Aarakocra
Aarakocra are an avian species hailing from the Mid Rim world of Aarak. They stand around 1.6 meters tall and have wingspans that reach 6.6 meters in length. Like birds, their bones are lightweight and hollow, so they do not weigh much. They have three-fingered hands located midway along the edge of each wing. These hands are nearly as useful as a human’s as long as the aarakocra isn’t in flight. Their feet are as nimble as their hands, allowing them a great deal of manipulation ability while in air. Their faces resemble a cross between a parrot and an eagle. They have grey-black beaks and black eyes set frontally in their heads, prividing keen binocular vision. Aarakocra plumage varies between tribe, but males are generally bright red, orange, or yeloow, while the females tend more toward brown and gray.
Personality: Aarakocras are a species that lives in harmony with their surroundings. They despise the overuse and abuse of natural resources. They have been known to react violently against those that harm the environment; a far cry from their usual calm and somewhat xenophobic demeanors.
Aarakocra Homeworld: Aarakocras hail from the mountainous world of Aarak, living in cities high in the lightly forested cliffs.
Languages: Aarakocras speak Aarakian and Basic.
Example Names: Aavin, Kashca, Preet, Shreeka
Adventurers: Most aarakocras are too xenophobic to leave Aarak. Their dealings with other species are marred by conflict with slavers, ecological terrorism, and the devastation of their contact with the Empire. Many of the aarakocra found beyond Aarak are freed slaves that are too shamed by the deeds they were forces to do to return to their tribes…if their tribes remain at all. Their vision and ability of flight make them excellent scouts. Many also have strong to ties to the force, but few become Jedi; content instead with the level of power they see as the extention of their gods.
Aarakocra Traits:
• +4 Dex, -2 Str. Aarakocras are quite agile, but their bodies don’t lend well to being a species of any measure of physical strength.
• Medium-sized. Aarakocra have no bonuses or penalties based on their size.
• Speed of 6 meters and fly at 30 meters.
• Beak allows a +1 bonus to attack rolls and does 1d3 damage.
• +2 racial bonus to Spot skill checks.
• Summon Large Air Elemental: A group of three or more aarakocras can channel their innate force abilities to create a being of air (see the D&D Monster Manual for details on Air Elementals). They channel their force powers through an intricate aerial dance that takes 3 rounds to complete and costs each member of the ritual 5 VP’s.
Alaghi
Alaghi are a species hairy humanoids similar to wookies. They stand around 2 meters tall with barrel chests, thick necks and wide, flat heads with sloping brows. Their shoulders are broad and their arms are long and powerful. Their legs are short, but thick, and their hands and feet are very large. Their bodies are covered with blonde, brown, or reddish colored fur. Most alaghi with blonde fur have green eyes and green-tinged fur.
Personality: Alaghi are a peaceful species that is slow to anger. They kill only for food or when protecting their families. They are a shy species that has little to do with others.
Alaghi Homeworld: Alaghi are from the forest world of Hamman.
Languages: Alaghi speak a primitve form of Sylvan and some also speak some Basic.
Example Names: Binwi, Kors, Seema, Yasmin
Adventurers: Many alaghi were forced into slavery by the Empire, and now live out lives in the service on worlds that are not their own. Those that are free do not tend to leave Hamman, but some have travelled the stars as guards in the service of the Rebellion. Their powerful physiology lends itself perfectly to jobs as soldiers and guards. The force touches many blonde alaghi. While most never become more than adepts, many further the cause of good as Jedi Knights.
Alaghi Traits:
• +8 Str, +2 Con, -4 Int. Alaghi are powerful and hardy, but their species has never been focused on academic pursuits making them less intelligent compared to other species.
• Medium-sized. Alaghi have no bonuses or penalties based on their size.
• Speed of 10 meters
• +2 natural Defense bonus
Asabi
Asabi are reptilian humanoids who are found all over the Outer Rim working as mercenaries or as slaves in the service of various criminal syndicates. There are two races of asabi, both are detailed below.
Asabi:
Asabi stand around 2.3 meters tall and have tails as long as 3 meters. Asabis’ think, pebbly skin is brown or gray in hue, fading to dun or light green on the belly. They have yellow, egg-shaped eyes with horizontal slit pupils. Their limbs protrude from their sinuous bodies at odd angles, and they move with quick, awkward-looking gestures. Their heads swing from side to side atop thin necks. Their narrow skulls have sloping foreheads that end in protruding brows.
Personality: Asabis are easy to anger and quick to attack. They are mean and are well-known for their foul dispositions.
Asabi Homeworld: Asabis hail from the desert world of Nazok on the Outer Rim.
Languages: Asabis speak Asab and Basic.
