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NIMIRR

From Episode D6: Star Wars D6 Wiki

THE NIMIRR     The Nimirr are an advance, partially insectile race that has formed a close attachment with the

Ien Yaeger.  Quadrupedal, with a large number of manipulative and sensory tentacles extending from

their upper bodies, Nimirr stand around 1.7 meters tall.  The Nimirr have a thin, light, hard and

flexible  exoskeleton, and remarkably powerful jumping legs, capable of taking them 18 meters in any

direction with ease.  The Nimirr have horn tipped claws on their legs that enable them to gain holds on

surfaces at the end of each jump.  Their skeleton is a pale greenish yellow in color, and their

tentacles change color with their emotions.  Their multifaceted eyes are very powerful, giving them

vision up to four times better than that of humans.  The Nimirr tend to be difficult to understand from

a human perspective.  They are solitary for most of the year, and carnivorous.  During some seasons,

they become social and herbivorous.  Their internal organs are designed for that switch over in

foodstuff.  The Nimirr can only reproduce during their herbivorous stage, which is just as well, as

they are very territorial during their carnivorous stage, not tolerating the presence of other members

of their race during that period.     The sensory tentacles of the Nimirr have a number of different, specialized functions.  Some

detect or produce sound waves, others detect the minute electrical discharges that are produced by

contracting  muscles, and then there are those that detect the small chemical differences that humans

view as strength, but the Nimirr describe as flavors.  These tentacles are long and flexible, and they

can orient toward their targets quite easily.  These sensors are sensitive, and their scent abilities

are nearly unmatched, allowing them to track by scent where the most trained of animals would give up

in despair.
     Attribute Dice: 12D
     Attribute Min/Max
     DEX:  2D+1/6D
     KNO:  2D+1/5D+1
     MECH: 2D/4D
     PER:  3D+2/6D+2
     STR:  1D+2/5D
     TECH: 2D/4D
     Move:  11/16,
     Special Abilities:      * Climbing/Jumping:  The Nimirr are designed for this skill, and throughout their career, they

halve the cost of improving that skill, and they quadruple the distances of their jumps when compared

to humans.      * Enhanced Senses:  Nimirr can detect unprotected living creatures from 5 meters away without

fail, due to their ability to detect magnetic impulses.  In addition, when tracking in a situation they

can use their scent skill, they double that skill.     * Natural Armor and Weapons:  The Nimirr's exoskeleton gives them a +1D bonus vs. physical

attacks, and a +2 bonus vs. Energy attacks.  Their climbing claws inflict STR+2D damage.
     Story Factors:     * Social Patterns:  The Nimirr's pattern of solitude and sociality confuses human companions,

often leading them to believe that they have become entirely different people, or being somehow

possessed.     * Languages:  The Nimirr's language involves the flexing and changing color pattern of their

tentacles.  Non Nimirr cannot speak their language.  The Nimirr have no vocal apparatus, but they can

produce sounds by rubbing their legs against the sides of their bodies, which produces a humming

equivalent of Basic.