Archiv der Kategorie: C

Chazrach

Chazrach
With no mind of their own, the Chazrach are one
of possibly many slave races that the Yuuzhan Vong use in
combat situations. They have been altered as to be stronger
and more aggressive than how they would normally be.
Physically, Chazrach resemble small, bipedal lizards withe
greyish-green skin. They are controlled with the same
restraint growths used on thralls, and have been known to
run amok when a nearby assault vehicle was destroyed.
Type: Genetically altered reptilian slave race
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 0D/2D
MECHANICAL 1D/3D
PERCEPTION 0D/2D
STRENGTH 3D/5D
TECHNICAL 1D/3D
Special Abilities:
Claws: Do STR+1D+2 damage.
Story Factors:
Slave Race: The Chazrach are a captured species, totally
subservient to the will of the Yuuzhan Vong. They are
given no special rights in Vong society, and are considered
slaves.
Move: 11-12
Size: 1.0-1.4 meters
Source: The New Jedi Order Sourcebook (page 60)

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Chev

Chev
Home Planet: Vinsoth
Attribute Dice: 11D
DEXTERITY 2D/4D+1
KNOWLEDGE 1D/4D
MECHANICAL 1D/3D+2
PERCEPTION 1D+2/4D
STRENGTH 1D+2/4D
TECHNICAL 1D/4D
Move: 10/12
Size: 1.2-1.6 meters tall
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 27-29), Ultimate Alien Anthology (pages 35-36), Alien
Anthology (pages 63-64)

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Chevin

Chevin
Home Planet: Vinsoth
Attribute Dice: 12D
DEXTERITY 1D+1/3D
KNWOWLEDGE 1D/3D+2
MECHANICAL 1D/3D
PERCEPTION 2D+1/4D+1
STRENGTH 2D/4D
TECHNICAL 1D/3D+2
Move: 9/11
Size: 1.7-3 meters tall
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 24-27), Ultimate Alien Anthology (page 36), Alien
Anthology (pages 64-65)

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Chikarri

Chikarri
Home Planet: Plagen
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 2D/3D
MECHANICAL 1D+2/3D+2
PERCEPTION 2D/3D+2
STRENGTH 2D/4D
TECHNICAL 2D/5D
Story Factors:
Hoarders: Chikarri are hyperactive and hard working, but
are driven to hoard valuables, goods, or money, especially in
the form of shiny metal or gems.
Move: 9/11
Size: 1.3-1.5 meters tall
Source: Alien Encounters (page 36)

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Chiss

Chiss
Home Planet: Csilla
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 2D/4D
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.
Move: 10/12
Size: 1.6 to 2.1 meters tall.
Source: Ultimate Alien Anthology (pages 36-38), Alien
Anthology (pages 64-65)

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Chistori

Chistori
Little is known about the reptilian Chistori. They resemble
bipedal lizards, with prominent snouts, mouthfuls of teeth,
and beady eyes, and they have a fiercely independent
warrior society. The Chistori are a secretive people, and
even the Jedi Archives have no record of their homeworld.
Like many reptilian species, they are cold-blooded, and like
the Trandoshans, they gain a natural armor bonus.
Attribute Dice: 12D
DEXTERITY 1D+1/3D+1
KNOWLEDGE 1D+2/4D
MECHANICAL 1D+2/3D+2
PERCEPTION 1D+2/3D+2
STRENGTH 2D+2/5D
TECHNICAL 1D+2/3D+2
Special Abilities:
Natural Armor: Grants +1 to Strength to resist damage.
Cold-Blooded: The reptilian Chistori are very sensitive to
cold climates. If exposed to extreme cold without proper
gear, a Chistori immediately suffers a -1D penalty to
30
Perception when rolling
initiative. Ten minutes
of exposure causes a
temporary reduction of
-1 to all attributes. After
20 minutes of exposure,
the individual must
make a Difficult stamina
roll. Success means the
Chistori maintains
consciousness and
suffers no damage. If the
roll fails, the Chistori
suffers an additional -1
penalty to all attributes.
Further exposure
means another stamina
roll every 10 minutes;
the difficulty increases
by +4 each time. If the
Chistori’s Strength is
reduced to zero, he
dies. Once returned to
a warm environment,
a Chistori that has
not already died will
fully recover after 30
minutes.
Move: 10/12
Size: 1.9-2.2 meters tall