Example Names: Aswan, Bisan, Terk, Zasam
Adventurers: Asabis are a species of mercenaries. Ever since they came in contact with other species the asabi have either tried to rule over them or work for those stronger than themselves. They can be found all over the Outer Rim working as thugs, mercenaries, and assassins. Few asabis are touched by the Force, but those that are touched are commonly Dark Side Adepts.
Asabi Traits:
• +2 Dex, +2 Int, +2 Wis. Asabis are agile, smart, and wise.
• Medium-sized. Asbais have no bonuses or penalties based on their size.
• Speed of 16 meters, and they can burrow through sand and soft earth at a rate of 6 meters.
• Bite does 1d4 damage.
• All asabis are good jumpers. Their maximum distance is 6 meters for a standing jump, and 5 meters for a standing high jump.
• +1 natural Defense bonus
Stingtail:
Stingtail asabis are a larger and less intelligent race of asabi. They look much like their smaller cousins except stingtails stand around 4 to 4.6 meters tall.
Stingtail asabis have all the same species information (Languages, Homeworld, Names, etc.) as asabis.
Stingtail traits:
• +4 Str, +2 Con, -4 Int, -2 Wis, -2 Chr
• Large-sized. Stingtail asabis suffer a –1 penalty to attack rolls and Defense ratings due to their size.
• Speed of 12 meters, and they can burrow through sand and soft earth at a rate of 10 meters.
• Bite does 1d6 damage.
• Tail does 1d4 damage and those hit by a Stingtail’s tail must roll a Fortitude save (DC 15) or come into contact with a spray of liquid poison that has an onset tiem of 1 minute. The initial damage is 2d6 points of damage (always Vitality damage) and secondary damage of 1d4 points of temporary Constitution damage. In addition, those who fail the Fortitude save must succeed at a Will save (DC 15) or act as if under the effect of the Force skill “Fear” for the next two rounds. (The use of the tail attack does not penalize the stingtail with a Dark Side Point since the poison is part of their natural physiology.) The stingtail can use their tail poison six times a day.
• Immune to all mind affecting Force skills and feats.
• +2 natural Defense bonus
Bullywug
Bullywugs are a species of frog-like humanoids with green, gray, or mottled colored skin. They have long, flicking tongues that can barely speak Basic. They stand around 1.3 to 2.3 meters in height. They are amphibious.
Personality: Bullywugs are brutish and nasty. Their horrid dispositions are well-known throughout the galaxy. They are embroiled in a centuries-old war against the Siv, and tend to become violent and extremely hard to control when in the presence of a member of that species. However, bullywugs are known for their cowardice as well. Many are the tales that tell of jobs pulled by bullywug gangs that would have succeeded, but due to one of their numbers falling in combat the rest turned and ran.
Bullywug Homeworld: Bullywugs hail from the marsh world of Jarg, which they share with the Siv.
Languages: Bullywugs speak their own language, called Quan, and some speak a very rough form of Basic.
Example Names: Garg, Niff, Piquay, Wullg
Adventurers: Bullywugs that have found ways off of their homeworld tend to be guards and hired thugs for crime lords, however, due to their violent and sometimes uncontrollable natures (not to mention their cowardice) they tend to only find work with only small-time criminal outfits. Bullywug mythology speaks of heroes being able to summon forth beings made entirely of water (and many of those heroes have died due to not being able to control such creatures), so it is possible that the species has some connection to the Force, but only an extreme few have proven such a connection. Even those that have a connection to the Force have yet to show any ability in summoning mythical creatures.
Bullywug Traits:
• +6 Con, -4 Int, -4 Wis, -4 Chr. Bullywugs are hardy creatures, but they are rather stupid, foolish, and boorish.
• Medium-sized. Bullywugs have no bonuses or penalties due to their size.
• Speed of 6 meters, but they swim at a speed of 10 meters.
• Bullywugs suffer no movement penalties for moving in marshes or mud.
• +6 racial bonus to Hide checks when in marshes because of their skin coloration.
• +1 natural Defense bonus
Choldrith
Choldriths are an offshoot race of the Chitine, which are the species’ sole Force users. They are bloated white spiders, about 3 meters in diameter, with the humanlike heads of a chitine. They have two large, faceted eyes and large mandibles dripping with poison. Their ears are long and pointed, resembling horns. They have the eight legs of a normal spider, but the front two are more slender and end in functional hands.
Personality: Choldriths are seen as blessings from their goddess, Lolth. They are strong with the Force and serve the positions of leaders and commanders. They are cunning, methodical, and most times cruel. They shared the Chitine hatred of Drow Elves and are almost always as wicked to humans and other elven races.
Choldrith Homeworld: Choldrith hail from the world of Mooran.
Languages: Choldrith speak Lolthian, Basic, and Elven.
Example Names: Same as Chitines.
