Dzhoor: Difference between revisions
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The Dzhoor (pronounced: JOO-er)<br />Attribute Dice: 12d+1<br />Dexterity: 2d+2 / 4d+1<br />Knowledge: 1d+2 / 3d<br />Mechanical: 1d / 4d<br />Perception: 2d / 5d<br />Strength: 1d+2 / 4d<br />Technical: 1d / 4d<br />Move: 11 / 14<br />Notes: Due to the heavy training that young Dzhoor go through, the Dzhoor receive one extra pip for | The Dzhoor (pronounced: JOO-er)<br />Attribute Dice: 12d+1<br />Dexterity: 2d+2 / 4d+1<br />Knowledge: 1d+2 / 3d<br />Mechanical: 1d / 4d<br />Perception: 2d / 5d<br />Strength: 1d+2 / 4d<br />Technical: 1d / 4d<br />Move: 11 / 14<br />Notes: Due to the heavy training that young Dzhoor go through, the Dzhoor receive one extra pip for every die they put into Dex: Melee Combat or Dex: Melee Parry, at character Inception only. The academic study of the Dzhoor is rather limited in its use. All knowledge skills cost 2CPs extra per pip, regardless of skill level. The exceptions of this rule are Kno: Cultures, Kno: Bureaucracy, and Kno: Languages, which advance at 2CPs less per pip, due to the heavy schooling Dzhoor go through in these areas. The physiological nature of the Dzhoor is very simple and efficient. Due to this fact, they | ||
require only four hours of downtime per standard day. <br />Description: The Dzhoor are taller and quicker than humans. Rather slender. Dzhoor are hairless, and their skin is not unlike a soft leather, with coloration varying from yellows to browns to oranges. Their eyes are usually one color, either white or in the same color scheme as their skin. Their head is hairless, slightly conical, and they do not have apparent ears or noses. Their mouth is rather small. | |||
They are omnivorous in nature. <br />Story Factors: The Dzhoor are very ancient. By all means, they ought to be technologically primitive, but but since they've had so long to advance in the sciences and cultures, are about at the level of humankind. | |||
In regard to the arts and cultures of other species, they excel. The Dzhoor have a very rich and formal culture, which is feudal in nature. Their society has<br />a structured but flexible caste system; it is possible for people to move between castes. They are very self-aware, but they aren't very introspective. They don't question the way things are, but that doesn't mean that they don't know the way things are... there's a certain adherence to Taoism in how they act. <br />Standard Dzhoor Equipment:<br />Dzhoor Battle Armor <br />Cost: 750 credits <br />Notes: 1d+2 vs physical attacks, +2 vs energy attacks. The Dzhoor Battle armor is functional and plain, yet asthetic. It provides superior defense vs. physical attacks, and decent protection vs. Energy attacks. <br />Melee Blade<br />Cost: 250 credits<br />Notes: Str+2d+1, max 7dDzhoor swords are usually light, sharp to the point that it's hard to keep them in sheaths, and extremely useful in hand-to-hand combat. | |||
They are omnivorous in nature. <br />Story Factors: The Dzhoor are very ancient. By all means, they ought to be technologically primitive, but but | |||
since they've had so long to advance in the sciences and cultures, are about at the level of humankind. | |||
In regard to the arts and cultures of other species, they excel. The Dzhoor have a very rich and formal | |||
culture, which is feudal in nature. Their society has<br />a structured but flexible caste system; it is possible for people to move between castes. They are very self-aware, but they aren't very introspective. They don't question the way things are, | |||
but that doesn't mean that they don't know the way things are... there's a certain adherence to Taoism | |||
in how they act. <br />Standard Dzhoor Equipment:<br />Dzhoor Battle Armor <br />Cost: 750 credits <br />Notes: 1d+2 vs physical attacks, +2 vs energy attacks. The Dzhoor Battle armor is functional and plain, yet asthetic. It provides superior defense vs. | |||
physical attacks, and decent protection vs. Energy attacks. <br />Melee Blade<br />Cost: 250 credits<br />Notes: Str+2d+1, max 7dDzhoor swords are usually light, sharp to the point that it's hard to keep them in sheaths, and | |||
extremely useful in hand-to-hand combat. | |||
Revision as of 05:46, 15 February 2011
The Dzhoor (pronounced: JOO-er)
Attribute Dice: 12d+1
Dexterity: 2d+2 / 4d+1
Knowledge: 1d+2 / 3d
Mechanical: 1d / 4d
Perception: 2d / 5d
Strength: 1d+2 / 4d
Technical: 1d / 4d
Move: 11 / 14
Notes: Due to the heavy training that young Dzhoor go through, the Dzhoor receive one extra pip for every die they put into Dex: Melee Combat or Dex: Melee Parry, at character Inception only. The academic study of the Dzhoor is rather limited in its use. All knowledge skills cost 2CPs extra per pip, regardless of skill level. The exceptions of this rule are Kno: Cultures, Kno: Bureaucracy, and Kno: Languages, which advance at 2CPs less per pip, due to the heavy schooling Dzhoor go through in these areas. The physiological nature of the Dzhoor is very simple and efficient. Due to this fact, they
require only four hours of downtime per standard day.
Description: The Dzhoor are taller and quicker than humans. Rather slender. Dzhoor are hairless, and their skin is not unlike a soft leather, with coloration varying from yellows to browns to oranges. Their eyes are usually one color, either white or in the same color scheme as their skin. Their head is hairless, slightly conical, and they do not have apparent ears or noses. Their mouth is rather small.
They are omnivorous in nature.
Story Factors: The Dzhoor are very ancient. By all means, they ought to be technologically primitive, but but since they've had so long to advance in the sciences and cultures, are about at the level of humankind.
In regard to the arts and cultures of other species, they excel. The Dzhoor have a very rich and formal culture, which is feudal in nature. Their society has
a structured but flexible caste system; it is possible for people to move between castes. They are very self-aware, but they aren't very introspective. They don't question the way things are, but that doesn't mean that they don't know the way things are... there's a certain adherence to Taoism in how they act.
Standard Dzhoor Equipment:
Dzhoor Battle Armor
Cost: 750 credits
Notes: 1d+2 vs physical attacks, +2 vs energy attacks. The Dzhoor Battle armor is functional and plain, yet asthetic. It provides superior defense vs. physical attacks, and decent protection vs. Energy attacks.
Melee Blade
Cost: 250 credits
Notes: Str+2d+1, max 7dDzhoor swords are usually light, sharp to the point that it's hard to keep them in sheaths, and extremely useful in hand-to-hand combat.