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<blockquote data-quote="Kanegrundar" data-source="post: 2295546" data-attributes="member: 3913"><p>Groundling</p><p>Groundlings were created by Illithid scientists for use as assassins during their attack on the Kazim system. The Illithids used dwarven prisoners to create a species of humanoids that can quickly burrow through earth and used them in blitzkrieg-style attacks on dwarven cities. From a distance, they appear to be dwarves, but once they are close the differences become obviously clear. They appear to be humanoid badgers. Their ears are buried in wild fur, and their eyes appear as narrow slits. A long, bristled snout replaces the dwarven nose, and large fangs protrude from the extended mouth. Their hands end in powerful talons. They generally stink of spoiled meat.</p><p>Personality: Due to Illithid conditioning, groundlings live only for the thrill of the hunt and the glory of the kill. However, such conditioning can be overcome, but those that do are still prone to fits of rage and random violence.</p><p>Groundling Homeworld: Groundlings don’t have a homeworld since they were created. Most claim the Illithid Empire as their home.</p><p>Languages: Groundlings speak Basic with snarling voices.</p><p>Example Names: Darkin, Ghurar, Shurg, Tanzig</p><p>Adventurers: Groundlings can be found wherever their Illithid masters are. They still serve the niche of assassins and shock troops, but they also serve the purpose of guards. Those that were left behind after the failed attempt to conquer Kazim, slowly overcame the conditioning of their Illithid masters. They never regained their lost dwarvenhood, but escaped out into the galaxy to begin a life of their own. They are rare, but can occasionally be found on backwater worlds ekeing out a living as hired thugs. No groundling has ever shown any ability in the Force.</p><p>Groundling Traits:</p><p>• +2 Str, +2 Dex, +4 Con, +2 Wis, -6 Int, -6 Cha. Groundlings are wise and physically superior to humans, but they are dreadfully stupid and lack any sort of sense of personal presence.</p><p>• Medium-sized. Groundlings have no bonuses or penalties based on their size.</p><p>• Speed of 6 meters, but they can burrow through earth at a speed of 10 meters.</p><p>• Claws do 1d4 damage. </p><p>• Bite does 1d8 damage.</p><p>• Due to the size of their claws, groundlings cannot use ranged weapons that require the pulling of a trigger or the manipulation of fine instrumentation.</p><p>• When a groundling hits its opponent with any two of its attacks in a single round, it tries to grab the enemy and drag it below the surface. The creature makes a free grapple check; if it wins the check, it drags the victim toward its burrow. Fighting within a groundling tunnel is an advantageous situation for the groundling (+2 to any attack rolls) and a disadvantageous situation for any opponents (-2 to attack rolls).</p><p>• Groundlings have a +2 racial bonus to saving throws against Force powers.</p><p>• Groundling also gain a +2 bonus to saving throws against all poisons.</p><p></p><p>Hybsil</p><p>Hybsils are a species of woodland nomads from the forest world of Argor VII. They look similar to the centaurs of Centa, but they stand only 1 meter tall and have bodies similar to antelopes instead of horses. The variation in their hide coloration is as wide as normal antelopes. They have large ears, and their mouths and noses, while being humanoid, carry a more animalistic look to them. Males have forked antlers that molt in the winter and grow back every spring. Females have straight, spiralling antlers all year round.</p><p>Personality: Hybsils are very family-focused. They resort to insane acts of “bravery” whenever a member of their tribe (which is considered part of their family as a whole) is in danger. The three main virtues in their society are: obligation, vengeance, and daring. They are a fun-loving speices, but they will stop at nothing to have revenge on those that have wronged them.</p><p>Hybsil Homeworld: Hybsils are from the forest world of Argor VII.</p><p>Languages: Hybsils speak their own language, Hyb, and a few also speak Basic.</p><p>Example Names: Five-Point, Stardancer, Summerwind, Swiftshot</p><p>Adventurers: Few hybsils ever leave their homeworld due to their strong sense of family. However, there are some hybsils tribes that have colonized other worlds (mostly due to invitations from Elven explorers). Most lone hysils are on quests for vengeance due to their tribe being wiped out save for that one member. There are several tales of crazed, lone hybsils attacking Imperial outposts on their own only to be quickly wiped out themselves. The Rebel Alliance has sent delegates to Argor VII to hopefully recriut these brave beings into the fight against the Empire, but only if they can curb their crazed sense of vengeance. Hybsils are strong with the Force, and while only a few have ever became Jedi, their species boasts many Force Adepts.</p><p>Hybsil Traits:</p><p>• +6 Dex, +2 Con, +2 Int, -2 Str. Hybsils are amazingly agile as well as being a hardy and intelligent species, but what they have in agility they lose in strength.</p><p>• Small-sized. Hybsils receive a +1 bonus to Defense ratings and attack bonuses, as well as a +4 bonus to Hide checks.</p><p>• Speed of 16 meters.</p><p>• Start play with the Force Sensitive feat.</p><p>• Start play with the Mobility feat.</p><p>• Mirror Image: For a cost of 3 VP’s, a hybsil can create three images that look and move exactly as the original. These images have the same Defense scores as their creator, but disappear after being hit by a successful attack.</p><p>• Jump: For a cost of 2 VP’s, a hybsil can jump up to 6 meters high and 10 meters forward.</p><p>• Hybsils can see anyone that is using a cloaking device or Force power that renders them invisible.</p><p>• Immune to all types of poison.</p><p>• +4 racial bonus to Disable Device and Search checks only in a woodland setting.</p><p>• +2 racial bonus to Jump checks.</p><p></p><p>Malaugrym</p><p>Malaugryms are a species of shapeshifters. Their natural forms are that of floating orbs about 1.3 meters in diameter with three clawed tentacles. Their mouths are sharp beaks, and they have three golden eyes surrounding the beak. Their hide is rubbery and mottled brown and green in color. They possess a natural levitation ability and hover in the air, their tentacles in constant motion. </p><p>Personality: Malaugryms are power-hungry and don’t care who they hurt on their quest for power. </p><p>Malaugrym Homeworld: The homeworld of the malaugryms is unknown, though one of their kind claimed that they are from an alternate dimension.</p><p>Languages: Malaugryms speak their own unspeakable tongue as well as Basic.</p><p>Example Names: Malaugrym names are usually unspeakable by most species, so they take a name that suits the alternate form that they take.