Adventurers: Few choldrith ever leave Mooran as they are much to vital to the structure of the chitine communities, which they lead. However, some do leave Mooran to search out ways of attaining more power through the Force. All choldrith are Force-users, and though most fall to the Dark Side, one named, Varkesh N’trall, saved a stranded group of High Elves from capture by a Drow Elven patrol. Varkesh won the respect of those he saved, and became a great Jedi Knight and protector of the Liandra system.
Choldrith Traits:
• +8 Str, +6 Dex, +6 Con, +4 Int, +6 Wis, +2 Cha. Choldriths are higher in physical and mental potential across the board compared to normal humans.
• Large-sized. Choldriths suffer a –1 penalty to attack rolls and Defense ratings due to their size.
• Speed of 10 meters, and they can climb up sheer walls at a speed of 6 meters.
• +2 natural Defense bonus.
• Poison Bite: A choldrith bites does 2d4 damage and the victim must pass a Fortitude save (DC 13) or be injected with poison. The initial damage is paralysis, and the secondary damage is 2d4 points of temporary Constitution damage.
• All choldrith start out with the Force Sensitive feat.
• Webbing: Choldriths can cast out a web eight times a day. This is similar to an attack with a net, but has a maximum range of 16 meters, with a range increment of 3 meters, and is effective against targets of medium-size or smaller. (See page 120 in the Star Wars RPG Core Rulebook for information on net attacks.) The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 26) or burst it with a Strength check (DC 32). Both are standard actions. The web has 12 hit points.
• Force Darkness: This is a Force Skill that all choldrith possess. For 3 VP’s, the choldrith drops a globe of darkness either in a fixed area or on top of a moving object. The globe is 6 meters in diameter and cannot be penetrated by any light source; even darkvision and low-light vision is defeated by the globe. This power lasts for 10 minutes per level of the choldrith.
• Force Blessing: This is another Force Skill that ll choldrith possess. For 2 VP’s, the choldrith can increase his attack rolls and saving throw bonuses against fear by 1 for 1 minute per level of the choldrith.
Dekanter Goblin
Dekanter Goblins bear little resemblance to the goblins that they were bore from. The Empire experimented on the miserable humanoids captured from a refugee frigate from Kazim. The result of those dire experiments was a race of goblins far superior from their original stock. Dekanters are stocky and powerfully built, standing around 1.3 and 1.6 meters tall and are usually at least 1.3 meters wide. Their orange-red hides are thick and tough, and a mane of wiry black hair circles their bestial heads and extends down their hunched shoulders. Their necks are nearly as wide as their shoulders and their faces sport a sharp, curved horn on the tip of their snouts. Their hands, while still able to manipulate small objects, end in wicked claws.
Personality: Dekanters were vicious enough to escape the breeding facility in which they were created. They are violent creatures, but they are cunning. Woe to those that think they are merely mindless brutes.
Dekanter Goblin Homeworld: Dekanters don’t have a homeworld, but they escaped (and nearly destroyed) an Imperial research facility on the planet Shnir.
Languages: Dekanters speak Goblin and Basic.
Example Names: Gort, Thrun, Vignug, Yagnur
Adventurers: Since their escape from the Empire, the Dekanter Goblins have been trying to find their niche in the galactic society. Some have attempted to help their goblin brethren on Kazim fight against Dwarven oppression, but the simple goblins don’t see dekanters as their cousins, only as another alien threat. Many have found work in the Outer Rim as bodyguards and mercenaries. Black Sun is said to have a group of dekanters on their payroll as well. Though few dekanter goblins show any talent with the Force, there are stories of rare dekanters exhibiting extraordinary abilities.
Dekanter Goblin Traits:
• +6 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, -2 Cha. Dekanter Goblins are extraordinary in every regard, but they are rather gruff and vulgar creatures.
• Medium-sized. Dekanter Goblins have no bonuses or penalties based on their size.
• Speed of 6 meters.
• +1 natural Defense bonus.
• Claws do 1d4 damage.
• Horn does 1d6 gore damage.
• Cold Resistance 5
• Dekanter Goblins heal 3 VP’s per round as long as they have 1 VP left.
Draegloth
Draegloth are a species born of dark elves and what is claimed to be a being from another plane of existence. Whether or not that is true is unknown, but their appearance certainly lends credence to those stories. Draegloths look like 2.6 meter tall Drow, with inky black skin and a knotted mane of yellowish-white hair. Their hides are thick and covered with a fine coat of white hair, and their bodies are powerfully muscled. Two of their four arms end in powerful claws; the other two, much smaller, end in normal hands that are quite capable of manipulating fine instruments. Their faces have a bestial cast, slightly elongated to resemble a dog’s muzzle, and their mouths are full of vicious, sharp teeth.
