heart and one stomach. It was very difficult to get a Sullustan drunk, and Sullustans who did get drunk did not suffer hangovers.

Sullustans were pink-skinned and (for the most part) hairless, although pilot Dllr Nep wore a white goatee and facial hair does occur, though it is rare. Cranial hair was rare for males, but females of the species were known to grow it; it was considered a symbol of individuality and was worn in a manner helping to express this.

Mentally, Sullustans possessed exceptional intuition, with many able to navigate a path after seeing a map only once. This ability extended to sublight and hyperspace navigation, as well as patrol work, so much so that Sullustans that joined the Rebel Alliance were put to use foiling Imperial covert operations.


SULLUSTAN SPECIES TRAITS

* Darkvision: Begin at level 1 with the Infravision Fest.
* Expert Climber: Sullustans are considered to be 'Taking 10' when climbing by using the Athletic skill.
* Heightened Awareness: A Sullustan can reroll any perception skill check, but must keep the second roll regardless.
* 4.
* Ability Modifiers: (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Sullustese, occasionally Galactic Basic



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PostSubject: Re: Dynamic RP: Species   Thu Aug 26, 2010 3:22 pm

Togruta


Homeworld: Shili
The Togruta were a humanoid species from the planet Shili. The race exhibited head-tails which were similar to those of Twi'leks, perhaps suggesting a common ancestry. Togruta were also distinguished by montrals, large hollow horn-like projections from the top of their heads, that gave the species a form of passive echolocation.

In order to protect themselves from dangerous predators, and to hunt their own prey, Togruta banded together in dense tribes and relied on their natural pigmentation to disrupt and confuse the slow-witted beasts. Togruta worked well in large groups, and individualism was seen as abnormal within their culture, although it was also a necessary quality in leaders.
Togruta had rusty skin tones ranging in hue from orange to red, with white pigmentation on their faces, and greyish lips. White stripes also adorned various parts of their bodies, including their chests, legs, backs, arms, lekku (head-tails), and montrals. The pattern of stripes varied from individual to individual. This red and white pattern was a phenotype left over from their ancestor's camouflage that helped them to blend in with their natural surroundings, especially the red-and-white turu-grass which dominated Shili's scrublands.

Their heads bore two montrals, and three (rarely four) head-tails, whose stripes were darker than those of the montrals. Togruta had the ability to sense the proximity and movement of physical objects around them by means of their hollow montrals, which detected space ultrasonically. Young Togrutas' montrals and posterior head-tail did not fully grow until adolescence, when their montrals become curved and their third head-tail grew to the length of their two main head-tails.

As predators, Togruta had sharp canine teeth, which they used to painlessly kill thimiars, their primary prey, causing the creatures' post-mortem death spasms. This gave outsiders the false impression that Togruta were venomous. However, Togrutas did nothing to dispel this misconception and even took advantage of the intimidating presence it gave them.

TOGRUTA SPECIES TRAITS

* Pack Hunter: Togruta do an additional +2 points of damage against an opponent they are able to flank.
* Sneaky: Togruta can reroll any Stealth Check but must keep the second roll regardless.
* Spacial Awareness: Togruta can sense their surroundings using passive echolocation. Togruta ignore all cover and concealment when using Perception Checks to sense people around them. Additionally, if someone attempts a Sneak Attack against them, the Togruta is allowed a Perception Check (TN=12+level of opponent) to sense them coming and react.
* Ability Modifiers: +1 AGI, -1 PHY (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Togruti, Galactic Basic

Toydarian


Homeworld: Toydaria
The Toydarians were a race of avian beings from Toydaria. They were strong-willed, resistant to Jedi mind tricks, and had a body odor similar to sweetspice. They had a reputation for being stingy and bad-tempered. Toydarians were supposedly distant relations of the Hutts due to their home world's proximity to Nal Hutta as well as their similar resistance to the mind trick.
Toydarians had stubbly trunks on their faces which rested above short tusks. They had three fingers on each hand. A Toydarian's thin legs ended in webbed, three-toed feet, but their primary mode of transportation was their use of the wings on their upper back. Their wings could beat as fast as ten times a second, burning up large amounts of energy. Though their wings appeared frail, Toydarians could fly quite rapidly and preferred flight to walking.

In order to fuel this hyperactive metabolism, Toydarians would eat concentrated foods and egg-seeds. Most bloodiest wars in their history were fought over food supplies. Their bellies were also filled with a buoyant gas which helped them stay aloft, thus creating the appearance of a pot belly. Despite appearing pudgy, Toydarians were actually one of the lightest races in the galaxy because their body tissue was spongy and gas-filled. They were capable of flying from birth.[1]

Their skin was usually gray or blue although green and purple variants were common among females. The males of the species usually showed sparse whiskers. Toydarian newborns emerged from their mothers' wombs fully developed, resembling miniature versions of their parents, and were able to fly from birth.

