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<blockquote data-quote="marcoasalazarm" data-source="post: 3485933" data-attributes="member: 26698"><p><strong><span style="color: darkred">The Opening of the Barrier-Outer Rim Area 51 Disclosed</span></strong></p><p>As mentioned before, right after the Virus, the Star Wars galaxy and its residents were quite leery of our little corner of space, sitting in an area beyond the Unknown Regions in another galaxy. After a little while, Earth was opened up to the Force and plenty of Star Wars alien species started pouring in. A new extension of the Perlemian Trade Route christened the Solaran Spine stretched from Felucia through the LeGrange colonies to Earth. Some aliens were surprised to find Force-users and other Star Wars aliens already on the planet. The Star Wars galaxy is pretty much a carbon copy of the post-Swarm War galaxy, with the exception of some species extinct at that time still alive and (more or less) kicking. </p><p><strong>Polis Massan</strong></p><p>Excellent doctors and archaeologists, Polis Massans are almost always found on Polis Massa. Some Earth doctors have visited Polis Massa to learn from the master medics of the planet. The Polis Massans are a cetacean species that has no verbal language to speak of (no pun intended) but have a sign language form and mild telepathy. Polis Massans can learn other languages, but cannot speak them, only understand them.</p><p>Species Traits</p><p>Size: Small.</p><p>Ability Modifiers: -4 Str, +2 Dex, +2 Int, +2 Wis.</p><p>Speed: 20 feet.</p><p>Psionics: At will-lesser mindlink.</p><p>Skills: Due to their background, Polis Massans gain a +2 bonus to Craft (Pharmaceutical), Knowledge (History, physical sciences), and Treat Injury checks.</p><p>Free Languages: Read/Write Polis Massan, Sign Polis Massan Sign Language, Speak one language (understand only).</p><p>LA: +0.</p><p></p><p><strong>Kaleesh</strong></p><p>Ferocious warriors from the Star Wars planet Kalee, the Kaleesh are honed in the art of combat. After the CLULESS event some of them were stranded in the rainforests of the islands near Costa Rica. When their Kalee brethren found them, they were surprised to find some wearing masks, not from the mumuu like the native Kalee Kaleesh, made from the skulls of some of Isla Sorna's mighty predators such as spinosaurus and the genetically-altered and enlarged velociraptors. Other than the Costa Rican colonies, few Kaleesh visit Earth, preferring to stay in their own little corner of the galaxy. Kaleesh are often considered handsome by other species under their intimidating masks (being pretty good intimidation even without them anyway) and are said to be similar in facial appearance to the Falleen. </p><p>Species Traits</p><p>Type: Monstrous humanoid.</p><p>Size: Medium.</p><p>Ability Modifiers: +2 Dex, -2 Wis, +2 Cha.</p><p>Speed: 30 feet.</p><p>Thermovision: Kaleesh have thermoreceptors that can be an aid to them in darkness. Any creature that gives off average heat or higher (see thermal targeting in d20 Future Tech) within 60 feet can be seen by a Kaleesh in all light conditions.</p><p>Species Enmity: The Kaleesh have an intense hatred of the Yam'rii, an insectoid alien species typically known as the Huk. They gain a +2 bonus to all attack rolls against Huk.</p><p>Free Languages: Read/Write and Speak Kaleesh and one language (usually English).</p><p>LA: +0.</p><p>New Item: Kaleesh Huntsman's Mask</p><p>This mask is designed from the skull of some ferocious beast killed by the wearer and is almost always worn by him or her. A Kaleesh huntsman's mask gives the wearer a +2 bonus to Intimidate checks. You can't buy a huntsman's mask in any legal circles since they are made by the hunter after his victory. For this reason and the fact that the only other real way would be to kill the maker and take the mask, Kaleesh will usually go for the throat of any non-Kaleesh wearing a huntsman's mask.</p><p>Weight: -; Purchase DC: 20 (off of the black market)</p><p></p><p><strong>Pau'an</strong></p><p>The larger of the pair of native species, the Pau'ans are the administrative and governmental half of the two. Some Pau'un features and habits, such as their sharp teeth and taste for raw meat, can be a bit unnerving at first. However, they aren't a particularly fierce people, usually welcoming outsiders. Some Pau'ans can be found in desert cities on Earth such as Cairo, most likely after travelling there for business purposes.