Personality: Draegloths are wicked creatures that seem to take even more pleasure in causing pain and misery as their Drow cousins.
Draegloth Homeworld: Draegloths hail from the same world as the Drow elves, Mooran.
Languages: Draegloths speak not only Lolthian, but an unknown strange and horrid sounding language as well.
Example Names: Earngohn, Glanthak, Karsamir, Sansawar
Adventurers: The birth of a Draegloth is seen as a blessing sent directly from Lolth to the family, so they are given every opportunity to raise up through the ranks of Drow society unfettered. The overwhelming majority of draegloths are fiercely loyal to Drow causes and are nobles in Drow society, but a few seek a life beyond the squabbles and in-fighting of Mooran. Those draegloths are still quite dangerous beings; they seek out a life usually taking advantage of those weaker than themselves. Draegloths have been known to become gangsters, spicelords, and even leaders of religious cults devoted to dark and deprived beings. They have a natural affinity to the Force and many have become Dark Jedi. Though it could possible for a draegloth to seek a path other than that of evil, there have been no documented cases of goodly-devoted draegloth.
Draegloth Traits:
• +10 Str, +4 Dex, +4 Con, +2 Int. Draegloths are quite strong, agile, hardy, and intelligent.
• Large sized. Draegloth suffer a –1 penalty to both Defense ratings and attack rolls based on their size.
• Speed of 10 meters.
• Claws do 1d6 damage.
• Bite does 1d8 damage.
• +2 natural defense bonus
• Darkvision up to 20 meters.
• Draegloths are immune to poison and sleep-inducing powers and drugs.
• Draegloths have a resistance of 20 to acid, cold, electricity, and fire-based attacks and effects.
• +2 bonus against Force powers.
Dragonkin
Dragonkin are humanoid creatures that claim to be the descendants of mythical dragons. They stand around 2.6 to 3 meters tall with draconic features. Their scaled hides range from dark yellow ocher to reddish brown with darker spots or bands. Their faces are decidedly dargonlike, with a long snout, a mane of thick hair, and horns swept back behind their heads. They have green wings that lighten to gold or yellow, or sometimes wings can match the color of their bodies. Their long tails are not useful in combat, but their vicious claws certainly are.
Personality: Dragonkin are brutally strict and quite often horribly cruel. They feel as though they are better than all other species due to their supposed heritage. They are also quite greedy. They hoard anything of value that they can get their hands on.
Dragonkin Homeworld: Dragonkin hail from the Outer Rim world of Hrath.
Languages: Dragonkin speak their own language, Draconic, as well as Basic.
Example Names: Drakkis, Karkan, Trakos, Zandrix
Adventurers: Dragonkin can be found all over the Outer Rim working as mercenaries and thugs for anyone that will put up with their arrogance. They are not well trusted, since many dragonkin units have attempted power coups, however, only a few such actions have been successful. They have had a few Force-touched individuals, but thankfully few since most end up falling to the Dark Side.
Dragonkin Traits:
• +8 Str, +2 Con, +2 Wis, +2 Cha. Dragonkin are exceptionally strong as well as being quite hardy, wise, and charismatic despite their arrogance.
• Large-sized. Dragonkin suffer a –1 penalty to attack rolls and Defense ratings due to their size.
• +2 natural Defense bonus.
• Claws do 1d6 damage. While in flight, dragonkin can make two additional attacks with their rear claws.
• Detect Force Users: Dragonkin have the innate ability to sense those that can use the Force as a free action. This ability is always correct and no check is needed.
Dwarves
Below are a more dwarven races from the mountainous world of Kazim.
Arctic Dwarves:
Arctic Dwarves are squat and hardy dwarves hailing from the polar regions of Kazim. They are the smallest race of dwarf. They look like white-haired dwarves that have been squished. They rarely get larger than a meter tall and are as broad as they are tall. Their eyes are bright and blue, and their cheeks are ruddy as ripe red apples. Normally, their skin is white, almost bluish, but since they enjoy basking under the arctic sun most are sunburned from head to toe, a condition that causes them no discomfort. Their fingers are thick and blunt, their feet are flat and wide, enabling them to walk through deep snow with ease; they always travel barefoot.
Personality: Though Arctic Dwarves are the most ill-treated and down-trodden of all the dwarven races (with the possible exception of the Wild Dwarves), they keep a positive outlook on life. They don’t envy the wonders of the modern world, they are perfectly happy with their primitive existences.
Arctic Dwarf Homeworld: Arctic Dwarves hail from the mountain world of Kazim.
Languages: Arctic Dwarves speak their own language, Innugaa, as well as a smattering of Dwarven. Very few Arctic Dwarves have had any contact with anyone that speaks Basic.