</p><p>Adventurers: Malaugryms are commonly found in the employ of various criminal organizations, though those organizations rarely know what they have hired. Malaugryms are always looking for ways to increase their personal power. They will stop at nothing to gain power. Even more frightening, is that malaugryms do tend to become Dark Jedi.</p><p>Malaugrym Traits:</p><p>• +2 Str, +2 Dex, +2 Con, +4 Int, +2 Wis, +4 Cha. Malaugryms are superior to humans in nearly every regard.</p><p>• Medium-sized. Malaugryms in their natural forms have no bonuses or penalties based on their size. However, if they take the form of a larger or smaller-sized creature, they receive any bonuses or penalties the size of that form would normally get.</p><p>• Fly at a speed of 10 meters, they move at the common speed as a normal member of the species they take their alternate form in.</p><p>• +2 natural Defense bonus.</p><p>• Tentacles do 1d6 damage.</p><p>• Alternate Form: Malaugryms can shapechange perfectly into any species or objects. When in a humanoid form, the only way to discern their true origins is to see the golden gleam in their eyes. A spot check (DC 20) is required to see this telltale gleam.</p><p>• Silver Vulnerability: Damage from silver weapons cannot be healed as normal by a malaugrym. The only way this damage can be healed is by use of the Heal Self or Heal Another Force skills.</p><p>• +2 bonus to saves against Force skills and feats. This bonus increases by +1 every 2 levels the malaugrym gains.</p><p>• +10 circumstance bonus to Diguise checks when in an alternate form.</p><p></p><p>Meazel</p><p>Meazels are a species of humanoids that have spread into some of the most horrid and disgusting places in the galaxy. They stand around 1.3 to 1.6 meters in height. Their skin ranges from light gray to dark green (often on the same individual), and frequently manifests in irregular patches of angry red, the result of a skin disease. Their eyes are jet black, and they always have thick, waxy hair of dark greenish gray. Their toes are partially webbed, allowing them to better swim in their sewer homes.</p><p>Personality: Meazels are malvolent killers. They have no sense of honor and use every underhanded tactic they can find to their advantage.</p><p>Meazel Homeworld: Meazels hail from the swamp world of Talzon, but after a ship was marooned on their world and was taken over, they quickly spread across the galaxy.</p><p>Languages: Meazels speak Basic. It is suspected that they once had their own language, but found it easier to simply speak the language that most species speak.</p><p>Example Names: Dagnorl, Megor, Regorz, Scarz</p><p>Adventurers: Meazels lurk in some of the darkest and filthiest places in the galaxy. They haunt sewers and dumps, making an empire out of the refuse of the galaxy’s other inhabitants. Many are hired by criminal organizations for assassination jobs, which the meazels are quite adept at. There are no known meazel Force users, but since most meazels are never seen that means little.</p><p>Meazel Traits:</p><p>• +4 Dex, -4 Int, -4 Cha. Meazels are very agile, but they tend to be quite stupid and thanks to their usually diseased states their charisma suffers.</p><p>• Medium-sized. Meazels receive no bonuses or penalties based on their size.</p><p>• Speed of 10 meters.</p><p>• Claws do 1d4 damage plus the victim must pass a Fortitude save (DC 12) or contract the disease that makes meazels so ugly. The disease incubates for 1d6 days; the damage is 1d2 points each of Dexterity and Constitution. If the victim takes damage from the disease, she must pass another Fortitude save or be permanently drained of 1 point from each ability as well.</p><p>• Sneak Attack: If a meazel ever attacks a foe that is unaware of its presence, the meazel increases the damage of the attack by 3d6.</p><p>• Evasion: If a meazel ever rolls a Reflex save to save for half damage from an attack and the save passes, the meazel takes no damage at all.</p><p>• +4 racial bonus to swim checks.</p><p></p><p>Pterafolk</p><p>Pterafolk are a species of shapechangers from the jungle world of Chult. In their natural form they’re often mistaken for lizardfolk, though they are larger and leaner and have no tails. Small, smooth scales cover their bodies, ranging in color from olive green to shades of tan. Their hands are long and end in sharp nails used for rending opponents, while their clawed feet aid in climbing.</p><p> Pterafolk have two additional forms. They can turn their arms into powerful, leathery wings, granting them flight, though they still use their claws to attack opponents on the ground, though they must land immediately after attacking. The third form is that of a small pteranodon with a 5-meter wingspan. In this form, they attack with their clawed feet and gain Flyby Attack as a bonus feat (see page 257 in the Star Wars Core Rulebook for details).</p><p>Personality: Pterafolk are vicious and mean-tempered and enjoy cruelty. </p><p>Pterafolk Homeworld: Pterafolk hail from the jungle world of Chult.</p><p>Languages: Pterafolk speak their own language, Ptertra, and a few can also speak Basic.</p><p>Example Names: Balvdin, Strix, Valdrak, Xayvor</p><p>Adventurers: Pterafolk are rarely encountered beyond Chult. They are a primitive people that are just beginning to gain a concept and respect for other intelligent species. When the first explorers landed on Chult, the pterafolk didn’t seem to comprehend that these new creatures were advanced compared to them, they only saw the newcomers as competitors and as a source of food. Since those turbulent first days, they have since travelled the stars (mostly due to hijacking a starship and forcing the hostage pilots to teach them to fly) and can be found on a handful of other worlds usually working as bounty hunters or guards for criminal organizations. Though there are no documented cases of Force sensitive pterafolk, their history is riddled with tales of heroes with amazing supernatural powers.</p><p>Pterafolk Traits:</p><p>• +10 Str, +6 Con, +4 Wis, -2 Cha. Pterafolk are extremely strong and hardy people, but their violent tempers keep others away.</p><p>• Large-sized. Pterafolk suffer a –1 penalty to attack rolls and Defense scores, plus they also suffer a –4 penalty to Hide skill checks.</p><p>• Speed of 10 meters, fly at 10 meters (average) with wings, fly at 16 meters (good) in pteranodon form.</p><p>• +3 natural Defense bonus.</p><p>• Claws do 1d6 damage.</p><p>• Bite does 1d8 damage.</p><p>• Gain Flyby Attack as a bonus feat while in pteranodon form.</p><p>• Alternate Forms: It takes one round to change from natural to winged, and from winged to pteranodon form.</p><p></p><p>Quaggoth</p><p>Quaggoths are a species of humanoids that resemble white-haired bears that live underground. Their ferocity and their 2.3 meter tall physiques make them dangerous opponents. </p><p> Thanks to the quaggoth’s beastlike features and their barking, snarling dialect, barely distiguishable as a language, explorers to their homeworld of Quarg have dubbed them “deep bears.” Their hair is naturally white, but roughly half of all quaggoths dye or paint their fur to help camoflague themselves. These are also the quaggoths that use technology and are referred to as “those that follow magic,” which in the quaggoth’s case means “improving on what nature gave us.”