</p><p>Species Traits</p><p>Size: Medium.</p><p>Ability Modifiers: -2 Str, +2 Wis.</p><p>Speed: 30 feet.</p><p>Stomach Integrity: Due to their raw meat diet, the Pau'ans have strong stomachs and are good at fighting off infections and poisons. They gain a +2 bonus to Fortitude saves.</p><p>Darkvision: See Chapter 8 of the Core Rulebook.</p><p>Free Languages: Read/Write and Speak Utapaun and one language.</p><p>LA: +0.</p><p></p><p><strong>Mustafarian</strong></p><p>The Mustafarians are native to the fiery planet Mustafar, famous for being the site of the turning point in the history of the Star Wars universe. Two subspecies exist, the tall and thin Northern Mustafarians and the short, stocky Southern Mustafarians. Both Mustafarian breeds haven't left their planet and entered the Star Wars galaxy, much less our solar system, but don't have much peace with the more dedicated and able Star Wars buffs visiting their planet to take in the scenery of the Episode III battle between Anakin Skywalker and Obi-Wan Kenobi. Some criminals have found themselves baffled when their blasters or laser weapons are stopped by the Mustafarian's fire-resistant shells.</p><p>Species Traits</p><p>Size: Medium.</p><p>Ability Modifiers: Northern- -2 Str, +2 Con, +2 Dex. Southern- +2 Str, +2 Con, -2 Dex.</p><p>Speed: 20 feet.</p><p>Fire and Energy Resistance 10: The Mustafarians' exoskeletons give them a resistance of 10 to fire and energy damage.</p><p>Volcanic Adaptation: Mustafarians are used to their fiery climate, and gain a +4 bonus to Constitution checks against thirst.</p><p>Low-Light Vision: See Chapter 8 of the Core Rulebook.</p><p>Skills: Mustafarians gain a +2 bonus to Spot checks and Southern Mustafarians also gain a +4 bonus to Balance checks.</p><p>Bonus Feat: Mustafarians gain the feats Armor Proficiency (Light).</p><p>Free Languages: Read/Write and Speak Mustafarian.</p><p>LA: +1.</p><p>New Item: Kubazian Skirt</p><p>Made by the Kubaz, these kilt-like garments are popular on Mustafar and other hot planets. A character wearing a Kubazian skirt gains a +4 bonus to all Fortitude saves to resist the effects of heat.</p><p>Weight: 1.5 lb.; Purchase DC: 16</p><p>New Weapon: Mustafarian Longrifle</p><p>These weapons are designed to get past the exoskeletons of the Mustafarians since they resist the fiery sting of laser and blaster weapons. These guns are mostly carried by Northern Mustafarian security forces for protection but are sometimes purchased by military forces of other species. Longrifles are made from materials that are light enough to be easily carried by the weaker Northern Mustafarians.</p><p>Mustafarian Longrifle</p><p>Damage: 2d8</p><p>Critical: 20</p><p>Damage Type: Concussion</p><p>Range Increment: 30 ft.</p><p>Rate of Fire: Single</p><p>Weight: 2 lb.</p><p>Magazine: 2 box</p><p>Size: Large</p><p>Purchase DC: 17 </p><p>Restriction: Lic (+1)</p><p></p><p><strong>Rishii</strong></p><p>The Rishii are an avian species from the planet Rishi. A Rishii's dextrous hands allows it to wield the native wood, stone, and bone tools with great efficiency. Their favorite weapon is the sling, which they will use in flight to pelt prey from above. Some unfamiliar with Rishii may be quite annoyed when one starts to mimic every single word they say. Rishii have a fascination with spaceships (which they call "shiny rocks")</p><p>Species Traits</p><p>Type: Monstrous humanoid.</p><p>Size: Medium.</p><p>Ability Modifiers: -2 Str, +4 Dex, -2 Con, +2 Will, +2 Cha.</p><p>Speed: 30 feet, climb 20 feet, fly 40 feet (average).</p><p>Low-light Vision: See Chapter 8 of the Core Rulebook.</p><p>Skills: Rishii gain a +4 bonus to Spot and Listen checks.</p><p>Bonus Feats: Rishii gain the feat Archaic Weapons Proficiency.</p><p>LA: +2</p><p></p><p><strong>Utai</strong></p><p>The other natives of Utapau, the Utai are the worksman of the planet. The Utai tame the native dactillians and varactyls for use by offworlders and the Pau'ans. The only time an Utai is seen on Earth is when it has been brought along for the ride by a Pau'an or ship captain.