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Chuhkyvi Iskalonian

Chuhkyvi Iskalonian
Home Planet: Aquaris
Attribute Dice: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D+2/4D+1
MECHANICAL 1D+1/4D
PERCEPTION 1D+1/4D
STRENGTH 1D+1/4D
TECHNICAL 1D+1/4D
Special Abilities:
Swimming Ability: Iskalonians gain a bonus of +3D to their
swimming skill.
Water Breathers: Iskalonians cannot stay out of water for
more than an hour at a time, unless they employ special
rebreather gear that allows them to do so.
Poor Vision: When out of water, Iskalonians are unable
to see very well (Perception dice pools related to sight are
halved). Their rebreather gear, however, compensates for
this as long as it is worn.
Move: 10/12 (14/16 in water)
Size: 1.6-1.8 meters tall

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Clawdite

Clawdite
Home Planet: Zolan
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/4D
MECHANICAL 1D/4D
PERCEPTION 2D/4D+1
STRENGTH 1D/3D+2
TECHNICAL 1D/4D
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.
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
31
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.
Move: 10/12
Size: 1.5 to 1.9 meters tall
Source: Ultimate Alien Anthology (pages 38-39)

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Codru-Ji

Codru-Ji-01

 

Codru-Ji
Home Planet: Munto Codru
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 1D+2/4D
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 1D+1/4D
Special Abilities:
Extra Limbs: Codru-Ji have four arms. The extra limbs give them a +1D bonus to climbing. The penalty for multiple actions involving different arms is reduced from –1D per additional
action to –2.
Move: 10/12
Size: 1.6 meters tall on average Wyrwulf
Attribute Dice: 8D
DEXTERITY 1D/3D+1
KNOWLEDGE 1D/3D+1
MECHANICAL 1D/3D+1
PERCEPTION 1D/3D+1
STRENGTH 1D/3D
TECHNICAL 1D/3D+1
Special Abilities:
Small: Wyrwulves gain a +1D bonus to hide.
Hexapedal: Wyrwulves have six legs and receive a +1D bonus to Dexterity to stabilize themselves.
Bite: Does STR+1D damage.
Story Factors:
Chrysalis: When a Wyrwulf reaches puberty, it transforms into a young Codru-Ji.
Move: 10/12
Size: 1 meter long on average
Source: Ultimate Alien Anthology (pages 39-40)

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Colicoid

Colicoid
Home Planet: Colla IV
Attribute Dice: 13D
DEXTERITY 2D/5D
KNOWLEDGE 2D/4D
MECHANICAL 1D/4D
PERCEPTION 2D/4D
STRENGTH 2D/5D
TECHNICAL 1D/4D+2
Special Abilities:
Chitinous Bodies:
Colicoids have a thick
chitinous exoskeleton,
which can protect
them when in combat.
Colicoids’ chitinous
bodies give them +1D
vs. both physical and
energy weapons.
Roll: By curling
themselves tightly into
balls, Colicoids increase
their movement by +10.
A rolling Colicoid may take no other action that round.
Story Factors: Cannibalism: Colicoids are known cannibals,
and are notoriously unfriendly to outside visitors, and are
almost never found outside the Colla system. Very few
survive trespassing in the Colla system, as the isolationist
Colicoids capture and consume outsiders.
Vicious Warriors: Colicoids are feared throughout their sector
due to the savagery with which they fight. They are born
into a warrior culture which teaches combat and fighting
before death. Oftentimes a Colicoid will be aggressive, even
if suicidally so, while in combat situations, but remain fully
aware of the situation around them.
Move: 6/10
Size: 1.4-1.8 Meters
Source: Ultimate Alien Anthology (pages 40-41)

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Columi


  • Name: Columi
    * Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1m – 1,75m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Columi
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Szzzzzz Szzzzzz (Mentales Rauschen)
  • Aussehen: Wesen mit übergroßen Köpfen die sich aber fast gar nicht mehr bewegen
  • Biologie:
  • Psychologie: Sie schotten sich sehr stark ab und sind Einzelgänger. Meist kontrollieren sie ein Großes Imperium oder machen andere Arbeit im Hintergrund.