</p><p> The other half of all quaggoths “follow the beast” and refuse to use technology, even when available. They leave their white fur unpainted, trusting natural ferocity and speed to compensate for decreased ability to blend into darkness.</p><p> Aside from the differences in hunting and combat, the chief disagreement between magic-followers and beast-followers concerns the best means of eating their prey. Beast-followers prefer eating food raw, if possible while it is still alive or dying. Magic-followers prefer to cook their food.</p><p>Personality: Quaggoths tend to be quick to anger and prone to fits of rage. Magic-followers are less likely than beast-followers to become enraged quickly, but they are still dangerous beings to deal with.</p><p>Quaggoth Homeworld: Quaggoths hail from the mountain world of Quarg.</p><p>Languages: Quaggoths speak their own language, Quargish, and some have learned to speak Basic.</p><p>Example Names: Drarrka, Grrarr, Trarkarr, Warrnirr</p><p>Adventurers: The only quaggoths that one is likely to find away from Quarg are magic-followers. They are the quaggoths that see the value of technology and attempt to use it to their advantage, though they are slow to learn the usage of the item(s). What few beast-followers there are beyond Quarg are usually slaves or escaped slaves that refuse to leave the planet they escaped captivity on due to their hatred of technology. Quaggoths have the same sensitivity to the Force as most other species, but due to their usually unchecked anger few are ever admitted into the Jedi Academy.</p><p>Quaggoth Traits:</p><p>• +8 Str, +4 Con, +2 Wis, -4 Int. Quaggoths are extremely strong and hardy creatures that learn well from prior experiences, but they are not the most intelligent creatures in the galaxy.</p><p>• Medium-sized. Quaggoths have no bonuses or penalties based on their size.</p><p>• Speed of 10 meters, also, quaggoths can climb rocky surfaces at a speed of 10 meters.</p><p>• +1 natural Defense bonus.</p><p>• Claws and bite both do 1d4 damage.</p><p>• Rage: A quaggoth that takes damage in combat has a 50% chance of flying into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains a +4 Strength and –4 Defense. The creature cannot end its rage voluntarily. Magic-followers only have a 1 in 6 chance of flying into a rage, but if they do they drop their weapons and fight with their claws.</p><p>• Magic-followers gain a +2 circumstance bonus on Hide checks in shadowy areas because of their dark fur.</p><p></p><p>Shalarin</p><p>Shalarins are an aquatic species that has developed a rather enlightened society. They are adorned with a prominent dorsal fin that runs from the bridge of the nose up the skull, then down the back to the tailbone. It fans out just under a meter at its highest point, between the shoulder blades. Shalarins have gill slits along the collarbones and rib cage on either side of their torso. They are similar in size to humans, growing to about 2 meters in height. They have sleek, scaleless skin, similar to a dolphin’s in texture, and ranging in color from silvery like a dolphin’s to ivory, red, orange, or midnight blue. Their dorsal fins also vary widely in color and pattern, reflecting the caste of individual shalarins.</p><p>Personality: Shalarins are quite kind and open people. They are rather trusting, but not foolish.</p><p>Shalarin Homeworld: Shalarins hail from the ocean world of Gayla.</p><p>Languages: Shalarins speak their own tongue, Shala, as well as Basic.</p><p>Example Names: Ab’alator, Baen’cisto, La’aralem, Ya’earlo</p><p>Adventurers: Shalarin rarely leave Gayla due to being a solely aquatic species. There are suits in existence that do allow them to live for a while on land, but they are expensive and hard to keep up. Their society is broken up into five castes: The Protectors (soldiers), the Providers (workers, servants, and rulers), the Scholars (historians, poets, bards, and singers), and the Seekers (explorers). They have a hard time understanding a soldier that also cooks and sings, just as they don’t quite grasp the idea of a scholar that can also fight with a blaster. Such ideals are alien in their rigidly defined society, but contact with the galaxy has gotten shalarins to begin bending the roles of the castes. Those found away from Gayla tend to be Seekers and are nothing more than explorers seeing the galaxy for the first time. Though shalarins are as sensitive to the Force as other species, only two so far have ever been trained as Jedi.</p><p>Shalarin Traits:</p><p>• +2 Str, +2 Dex. Shalarins are rather strong and agile due to spending their entire lives swimming.</p><p>• Medium-sized. Shalarins have no bonuses or penalties based on their size.</p><p>• Speed of 6 meters on land; swim at a speed of 14 meters.</p><p>• Aquatic Species: Shalarins cannot live out of water without a protective suit. Follow the rules for suffocation in the Star Wars Core Rulebook (page 217) for when a shalarin is deprived of being immersed in water.</p><p></p><p>Siv</p><p>Sivs are a species of frog-headed humanoids. Their skin color ranges between pale green and dark blue. The skin itself is cold and clammy, like that of a frog. Sivs are around 1.6 meters tall. The have long, graceful fingers and webbed feet. They breathe air, and prefer to stay above the water, but can swim when they must.</p><p>Personality: Sivs are a very disciplined species, however, their extreme discipline lends itself easily to cruelty. They see themselves as the pinnacle of all life and let everyone know how inferior they are.</p><p>Siv Homeworld: Sivs hail from the marsh world of Jakna.</p><p>Languages: Sivs speak their own language, Borgo, as well as Basic.</p><p>Example Names: Geegan, Normto, Porlo, Reegar</p><p>Adventurers: Sivs can be found all over the galaxy in various positions ranging from smuggler to even that of Jedi Knight. They are fanatically egotictical, but some do overcome their bigotry of other species and have tried to fit into the galaxy as a whole. They do exhibit a sensitivity to the Force as well as many other species, and several have entered into the Jedi Academy, but many have been expelled due to falling to the hatred of their own species’ bigotry and become Dark Jedi.</p><p>Siv Traits:</p><p>• +2 Dex, -2 Cha. Sivs are quite agile, but their egotism only repels would be allies.</p><p>• Medium-sized. Sivs have no bonuses or penalties based on their size.</p><p>• Speed of 14 meters; swim at a speed of 6 meters.