NIMIRR
THE NIMIRR The Nimirr are an advance, partially insectile race that has formed a close attachment with the
Ien Yaeger. Quadrupedal, with a large number of manipulative and sensory tentacles extending from
their upper bodies, Nimirr stand around 1.7 meters tall. The Nimirr have a thin, light, hard and
flexible exoskeleton, and remarkably powerful jumping legs, capable of taking them 18 meters in any
direction with ease. The Nimirr have horn tipped claws on their legs that enable them to gain holds on
surfaces at the end of each jump. Their skeleton is a pale greenish yellow in color, and their
tentacles change color with their emotions. Their multifaceted eyes are very powerful, giving them
vision up to four times better than that of humans. The Nimirr tend to be difficult to understand from
a human perspective. They are solitary for most of the year, and carnivorous. During some seasons,
they become social and herbivorous. Their internal organs are designed for that switch over in
foodstuff. The Nimirr can only reproduce during their herbivorous stage, which is just as well, as
they are very territorial during their carnivorous stage, not tolerating the presence of other members
of their race during that period. The sensory tentacles of the Nimirr have a number of different, specialized functions. Some
detect or produce sound waves, others detect the minute electrical discharges that are produced by
contracting muscles, and then there are those that detect the small chemical differences that humans
view as strength, but the Nimirr describe as flavors. These tentacles are long and flexible, and they
can orient toward their targets quite easily. These sensors are sensitive, and their scent abilities
are nearly unmatched, allowing them to track by scent where the most trained of animals would give up
in despair.
Attribute Dice: 12D
Attribute Min/Max
DEX: 2D+1/6D
KNO: 2D+1/5D+1
MECH: 2D/4D
PER: 3D+2/6D+2
STR: 1D+2/5D
TECH: 2D/4D
Move: 11/16,
Special Abilities: * Climbing/Jumping: The Nimirr are designed for this skill, and throughout their career, they
halve the cost of improving that skill, and they quadruple the distances of their jumps when compared
to humans. * Enhanced Senses: Nimirr can detect unprotected living creatures from 5 meters away without
fail, due to their ability to detect magnetic impulses. In addition, when tracking in a situation they
can use their scent skill, they double that skill. * Natural Armor and Weapons: The Nimirr's exoskeleton gives them a +1D bonus vs. physical
attacks, and a +2 bonus vs. Energy attacks. Their climbing claws inflict STR+2D damage.
Story Factors: * Social Patterns: The Nimirr's pattern of solitude and sociality confuses human companions,
often leading them to believe that they have become entirely different people, or being somehow
possessed. * Languages: The Nimirr's language involves the flexing and changing color pattern of their
tentacles. Non Nimirr cannot speak their language. The Nimirr have no vocal apparatus, but they can
produce sounds by rubbing their legs against the sides of their bodies, which produces a humming
equivalent of Basic.