Bewegungsweite Min/Max:

  • gehen: 0/1

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 0w
    • Max.: 1w
  • Mechanik:
    • Min.: 2w
    • Max.: 4w
  • Stärke:
    • Min.: 0w
    • Max.: 1w
  • Technik:
    • Min.: 2w
    • Max.: 5w
  • Wahrnehmung:
    • Min.: 2w
    • Max.: 5w
  • Wissen:
    • Min.: 3w
    • Max.: 7w

Sonstiges:

  • Funk: Columi können Radiowellen erzeugen und empfangen, daß erlaubt ihnen mit ihren Droiden zu kommunizieren, Voraussetzung ist allerdings, daß sie Freie Sicht zum Droiden haben.
  • Besitz: Sie besitzen eine Reihe einfacher Droiden die alle möglichen Aufgaben für sie übernehmen.

Quelle:


<< Colicoid | Rassen | Conjeni >>

Columi Attribute Dice: 12D DEXTERITY 0D/1D KNOWLEDGE 3D/7D MECHANICAL 2D/4D PERCEPTION 2D/5D STRENGTH 0D/1D TECHNICAL 2D/5D Special Abilities: Radio Wave Generation: The Columi are capable of generating radio frequencies with their minds, allowing them to silently communicate with their droids and automated machinery, provided that the Columi has a clear sight line to its target. Story Factors: Droid Use: Almost every Columi encountered will have a retinue of simple droids it can use to perform tasks for it. Often, the only way these droids will function is by direct mental order (meaning only the Columi can activate them). Move: 0/1 Size: 1-1.75 meters tall 32 Source: Galaxy Guide 4: Alien Races (pages 31-33)

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Covallon

Covallon
Attribute Dice: 11D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D+1
MECHANICAL 1D/2D
PERCEPTION 2D/5D
STRENGTH 2D/4D
TECHNICAL 1D/2D+1
Special Abilities:
Empathy: The Covallon are strongly empathic; they can
sense the emotional state of other beings. This gives them
an advantage when interacting with others. Covallon
receive a bonus of +2D when using the bargain, con, and
persuasion skills.
Story Factors:
Appearance: Covallon have the appearance of being
creatures of some sort, rather than an intelligent species.
This puts them at a disadvantage when dealing with other
species, particularly humanoid species, who tend to treat
them condescendingly.
Move: 10/14
Size: 0.9-1.2 meters at the shoulder, 1.8-2.2 meters on
hind legs
Source: Cracken’s Rebel Operatives (page 24)

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Cragmoloid

Cragmoloid
Home Planet: Ankus
Attribute Dice: 11D
DEXTERITY 1D/3D+1
KNOWLEDGE 1D+1/4D
MECHANICAL 1D/3D+1
PERCEPTION 1D+1/4D
STRENGTH 2D+1/5D
TECHNICAL 1D/3D+1
Special Abilities:
Long-Lived: Cragmoloids have life spans
in excess of 400 years.
Tusks: Cragmoloids can use their tusks
in combat, inflicting STR+1D damage.
Move: 10/12
Size: 3 meters tall
Source: Ultimate Alien Anthology (pages
41-42)

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Coynites


  • Name: Coynites
  • Typ:
  • Alter Kind:
  • Alter Erwachsen: 53 Jahre
  • Alter Vergreist: 250 Jahre
  • Größe: 2m – 3m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Coyn
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat:
  • Aussehen: Sie sind allesamt große muskelbepackte Wesen. Ihr Körper ist mit feinen goldenen, weißen oder Schwarzen Gewändern verhangen. Sie haben eine Struppige Mähne
  • Biologie:
  • Psychologie: Sie sind Krieger mit einer hohen Disziplin und Ethik. Ein Coynite ist nur selten ohne Rüstung und Waffen unterwegs. Sie sind bereit zu jeder Zeit zu sterben.