</p><p>• Water Walking: Under normal circumstances, a siv can move across the surface of water, bogs, marshes, and other calm liquids as well as they move across normal ground. A siv who wishes to use this ability in combat must succeed at a Dexterity check (DC 10) on its action. Failure indicates that the siv has lost its footing, bobbing into the surface of the water, but otherwise able to act normally that round. Returning to the water-walking state is a full-round action. Sivs who pass the Dexterity check can even use the Tumbling skill as if the water were a solid surface. In water that’s trouble by small waves, the DC rises to 20, but splashing by people in the water usually isn’t enough to count as true wave action. If waves are higher than six inches, sivs can’t use their water walking ability, so they try to stick to marshes, dead lakes, and other stagnant bodies of water.</p><p>• Sivs take only have damage from cold attacks and effects.</p><p></p><p>Stinger</p><p>Stingers, aslo known as the tlincallis or manscorpions, are a species that blends together humanoids and scorpions. They look like a bizarre variant of centaurs. They’re about the same size as a centaur, but they have the lower bodies of scorpions. Their humanoid half is red-skinned, hairless, and almost inhumanly handsome. Their faces are preternaturally calm. </p><p>Personality: Stingers are a strange species. They are fanatically religious, but don’t have a belief in any one diety or group of gods, they instead worship a mysticism that binds all things together in patterns that only stingers seem to be able to understand. They divine all actions in their lives by reading these mystic grids. This means that a meeting with a stinger one day may go rather pleasantly, but the next time may lead to needless conflict all due to the messages of the mystic grids.</p><p>Stinger Homeworld: Stingers hail from the desert world of Ptah.</p><p>Languages: Stingers speak their own language, Tloto, as well as Basic.</p><p>Example Names: Deln, Tlin, Ultis, Yenlin</p><p>Adventurers: Stingers are a technologically advanced society. They have been travelling the stars for nearly as long as the Corellians and the Duros. They can be found all over the galaxy in all manner of positions. Most species tend to feel as though they are being studied by these strange beings, almost as if the stingers were taking notes on everyone they meet. They have their share of Force users, but few have ever became Jedi Knights. The Jedi Academy has stopped accepting stingers, since even though they excel at their training, they still refer to the mystic gridlines to determine their behavior. That alone makes them dangerous to train.</p><p>Stinger Traits:</p><p>• +6 Str, +4 Dex, +4 Con, +2 Cha. Stingers are rather stong, agile, and hardy; they are also quite attractive and alluring.</p><p>• Large-sized. Stingers suffer a –1 penalty to attack rolls and Defense ratings, they also suffer a –4 penalty to Hide checks.</p><p>• Speed of 10 meters.</p><p>• +1 natural Defense bonus.</p><p>• Claws do 1d6 damage.</p><p>• Stinger does 1d8 damage, and anyone struck by the stinger must pass a Fortitude save (DC 14) or succumb to a poison that does initial and secondary damage of 1d6 Strength.</p><p>• Tremorsense: A stinger can automatically sense any being within 20 meters that is in contact with the ground.</p><p>• Bolthole Magic: A stinger can move 6 meters straight up or straight down, so long as it passes through at least a foot of earth during its movement. For every 1 meter (or fraction thereof) of earth the stinger moves through, it suffers 1d3 VP’s of damage (the price of using this ability). If a stinger’s planned movement wound place it inside a solid object, it remains in place but suffers the damage as if it had moved through the intervening earth. Use of this ability creates a red flash and the smell of burnt insect skin.</p><p>• Stinger start play with the Improved Initiative feat for free.</p><p></p><p>Tanarukk</p><p>Tanarukks are a species of genetically altered orcs. When the Illithids invaded the Onith system, they quickly subjugated many orcish clans. The resulting experiments brought forth this new species. Tanarukks appear as short, stocky humanoids with stooped postures. Coarse hair grows atop their heads and in various patches about their bodies. Their razor-sharp teeth and tusks are prominent, as their lower jaws jut out from their smallish snouts. Their eyes are reddish in hue, and glow dimly in darkness. They have thick horn or scale-like ridges along their low, sloped foreheads. In addition, many tanarukks ritually scar their young during rites of passage into adulthood. Tanarukk skin tones range from gray-green to dun brown. Their flesh is naturally tough, but not scaly.</p><p>Personality: Tanarukks act much like their orcish cousins. They are vulgar and violent people are are prone to fits of cruelty and rage.</p><p>Tanarukk Homeworld: Tanarukks have no homeworld since they were created by the Illithid, but many have settled on the orcish homeworld, Onith.</p><p>Languages: Tanarukks speak Orc.</p><p>Example Names: Bargak, Carkan, Goreshank, Vurtrik</p><p>Adventurers: Tanarukks can be found all over the Outer Rim in positions of hired muscle mostly. Their ugliness as well as their volatile tempers usually keeps them from working for anyone other than crime lords or small time gangs. While they exhibit some sensitivity to the Force, there have been no known cases of Tanarukk becoming Jedi.</p><p>Tanarukk Traits:</p><p>• +4 Str, +2 Dex, -2 Wis, -4 Cha. Tanarukks are rather strong and quite agile, but tend to be unwise and rather unattractive. </p><p>• Medium-sized. Tanarukks have no bonuses or penalties based on their size.</p><p>• Speed of 6 meters.</p><p>• +2 natural Defense bonus.</p><p>• Bite does 1d6 damage.</p><p>• Control Flame: Twice per day, a tanarukk 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.</p><p></p><p>Wemic</p><p>Wemics have the body of a lion with a humanoid torso extending from what would be the lion’s neck. From head to rump, they are 3.3 to 4 meters long, while they are 2 to 2.3 meters tall when standing erect. Their entire bodies are covered in dusky golden fur, and the tail is tipped with a brush of black hair. Adult males have a mane of long black hair that covers the top and back of the head and extends down to the neck and shoulders. Their underbellies are white. A wemic’s face is a mixture of human and leonine features, with a black or russet nose, gold eyes with catlike pupils, and high-set ears. All six limbs end in claws; the claws on the humanoid arms and the leonine forelimbs are retractable. </p><p>Personality: Wemics look for a profit in anything, but they are not truly greedy. They simply feel that any action on their part deserves some sort of return. </p><p>Wemic Homeworld: Wemics live on the verdant grasslands of the planet, Bajs.</p><p>Languages: Wemics speak their own language, Wetin, as well as Basic.</p><p>Example Names: Mustafa, Nala, Rasta, Simba</p><p>Adventurers: Wemics just recently developed starships and have become a common site in some of the busier spaceports across the galaxy. They tend to find work as scouts or merchants. They are quite suited to soldiery, but find that being paid to wage war to be dishonorable, making mercenary work rare among their kind. While wemics have exhibited sensitivity to the Force, few have joined the Academy.</p><p>Wemic Traits:</p><p>• +8 Str, +2 Dex, +2 Con, -2 Cha. Wemics are extremely strong creatures, but their attitudes about money tend to put others off.</p><p>• Large-sized. Wemics suffer a –1 penalty to attack rolls and Defense ratings, and they also suffer a –4 penalty to Hide checks.</p><p>• Speed of 14 meters.</p><p>• +1 natural Defense bonus.</p><p>• Claws do 1d6 damage.</p><p>• +8 racial bonus to Jump checks.</p><p></p><p>Still more coming...</p><p></p><p>Kane</p></blockquote><p></p>