</p><p>Species Traits</p><p>Size: Small.</p><p>Ability Modifiers: +2 Str, +2 Dex, -2 Wis.</p><p>Speed: 20 feet.</p><p>Utapaun Beast Taming: Utai gain a +2 bonus to Handle Animal checks when dealing with dactillions or varactyls.</p><p>Darkvision: See Chapter 8 of the Core Rulebook.</p><p>Free Languages: Speak Utapaun.</p><p>LA: +0.</p><p></p><p><strong>Ongree</strong></p><p>With their apparent upside-down heads and fishy eyes, the Ongree certainly stand out in a crowd. They can be found in many of the large cities with spaceports on Earth as well as plenty of planets in the Star Wars galaxy.</p><p>Species Traits</p><p>Size: Medium.</p><p>Ability Modifiers: -2 Str, +2 Dex, +2 Wis.</p><p>Speed: 30 feet.</p><p>Stalked Eyes: Due to the rotation abilities of the Ongree's eyes, they are never considered flat-footed in combat.</p><p>Skills: Ongree gain a +2 bonus to Diplomacy checks.</p><p>Free Languages: Read/Write and Speak Ongree and one language.</p><p>LA: +1.</p><p></p><p><strong>Shawda Ubb</strong></p><p>These potbellied amphibians are native to the swampy planet Manpha but sometimes travel with musician groups. A few of them were thrown into the Florida Everglades after the Virus. The Shawda Ubb-made growdi instruments are popular items in the music business.</p><p>Species Traits</p><p>Type: Monstrous humanoid</p><p>Size: Small.</p><p>Ability Modifiers: +2 Str, -2 Dex, +2 Con, +2 Cha.</p><p>Speed: 10 feet, swim 10 feet.</p><p>Poison Spit: As an attack action, a Shawda Ubb can spit a 15-foot stream of paralytic poison. The target must make a Reflex save (DC 18) or be paralyzed for one hour.</p><p>Free Languages: Read/Write and Speak Shawdubb.</p><p>LA: +1.</p><p></p><p><strong>Kamarian</strong></p><p>The Kamarians are a species of insectoid aliens from the planet Kamar. Two species of Kamarian exist, the mountain Kamarians, who have reached nuclear-level technology, and the Badlanders, a superstitious, primitive, subspecies with a reverence for water. You won't find many offplanet with the exceptions of stowaways and Badlander water cultists. Visitors are advised to keep their liquid resources hidden, because a lack of doing so might get your drinks stolen. It is also a good idea to not look like Han Solo. </p><p>Species Traits</p><p>Type: Monstrous humanoid.</p><p>Size: Medium.</p><p>Ability Modifiers: +2 Str, -2 Dex, +4 Con.</p><p>Speed: 20 feet, climb 20 feet (mountain Kamarians), burrow 20 feet (Badlanders).</p><p>Darkvision: See Chapter 8 of the Core Rulebook.</p><p>Four Arms: See the Quadrillian entry.</p><p>Damage Reduction 6/sonic: See Chapter 8 of the Core Rulebook.</p><p>Natural Attacks: Kamarians have a claw attack with each of their hands dealing 1d4 damage and a sting attack dealing 1d6 damage.</p><p>Skills: Mountain Kamarians gain a +2 bonus to Balance and Climb checks, while Badlanders have a +4 bonus to Survival checks.</p><p>Desert Adaptation (Badlanders only): Badlanders gain a +4 bonus to Constitution checks against starvation and thirst, as well as a +2 Fortitude bonus against extreme heat.</p><p>Bonus Feats (Badlanders only): Badlanders gain the feat Archaic Weapons Proficiency.</p><p>Free Languages: Speak Kamarian.</p><p>LA: +2.</p><p></p><p><strong>Tintinna</strong></p><p>Also known as Tin-Tin Dwarves, the Tintinna are a little rodent species possibly related to the ferocious Ranats. They can move quite fast in spite of their short legs. Despite their animalian appearance, Tintinna are amazing at utilizing technology when around it. If seen offworld, a Tintinna will usually be in the company of a smuggler, traders, starship pilot, or mechanic that decided to let the little alien have a ride. Some just drop them off while others will take them as pets or, if they realize their sentience, partners. Tintinna can now be found making colonies in the sewers and back alleys of several cities.</p><p>Species Traits</p><p>Type: Monstrous Humanoid.</p><p>Size: Small.</p><p>Ability Modifiers: -4 Str, +2 Dex, +2 Wis, +2 Cha.</p><p>Speed: 30 feet, burrow 20 feet.</p><p>Darkvision: See Chapter 8 of the Core Rulebook.</p><p>Free Languages: Speak Tintinnese.</p><p>LA: +0.