Bewegungsweite Min/Max:

  • gehen: 11/15

Eigenschaftswürfel:

  • 13W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 2w
    • Max.: 5w
  • Mechanik:
    • Min.: 1w
    • Max.: 4w
  • Stärke:
    • Min.: 2w
    • Max.: 5w+1
  • Technik:
    • Min.: 1w
    • Max.: 3w
  • Wahrnehmung:
    • Min.: 1w
    • Max.: 4w+2
  • Wissen:
    • Min.: 1w
    • Max.: 3w+2

Sonstiges:

  • Reiten: Jeder von ihnen beherrscht das Reiten. Der Spieler muß 1w auf diese Fähigkeit verteilen.
  • Schleichen: +1w Bonus auf Schleichen
  • Klauen: Sie haben scharfe Klauen und bekommen deshalb +1w+2 auf Schaden und +1w auf Raufen.
  • Einschüchtern: +1w auf Einschüchtern wenn sie ihre Beeindruckende Präsenz benutzen.
  • Ehre: Für einen Coyniten bedeutet die Ehre alles. Der Ehrencode (En´Tra´Sol) muß auf jeden fall befolgt werden. Wer es nicht beachtet der Verleirt jegliches Recht in der Coynitengesellschaft und wir d zum, Vogelfreien.
  • Mähne: Die Länge ihrer Mähne repräsentiert ihren Status.

Quelle:

Coynite Home Planet: Coyn Attribute Dice: 13D DEXTERITY 2D/5D KNOWLEDGE 1D/3D+2 MECHANICAL 1D/4D PERCEPTION 1D/4D+2 STRENGTH 2D/5D+1 TECHNICAL 1D/3D Special Skills: Beast Riding: Tris: All Coynites raised in traditional Coynite society have this beast riding specialization. Beginning Coynite player characters must allocate a minimum of 1D to this skill. Special Abilities: Intimidation: Coynites gain a +1D when using intimidation due to their fearsome presence. Claws: Coynites have sharp claws that do STR+1D+2 damage and add +1D to their brawling skill. Sneak: Coynites get +1D when using sneak. Story Factors: Ferocity: The Coynites have a deserved reputation for ferocity (hence their bonus to intimidation). Honor: To a Coynite, honor is life. The strict code of the Coynite law, the En’Tra’Sol, must always be followed. Any Coynite who fails to follow this law will be branded af’harl (“cowardly deceiver”) and loses all rights in Coynite society. Other Coynites will feel obligated to maintain the honor of their species and will hunt down this Coynite. Because an af’harl has no standing, he may be murdered, enslaved or otherwise mistreated in any way that other Coynites see fit. Move: 11/15 Size: 2.0-3.0 meters tall Source: Alien Encounters (page 38), Planets Collection (pages 137-140)

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Charon Bioscientist


  • Name: Charon Bioscientist
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 2m – 2,5m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Charon
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat:
  • Aussehen: Sie sind eine Kreuzung zwischen Spinnen und Humanoiden. Sie haben zwei große Glotzaugen an der Seite ihres kleinen Mundes
  • Biologie:
  • Psychologie: Sie sind intelligente Killermaschinen, die wirklich sehr intelligent, sehr böse und sehr Stark sind. Außerdem betrachten sie alle anderen Völker als Quelle für Bauteile die man bei ihnen einfügen kann.

Bewegungsweite Min/Max:

  • gehen: 10/12

Eigenschaftswürfel:

  • 16W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 1w
    • Max.: 3w
  • Mechanik:
    • Min.: 1w
    • Max.: 3w
  • Stärke:
    • Min.: 2w
    • Max.: 4w
  • Technik:
    • Min.: 3w
    • Max.: 5w
  • Wahrnehmung:
    • Min.: 3w
    • Max.: 5w
  • Wissen:
    • Min.: 3w
    • Max.: 5w

Sonstiges:

  • Spinnfäden: Sie können Spinnfäden erzeugen um ihre Gegner gefangenzunehmen (Netz Stärke 3w).
  • Krallen: Die zwei längeren Arme der Charon´s enden in schweren Krallen die Schaden Stärke +1w+2 anrichten.
  • Todes Kult: Sie leben in einem Kult und Stoppen vor nicht was sie dem Tod näher Bringt.
  • Informationen für den Spielleiter: Dieses Volk ist für Charaktere nicht zugelassen.