[QUOTE="Kanegrundar, post: 2295546, member: 3913"] Groundling Groundlings were created by Illithid scientists for use as assassins during their attack on the Kazim system. The Illithids used dwarven prisoners to create a species of humanoids that can quickly burrow through earth and used them in blitzkrieg-style attacks on dwarven cities. From a distance, they appear to be dwarves, but once they are close the differences become obviously clear. They appear to be humanoid badgers. Their ears are buried in wild fur, and their eyes appear as narrow slits. A long, bristled snout replaces the dwarven nose, and large fangs protrude from the extended mouth. Their hands end in powerful talons. They generally stink of spoiled meat. Personality: Due to Illithid conditioning, groundlings live only for the thrill of the hunt and the glory of the kill. However, such conditioning can be overcome, but those that do are still prone to fits of rage and random violence. Groundling Homeworld: Groundlings don’t have a homeworld since they were created. Most claim the Illithid Empire as their home. Languages: Groundlings speak Basic with snarling voices. Example Names: Darkin, Ghurar, Shurg, Tanzig Adventurers: Groundlings can be found wherever their Illithid masters are. They still serve the niche of assassins and shock troops, but they also serve the purpose of guards. Those that were left behind after the failed attempt to conquer Kazim, slowly overcame the conditioning of their Illithid masters. They never regained their lost dwarvenhood, but escaped out into the galaxy to begin a life of their own. They are rare, but can occasionally be found on backwater worlds ekeing out a living as hired thugs. No groundling has ever shown any ability in the Force. Groundling Traits: • +2 Str, +2 Dex, +4 Con, +2 Wis, -6 Int, -6 Cha. Groundlings are wise and physically superior to humans, but they are dreadfully stupid and lack any sort of sense of personal presence. • Medium-sized. Groundlings have no bonuses or penalties based on their size. • Speed of 6 meters, but they can burrow through earth at a speed of 10 meters. • Claws do 1d4 damage. • Bite does 1d8 damage. • Due to the size of their claws, groundlings cannot use ranged weapons that require the pulling of a trigger or the manipulation of fine instrumentation. • When a groundling hits its opponent with any two of its attacks in a single round, it tries to grab the enemy and drag it below the surface. The creature makes a free grapple check; if it wins the check, it drags the victim toward its burrow. Fighting within a groundling tunnel is an advantageous situation for the groundling (+2 to any attack rolls) and a disadvantageous situation for any opponents (-2 to attack rolls). • Groundlings have a +2 racial bonus to saving throws against Force powers. • Groundling also gain a +2 bonus to saving throws against all poisons. Hybsil Hybsils are a species of woodland nomads from the forest world of Argor VII. They look similar to the centaurs of Centa, but they stand only 1 meter tall and have bodies similar to antelopes instead of horses. The variation in their hide coloration is as wide as normal antelopes. They have large ears, and their mouths and noses, while being humanoid, carry a more animalistic look to them. Males have forked antlers that molt in the winter and grow back every spring. Females have straight, spiralling antlers all year round. Personality: Hybsils are very family-focused. They resort to insane acts of “bravery” whenever a member of their tribe (which is considered part of their family as a whole) is in danger. The three main virtues in their society are: obligation, vengeance, and daring. They are a fun-loving speices, but they will stop at nothing to have revenge on those that have wronged them. Hybsil Homeworld: Hybsils are from the forest world of Argor VII. Languages: Hybsils speak their own language, Hyb, and a few also speak Basic. Example Names: Five-Point, Stardancer, Summerwind, Swiftshot Adventurers: Few hybsils ever leave their homeworld due to their strong sense of family. However, there are some hybsils tribes that have colonized other worlds (mostly due to invitations from Elven explorers). Most lone hysils are on quests for vengeance due to their tribe being wiped out save for that one member. There are several tales of crazed, lone hybsils attacking Imperial outposts on their own only to be quickly wiped out themselves. The Rebel Alliance has sent delegates to Argor VII to hopefully recriut these brave beings into the fight against the Empire, but only if they can curb their crazed sense of vengeance. Hybsils are strong with the Force, and while only a few have ever became Jedi, their species boasts many Force Adepts. Hybsil Traits: • +6 Dex, +2 Con, +2 Int, -2 Str. Hybsils are amazingly agile as well as being a hardy and intelligent species, but what they have in agility they lose in strength. • Small-sized. Hybsils receive a +1 bonus to Defense ratings and attack bonuses, as well as a +4 bonus to Hide checks. • Speed of 16 meters. • Start play with the Force Sensitive feat. • Start play with the Mobility feat. • Mirror Image: For a cost of 3 VP’s, a hybsil can create three images that look and move exactly as the original. These images have the same Defense scores as their creator, but disappear after being hit by a successful attack. • Jump: For a cost of 2 VP’s, a hybsil can jump up to 6 meters high and 10 meters forward. • Hybsils can see anyone that is using a cloaking device or Force power that renders them invisible. • Immune to all types of poison. • +4 racial bonus to Disable Device and Search checks only in a woodland setting. • +2 racial bonus to Jump checks. Malaugrym Malaugryms are a species of shapeshifters. Their natural forms are that of floating orbs about 1.3 meters in diameter with three clawed tentacles. Their mouths are sharp beaks, and they have three golden eyes surrounding the beak. Their hide is rubbery and mottled brown and green in color. They possess a natural levitation ability and hover in the air, their tentacles in constant motion. Personality: Malaugryms are power-hungry and don’t care who they hurt on their quest for power. Malaugrym Homeworld: The homeworld of the malaugryms is unknown, though one of their kind claimed that they are from an alternate dimension. Languages: Malaugryms speak their own unspeakable tongue as well as Basic. Example