Example Names: Gaaka, Ingaa, Likuri, Tanturi
Adventurers: Arctic Dwarves are the most primitive of the dwarven races. They live simple lives fishing the polar seas and selling simple trinkets to the few tourists that visit their frigid homelands. Some have commented that the few arctic dwarves that have left Kazim are similar in regards to Ewoks in that they are curious and troublesome. Arctic Dwarves have had only a few documented cases of Force sensitivity in their race, but that many only be due to the fact that very few have ever left their homelands.
Arctic Dwarves Traits:
• +6 Str, +2 Con, -2 Dex, -2 Cha. Arctic Dwarves are quite strong and hardy, but they tend to be clumsy and their primitive natures make them hard to get to know.
• Small-sized. Arctic Dwarves have a +1 bonus to attack rolls and Defense ratings due to their size.
• Arctic Dwarves have a base speed of 6 meters.
• +2 racial bonus to Fortitude saves against all poisons.
• +4 dodge bonus against giants.
• Darkvision up to 20 meters
• Stonecutting: +2 bonus to checks to notice unusual stonework. They get a Search skill check when coming within 1 meter of stonework in question. They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.
• +2 to Appraise, Craft, and Profession checks that deal with stone items.
• Immune to the effects of cold.
• Primitive: Arctic Dwarves have a –4 penalty when using technological items. They can decrease to –2 by spending 2 character points. After gaining another level, they can spend another 2 character points to remove the penalty altogether.
Gold Dwarves:
Gold Dwarves are much like the Mountain Dwarves in appearance, the only difference being that their hair tends to be lighter in color.
Personality: Gold Dwarves are much more elitist in nature, since they control a large portion of the gold mines on Kazim, which allows them a lot of power with the dwarven economy. They tend to be much less friendly to non-dwarves than other dwarven races.
Gold Dwarf Homeworld: Gold Dwarves hail from the mountain world of Kazim.
Languages: Gold Dwarves speak Dwarven and Basic.
Example Names: Earl, Robberta, Starchim, Willam
Adventurers: Gold Dwarves don’t commonly leave Kazim. They don’t see the need to leave their perfectly good world for a new life elsewhere. However, those that do leave tend to become wiley businessmen usually dealing in credit exchanges or trading companies. Gold Dwarves have had Jedi from their ranks, but only a few.
Gold Dwarf Traits:
• +2 Con, -2 Dex. Gold Dwarves are hardy folk, but are rather clumsy.
• Medium-sized. Gold Dwarves have no bonuses or penalties based on their size.
• Hill Dwarves have a base speed of 6 meters.
• +2 racial bonus to Fortitude saves against all poisons.
• +4 dodge bonus against giants.
• Darkvision up to 20 meters
• Stonecutting: +2 bonus to checks to notice unusual stonework. They get a Search skill check when coming within 1 meter of stonework in question. They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.
• +2 to Appraise, Craft, and Profession checks that deal with stone or metal items.
Urdunnir Dwarves:
The Urdunnir are possibly the oldest and rarest race of dwarf. They were once thought lost to the annals of dwarven legend when they were discovered only one hundred years ago in tunnels far deeper than any dwarf had ever gone before. They look much like Mountain Dwarves, with light gray skin, long gray beards, and silver eyes. They usually wear a strange one-piece garment made of stone and metal.
Personality: The Urdunnir are still getting used to the strange and wonderful technologies of the galaxy, therefore they are a little standoffish and shy when meeting non-Urdunnir and especially non-dwarves. They are rather loyal and trustworthy once their friendship is won.
Urdunnir Dwarf Homeworld: The Urdunnir hail from the deepest tunnels of the mountain world of Kazim.
Example Names: Darturl, Durnir, Rithnur, Urn
Adventurers: The Urdunnir are still reclusive. They are actively trading with other dwarven races and even off-worlders as well, but few have left Kazim. Those that have left have been almost overwhelmed by the vastness of the galaxy. Due to their innate strange Force abilities, they are constantly tempted and prodded to join with one group or another, and their artwork can fetch high prices. Several Urdunnir Dwarves have joined the Jedi Academy with great success.
Urdunnir Dwarf Traits:
• +2 Con, -2 Cha. Urdunnir Dwarves are hardy folk, but are rather gruff and stubborn.
• Medium-sized. Urdunnir Dwarves have no bonuses or penalties based on their size.
• Urdunnir Dwarves have a base speed of 6 meters.
• +4 racial bonus to Fortitude saves against all poisons.
• +4 dodge bonus against giants.
• Darkvision up to 20 meters
• Stonecutting: +2 bonus to checks to notice unusual stonework. They get a Search skill check when coming within 1 meter of stonework in question. They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.
• +2 to Appraise, Craft, and Profession checks that deal with stone or metal items.
