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Revision as of 18:30, 1 June 2012 by imported>Vader (Created page with "===Caamasi=== thumb|right|Caamasi '''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' ...")
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Caamasi

Caamasi

Dexterity 2D
Knowledge 2D+1
Mechanical 2D
Perception 2D+2
Strength 1D
Technical 2D

Move: 10/12
Size: 1.8 meters tall

Special Abilities:
Memory Sharing: Caamasi can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either Receptive Telepathy (to receive a memory) or Projective Telepathy (to share a memory).

Wise and Tranquil: Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks.

Caarite

Caarite

Dexterity 2D
Knowledge 2D
Mechanical 2D
Perception 2D+1
Strength 1D+2
Technical 2D
Move: 6/8
Size: About 1 meter tall

Special Abilities:
Climate Resistance/Susceptibility: Caarites have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates.

Story Factors:
Greedy: Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.

Cathar


Dexterity 2D+2
Knowledge 1D+2
Mechanical 2D
Perception 2D
Strength 2D
Technical 1D+2

Move: 12/14
Size: 1.5-1.9 meters tall

Special Abilities:
Claws: Cathar have claws that do Strength +1D damage.

Story Factors:

  • Tribes: There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.

Klat: These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.
Dienar: These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.
Hunitar: These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.
Kunthar: Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.

Celegian

Celegian


Dexterity 1D
Knowledge 3D
Mechanical 2D
Perception 2D
Strength 2D
Technical 2D

Move: 6/8 (fly), 16/18 (swim)
Size: 1.7-2.2 meters tall

Special Abilities:
Broadcast Telepathy: As their primary mode of communication, Celegians can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.
Excellent Swimmers: Celegian character gain a permanent +3D bonus to their Swimming skill.

Story Factors:
Cyanogen Breathers: Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters. Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage.

Cerean

Dexterity: 1D+1
Knowledge: 2D+2
Mechanical: 1D+2
Perception: 2D+1
Strength: 2D
Technical: 2D
Move: 11

Special Abilities:
Binary Brain. If a Cerean fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.

Chiss

Near-Human

Dexterity: 2D
Knowledge: 2D
Mechanical: 2D
Perception: 2D
Strength: 2D
Technical: 2D
Move: 10
Size: 1.6 to 2.1 meters tall.

Special Abilities:

Low Light Vision: Chiss can see twice as far as a normal human in poor lighting conditions.

Skill Bonuses: At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.
Tactics: Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.


Clawdite

Clawdite

Dexterity 2D
Knowledge 2D
Mechanical 2D
Perception 2D+1
Strength 1D+2
Technical 2D
Move: 10/12
Size: 1.5-1.9 meters tall

Special Abilities:
Skin-Changer: Clawdites are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.

Special Skills:
Perception: Shapeshift (A): Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species.

Coway

Coway

Dexterity 2D+2
Knowledge 1D+2
Mechanical 2D+1
Perception 1D+2
Strength 2D+2
Technical 1D

Move: 10/12
Size: 1.6 meters tall on average

Special Abilities:
Darkvision: Coway can see up to 20 meters in total darkness.

Cragmoloid

Dexterity: 1D+1
Knowledge: 2D
Mechanical: 1D+1
Perception: 2D
Strength: 3D
Technical: 1D+1
Move: 10/12

Special Abilities: Long-Lived: Cragmoloids have life spans in excess of 400 years.
Tusks: Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.