They were immune to mind tricks.


TOYDARIAN SPECIES TRAITS

* Small: As Small creatures, Toydarian get +1 to their Reflex Defense and also get +5 to all Stealth Checks.
* Conditional Bonus Feat: A Toydarian who has the Guile Skill at Minor or above gets the Skill Focus: Guile Feat for free.
* Force Resistance: Toydarians get +5 to their Willpower Check when resisting Mind Trick or any other mind-altering effect.
* Opportunist: Toydarians get the Barter Feat for free at level 1.
* Ability Modifiers: +1 INT, -1 PHY (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Toydarian language, Huttese, Galactic Basic

Trandoshan


Homeworld: Trandosha, also referred to as Dosha or Hsskor by Trandoshans
Trandoshans (T'doshok in their language) were large, bipedal reptilian humanoids from the planet Trandosha (or Dosha). They had super-sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs, although very slowly, and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.
Trandoshans were a large, bipedal sentient species, with scaly skin—which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year. Cold-blooded reptiles, Trandoshans had two super-sensitive orange eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their middle ages—around fifty-four standard years. Each of their four limbs ended in three razor sharp claws, which although perfect for combat, they did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly longer than that of most sentients in the galaxy. Considered younglings until they were sixteen standard years old, Trandoshans were thought of as young adults until they reached the age of twenty-five, when they became full adults. By fifty-five standard years, Trandoshans were middle-aged, and those living past eighty-five were considered old.


TRANDOSHAN SPECIES TRAITS

* Darkvision: Trandoshan gain the Infravision Feat free at level 1.
* Limb Regeneration: A Trandoshan can regrow a lost limb in 1d10 days.
* Natural Armour: Trandoshan gain a Racial Bonus of +1 to their Reflex Defense and +1 to their Fortitude Defence
* Tough as Nails: Trandoshan gain the Toughness Feat for free at level 1.
* Ability Modifiers: +1 PHY, -1 DEX(these points are altered after character creation points have been spent)
* Base Species Hit Points: 15
* Languages: Dosh, Galactic Basic

Twi'lek


Homeworld: Ryloth
Twi'leks (pronounced /'twilɛk/) were an omnivorous humanoid species originating from the planet Ryloth. They tended to eat cultivated molds, fungi, and rycrit meat. Their distinctive features included colorful skin, which varied in pigment from individual to individual, and a pair of shapely prehensile tentacles that grew from the base of their skulls. The tentacles, called "brain-tails," "lekku," "tchun-tchin," or "head-tails" are advanced organs used for communication and cognitive functions. Twi'leks possessed a fairly standard humanoid vocal structure and were capable of learning most alien languages; however, they usually preferred their native language of Ryl, which incorporated subtle movement of the lekku. When they wished, they could even communicate in complete secrecy using their versatile brain-tails. Twi'lek females were often used as slaves or dancers because of their beauty.
The two most striking features of a Twi'lek were their broad range of skin coloration within the species, and pair of brain-tails. The brain tails, also called "tchun-tchin" or "lekku", protruded down the back of the skull and contained part of a Twi'lek's brain. The very word "Twi'lek" is believed to be derived from semi-Basic "twin lekku." A Twi'lek's brain-tails served many purposes in their daily lives and culture, storing fat and being used as erogenous zones. The Twi'lek's native language of Ryl was spoken using a combination of words and subtle movements of the lekku. Newborn Twi'leks had no lekku, as they presumably grow out during childhood.
Twi'lek's brain-tails were highly sensitive, and grabbing them forcefully was so painful that it could easily incapacitate almost any Twi'lek. Sometimes, damage to the brain-tails caused lasting damage to the Twi'lek's brain. They could be replaced by cybernetics, however, as in the case of Rianna Saren.

Long or shapely lekku were considered great status symbols, and often went hand-in-hand with respect, influence, and wealth. A Twi'lek's brain-tails could be likened to phallic symbols, and for both sexes, larger lekku brought with them some indistinct positive connotations.

Their brain-tails were a source of great pride to Twi'leks, especially when confronted by other species. The name "tchun-tchin" actually referred to each lekku—'"tchun" being the left lekku and "tchin" the right. In casual conversation the Twi'leks would usually refer to their lekku as "tchun" or "tchin."

The range of possible Twi'lek skin colors was extremely diverse, including green, orange, brown, yellow, blue, gray, pink, black, white, red, and purple, all in varying shades and hues. Other types of Twi'leks included the particularly rare turquoise-skinned Twi'leks, known as Rutian Twi'leks, and the rarest red pigment of the Lethan Twi'leks, whose skin color was caused by a mutation of the genetic code. Some Twi'leks took to dyeing their skin to produce a pattern, as did the dancer Ayy Vida.
Numa, a young female Twi'lek during the Clone Wars

Males had humanoid ears, and among females there is equal biological evidence for humanoid ears and ear "cones". While some headdresses were cultural decoration to denote status, quite a few were originally introduced as "muzzles" to prevent the slaves from having access to a language that non-Twi'lek handlers could not understand.