Names: Malaugrym names are usually unspeakable by most species, so they take a name that suits the alternate form that they take. Adventurers: Malaugryms are commonly found in the employ of various criminal organizations, though those organizations rarely know what they have hired. Malaugryms are always looking for ways to increase their personal power. They will stop at nothing to gain power. Even more frightening, is that malaugryms do tend to become Dark Jedi. Malaugrym Traits: • +2 Str, +2 Dex, +2 Con, +4 Int, +2 Wis, +4 Cha. Malaugryms are superior to humans in nearly every regard. • Medium-sized. Malaugryms in their natural forms have no bonuses or penalties based on their size. However, if they take the form of a larger or smaller-sized creature, they receive any bonuses or penalties the size of that form would normally get. • Fly at a speed of 10 meters, they move at the common speed as a normal member of the species they take their alternate form in. • +2 natural Defense bonus. • Tentacles do 1d6 damage. • Alternate Form: Malaugryms can shapechange perfectly into any species or objects. When in a humanoid form, the only way to discern their true origins is to see the golden gleam in their eyes. A spot check (DC 20) is required to see this telltale gleam. • Silver Vulnerability: Damage from silver weapons cannot be healed as normal by a malaugrym. The only way this damage can be healed is by use of the Heal Self or Heal Another Force skills. • +2 bonus to saves against Force skills and feats. This bonus increases by +1 every 2 levels the malaugrym gains. • +10 circumstance bonus to Diguise checks when in an alternate form. Meazel Meazels are a species of humanoids that have spread into some of the most horrid and disgusting places in the galaxy. They stand around 1.3 to 1.6 meters in height. Their skin ranges from light gray to dark green (often on the same individual), and frequently manifests in irregular patches of angry red, the result of a skin disease. Their eyes are jet black, and they always have thick, waxy hair of dark greenish gray. Their toes are partially webbed, allowing them to better swim in their sewer homes. Personality: Meazels are malvolent killers. They have no sense of honor and use every underhanded tactic they can find to their advantage. Meazel Homeworld: Meazels hail from the swamp world of Talzon, but after a ship was marooned on their world and was taken over, they quickly spread across the galaxy. Languages: Meazels speak Basic. It is suspected that they once had their own language, but found it easier to simply speak the language that most species speak. Example Names: Dagnorl, Megor, Regorz, Scarz Adventurers: Meazels lurk in some of the darkest and filthiest places in the galaxy. They haunt sewers and dumps, making an empire out of the refuse of the galaxy’s other inhabitants. Many are hired by criminal organizations for assassination jobs, which the meazels are quite adept at. There are no known meazel Force users, but since most meazels are never seen that means little. Meazel Traits: • +4 Dex, -4 Int, -4 Cha. Meazels are very agile, but they tend to be quite stupid and thanks to their usually diseased states their charisma suffers. • Medium-sized. Meazels receive no bonuses or penalties based on their size. • Speed of 10 meters. • Claws do 1d4 damage plus the victim must pass a Fortitude save (DC 12) or contract the disease that makes meazels so ugly. The disease incubates for 1d6 days; the damage is 1d2 points each of Dexterity and Constitution. If the victim takes damage from the disease, she must pass another Fortitude save or be permanently drained of 1 point from each ability as well. • Sneak Attack: If a meazel ever attacks a foe that is unaware of its presence, the meazel increases the damage of the attack by 3d6. • Evasion: If a meazel ever rolls a Reflex save to save for half damage from an attack and the save passes, the meazel takes no damage at all. • +4 racial bonus to swim checks. Pterafolk Pterafolk are a species of shapechangers from the jungle world of Chult. In their natural form they’re often mistaken for lizardfolk, though they are larger and leaner and have no tails. Small, smooth scales cover their bodies, ranging in color from olive green to shades of tan. Their hands are long and end in sharp nails used for rending opponents, while their clawed feet aid in climbing. Pterafolk have two additional forms. They can turn their arms into powerful, leathery wings, granting them flight, though they still use their claws to attack opponents on the ground, though they must land immediately after attacking. The third form is that of a small pteranodon with a 5-meter wingspan. In this form, they attack with their clawed feet and gain Flyby Attack as a bonus feat (see page 257 in the Star Wars Core Rulebook for details). Personality: Pterafolk are vicious and mean-tempered and enjoy cruelty. Pterafolk Homeworld: Pterafolk hail from the jungle world of Chult. Languages: Pterafolk speak their own language, Ptertra, and a few can also speak Basic. Example Names: Balvdin, Strix, Valdrak, Xayvor Adventurers: Pterafolk are rarely encountered beyond Chult. They are a primitive people that are just beginning to gain a concept and respect for other intelligent species. When the first explorers landed on Chult, the pterafolk didn’t seem to comprehend that these new creatures were advanced compared to them, they only saw the newcomers as competitors and as a source of food. Since those turbulent first days, they have since travelled the stars (mostly due to hijacking a starship and forcing the hostage pilots to teach them to fly) and can be found on a handful of other worlds usually working as bounty hunters or guards for criminal organizations. Though there are no documented cases of Force sensitive pterafolk, their history is riddled with tales of heroes with amazing supernatural powers. Pterafolk Traits: • +10 Str, +6 Con, +4 Wis, -2 Cha. Pterafolk are extremely strong and hardy people, but their violent tempers keep others away. • Large-sized. Pterafolk suffer a –1 penalty to attack rolls and Defense scores, plus they also suffer a –4 penalty to Hide skill checks. • Speed of 10 meters, fly at 10 meters (average) with wings, fly at 16 meters (good) in pteranodon form. • +3 natural Defense bonus. • Claws do 1d6 damage. • Bite does 1d8 damage. • Gain Flyby Attack as a bonus feat while in pteranodon form. • Alternate Forms: It takes one round to change from natural to winged, and from winged to pteranodon form. Quaggoth Quaggoths are a species of humanoids that resemble white-haired bears that live underground. Their ferocity and their 2.3 meter tall physiques make them dangerous opponents. Thanks to the quaggoth’s beastlike features and their barking, snarling dialect, barely distiguishable as a language, explorers to their homeworld of Quarg have dubbed them “deep bears.” Their hair is naturally white, but roughly half of all quaggoths dye or paint their fur to help camoflague themselves. These