</p><p></p><p><strong>Yaka</strong></p><p>The Yaka are another example of Arkanian engineering. Once primitives, the Yaka are now one of the most intelligent species in the galaxy. The species has a slightly sadistic sense of humor and are often a bit discomforting to some species. In infancy, a Yaka is given cybernetic enhancements, meaning that every member of the species is, in a sense, a cyborg.</p><p>Species Traits</p><p>Size: Medium.</p><p>Ability Modifiers: +2 Str, +4 Int, -4 Cha.</p><p>Cybernetics: Every Yaka has some form of cybernetics in him or her. Choose one of the following for a Yaka to have at 1st level: anti-shock implant, identity chip, nightvision optics, subcutaneous armor, or body repair weave.</p><p>Bonus Feats: A Yaka gains the feat Cybertaker and (if they qualify for it) Heavy Weapon Holder.</p><p>Free Languages: Read/Write and Speak Yaka and one language (usually English).</p><p>LA: +1</p><p></p><p><strong>Tynnan</strong></p><p>An amphibious mammal species descended from dam-building castoroids, Tynnans live in the cold planet Tynna. While a bit slow on land, their powerful flattened tails and webbed limbs propel them through the water. They are calculating and well-prepared, an example of which would be during the Rebellion era. They had erected an impenetrable defense shield over the planet that protected them from the assault of the Empire.</p><p>Species Traits</p><p>Type: Monstrous humanoid.</p><p>Size: Medium.</p><p>Ability Modifiers: -2 Dex, +2 Int, +2 Wis.</p><p>Speed: 10 feet, swim 40 feet.</p><p>Darkvision: See Chapter 8 of the Core Rulebook.</p><p>Cold Resistance 10: A Tynnan's thick blubber gives him or her 10 resistance against cold damage.</p><p>Free Languages: Read/Write and Speak Tynnan and one language.</p><p>LA: +1.</p><p></p><p><strong>Lamproid</strong></p><p>The Lamproids are native to the planet Florn and resemble serpents. Descended from intestinal parasites, Lamproids are ferocious predators. While some have been known to telepathically communicate with other species, it is not confirmed to be a talent shared byh every member of the species. Having no arms, they cannot write but they can (biologists assume) read. On Earth, Lamproids are often mistaken for really big lampreys.</p><p>Species Traits</p><p>Type: Aberration.</p><p>Size: Medium.</p><p>Ability Modifiers: +2 Dex, +2 Wis, -4 Cha.</p><p>Scent: See Chapter 8 of the Core Rulebook.</p><p>Darkvision: See Chapter 8 of the Core Rulebook.</p><p>Constrict: As per Medium constrictor.</p><p>Natural Attacks: Sting 1d4 damage, mouth rasp 1d6 damage.</p><p>Poison: Lamproids have a nasty poison delivered with a successful mouth rasp attack. Fortitude save-DC 19. Initial-paralysis 2d8 rounds. Secondary-1d6 temporary Constitution damage.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 3485933, member: 26698"] [B][COLOR="darkred"]The Opening of the Barrier-Outer Rim Area 51 Disclosed[/COLOR][/B] As mentioned before, right after the Virus, the Star Wars galaxy and its residents were quite leery of our little corner of space, sitting in an area beyond the Unknown Regions in another galaxy. After a little while, Earth was opened up to the Force and plenty of Star Wars alien species started pouring in. A new extension of the Perlemian Trade Route christened the Solaran Spine stretched from Felucia through the LeGrange colonies to Earth. Some aliens were surprised to find Force-users and other Star Wars aliens already on the planet. The Star Wars galaxy is pretty much a carbon copy of the post-Swarm War galaxy, with the exception of some species extinct at that time still alive and (more or less) kicking. [B]Polis Massan[/B] Excellent doctors and archaeologists, Polis Massans are almost always found on Polis Massa. Some Earth doctors have visited Polis Massa to learn from the master medics of the planet. The Polis Massans are a cetacean species that has no verbal language to speak of (no pun intended) but have a sign language form and mild telepathy. Polis Massans can learn other languages, but cannot speak them, only understand them. Species Traits Size: Small. Ability Modifiers: -4 Str, +2 Dex, +2 Int, +2 Wis. Speed: 20 feet. Psionics: At will-lesser mindlink. Skills: Due to their background, Polis Massans gain a +2 bonus