Both males and females lacked body hair, with the only notable exception being eyelashes to aid in keeping out the sand and heat of Ryloth. Females typically had painted eyebrows or had their eyebrows tattooed on, in order to appear more palatable and less alien to more base-line humanoid offworlders.[source?] Boc Aseca had body hair under the armpits and on his chest, though it is unknown whether this was the result of some genetic mutation, a rare subspecies, or something else.

Female Twi'leks have been considered especially attractive and slender, which made them favorite subjects for slavery and entertainment. The beauty of female Twi'leks was well known throughout the galaxy, and as a result many young Twi'leks were sold into slavery, becoming dancers or status symbols, most notably by Jabba Desilijic Tiure. The usual ugliness of the males was also well known.


TWI'LEK SPECIES TRAITS

* Deceptive: Naturally gifted at manipulation, a Twi'lek may chose to reroll any Guile or Thievery check, but the second roll must be accepted regarldless.
* Great Fortitude: Twi'lek gain a +2 to their Fortitude Defense, they are highly resistant to illness and toxins.
* Darkvision: Twi'lek gain the Infravision Feat to free.
* Ability Modifiers: +1 PER, -1 INT (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Twi'leki/Ryl, Galactic Basic

Ubese


Homeworld: Uba IV, Ubertica
To most inhabitants of the galaxy, members of the enigmatic Ubese species were generally known as mysterious wanderers and nomadic savages. Their xenophobic nature made them ideally suited for professions such as mercenaries or bounty hunters. Normally, they were a very aggressive people, though loyal to one another. The Ubese homeworld was little known to the rest of the galaxy, as they tended to be very secretive, associating only within their own circles.
The Ubese were near-Humans who appeared graceful but frail. They tended to have fair skin and dark hair, with eye colors of brilliant green or blue. They could not grow any facial hair. Their facial structure was narrow, with high cheekbones and eyes that appeared much too large for their faces when compared to baseline Humans. Males and females of the species both stood roughly by the same height – around 1.4 meters and 1.9 meters – with males being slightly heavier of build than females. Their vocal chords could not produce speech above a rasping whisper sound, so they used a highly refined form of sign language called Ubeninal when communicating with other Ubese.

After centuries of having scratched a tenuous existence breathing the parched and oxygen-poor air on their planet, the “true” Ubese from Uba IV had to use specially tuned breath masks or filters to process Type I atmospheres.

Few beings, however, knew what an Ubese looked like – they rarely, if ever, appeared to non-Ubese unless concealed by masks, battle armors, or environmental suits. Those who have interacted face to face with an Ubese have not recognized them as such, because there are no records in any databases that describe their appearances.


UBESE SPECIES TRAITS

* Aggressive: If an Ubese initiates combat, their first attack does an extra 5(+level) damage.
* Survival Instinct: Ubese can reroll any Guile Check while trying to survive in the wild, but must keep the second roll regardless.
*Conditional Bonus Feat: If an Ubese has learnt the Perception skill at Minor or higher levels, they also gain the Skill Focus: Perception.
* Special Equipment: Identical to the Gand Species.
* Ability Modifiers: -1 PHY, +1 DEX (these points are altered after character creation points have been spent)
* Base Species Hit Points: 12
* Languages: Ubeninal, Ubese language, Galactic Basic


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PostSubject: Re: Dynamic RP: Species   Thu Aug 26, 2010 3:25 pm

Umbaran


Homeworld: Umbara
Umbarans resided on the dark world of Umbara deep within the Ghost Nebula. Umbarans could see in ultraviolet (below 300 nanometers) and had the ability to read, subtly influence and sometimes control the will of others.
Umbarans spoke the language Umbarese. Umbarans were gaunt, frighteningly pale Near-Humans with sunken eyes and cold calculating stares, due to the planet Umbara having an eternal twilight. Their eyes were well adjusted to the dark, but they were easily disoriented when exposed to bright sudden flashes of light.

Umbarans were highly secretive and manipulative creatures, who craved little else than power and influence. Many had a darker sense of humor than the average Human, which would manifest in social interactions. Masters of misdirection, these creatures almost never revealed their true thoughts or intentions.