are also the quaggoths that use technology and are referred to as “those that follow magic,” which in the quaggoth’s case means “improving on what nature gave us.” The other half of all quaggoths “follow the beast” and refuse to use technology, even when available. They leave their white fur unpainted, trusting natural ferocity and speed to compensate for decreased ability to blend into darkness. Aside from the differences in hunting and combat, the chief disagreement between magic-followers and beast-followers concerns the best means of eating their prey. Beast-followers prefer eating food raw, if possible while it is still alive or dying. Magic-followers prefer to cook their food. Personality: Quaggoths tend to be quick to anger and prone to fits of rage. Magic-followers are less likely than beast-followers to become enraged quickly, but they are still dangerous beings to deal with. Quaggoth Homeworld: Quaggoths hail from the mountain world of Quarg. Languages: Quaggoths speak their own language, Quargish, and some have learned to speak Basic. Example Names: Drarrka, Grrarr, Trarkarr, Warrnirr Adventurers: The only quaggoths that one is likely to find away from Quarg are magic-followers. They are the quaggoths that see the value of technology and attempt to use it to their advantage, though they are slow to learn the usage of the item(s). What few beast-followers there are beyond Quarg are usually slaves or escaped slaves that refuse to leave the planet they escaped captivity on due to their hatred of technology. Quaggoths have the same sensitivity to the Force as most other species, but due to their usually unchecked anger few are ever admitted into the Jedi Academy. Quaggoth Traits: • +8 Str, +4 Con, +2 Wis, -4 Int. Quaggoths are extremely strong and hardy creatures that learn well from prior experiences, but they are not the most intelligent creatures in the galaxy. • Medium-sized. Quaggoths have no bonuses or penalties based on their size. • Speed of 10 meters, also, quaggoths can climb rocky surfaces at a speed of 10 meters. • +1 natural Defense bonus. • Claws and bite both do 1d4 damage. • Rage: A quaggoth that takes damage in combat has a 50% chance of flying into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains a +4 Strength and –4 Defense. The creature cannot end its rage voluntarily. Magic-followers only have a 1 in 6 chance of flying into a rage, but if they do they drop their weapons and fight with their claws. • Magic-followers gain a +2 circumstance bonus on Hide checks in shadowy areas because of their dark fur. Shalarin Shalarins are an aquatic species that has developed a rather enlightened society. They are adorned with a prominent dorsal fin that runs from the bridge of the nose up the skull, then down the back to the tailbone. It fans out just under a meter at its highest point, between the shoulder blades. Shalarins have gill slits along the collarbones and rib cage on either side of their torso. They are similar in size to humans, growing to about 2 meters in height. They have sleek, scaleless skin, similar to a dolphin’s in texture, and ranging in color from silvery like a dolphin’s to ivory, red, orange, or midnight blue. Their dorsal fins also vary widely in color and pattern, reflecting the caste of individual shalarins. Personality: Shalarins are quite kind and open people. They are rather trusting, but not foolish. Shalarin Homeworld: Shalarins hail from the ocean world of Gayla. Languages: Shalarins speak their own tongue, Shala, as well as Basic. Example Names: Ab’alator, Baen’cisto, La’aralem, Ya’earlo Adventurers: Shalarin rarely leave Gayla due to being a solely aquatic species. There are suits in existence that do allow them to live for a while on land, but they are expensive and hard to keep up. Their society is broken up into five castes: The Protectors (soldiers), the Providers (workers, servants, and rulers), the Scholars (historians, poets, bards, and singers), and the Seekers (explorers). They have a hard time understanding a soldier that also cooks and sings, just as they don’t quite grasp the idea of a scholar that can also fight with a blaster. Such ideals are alien in their rigidly defined society, but contact with the galaxy has gotten shalarins to begin bending the roles of the castes. Those found away from Gayla tend to be Seekers and are nothing more than explorers seeing the galaxy for the first time. Though shalarins are as sensitive to the Force as other species, only two so far have ever been trained as Jedi. Shalarin Traits: • +2 Str, +2 Dex. Shalarins are rather strong and agile due to spending their entire lives swimming. • Medium-sized. Shalarins have no bonuses or penalties based on their size. • Speed of 6 meters on land; swim at a speed of 14 meters. • Aquatic Species: Shalarins cannot live out of water without a protective suit. Follow the rules for suffocation in the Star Wars Core Rulebook (page 217) for when a shalarin is deprived of being immersed in water. Siv Sivs are a species of frog-headed humanoids. Their skin color ranges between pale green and dark blue. The skin itself is cold and clammy, like that of a frog. Sivs are around 1.6 meters tall. The have long, graceful fingers and webbed feet. They breathe air, and prefer to stay above the water, but can swim when they must. Personality: Sivs are a very disciplined species, however, their extreme discipline lends itself easily to cruelty. They see themselves as the pinnacle of all life and let everyone know how inferior they are. Siv Homeworld: Sivs hail from the marsh world of Jakna. Languages: Sivs speak their own language, Borgo, as well as Basic. Example Names: Geegan, Normto, Porlo, Reegar Adventurers: Sivs can be found all over the galaxy in various positions ranging from smuggler to even that of Jedi Knight. They are fanatically egotictical, but some do overcome their bigotry of other species and have tried to fit into the galaxy as a whole. They do exhibit a sensitivity to the Force as well as many other species, and several have entered into the Jedi Academy, but many have been expelled due to falling to the hatred of their own species’ bigotry and become Dark Jedi. Siv Traits: • +2 Dex, -2 Cha. Sivs are quite agile, but their egotism only repels would be allies. • Medium-sized. Sivs have no bonuses or penalties based on their size. • Speed of 14 meters; swim at a speed of 6 meters. • Water Walking: Under normal circumstances, a siv can move across the surface of water, bogs, marshes, and other calm liquids as well as they move across normal ground. A siv who wishes to use this ability in combat must succeed at a Dexterity check (DC 10) on its action. Failure indicates that the siv has lost its footing, bobbing into the surface of the water, but otherwise able to act normally that round. Returning to the water-walking state is a full-round action. Sivs who pass the Dexterity check can even use the Tumbling skill as if the water were a solid surface. In water that’s trouble by small waves, the