to Craft (Pharmaceutical), Knowledge (History, physical sciences), and Treat Injury checks. Free Languages: Read/Write Polis Massan, Sign Polis Massan Sign Language, Speak one language (understand only). LA: +0. [B]Kaleesh[/B] Ferocious warriors from the Star Wars planet Kalee, the Kaleesh are honed in the art of combat. After the CLULESS event some of them were stranded in the rainforests of the islands near Costa Rica. When their Kalee brethren found them, they were surprised to find some wearing masks, not from the mumuu like the native Kalee Kaleesh, made from the skulls of some of Isla Sorna's mighty predators such as spinosaurus and the genetically-altered and enlarged velociraptors. Other than the Costa Rican colonies, few Kaleesh visit Earth, preferring to stay in their own little corner of the galaxy. Kaleesh are often considered handsome by other species under their intimidating masks (being pretty good intimidation even without them anyway) and are said to be similar in facial appearance to the Falleen. Species Traits Type: Monstrous humanoid. Size: Medium. Ability Modifiers: +2 Dex, -2 Wis, +2 Cha. Speed: 30 feet. Thermovision: Kaleesh have thermoreceptors that can be an aid to them in darkness. Any creature that gives off average heat or higher (see thermal targeting in d20 Future Tech) within 60 feet can be seen by a Kaleesh in all light conditions. Species Enmity: The Kaleesh have an intense hatred of the Yam'rii, an insectoid alien species typically known as the Huk. They gain a +2 bonus to all attack rolls against Huk. Free Languages: Read/Write and Speak Kaleesh and one language (usually English). LA: +0. New Item: Kaleesh Huntsman's Mask This mask is designed from the skull of some ferocious beast killed by the wearer and is almost always worn by him or her. A Kaleesh huntsman's mask gives the wearer a +2 bonus to Intimidate checks. You can't buy a huntsman's mask in any legal circles since they are made by the hunter after his victory. For this reason and the fact that the only other real way would be to kill the maker and take the mask, Kaleesh will usually go for the throat of any non-Kaleesh wearing a huntsman's mask. Weight: -; Purchase DC: 20 (off of the black market) [B]Pau'an[/B] The larger of the pair of native species, the Pau'ans are the administrative and governmental half of the two. Some Pau'un features and habits, such as their sharp teeth and taste for raw meat, can be a bit unnerving at first. However, they aren't a particularly fierce people, usually welcoming outsiders. Some Pau'ans can be found in desert cities on Earth such as Cairo, most likely after travelling there for business purposes. Species Traits Size: Medium. Ability Modifiers: -2 Str, +2 Wis. Speed: 30 feet. Stomach Integrity: Due to their raw meat diet, the Pau'ans have strong stomachs and are good at fighting off infections and poisons. They gain a +2 bonus to Fortitude saves. Darkvision: See Chapter 8 of the Core Rulebook. Free Languages: Read/Write and Speak Utapaun and one language. LA: +0. [B]Mustafarian[/B] The Mustafarians are native to the fiery planet Mustafar, famous for being the site of the turning point in the history of the Star Wars universe. Two subspecies exist, the tall and thin Northern Mustafarians and the short, stocky Southern Mustafarians. Both Mustafarian breeds haven't left their planet and entered the Star Wars galaxy, much less our solar system, but don't have much peace with the more dedicated and able Star Wars buffs visiting their planet to take in the scenery of the Episode III battle between Anakin Skywalker and Obi-Wan Kenobi. Some criminals have found themselves baffled when their blasters or laser weapons are stopped by the Mustafarian's fire-resistant shells. Species Traits Size: Medium. Ability Modifiers: Northern- -2 Str, +2 Con, +2 Dex. Southern- +2 Str, +2 Con, -2 Dex. Speed: 20 feet. Fire and Energy Resistance 10: The Mustafarians' exoskeletons give them a resistance of 10 to fire and energy damage. Volcanic Adaptation: Mustafarians are used to their fiery climate, and gain a +4 bonus to Constitution checks against thirst. Low-Light Vision: See Chapter 8 of the Core Rulebook. Skills: Mustafarians gain a +2 bonus to Spot checks and Southern