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Vurk: Difference between revisions

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Created page with 'Vurk<br />Home Planet or System: Sembla<br />Attribute Dice: 12D<br />DEXTERITY 2D/4D<br />KNOWLEDGE 2D/4D<br />MECHANICAL 1D/3D<br />PERCEPTION 2D/4D+2<br />STRENGTH 2D/5D<br />…'
 
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Revision as of 03:25, 23 November 2010

Vurk
Home Planet or System: Sembla
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 1D/3D
PERCEPTION 2D/4D+2
STRENGTH 2D/5D
TECHNICAL 1D/3D
Special Abilities:
Amphibious: Vurks can survive underwater for up to 8 hours without needing to breathe normal air.Adaptable: As nomads, the Vurk learn to adapt to a variety of environments quickly and efficiently. At

the time of character creation only, the Vurk gets 2D for every 1D he places in the survival skill and

its specializations.360 Degree Vision: Vurks have the ability to see everything around them due to the placement and

rotation of their eyes. This gives them an edge in combat in that they are not easily surprised nor

blindsided. They gain a +2D bonus to their initiative rolls when being attacked by surprise.
Move: 10
Size: 1.6-2.0 MetersVurks are an amphibious species from the watery world of Sembla that are considered by many to be a

relatively primitive society. The truth is that they are merely very nomadic and tend not to settle in

one place for long enough to develop any kind of industry or advanced technology. Sembla, which is

formed of large warm seas separated by volcanic ridges that create the continents of the planet, caused

the Vurks to evolve from amphibious creatures that crawled from the planet's life-producing oceans

millenia ago. Vurk commonly travel into the galaxy when they can get offworld, as their nomadic

tendencies (ingrained into them on almost the genetic level) lead them to wander the stars and only

occasionally return to their homeworld. There have been some Vurk Jedi, most noticeably Coleman Trebor

of the Jedi Council just prior to the Battle of Geonosis.