Quelle:

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Charr Ontee

Charr Ontee
Home Planet: Kathol
Attribute Dice: 12D
DEXTERITY 1D/5D
KNOWLEDGE 1D/5D
MECHANICAL 1D/3D
PERCEPTION 3D/5D
STRENGTH 2D/5D
TECHNICAL 1D/5D
Special Abilities:
Spinnerets: The Charr Onteepossess spinnerets which allow
them to produce sticky fibers in which they can trap their
opponent (web Strength 4D).
Claws: The two larger of the Charr Ontee’s four arms end
in heavy claws which are capable of doing STR+1D+2
damage.
Story Factors:
Arrogance: The Charr Ontee are arrogant and haughty,
and consider themselves superior to the DarkStryderengineered
species of Kathol. They are willing to consider
non-engineered species roughly equal to themselves,
and are always interested in stuying and cultivating new
species.
Gamemaster Note: The Kathol Charr Ontee have 4 fewer
attribute dice than their distant cousins, the Charon. The
Charr Ontee have been slowly degenerating for centuries.
These Charr Ontee don’t divide themselves into the
bio-scientist and warrior classes; they have remained a
generalist species. These Charr Ontee have no Void Cult
(a development of the Charon), and actually consider
themselves to have a duty to protect other sentient lifeforms,
especially bio-engineered species.
Move: 10/12
Size: 2-2.5 meters tall
Source: The DarkStryder Campaign – Endgame (pages 29-30)

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Cha’wen’he

Cha’wen’he
Home Planet: Wen’he’dinae
Attribute Dice: 13D
DEXTERITY: 2D / 4D
KNOWLEDGE 1D+2/3D+2
MECHANICAL 2D/3D+2
PERCEPTION 2D/4D
STRENGTH 2D/3D+1
TECHNICAL 1D/4D
Special Abilities:
Armor: Cha’wen’he get +1D physical, +2 energy armor when
their heads are retracted and their scales are drawn close
to protect the body. A Cha’wen’he character doing this must
remain still and can do nothing else during ths round.
Species Memory: Cha’wen’he may select up to 10 standard
skills; these skills are considered “species memory” skills.
The character can advance these skills as if he or she had
a teacher (see pages 13-14 of Star Wars, Second Edition).
The character must pay the normal Character Point cost to
advance the skills, but the learning time is three days if the
skill is 4D or less; one week for 4D-7D; and two weeks for
skill codes over 7D. The player must make this list prior to
beginniong play and the gamemaster has the right to reject
or subsitute certain skills at will.
Bony Spur: The Cha’wen’he’s bony spur causes STR+1D
damage.
Search: Cha’wen’he gain a bonus if more than one head is
being used to scan an area. If two heads are being used the
bonus is +1D; if all three heads are being used, the bonus
is +2D. However, no other actions may be performed while
this scanning is being done.
Move: 12/14
Size: 3.5-4 meters tall (with neck fully extended)
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 22-24)

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Charon Warrior


  • Name: Charon Warrior
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 2m – 2,5m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Charon
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat:
  • Aussehen: Sie sind eine Kreuzung zwischen Spinnen und Humanoiden. Sie haben zwei große Glotzaugen an der Seite ihres kleinen Mundes
  • Biologie:
  • Psychologie: Sie sind intelligente Killermaschinen, die wirklich sehr intelligent, sehr böse und sehr Stark sind. Außerdem betrachten sie alle anderen Völker als Quelle für Bauteile die man bei ihnen einfügen kann.

Bewegungsweite Min/Max:

  • gehen: 10/12

Eigenschaftswürfel:

  • 16W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 3w
    • Max.: 5w
  • Mechanik:
    • Min.: 1w
    • Max.: 3w
  • Stärke:
    • Min.: 3w
    • Max.: 5w
  • Technik:
    • Min.: 1w
    • Max.: 3w
  • Wahrnehmung:
    • Min.: 3w
    • Max.: 5w
  • Wissen:
    • Min.: 1w
    • Max.: 3w

Sonstiges:

  • Spinnfäden: Sie können Spinnfäden erzeugen um ihre Gegner gefangenzunehmen (Netz Stärke 3w)
  • Krallen: Die zwei längeren Arme der Charon´s enden in schweren Krallen die Schaden Stärke +1w+2 anrichten.
  • Todes Kult: Sie leben in einem Kult und Stoppen vor nicht was sie dem Tod näher Bringt.
  • Informationen für den Spielleiter: Dieses Volk ist für Charaktere nicht zugelassen.