Mustafarians also gain a +4 bonus to Balance checks. Bonus Feat: Mustafarians gain the feats Armor Proficiency (Light). Free Languages: Read/Write and Speak Mustafarian. LA: +1. New Item: Kubazian Skirt Made by the Kubaz, these kilt-like garments are popular on Mustafar and other hot planets. A character wearing a Kubazian skirt gains a +4 bonus to all Fortitude saves to resist the effects of heat. Weight: 1.5 lb.; Purchase DC: 16 New Weapon: Mustafarian Longrifle These weapons are designed to get past the exoskeletons of the Mustafarians since they resist the fiery sting of laser and blaster weapons. These guns are mostly carried by Northern Mustafarian security forces for protection but are sometimes purchased by military forces of other species. Longrifles are made from materials that are light enough to be easily carried by the weaker Northern Mustafarians. Mustafarian Longrifle Damage: 2d8 Critical: 20 Damage Type: Concussion Range Increment: 30 ft. Rate of Fire: Single Weight: 2 lb. Magazine: 2 box Size: Large Purchase DC: 17 Restriction: Lic (+1) [B]Rishii[/B] The Rishii are an avian species from the planet Rishi. A Rishii's dextrous hands allows it to wield the native wood, stone, and bone tools with great efficiency. Their favorite weapon is the sling, which they will use in flight to pelt prey from above. Some unfamiliar with Rishii may be quite annoyed when one starts to mimic every single word they say. Rishii have a fascination with spaceships (which they call "shiny rocks") Species Traits Type: Monstrous humanoid. Size: Medium. Ability Modifiers: -2 Str, +4 Dex, -2 Con, +2 Will, +2 Cha. Speed: 30 feet, climb 20 feet, fly 40 feet (average). Low-light Vision: See Chapter 8 of the Core Rulebook. Skills: Rishii gain a +4 bonus to Spot and Listen checks. Bonus Feats: Rishii gain the feat Archaic Weapons Proficiency. LA: +2 [B]Utai[/B] The other natives of Utapau, the Utai are the worksman of the planet. The Utai tame the native dactillians and varactyls for use by offworlders and the Pau'ans. The only time an Utai is seen on Earth is when it has been brought along for the ride by a Pau'an or ship captain. Species Traits Size: Small. Ability Modifiers: +2 Str, +2 Dex, -2 Wis. Speed: 20 feet. Utapaun Beast Taming: Utai gain a +2 bonus to Handle Animal checks when dealing with dactillions or varactyls. Darkvision: See Chapter 8 of the Core Rulebook. Free Languages: Speak Utapaun. LA: +0. [B]Ongree[/B] With their apparent upside-down heads and fishy eyes, the Ongree certainly stand out in a crowd. They can be found in many of the large cities with spaceports on Earth as well as plenty of planets in the Star Wars galaxy. Species Traits Size: Medium. Ability Modifiers: -2 Str, +2 Dex, +2 Wis. Speed: 30 feet. Stalked Eyes: Due to the rotation abilities of the Ongree's eyes, they are never considered flat-footed in combat. Skills: Ongree gain a +2 bonus to Diplomacy checks. Free Languages: Read/Write and Speak Ongree and one language. LA: +1. [B]Shawda Ubb[/B] These potbellied amphibians are native to the swampy planet Manpha but sometimes travel with musician groups. A few of them were thrown into the Florida Everglades after the Virus. The Shawda Ubb-made growdi instruments are popular items in the music business. Species Traits Type: Monstrous humanoid Size: Small. Ability Modifiers: +2 Str, -2 Dex, +2 Con, +2 Cha. Speed: 10 feet, swim 10 feet. Poison Spit: As an attack action, a Shawda Ubb can spit a 15-foot stream of paralytic poison. The target must make a Reflex save (DC 18) or be paralyzed for one hour. Free Languages: Read/Write and Speak Shawdubb. LA: +1. [B]Kamarian[/B] The Kamarians are a species of insectoid aliens from the planet Kamar. Two species of Kamarian exist, the mountain Kamarians, who have reached nuclear-level technology, and the Badlanders, a superstitious, primitive, subspecies with a reverence for water. You won't find many offplanet with the exceptions of stowaways and Badlander water cultists. Visitors are advised to keep their liquid resources hidden, because a lack of doing so might get your drinks stolen. It is also a good idea to not look like Han Solo. Species Traits Type: Monstrous humanoid. Size: Medium. Ability Modifiers: +2 Str, -2 