Damarzjians
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/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 thier gods, and therefore, call thier teachings,
whatever god they worship. They also follow in the footsteps of thier gods, living thier lives on what
thier 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 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-
25-1d6 +1s, in 1d6 stats
100- gift from 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- Contol- Heroic
Sense-Difficult
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.
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 invulernaable 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)
Damarzjain Stats-
Attribut dice- 14d
DEX- 2d - 4d+2
PERC- 3d - 6d
KNOW- 2d+2 - 3d
MECH- 1d+1 - 2d+2
STR- 2d - 5d
TECH- 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.
Appearance- Damarzjians are Blacked skinned, tall and a little bit muscular than humans.