Jump to content

Damarzjians

From Episode D6: Star Wars D6 Wiki

UNOFFICIAL

Damarzjians

The Damarzjians are a race of dark skinned force users that come from the Utik-Coran System. There are 7 planets, in the Utik-Coran system, each has it's own race/tribe of Damarzjains.

The Damarzjains, worships gods, each race/tribe, are named after their god. The capital planet in the Utik-Coran system, is Damar, there the race/tribe, is the Tuekirians, whom worship the god Tuekir, the god of justice through any means neccesary. The other 6 planets are the following. Norvisitm, the god of Life. Arumika, the god of justice through good, Jdizen, the god of evil, Cadopri, the god of healing. Balighox the god of revenge, and Nwaskill, the god of bravery.

The Damarzjians, have, and widely use the force, although believe they get these powers from their gods, and therefore, call their teachings, whatever god they worship. They also follow in the footsteps of their gods, living thier lives on what their gods stand for. For example, a student of Cadopri, would grow up hearing the stories of Cadopri,from his mother (his father would've either been teaching Cadopri, or studying it). When the boy/girl reached the age of 13 they jion a master and learn the ways of whatever god they worship, (or the force). A student of Cadopri, would learn healing powers, and a few defense powers. Students of Tuekir, Jdizen, Balighox, and Nwaskill, leave thier homes (if they choose too) to go out in the galaxy and make a living. Most become mercenaries, or bounty hunters, some (Jdizen, occasionally Balighox, once in a while Tuekir) become assasins.

Warriors (graduated students of any race/tribe) hunt for "score". The "score" is a certain amount of "points" that a person or any senteint being, has. For example, an Imperial assasin, would have MANY more "score points" than an everyday average person. The diffent race/tribes, have different "score" tally marks. This amount on a person is the GMs discreation. When the warrior reahces a certain amount of "score points" he recieves gifts from his god.

Such as special powers, extra skill dice, and the such, this is also at the GMs discretion, here's my table for the Tuekirians:

  • 25 - 1D6 +1s, in 1D6 stats
  • 100 - Gift from the appropriate god
  • 250 - 1d6 dice in 1d6 main skills
  • 500 - Same as above, and a VERY special gift
  • 750 - Same as 250,
  • 1,000 - 2 dice in every skill, gains acces to the force power, Telepathic Kill.
  • 5,000 - Awarded Teukir power, of Invulnerability

Telepathic Kill:
Control: Heroic
Sense: Difficult
Alter: Victims Willpower or Control dice

  • Effect: Same as telekinetic kill, except instead of killing victim, the User destroys the victims mind, the body will survive for 2d6 hours.

Invulnerability:
Control: Heroic x2
Sense: Heroic x3
Alter: Heroic x2

  • Note: This power is only for High Ability Jedi (Damarzjian Warrior).
  • Effect: This power renders User invulnerable to any and all attacks, for 1d6 rounds. For every round over 1d6, requires a force point. Damarzjians, aren't exactly "GOOD" force users, in fact some are evil. The Tuekirians, (some of them depending on race/tribe) cannot fall to the dark side of the force, because some (depending on race/tribe) are partly part of the dark side. Instead of going to the dark side, when a Damarzjian gets 15 DSPs, they lose ALL of their "score points". Everything they've gained is also lost. Also, for every dark side point over 5, they gain an evil trait (see ToTJc, you can use these or you can make up your own).


Appearance: Damarzjians are black skinned, tall and a little bit muscular than humans.

Attribute Dice: 14D
DEXTERITY 2D/4D+2
KNOWLEDGE 2D+2/3D
MECHANICAL 1D+1/2D+2
PERCEPTION 3D/6D
STRENGTH 2D/5D
TECHNICAL 1D+2/2D+2

Skill Bonuses:
Force Weapons: For every dice a Damarzjain puts into any 'Force Weapon' Combat skill, they get an extra +2.

Special Advantages/Disadvantages:
Climate Penalties: Damarzjains HATE cold weather, Whenever they are in a cold climate, or in space (i.e. vaccum suit) they suffer a -2d penalty.

Fear of Water: Damarzjian's fear water, when they are around it, or in it for more than 5 rounds, they suffer a -2D penalty to ALL skills, for each 4 rounds. They must also make a willpower roll, or go into a hypnotic-like trance. They freeze up, and lose all actions until someone brings them out of it. This includes, in sub-like ships, on a boat, or within 25 meters of a body of water.

Move: 10/12
Size: 1.8-2.4 meters tall
Source: Unknown