Dex, +4 Con. Speed: 20 feet, climb 20 feet (mountain Kamarians), burrow 20 feet (Badlanders). Darkvision: See Chapter 8 of the Core Rulebook. Four Arms: See the Quadrillian entry. Damage Reduction 6/sonic: See Chapter 8 of the Core Rulebook. Natural Attacks: Kamarians have a claw attack with each of their hands dealing 1d4 damage and a sting attack dealing 1d6 damage. Skills: Mountain Kamarians gain a +2 bonus to Balance and Climb checks, while Badlanders have a +4 bonus to Survival checks. Desert Adaptation (Badlanders only): Badlanders gain a +4 bonus to Constitution checks against starvation and thirst, as well as a +2 Fortitude bonus against extreme heat. Bonus Feats (Badlanders only): Badlanders gain the feat Archaic Weapons Proficiency. Free Languages: Speak Kamarian. LA: +2. [B]Tintinna[/B] Also known as Tin-Tin Dwarves, the Tintinna are a little rodent species possibly related to the ferocious Ranats. They can move quite fast in spite of their short legs. Despite their animalian appearance, Tintinna are amazing at utilizing technology when around it. If seen offworld, a Tintinna will usually be in the company of a smuggler, traders, starship pilot, or mechanic that decided to let the little alien have a ride. Some just drop them off while others will take them as pets or, if they realize their sentience, partners. Tintinna can now be found making colonies in the sewers and back alleys of several cities. Species Traits Type: Monstrous Humanoid. Size: Small. Ability Modifiers: -4 Str, +2 Dex, +2 Wis, +2 Cha. Speed: 30 feet, burrow 20 feet. Darkvision: See Chapter 8 of the Core Rulebook. Free Languages: Speak Tintinnese. LA: +0. [B]Yaka[/B] The Yaka are another example of Arkanian engineering. Once primitives, the Yaka are now one of the most intelligent species in the galaxy. The species has a slightly sadistic sense of humor and are often a bit discomforting to some species. In infancy, a Yaka is given cybernetic enhancements, meaning that every member of the species is, in a sense, a cyborg. Species Traits Size: Medium. Ability Modifiers: +2 Str, +4 Int, -4 Cha. Cybernetics: Every Yaka has some form of cybernetics in him or her. Choose one of the following for a Yaka to have at 1st level: anti-shock implant, identity chip, nightvision optics, subcutaneous armor, or body repair weave. Bonus Feats: A Yaka gains the feat Cybertaker and (if they qualify for it) Heavy Weapon Holder. Free Languages: Read/Write and Speak Yaka and one language (usually English). LA: +1 [B]Tynnan[/B] An amphibious mammal species descended from dam-building castoroids, Tynnans live in the cold planet Tynna. While a bit slow on land, their powerful flattened tails and webbed limbs propel them through the water. They are calculating and well-prepared, an example of which would be during the Rebellion era. They had erected an impenetrable defense shield over the planet that protected them from the assault of the Empire. Species Traits Type: Monstrous humanoid. Size: Medium. Ability Modifiers: -2 Dex, +2 Int, +2 Wis. Speed: 10 feet, swim 40 feet. Darkvision: See Chapter 8 of the Core Rulebook. Cold Resistance 10: A Tynnan's thick blubber gives him or her 10 resistance against cold damage. Free Languages: Read/Write and Speak Tynnan and one language. LA: +1. [B]Lamproid[/B] The Lamproids are native to the planet Florn and resemble serpents. Descended from intestinal parasites, Lamproids are ferocious predators. While some have been known to telepathically communicate with other species, it is not confirmed to be a talent shared byh every member of the species. Having no arms, they cannot write but they can (biologists assume) read. On Earth, Lamproids are often mistaken for really big lampreys. Species Traits Type: Aberration. Size: Medium. Ability Modifiers: +2 Dex, +2 Wis, -4 Cha. Scent: See Chapter 8 of the Core Rulebook. Darkvision: See Chapter 8 of the Core Rulebook. Constrict: As per Medium constrictor. Natural Attacks: Sting 1d4 damage, mouth rasp 1d6 damage. Poison: Lamproids have a nasty poison delivered with a successful mouth rasp attack. Fortitude save-DC 19. Initial-paralysis 2d8 rounds. Secondary-1d6 temporary Constitution damage. [/QUOTE]
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