Quelle:


<< Charon Bioscientist | Rassen | Charr Ontee >>

Charon Bioscientist Home Planet: Otherspace Attribute Dice: 16D DEXTERITY 1D/3D KNOWLEDGE 3D/5D MECHANICAL 1D/3D PERCEPTION 3D/5D STRENGTH 2D/4D TECHNICAL 3D/5D Warrior Attribute Dice: 16D DEXTERITY 3D/5D KNOWLEDGE 1D/3D MECHANICAL 1D/3D PERCEPTION 3D/5D STRENGTH 3D/5D TECHNICAL 1D/3D Note: The following applies to both races. Special Abilities: Spinnerets: The Charon possess spinnerets which allow them to produce sticky silk fibers in which they can trap their opponents (web Strength 3D). Claws: The two larger of the Charon’s four arms end in heavy claws which are capable of doing STR+1D+2 damage. 27 Story Factors: Void Death Cult: The Charon pursue death with a religious fervor and consider all living beings – including themselves – to be aberrations and will stop at nothing to bring them nearer to death. Move: 10/12 Size: 2-2.5 meters tall (Warriors will fall in the large end of the range.) Source: Ultimate Alien Anthology (pages 33-34), Galaxy Guide 4: Alien Races (pages 29-30)

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Caamasi

Caamasi
Home Planet: Caamas
Attribute Dice: 12D
DEXTERITY 1D+2/4D
KNOWLEDGE 2D/4D+1
MECHANICAL 1D/4D
PERCEPTION 2D/4D+2
STRENGTH 1D/3D
TECHNICAL 1D/4D
Special Abilities:
Memory Sharing: Caamasi can
store and share memories with
others of their species. Forceusers
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 rolls.
Move: 10/12
Size: Unlisted (Medium, “tall
and lean”)
Source: Ultimate Alien
Anthology (pages 26-27), Power
of the Jedi Sourcebook (pages
64-65), The New Jedi Order
Sourcebook (page 45)

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Caarite

Caarite
Home Planet: Caarimon
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D/4D
PERCEPTION 2D/4D+1
STRENGTH 1D/3D+2
TECHNICAL 1D+1/4D
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
23
obsessed with gaining the better part of any deal.
Move: 6/8
Size: About 1 meter tall.
Source: Ultimate Alien Anthology (pages 27-28)

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Calibop

Calibop
Calibops are a colorful avian species with massive
wings that end in prehensile feathers, hailing from the
planet Cali. mostly humanoid in build, Calibops have a
bushy mane and a tail, appearing to be a cross between
some sort of feline and a bird. A Calibop’s wings are very
powerful, and allow normal avian flight as opposed to
simple gliding, something rarely found in sentient species of
their size and build. Calibops are excellent diplomats, and
are often skilled negotiators and heavily involved in politics.
Derision directed at Calibops often calls them cowardly, as
they will almost always seek nonviolent solutions to any
problems. Unlike most other nonviolent species, Calibops
can become very flustered, and have been known to have
outbursts of emotion when frustrated. Their manes puff up
and their tails lash from side to side when agitated, and
though they seem to be in control of their emotions, they are
as easily provoked as any other species.
Home Planet: Cali
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D+1/4D+1
MECHANICAL 2D/4D
PERCEPTION 2D/5D
STRENGTH 1D/3D
TECHNICAL 2D/4D
Special Abilities:
Diplomats: At the time of character creation only, for
every 1D placed in bargain, con, or bureaucracy skills, the
character gains a total of 2D in that skill.
Special Skills:
Strength Skills:
Flight: Time to use: One round. This is the skill used for
flying. Beginning Calibops start with a flight movement
of 14 and may improve their flying Move as described in
the rulebook. Calibops can use flying in conjunction with
one other skill in the same round without the normal -1D
penalty.
Story Factors:
Avoid Conflict: Calibops are very averse to physical violence,
and will seek a diplomatic solution whenever possible.
Move: 10/12 (walking), 14/18 (flying)
Size: 1.8-2.2 meters