• Urdunnir Dwarves start with the Force Sensitive feat for free.
• Stone Shape: This Force power is innate to all Urdunnir. For a cost of 4 VP’s, can reshape up to 26 cubic meters of stone. Fine detail is not possible, but this ability can be used to create a door where one did not exist before, or seal up cracks in stone.
• Stone Walk: For a cost of 4 VP’s for every 10 meters travelled, an Urdunnir can pass through stone and earth as if it were air. Doing this, the dwarf can carry up to twice their own body weight in this manner. This power only affects the activating dwarf and cannot be used to transport others, and this power cannot be used to pass through large deposits of metal.
• Shape Metal: Urdunnir Dwarves can shape up to 1.6 cubic meters of metal by spending 4 VP’s. This power still takes a round of concentration time along with the VP cost. The dwarf must touch the metal to shape it. The Urdunnir can take a round to ready for an attack, and then make a touch attack when a foe attacks with a metal object to be able to reshape the weapon therefore making it unusable and only takeing half damage from the attack.
Wild Dwarves:
Wild Dwarves hail from the lone jungle on Kazim, the Misty Valley. They are dark-skinned, short, and stout. Their heavily tattooed bodies are covered with grease that serves to keep off insects and also makes them hard to hold. They wear nothing except their long, woven hair, which serves as adequate clothing.
Personality: Wild Dwarves are as distrustful of outsiders, including other dwarven. They tend to watch from a distance or outright run from outsiders.
Wild Dwarf Homeworld: Like all dwarves, Wild Dwarves are from the mountainous world of Kazim.
Languages: Wild Dwarves speak only their own language, Junzurik.
Example Names: Aamp, Dardan, Tolwin, Yagna
Adventurers: Wild Dwarves have been left in relative peace since dwarves don’t see much use in wood products. However, offworlders have been drawn to the anamolie of Kazim’s lone jungle, and other dwarven races have built resorts in the jungle to accomadate the visitors. This has been met with some resistance from the primitive dwarves, but after a handful of unsuccessful skirmishes, they have decided to wait and watch. The few wild dwarves that have entered into the galaxy have found they have a talent as scouts. No wild dwarves have yet shown any talent with the Force, though wild dwarf legends speak of those with unusual powers.
Wild Dwarf Traits:
• +2 Con, -2 Cha. Wild Dwarves are hardy folk, but are rather gruff and stubborn.
• Small-sized. Wild Dwarves gain a +1 bonus to attack rolls and Defense ratings due to their size.
• Hill Dwarves have a base speed of 6 meters.
• +3 racial bonus to Fortitude saves against all poisons.
• +4 racial bonus to Fortitude saves against all diseases.
• Heat Resistance 5
• Darkvision up to 20 meters
• Stonecutting: +2 bonus to checks to notice unusual stonework. They get a Search skill check when coming within 1 meter of stonework in question. They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.
• Primitive: Wild Dwarves have a –4 penalty when using technological items. They can decrease to –2 by spending 2 character points. After gaining another level, they can spend another 2 character points to remove the penalty altogether.
Fey’ri
Fey’ri are a species that was once of elven stock. When the Illithids entered the Liandra system, they caputred many elves and turned them into these dark and sinister beings using heinous genetic experiments. Though they vary widely in appearance, they tend to look most like High Elves—tall, noble elves with bronze skin, hair of copper, black, or golden blonde. All fey’ris have additional features that display the still genetic instability of their species—fine scales covering their bodies, huge batlike wings, firey red eyes, and long, pointed tails.
Personality: Fey’ri are cold and calculating beings that strive only for personal power. Their wills are strong, so strong that not even the power of Illithid mental conditioning could hold them.
Fey’ri Homeworld: Fey’ri were created on Illithid starships. They know what they once were, but do not consider Liandra to be home any longer.
Languages: Fey’ri speak Elven, Sylvan, and Basic.
Example Names: Carshoon, Devarok, Veldrix, Whilstag
Adventurers: Shortly after their creation in the Illithid breeding tanks, they fey’ri rebelled against their masters and escaped into space. They did not return to Liandra and seek help from their brethren, instead they spread across the galaxy in small groups that helped stabilize the species (though they are still a species prone to mutation) and secure their positions as assassins, bounty hunters, and fearsome Dark Jedi. While not all fey’ri are evil, the overwhelming majority are.
Fey’ri Traits:
• +3 Dex, +2 Int, -2 Con. Fey’ri are quite agile and smart, but they tend to be prone to sickness.
• Medium-sized. Fey’ri have no bonuses or penalties based on their size.
• Speed 10 meters, fly at 12 meters (poor)
• Start play with the Force Sensitive feat for free.
• Immune to Force skills and drugs that induce sleep.