UMBARAN SPECIES TRAITS

* Darkvision: Umbaran's gain Infravision as a free Feat at level 1.
* Insightful: Umbaran's are excllent at reading the emotions and thoughts of others and gain a +5 bonus to Perception Checks while doing this.
* Suggestive Minds: The strong personality of an Umbaran often works in subtle ways. Anyone who is under the effect of a mind-altering action performed by an Umbarran suffers a -5 to the Willpower Defense.
* Ability Modifiers: +1 PER (these points are altered after character creation points have been spent)
* Base Species Hit Points: 10
* Languages: Umbarese, Galactic Basic

Wookie


Homeworld: Nominally Kashyyyk; may have originated on an unknown world
The Wookiees, whose name for themselves translated to the People of the Trees, were a species of hairy bipedal humanoids that were inhabitants of the planet Kashyyyk. One of the most noteworthy members of the species was Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Galactic Civil War and afterwards.
The Wookiees' natural habitat was the dense forests of the planet Kashyyyk (though one source does contend that they were immigrants to this planet). Kashyyyk was covered with massive wroshyr trees, in which the Wookiees constructed their homes and cities. Reportedly, Wookiees were descended from tree-climbing mammals.

They had the ability to easily learn most languages. However, Wookiees lacked the vocal structure to speak anything other than their own languages.

Adult Wookiees were tall, in excess of two meters in height, and were covered with a uniform, mid-length coat of thick hair in various shades of brown. Although albino Wookiees were rare, they were not unheard of. However, such a birth was generally held to be a bad omen, as white hair did not blend in with the earth-tones of their forest surroundings.

Young Wookiees (pups) were large at birth (averaging slightly less than one meter). Wookiees possessed vicious-looking retractable claws for climbing. Female Wookiees had six breasts and gave birth to live-born young, with their gestation period nearly a year long. After birth, a Wookiee grew very fast, fully conscious and able to walk unassisted within one standard year. The average lifespan of Wookiees was around 600 years. In spite of their bestial appearance, Wookiees were highly intelligent and had mastered advanced technology, including hyperspace travel. Wookiees also possessed exceptional skill in mechanical repair. An old saying was "Give a Wookiee a knife and send him into a forest in the morning, and by evening he would have carved you a table to eat dinner on - and a house to put it in.

Wookiees were often short-tempered. When Chewbacca complained about a move in a game of dejarik that R2-D2 had made during their initial trip to Alderaan, Han Solo told C-3PO that it was not a good idea to upset a Wookiee—because an upset Wookiee would tear a person's arms out of their sockets. Despite their temper and great strength, Wookiees were usually gentle and affectionate with their friends and family.

WOOKIE SPECIES TRAITS

* Extraordinary Recouperation: While resting, a Wookie regains health at twice the normal rate.
* Rage: One per 24 hours a Wookie can fly into a rage as a swift action. While raging, the Wookie gains a +2 rage bounus on melee attack and damage rolls, but cannot use skills that require patience and concentration.
Rage lasts for a number of rounfs equal to 5+PHY.
* Natural Climber: A Wookie can reroll any Athletics roll with regards to climbing.
* Intimidating: A Wookie gains a +5 to all Persuasion (Intimidate) checks.
* Claws: Wookies have huge claws which, though not commonly displayed, make an excellent substitute for melee weapons, adding 1d8 (each) to any melee attack.
* Ability Modifiers: +3 PHY, (these points are altered after character creation points have been spent), -1 DEX, -1 PER
* Base Species Hit Points: 20
* Languages: Shyriiwook, Xaczik, Thykarann

Zabrak


Homeworld: Iridonia
The Zabrak, also known as Iridonians (when referring to the Zabrak who came from Iridonia), were a carnivorous humanoid species native to Iridonia, a planet located in the Mid Rim known for its inhospitable terrain and fierce predatory life. They were a race known for having a fierce sense of self-determination and an equally dominant need for independence.
Zabrak resembled Humans to some degree, but had a number of significant physical characteristics that set them apart from baseline Humanity. The most striking of these were a series of vestigial horns that crowned the heads of both males and females. These horns grew at puberty in varying patterns and signified that the time of their rite of passage was drawing near. The horns were one trait shared by the many Zabrak subspecies, which were divided by a number of physical characteristics that differed from subspecies to subspecies. These could include different skin tones (which included peachy white, yellow, red, tan, brown and black), horn patterns, hair growth (though it should be noted that Zabraks, unlike Humans, could not grow eyelashes or facial hair – there were some exceptions, such as Maris Brood and Bao-Dur, who had eyebrows) and eye color (which have certain pigmentations that Humans lack, such as purple, yellow, red, and orange).

Another of the traits that made Zabrak instantly recognizable were their facial tattoos, which were made up of thin lines received during their rite of passage. These could symbolize many things, including but not limited to family lineage, place of birth, or even a design that reflected their individual personalities.


ZABRAK SPECIES TRAITS

* Heightened Awareness: Can reroll any Perceprion check, but must keep the 2nd roll regardless.
* Superior Defeses - +1 to all defenses
* Ability Modifiers:None
* Base Species Hit Points: 10
* Languages: Zabraki, Galactic Basic

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