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Caridan

Caridan
The natives of the planet Carida evolved in a highgravity
environment and have surprising physical strength
considering their lanky frames. Their mercantile culture has
adapted well to the continued presence of the Empire, and
many Caridan-owned industries provide equipment and
machinery for the Academy. They see the Empire not as an
occupying force, but as a long-term customer. The Imperial
policies against non-Humans became even harsher after the
Battle of Yavin, however, and caused friction between the
Empire and the Caridans for the first time.
Caridans average well over 2 meters in height, with long
eyebrows and three-fingered hands. Their long, spindly
looking legs are composed almost entirely of wiry muscle
and end in two-toed, semihoofed feet. Few Caridans ever
left their homeworld before its destruction, though a few
traveling Caridan merchants may yet survive in the galaxy
at large, and a few more survive within the ranks of the New
Republic military.
Home Planet: Carida
Attribute Dice: 12D
DEXTERITY 1D/2D+2
KNOWLEDGE 2D/4D
MECHANICAL 1D/3D+1
PERCEPTION 2D/4D
STRENGTH 3D/5D
TECHNICAL 2D/4D
Special Abilities:
Value Sense: Caridans get a +1D+1 bonus on value rolls.
Tough: Caridans get a +2 bonus on stamina rolls.
Move: 10/12
Size: Over 2 meters tall on average

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Cathar

Cathar
Home Planet: Cathar
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/4D
PERCEPTION 1D/4D
STRENGTH 1D/4D
TECHNICAL 1D/3D+2
Special Abilities:
Claws: Cathar have claws that do STR+1D damage.
Move: 12/14
Size: Unlisted
Source: Ultimate Alien Anthology (pages 28-29), Power of
the Jedi Sourcebook (pages 65-66)

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Celegian

Celegian
Attribute Dice: 12D

DEXTERITY 1D/3D

KNOWLEDGE 2D+2/5D
MECHANICAL 1D/4D
PERCEPTION 2D/4D
STRENGTH 1D/4D
TECHNICAL 1D/4D
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.
Move: 6/8 (fly), 16/18 (swim)
Size: 1.7-2.2 meters
Source: Ultimate Alien Anthology (pages 29-30), Power of
the Jedi Sourcebook (pages 66-67)

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Cerean

Cerean
Home Planet: Cerea
Attribute Dice: 12D
DEXTERITY 1D/3D+1
KNOWLEDGE 2D/4D+2
MECHANICAL 1D/3D+2
PERCEPTION 1D+2/4D+1
STRENGTH 1D+1/4D
TECHNICAL 1D+1/4D
Special Abilities:
Initiative Bonus: Cereans gain a +1D bonus to all initiative
rolls.
Dual Hearts. Cereans can function with only one of these
hearts, but the demands placed on their circulatory system
by their binary brains are no laughing matter. A Cerean
reduced to functioning on only one heart must sleep 2/3 of
a given day to maintain his mental performance.
Move: 11/12
Size: up to 2.2 m
Source: Ultimate Alien Anthology (page 30)

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Carosites


  • Name: Carosites
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,3 -1,7m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Carosi XII
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat:
  • Aussehen: Sie sind eine 2 beinige Spezies die ca 11/2 m groß sind. Sie haben einen dicken, langen Nacken. Ihre Gesichter haben lange Schnauzen, und kleine dunkle Augen. Außerdem haben sie einen fein behaarten Körper
  • Biologie:
  • Psychologie: Sie haben einen sehr hohen Respekt vor allem Leben, was ihnen half ihre phantastischen Medizinischen Fähigkeiten zu entwickeln. Sie sind eine Edle und großzügige Rasse mit einem großen Talent zum Heilen und Verarzten. Sie sind absolut hoffnungslose Optimisten.

Bewegungsweite Min/Max:

  • gehen: 7/11

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 2w
    • Max.: 4w
  • Mechanik:
    • Min.: 1w
    • Max.: 3w
  • Stärke:
    • Min.: 1w+2
    • Max.: 4w
  • Technik:
    • Min.: 2w
    • Max.: 5w
  • Wahrnehmung:
    • Min.: 2w
    • Max.: 4w+2
  • Wissen:
    • Min.: 2w
    • Max.: 4w+2

Sonstiges:

  • Medizinische Neigung: Carositen erhalten zu Anfang Erste Hilfe auf 5w; Während der Charaktererstellung können keine Würfel auf diese Fertigkeit verteilt werden, aber es ist eine freie Fertigkeit.
  • Schützen: Carositen haben einen Hang dazu sich schützend vor Kinder und andere die Hilfe benötigen zu stellen. Sie bekommen +2w auf Raufen und Schaden der in einem Kampf verursacht wird, wenn sie einen hilfsbedürftigen Schützen

Quelle:


<< Caridan | Rassen | Cathar >>

Carosite Home Planet: Carosi IV Attribute Dice: 12D DEXTERITY 2D/4D KNOWLEDGE 2D/4D+2 MECHANICAL 1D/3D PERCEPTION 2D/4D+2 STRENGTH 1D+2/4D TECHNICAL 2D/5D Special Abilities: Protectiveness: Carosites are incredibly protective of children, patients and other helpless beings. They gain +2D to their brawling skill and damage in combat when acting to protect the helpless. Medical Aptitude: Carosites automatically have a first aid skill of 5D, they may not add additional skill dice to this at the time of character creation, but this is a “free skill.” Move: 7/11 Size: 1.3-1.7 meters tall Source: Alien Encounters (page 35), Planets Collection (pages 204-206)

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Chagrian

Chagrian
Home Planet: Champala
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 1D+1/4D
STRENGTH 1D+1/4D
TECHNICAL 1D+1/4D
Special Abilities:
Amphibious: Chagrians can survive both on land and in
water, and gain a +1D+1 bonus to their Swim skill.
Low-Light Vision: Chagrians can see twice as far as a normal
human in poor lighting conditions.
Radiation Resistance: Chagrians gain a +1D+1 bonus when
resisting damage caused by radiation.
Story Factors:
Weak Sense of Taste: Chagrians lose their sense of taste,
and as such, they do not relish food the way most other
species do. Many feel that eating is a waste of time.
Move: 10/12
Size: 1.7 to 2.2 meters tall.
Source: Ultimate Alien Anthology (pages 32-33), Alien
Anthology (pages 62-63)

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Chandra-Fan


  • Name: Chandra-Fan
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Chandra
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat:
  • Aussehen: Sie sind ein kleines, stark behaartes Volk, mit flachem Gesicht. Sie haben große, sehr bewegliche Ohren und 2 dunkle, runde Augen.
  • Biologie:
  • Psychologie: Sie haben nur kurze Aufmerksamkeitsspannen. Ihre Angst vor Wasser ist extrem Ausgeprägt, deshalb tendieren sie dazu nur auf trockenen Welten zu leben.

Bewegungsweite Min/Max:

  • gehen: 5/7

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 2w
    • Max.: 4w
  • Mechanik:
    • Min.: 2w+1
    • Max.: 4w+1
  • Stärke:
    • Min.: 1w
    • Max.: 2w+1
  • Technik:
    • Min.: 2w
    • Max.: 4w
  • Wahrnehmung:
    • Min.: 2w
    • Max.: 5w
  • Wissen:
    • Min.: 1w
    • Max.: 3w

Sonstiges:

  • Sicht: sie können im infraroten und ultravioletten Bereich sehen. Sie können dadurch in der Dämmerung bis kurz vor die absolute Dunkelheit alles sehen.
  • Suchen: +2w Sie haben ein sehr empfindlichen Geruchssinn.
  • Bastler: Eine Technische Einrichtung in Reichweite eines Chandra-Fan hat ein hohes Potential auseinandergenommen und anschließend wieder zusammengebaut zu werden. Vorsicht, das zusammengebaute Gerät hat nicht unbedingt die gleiche Funktion wie vorher. Viele Droiden haben dies schon erfahren müssen.

Quelle:


<< Cerean | Rassen | Chagrian >>

Chadra-Fan Home Planet: Chad Attribute Dice: 12D DEXTERITY 2D/4D KNOWLEDGE 1D/3D MECHANICAL 2D+1/4D+1 PERCEPTION 2D/5D STRENGTH 1D/2D+1 TECHNICAL 2D/4D Special Abilities: Sight: The Chadra-Fan have the ability to see in the infrared and ultraviolet ranges, allowing them to see in all conditions 26 short of absolute darkness. Smell: The Chadra-Fan have extremely sensitive smelling which gives them a +2D bonus to their search skill. Story Factors: Tinkerers: Any mechanical device left within reach of a Chadra-Fan has the potential to be disassembled and then reconstructed. However, it is not likely that the reconstructed device will have the same function as the original. Most droids will develop a pathological fear of Chadra-Fan. Move: 5/7 Size: 1 meter tall Source: Ultimate Alien Anthology (pages 31-32), Alien Anthology (page 62), Galaxy Guide 4: Alien Races (pages 27-28)

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