• +2 to saves against electricity and poison.
• +2 bonus to Will saves against mind-affecting Force powers.
• Low-light vision
• Alternate Form: Fey’ri can can their shapes into a humanoid creature of roughly the same height and weight.
• +2 racial bonus to Bluff, Hide, Listen, Search, and Spot checks.
Firenewt
Firenewts are a species of reptilian humanoids with mottled sepia-colored skin that’s darkest along the spine and fading to a near white on the belly. The smooth flesh and features resemble that of an eel. The eyes are deep crimson. They stand around 1.6 to 2 meters tall.
Personality: Firenewts are violent fighters whose societies are lorded over by a cruel religious order. Firenewts find no greater pleasure than in the total defeat of a foe.
Firenewt Homeworld: Firenewts hail from the volcanic world of Zantid.
Languages: Firenewts speak their own language, Frit, and a handful can also speak Basic.
Example Names: Ravshrix, Shrish, Vrust, Xandix
Adventurers: Firenewts rarely leave Zantid, but those that do tend to become raving mercenary lunatics spouting their violent religious propoganda while earning some credits for some glorious slaughtering. Their fervor for violence makes them unattractive as a long term employee, but even Jabba the Hutt used Firenewt mercenaries for suicide missions against competitors.
Firenewt Traits:
• +2 Dex, +2 Con, -4 Int, -2 Cha. Firenewts are agile and hardy, but they are rather stupid as well as beig rather hard to get along with.
• Medium-sized. Firenewts have no bonuses or penalties based on their size.
• Speed of 10 meters
• Firenewts can use their innate breath weapon once every 10 minutes. The attack is a gust of fire that affects one foe within 2 meters and does 1d6 points of damage; a successful Reflex save (DC 12) reduces the damage by half.
• Immune to fire damage, but they take double damage from cold unless they pass a saving throw.
Genasi
The genasi are a former near-human species from the planet, Casamar. Evidence suggests that they once were part of an amazing technological society that excelled in genetics and what their people called “doorways.” Doorways, from what little information could be garnered, were pathways that opened up into other parts of the galaxy, and even rumored to open up into other realms of reality. Though few genasi speak of their past, a few mention that it was a doorway opened to a realm where the basic elements of our universe: air, earth, fire, and water are vibrant and powerful. Beings from that realm entered Casamar, forever ruining the society and changing the genetic makeup of the people. Now, there are four distinct races of genasi, each seemingly tied to one of the four elements. Whether or not this is true, or simply a story used to cover up their own shame at changing their own genetics is not known.
Today, the genasi are not technologically advanced. They can create starcraft, but have not developed hyperdrives and so they have only colonized one other planet in their system. They are on the verge of creating blaster weapons, but still use slug-throwers. They treat technological advancements with care, fearing another fall like the one that changed them forever.
Each of the four races are detailed below.
Air Genasi:
Air Genasi look generally human, with one or two unusual traits that clearly manifest their unique nature: light blue skin or hair, a constant breeze around them, a breathy voice with strange inflections, or flesh that is cool to the touch. They care little about their appearance, since tousled hair and ill-mended clother simply show the natural way of things in their eyes.
Personality: Air genasi, like most genasi, are arrogant. They feel that within their blood flows the power of the air. They are hard to converse with since they can be calm and reserved one moment, and a rage of intensity the next.
Air Genasi Homeworld: Air genasi hail from the world of Casamar.
Languages: Air genasi speak Basic as well as Genaroc, the basic genasi language.
Example Names: Aearon, Gestald, Howlir, Wisting
Adventurers: Air genasi are the wanderers of the genasi people. They travel the spaceways more than any other genasi race. They never stay in any one place for long, whether that’s due to their flighty natures or to the fact that their arrogant natures doesn’t make them very popular is unknown. While they are as strong in the Force as many other species, their undicsiplined nature doesn’t lend itself well to the Code of the Jedi, so few ever become Jedi Knights.
Air Genasi Traits:
• +2 Dex, +4 Int, -4 Wis, -2 Cha. Air genasi are light on their feet and tend to be rather intelligent. However, they are prone to not think things through and are rather arrogant.
• Medium-sized. Air genasi gain no bonuses or penalties based on their size.
• Speed of 10 meters.
• Mingle with Wind: Once per day, an air genasi can levitate for 50 minutes at a cost of 3 VP’s.
• Air Resistance: Air genasi don’t breathe, and are therefore immune to most gas attacks, drowning, and suffocation. However, if they are ever released into space, their bodies quickly get tore asunder.
Earth Genasi:
Some earth genasi seem dirty, rough, and rugged like a handful of stones, while others look as impeccably clean as polished gems. An individual earth genasi might have earthlike skin, a metallic sheen to the skin or hair, blocky features, gritty flesh, a deep voice and slow speech, or black eyes like deep pits.
