Jump to content
Main menu
Main menu
move to sidebar
hide
Content
Game Mechanics
Game Mechanics Main
Player Handout
Characters
Character Advancement
Attributes and Skills
Rules
Combat and Injuries
Movement and Chases
Space Travel
Combat
Character Sheets
Links
Aliens
Aliens Main
Races
Creatures
The Force
The Force Main
Force Powers
Lightsaber Fighting Styles
Force Paths
Force Weapons
Artifacts
Lightsaber Construction
Droids
Droids Main
1st Degree Droids
2nd Degree Droids
3rd Degree Droids
4th Degree Droids
5th Degree Droids
Droid add-ons and Junk
Starships
Starships Main
Starfighters
Space Transports
Capital Ships
Space Stations
Tactical Space Weapons
Starship Modifications
Equipment
Individual Ships
Star Systems
Star Systems Main
Deep Core
Core Worlds
Colonies
Inner Rim
Expansion Region
Mid Rim
Outer Rim
Wild Space
Hutt Space
Corporate Sector
Unknown Region
Vehicles
Vehicles Main
Airships
Airspeeders
Beast Vehicles
Gliders
Ground Vehicles
Hover Vehicles
Landspeeders
Rotor Vehicles
Sail Barges
Skiffs
Speeder Bikes
Swoops
Walkers
Watercraft
Equipment
Equipment Main
Structures and Bases
Communications
Conveyances
Droid add-ons and Junk
Information
Medical
Protective Equipment
Security
Surveillance
Survival
Tools
Weapons
Weapons Main
Artillery
Blasters
Grenades & Explosives
Melee Weapons
Miscellaneous Weapons
Missile Weapons
Poisons
Ranged Weapons
Thrown Weapons
Weapons Accessories
Characters
Characters Main
Templates
Non-Player Characters
Stock Non-Player Characters
Story Lines
Story Lines Main
Conrad Deception
After the Fall
Collapsible World
Retrieval
Crossovers
Crossovers Main
Alien vs Predator
Andromeda
Babylon 5
Battlestar Galactica
Farscape
Halo
Mass Effect
Mobile Suit Gundam
Perry Rhodan
Robotech Defence Force
Serenity
Shadowrun
Space Balls
Star Control
Stargate
Starship Troopers
Star Trek
The Last Starfighter
Warhammer 40,000
Wing Commander
Home Brewed
Home Brewed Main
Aliens
Equipment
Starships
Quests
Star Systems
House Rules
Navigation
Main page
Community portal
Current events
Recent changes
Random page
Help
Episode D6: Star Wars D6 Wiki
Search
Search
Appearance
Log in
Personal tools
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Pak'ma'ra
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
[[File:Pakmara.jpg|thumb|500px|right]] '''Name''': Pak'ma'ra<br />'''Dice''': 12D<br />'''Dexterity''': 1D+1 / 3D+1<br />'''Knowledge''': 1D+2 / 3D+2<br />'''Mechanical''': 1D+2 / 3D+2<br />'''Perception''': 1D+2 / 3D+2<br />'''Strength''': 2D+2 / 4D+2<br />'''Technical''': 2D / 4D '''Move''': 7 / 9<br />'''Size''': 1.5 - 2.1 meters<br />'''Weight''': 67 - 157 kg<br />'''Lifespan''': 45 - 255 Earth Years '''Special Abilities''' *Pak’ma’ra have a base speed of 7. Additionally they suffer a –2D penalty to all Jumping checks. *Pak’ma’ra are all but ignored by other races, which can prove useful at times. Pak’ma’ra gain a +1D bonus to all Sneak, Hide and Con checks. *Pak’ma’ra are also renowned for their ability to gather information and rummage through the junk of others and find useful materials. They gain a +1D bonus to Streetwise and Investigation checks to gather information in an area (but not to forensics checks). *Amazingly resilient to outside infection, Pak’ma’ra receive twice the normal resistance towards Toxins, Poisons, and Diseases. They are also completely immune to many common diseases and poisons, as well as some toxic atmospheres. *Pak’ma’ra lack the vocal ability to communicate in any language other than their own. They may only communicate with those who do not understand their language through the use of translators. '''Description''': The Pak’ma’ra are a minor species, known – or perhaps infamous – for their poor personal hygiene and carrion eating. For religious reasons, they devour the bodies of other sentients. The Pak’ma’ra have been accused of body theft and grave robbing in the past, but in recent times, they only take the bodies they are given. The Pak’ma’ra are relatively unsophisticated, both technologically and culturally. Their homeworld has huge deposits of Quantium-40, the element used in hyperspace travel, so they were brought into the League with almost unseemly haste. '''Personality''': Most Pak’ma’ra are aware of the low esteem that they are held in and so keep to themselves and avoid notice. A handful of Pak’ma’ra delight in playing up to the stereotype by being as disgusting and ghoulish as possible, leering and belching fetid air at others. One way or another, the racial pride of the Pak’ma’ra species is carefully concealed. '''Physical Description''': Pak’ma’ra are large, grey-skinned humanoids. They have two large proboscises on their faces, which function as feeding tentacles, allowing the Pak’ma’ra to shovel food or draw whole corpses into their large mouths. Pak’ma’ra appear to be hunchbacked but the ‘hump’ actually conceals the Pak’ma’ra’s mate. All adult Pak’ma’ra are mated pairs; the smaller, relatively unintelligent male physically and permanently bonds with the female in a union. '''Relations''': The Pak’ma’ra are tolerated for their mineral wealth and ignored in most other contexts. This has resulted in an underclass of Pak’ma’ra lurkers appearing on every space station and trading post from one side of the League to the other – there are always trade ships coming to their homeworld of Melat and so it is easy to find transport offworld. '''Pak’ma’ra Systems''': The only Pak’ma’ra world is Melat, a world of thick, toxic atmosphere and sludge seas. The environment is highly dangerous; only the Pak’ma’ra can go out in Melat without wearing encounter suits. Melat’s sole export is Quantium-40 but this element is so rare and highly prized that the Pak’ma’ra economy is thriving. '''Pak’ma’ra Beliefs''': The Pak’ma’ra believe that the soul is caught within the body at the moment of death and the body must be ritually consumed to set the soul free for its journey beyond the Rim. Trapping the soul through burial merely confuses and injures it, forcing it to wait until the body decays before reincarnating. The Pak’ma’ra are surprisingly dedicated to their faith, although they have learned not to speak of it to outsiders. '''Language''': The Pak’ma’ra language is impossible for other races to learn, so they must make do with electronic translators. Pak’ma’ra translators produce a pidgin trade language composed mainly of loan-words from English, Drazi and Centauri. '''Names''': Borl, D’Ram, G’Vort, L’Him, Sk’Ven, Trik, Vurk '''Starfarers''': Most Pak’ma’ra starfarers are stowaways or passengers on board freighters who visited Melat, but the race does have a growing merchant navy, and is beginning to establish colonies on neighbouring worlds. The Pak’ma’ra ability to survive in almost any environment means they can inhabit worlds that are useless to more established races. '''Source''': thedemonapostle; Babylon 5 RPG; The Babylon Project Wiki
Summary:
Please note that all contributions to Episode D6: Star Wars D6 Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Episode D6: Star Wars D6 Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Pak'ma'ra
Add topic