Jump to content

Damarzjians: Difference between revisions

From Episode D6: Star Wars D6 Wiki
imported>Bsdoblivion
Created page with 'DamarzjiansThe 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/tri…'
 
imported>Maj Cana
No edit summary
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
DamarzjiansThe Damarzjians are a race of dark skinned force users that come from the Utik-Coran System. There are
'''UNOFFICIAL'''<br />
<br />
'''Damarzjians''' <br />
<br />
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.


7 planets, in the Utik-Coran system, each has it's own race/tribe of Damarzjains. The 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.


worships gods, each race/tribe, are named after their god. The capital planet in the Utik-Coran system,
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.


is Damar, there the race/tribe, is the Tuekirians, whom worship the god Tuekir, the god of justice
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.


through any means neccesary. The other 6 planets are the following. Norvisitm, the god of Life.
Such as special powers, extra skill dice, and the such, this is also at the GMs discretion, here's my table for the Tuekirians:<br />
*25 - 1D6 +1s, in 1D6 stats<br />
*100 - Gift from the appropriate god<br />
*250 - 1d6 dice in 1d6 main skills<br />
*500 - Same as above, and a VERY special gift<br />
*750 - Same as 250,<br />
*1,000 - 2 dice in every skill, gains acces to the force power, Telepathic Kill.<br />
*5,000 - Awarded Teukir power, of Invulnerability <br />


Arumika, the god of justice through good, Jdizen, the god of evil, Cadopri, the god of healing.
''Telepathic Kill:'' <br />
Control: Heroic <br />
Sense: Difficult <br /> 
Alter: Victims Willpower or Control dice <br />


Balighox the god of revenge, and Nwaskill, the god of bravery. The Damarzjians, have, and widely use
*Effect: Same as telekinetic kill, except instead of killing victim, the User destroys the victims mind, the body will survive for 2d6 hours.<br />


the force, although believe they get these powers from thier gods, and therefore, call thier teachings,
''Invulnerability:'' <br />
Control: Heroic x2 <br />
Sense: Heroic x3<br />
Alter: Heroic x2 <br />


whatever god they worship. They also follow in the footsteps of thier gods, living thier lives on what
*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). <br />
<br />
'''Appearance:''' Damarzjians are black skinned, tall and a little bit muscular than humans. <br />
<br />
'''''Attribute Dice:''''' 14D<br />DEXTERITY 2D/4D+2<br />KNOWLEDGE 2D+2/3D<br />MECHANICAL 1D+1/2D+2<br />PERCEPTION 3D/6D<br />STRENGTH 2D/5D<br />TECHNICAL 1D+2/2D+2 <br />
<br />
'''Skill Bonuses:''' <br />
''Force Weapons:'' For every dice a Damarzjain puts into any 'Force Weapon' Combat skill, they get an extra +2. <br />


thier gods stand for. For example, a student of Cadopri, would grow up hearing the stories&nbsp; of Cadopri,
'''Special Advantages/Disadvantages:''' <br />
''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.


from his mother (his father would've either been teaching Cadopri, or studying it). When the boy/girl
''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. <br />
 
<br />
reached the age of 13 they jion a master and learn the ways of whatever god they worship, (or the
'''Move:''' 10/12 <br />
 
'''Size:''' 1.8-2.4 meters tall <br />
force). A student of Cadopri, would learn healing powers, and a few defense powers. Students of Tuekir,
'''Source:''' Unknown <br />
 
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 diffrent "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-<br />25-1d6 +1s, in 1d6 stats<br />100- gift from god<br />250- 1d6 dice in 1d6 main skills<br />500-same as above, and a VERY special gift<br />750-same as 250,<br />1,000- 2 dice in every skill, gains acces to the force power,<br />Telepathic Kill.<br />5,000- Awarded Teukir power, of Invulnerability<br />Telepathic Kill- Contol- Heroic<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sense-Difficult<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Alter-Victims Willpower or Control diceEffect- Same as telekinetic kill, except instead of killing victim, the User destroys the victims mind,
 
the body will survive for 2d6 hours.<br />Invulnerability- Control-Heroic x2<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sense- Heroic x3<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Alter-Heroic x2<br />Note- This power is only for High Ability Jedi (Damarzjian Warrior).Effect- This power renders User invulernaable to any and all attacks, for 1d6 rounds. For every round
 
over 1d6, requires a force point.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 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)<br />Damarzjain Stats-<br />Attribut dice- 14d<br />DEX- 2d - 4d+2<br />PERC- 3d - 6d<br />KNOW- 2d+2 - 3d<br />MECH- 1d+1 - 2d+2<br />STR- 2d - 5d<br />TECH- 1d+2 - 2d+2<br />Skill Bonuses-Force Weapons- For every dice a Damarzjain puts into any 'Force Weapon' Combat skill, they get an extra
 
+2.<br />&nbsp;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,&nbsp; 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.<br />Appearance- Damarzjians are Blacked skinned, tall and a little bit muscular than humans.

Latest revision as of 18:16, 14 January 2012

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