DC rises to 20, but splashing by people in the water usually isn’t enough to count as true wave action. If waves are higher than six inches, sivs can’t use their water walking ability, so they try to stick to marshes, dead lakes, and other stagnant bodies of water. • Sivs take only have damage from cold attacks and effects. Stinger Stingers, aslo known as the tlincallis or manscorpions, are a species that blends together humanoids and scorpions. They look like a bizarre variant of centaurs. They’re about the same size as a centaur, but they have the lower bodies of scorpions. Their humanoid half is red-skinned, hairless, and almost inhumanly handsome. Their faces are preternaturally calm. Personality: Stingers are a strange species. They are fanatically religious, but don’t have a belief in any one diety or group of gods, they instead worship a mysticism that binds all things together in patterns that only stingers seem to be able to understand. They divine all actions in their lives by reading these mystic grids. This means that a meeting with a stinger one day may go rather pleasantly, but the next time may lead to needless conflict all due to the messages of the mystic grids. Stinger Homeworld: Stingers hail from the desert world of Ptah. Languages: Stingers speak their own language, Tloto, as well as Basic. Example Names: Deln, Tlin, Ultis, Yenlin Adventurers: Stingers are a technologically advanced society. They have been travelling the stars for nearly as long as the Corellians and the Duros. They can be found all over the galaxy in all manner of positions. Most species tend to feel as though they are being studied by these strange beings, almost as if the stingers were taking notes on everyone they meet. They have their share of Force users, but few have ever became Jedi Knights. The Jedi Academy has stopped accepting stingers, since even though they excel at their training, they still refer to the mystic gridlines to determine their behavior. That alone makes them dangerous to train. Stinger Traits: • +6 Str, +4 Dex, +4 Con, +2 Cha. Stingers are rather stong, agile, and hardy; they are also quite attractive and alluring. • Large-sized. Stingers suffer a –1 penalty to attack rolls and Defense ratings, they also suffer a –4 penalty to Hide checks. • Speed of 10 meters. • +1 natural Defense bonus. • Claws do 1d6 damage. • Stinger does 1d8 damage, and anyone struck by the stinger must pass a Fortitude save (DC 14) or succumb to a poison that does initial and secondary damage of 1d6 Strength. • Tremorsense: A stinger can automatically sense any being within 20 meters that is in contact with the ground. • Bolthole Magic: A stinger can move 6 meters straight up or straight down, so long as it passes through at least a foot of earth during its movement. For every 1 meter (or fraction thereof) of earth the stinger moves through, it suffers 1d3 VP’s of damage (the price of using this ability). If a stinger’s planned movement wound place it inside a solid object, it remains in place but suffers the damage as if it had moved through the intervening earth. Use of this ability creates a red flash and the smell of burnt insect skin. • Stinger start play with the Improved Initiative feat for free. Tanarukk Tanarukks are a species of genetically altered orcs. When the Illithids invaded the Onith system, they quickly subjugated many orcish clans. The resulting experiments brought forth this new species. Tanarukks appear as short, stocky humanoids with stooped postures. Coarse hair grows atop their heads and in various patches about their bodies. Their razor-sharp teeth and tusks are prominent, as their lower jaws jut out from their smallish snouts. Their eyes are reddish in hue, and glow dimly in darkness. They have thick horn or scale-like ridges along their low, sloped foreheads. In addition, many tanarukks ritually scar their young during rites of passage into adulthood. Tanarukk skin tones range from gray-green to dun brown. Their flesh is naturally tough, but not scaly. Personality: Tanarukks act much like their orcish cousins. They are vulgar and violent people are are prone to fits of cruelty and rage. Tanarukk Homeworld: Tanarukks have no homeworld since they were created by the Illithid, but many have settled on the orcish homeworld, Onith. Languages: Tanarukks speak Orc. Example Names: Bargak, Carkan, Goreshank, Vurtrik Adventurers: Tanarukks can be found all over the Outer Rim in positions of hired muscle mostly. Their ugliness as well as their volatile tempers usually keeps them from working for anyone other than crime lords or small time gangs. While they exhibit some sensitivity to the Force, there have been no known cases of Tanarukk becoming Jedi. Tanarukk Traits: • +4 Str, +2 Dex, -2 Wis, -4 Cha. Tanarukks are rather strong and quite agile, but tend to be unwise and rather unattractive. • Medium-sized. Tanarukks have no bonuses or penalties based on their size. • Speed of 6 meters. • +2 natural Defense bonus. • Bite does 1d6 damage. • Control Flame: Twice per day, a tanarukk 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. Wemic Wemics have the body of a lion with a humanoid torso extending from what would be the lion’s neck. From head to rump, they are 3.3 to 4 meters long, while they are 2 to 2.3 meters tall when standing erect. Their entire bodies are covered in dusky golden fur, and the tail is tipped with a brush of black hair. Adult males have a mane of long black hair that covers the top and back of the head and extends down to the neck and shoulders. Their underbellies are white. A wemic’s face is a mixture of human and leonine features, with a black or russet nose, gold eyes with catlike pupils, and high-set ears. All six limbs end in claws; the claws on the humanoid arms and the leonine forelimbs are retractable. Personality: Wemics look for a profit in anything, but they are not truly greedy. They simply feel that any action on their part deserves some sort of return. Wemic Homeworld: Wemics live on the verdant grasslands of the planet, Bajs. Languages: Wemics speak their own language, Wetin, as well as Basic. Example Names: Mustafa, Nala, Rasta, Simba Adventurers: Wemics just recently developed starships and have become a common site in some of the busier spaceports across the galaxy. They tend to find work as scouts or merchants. They are quite suited to soldiery, but find that being paid to wage war to be dishonorable, making mercenary work rare among their kind. While wemics have exhibited sensitivity to the Force, few have joined the Academy. Wemic Traits: • +8 Str, +2 Dex, +2 Con, -2 Cha. Wemics are extremely strong creatures, but their attitudes about money tend to put others off. • Large-sized. Wemics suffer a –1 penalty to attack rolls and Defense ratings, and they also suffer a –4 penalty to Hide checks. • Speed of 14 meters. • +1 natural Defense bonus. • Claws do 1d6 damage. • +8 racial bonus to Jump checks. Still more coming... Kane [/QUOTE]
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