Personality: Earth genasi tend to believe that they are superior that other species, even other genasi, since they are imbued with the power of earth. They tend to be slow to act and ponderous in thought, but they are far from stupid.
Earth Genasi Homeworld: Earth genasi hail from the planet, Casamar.
Languages: Earth genasi speak Basic and Genaroc.
Example Names: Dargaron, Gravar, Ravkos, Stonok
Adventurers: Earth genasi rarely leave Casamar. They hate not being on solid ground and find the thought of long space journeys to be distasteful. However, there are a few of their number scattered throughout the galaxy, usually working as hired muscle or as bounty hunters. Out of all the genasi races, the earth genasi tend to make the best Jedi Knights. Though they carry an air of superiority, they possess a degree of discipline unheard of in most genasi. However, due to their high opinions of themselves, they don’t tend to try and become a part of something that asks them to see themselves as equals to others.
Earth Genasi Traits:
• +2 Str, +4 Con, -4 Wis, -2 Cha. Earth genasi are strong and hardy folk, but they tend to be careless and rude.
• Medium-sized. Earth genasi gain no bonuses or penalties based on their size.
• Speed of 10 meters.
• +1 natural Defense bonus.
• Merge with Stone: Once per day, if travelling in areas where the ground in bare earth (no pavement or steel), they can pass through the area for up to 50 minutes without leaving any sign (either footprint or scent) of their passing. This ability costs 3 VP’s.
Fire Genasi:
Fire genasi are proud of their appearance, and generally strive for a look of simple elegance. Specific traits that distinguish fire genasi include deep red or coal black skin, red hair that moves on its own like a dancing flame, a voice that crackles like the sound of burning wood, warm or hot flesh, or fiery eyes that glow with a flamelike intensity.
Personality: Fire genasi tend to be full of energy, high-strung, and quick to action. They speak quickly and prefer action to discussion.
Fire Genasi Homeworld: Fire genasi hail from the planet, Casamar.
Languages: Fire genasi speak Basic and Genaroc.
Example Names: Carsir, Flanto, Karah, Stellan
Adventurers: Fire genasi can be found all over the galaxy. They are the most impetuous of all the genasi, acting quickly on mere whims without thinking things through. Fire genasi seem to attract more attention than other genasi races, and therefore seem to get into more trouble. They are rather flamboyant and most tend to be gamblers or merchants or some other profession that lends itself easily to their flamboyant personalities. Few fire genasi become Jedi Knight since the training and regimens are much too strict for their hip-shot mentalities.
Fire Genasi Traits:
• +2 Int, -2 Cha. Fire genasi are intelligent, but their vanity tends to make others wary of them.
• Medium-sized. Fire genasi have no bonuses or penalties based on their size.
• Speed of 10 meters.
• Reach to the Blaze: Once per day a fire genasi can cause any flame within a 3 meter radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This effect does not change the heat or fuel consumption of the fire. This ability lasts for 5 minutes and costs 1 VP.
• Fire Resistance: Fire genasi gain a +1 bonus on all saving throws against fire and flame attacks and effects. This bonus increases by +1 for every five levels the genasi gains.
Water Genasi:
Water genasi always display one or more of the following traits: blue-green skin or hair, blue-black eye, thin scales covering their bodies, hair that waves and sways as if underwater, a muffled voice resembling the echoing songs of whales, or cold, clammy flesh. They breathe water as easily as air.
Personality: Their personalities vary widely. Some are kind and gentle, while others are harsh and cruel. They all tend to be very independent, and believe themselves to be utterly unique individuals.
Water Genasi Homeworld: Water genasi hail from Casamar.
Languages: Water genasi speak both Basic and Genaroc.
Example Names: Aquilla, Felish, Oceya, Whalton.
Adventurers: Water genasi are a rare sight away from Casamar. Many water genasi have built large cities in the deep waters of their homeworld and rarely leave. However, some have travelled to other water-based worlds like Humas or Surl just to see other forms of aquatic life. While they see the beauty in other species, they still see themselves as superior since water genasi are made of the very thing that makes aquatic life possible. The Jedi Academy has accepted several water genasi into their ranks, but there are many tales of Dark Jedi among the water genasi as well.
Water Genasi Traits:
• +2 Con, -2 Cha. Water genasi are hardy folk, but their arrogance turns people off to them.
• Medium-sized. Water genasi have no bonuses or penalties based on their size.
• Speed of 10 meters (both on land and in water).
• Amphibious: Water genasi can breathe water as easily as air.
• Call to the Wave: Once per day a water genasi can create enough water to sustain five adult human-sized beings for a day. This ability costs 3 VP’s.
More to come...
Kane