Archiv der Kategorie: E

Ewoks


Name: Ewoks
Typ:

Alter Kind:
Alter Erwachsen:
Alter Vergreist:

Größe: ca 1m
Gewicht:
Üblicher Besitz:

Heimatwelt:

  • Beschreibung:
  • Kultur:
  • Biologie:
  • Sprachen:
  • Tech. Stufe:

Zitat:
Aussehen: Sie sind mit einem Dichten Pelz bedeckt und sehen eher aus wie ein zugroßgeratener Teddybär.
Biologie:
Psychologie: Sie sind territorial orientiert, doch auch schlau genug zu wissen, daß Rückzug manchmal die beste aller Alternativen darstellt.

Bewegungsweite Min/Max:

  • gehen: 7/9

Eigenschaftswürfel:

12W (bis +6w bei Helden)

  • Geschicklichkeit:
    • Min.: 1w+2
    • Max.: 4w+2
  • Mechanik:
    • Min.: 1w+2
    • Max.: 3w+2
  • Stärke:
    • Min.: 1w
    • Max.: 3w
  • Technik:
    • Min.: 1w
    • Max.: 2w+2
  • Wahrnehmung:
    • Min.: 1w
    • Max.: 3w
  • Wissen:
    • Min.: 1w
    • Max.: 3w

Sonstiges:

  • Fertigkeiten:
    • Geschicklichkeit:
      • Wurfwaffen: Bogen, Steine, Schleuder, Speer. Der Charakter darf die Fertigkeit selbst und/oder jede der Spez. Wählen.
    • Mechanik: Segler.
    • Technik:
      • Primitive Konstruktion: Zeit eine h Segler oder Seilbrücken; mehrere h für kleinere Gebäude, Katapulte und ähnliche Konstruktionen. Diese Fertigkeit eignet sich sehr gut, um stabile Häuser zu bauen oder Lianenbrücken und Felsschleuderkatapulte (Schaden: 2w, Gleitermaßstab) herzustellen.
    • Wahrnehmung: Schleichen/Verbergen; Suchen
  • Bonus auf Fertigkeiten: Dies ist nur während der Erschaffung des Charakters möglich; der Charakter erhält für je 1w, die er für die Fertigkeiten Verbergen, Suchen und Schleichen ausgibt, 2w in diesen Fertigkeiten.
  • Einschränk. bei Fertigkeiten: Charaktere dürfen zu Beginn keine Würfel für eine Fahrzeugfertigkeit oder eine Fertigkeit für die Bedienung oder Rep. von Raumschiffen investieren.
  • Witterung: Ewoks besitzen einen hochentwickelten Geruchssinn und erhalten einen Bonus von +1w für die Fertigkeit Suchen, wenn sie einer Spur mit der Nase folgen. Diese Fähigkeit kann nicht verbessert werden.
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Ebranite

Ebranite
Home Planet: Ebra
Attribute Dice: 12D
DEXTERITY 2D+1/4D+1
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D+2
PERCEPTION 2D/4D
STRENGTH 2D+1/4D+2
TECHNICAL 1D/2D+2
Special Abilities:
Frenzy: When believing themselves to be in immediate
danger, Ebranites often enter a frenzy in which they attack
the perceived source of danger. They gain +1D to brawling
or brawling parry. A frenzied Ebranite can be calmed by
companions, with a Moderate persuasion or command
check.
Vision: Ebranites can see in the infrared spectrum, allowing
them to see in complete darkness provided there are heat
sources.
Thick Hide: All Ebranites have a very thick hide, which gains
them a +2 Strength bonus against physical damage.
Rock Camouflage: All Ebranites gain a +1D+2 bonus to
sneak in rocky terrain due to their skin coloration and
natural affinity for such places.
Rock Climbing: All Ebranites gain a +2D bonus to climbing in
rough terrain such as mountains, canyons, and caves.
Story Factors:
Technology Distrust: Most Ebranites have a general dislike
and distrust for items of higher technology, prefering their
simpler items. Some Ebranites, however, especially those in
the service of the Alliance, are becoming quite adept at the
use of high-tech items.
Move: 6/8 (running), 14/18 (climbing)
Size: 1.4-1.65 meters tall
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 34-36), Ultimate Alien Anthology (pages 51-52)

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Eirrauc

Eirrauc
Home Planet: Eirraucs
Attribute Dice: 12D
DEXTERITY 2D/4D+1
KNOWLEDGE 1D+2/4D
MECHANICAL 2D/4D
PERCEPTION 2D/4D
STRENGTH 2D+1/4D+1
TECHNICAL 1D+1/4D
Special Abilities:
Running: Eirraucs use four of their six limbs when running.
They only need to make stamina checks once every hour
when running at all-out speed, and get a bonus of +1D to
their running skill.
Multi-actions: Eirraucs can use their mid-legs as a second
set of arms when they’re not running; they may take a
second action in a round at no penalty. Third actions incur
a -1D penalty, fourth actions suffer -2D and so forth.
Vision: Eirraucs can see in any direction except immediately
behind them (300° arc).
Temperature Sensitivity: In extremely cold or hot conditions,
increase all Strength and Dexterity skill checks by one
difficulty level.
Tongue: STR+1 damage.
Move: 24/80
Size: 2m tall (crouching), 2.4m tall (full height)

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Eklaad

Eklaad
Home Planet: Sirpar
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 1D/3D
MECHANICAL 1D/4D
PERCEPTION 1D/4D
STRENGTH 3D/5D
TECHNICAL 1D/2D
Special Abilities:
Natural Body Armor: The Eklaad’s thick hide gives them
+1D to resist damage from from physical attacks. It gives no
bonus to energy attacks.
Timid: Eklaad do not like to fight, and will avoid combat
unless there is no other choice.
Move: 8/10
Size: 1-1.5 meters tall
Source: Alien Encounters (page 40)

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Elom

Elom
Home Planet: Elom
Attribute Dice: 11D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D/3D+1
MECHANICAL 1D/3D
PERCEPTION 1D/3D+1
STRENGTH 2D/4D
TECHNICAL 1D/2D+2
Special Skills:
Perception Skills:
Cave Navigation: Time to use: one round. The Eloms use this
skill to determine where they are within a cave network.
Strength Skills:
Digging: Time to use: one round. This skill allows the Eloms
to use their claws to dig through soil. As a guideline, digging
a hole takes a time (in minutes) equal to the difficulty
number.
Special Abilities:
Digging Claws: Eloms use their powerful claws to dig
through soil and soft rock, but rarely, if ever, use them in
combat. They add +1D to climbing and digging rolls. They
add +1D to damage, but increase the difficulty by one level
if used in combat.
Moisture Storage: When in a situation when water supplies
are critical, Elom characters should generate a stamina
total. This number represents how long, in days, an Elom
can go without water. For every hour of exhaustive physical
activity the Elom participates in, subtract one day from the
total.
Low-Light Vision: Elom gain +2D to search in dark
conditions, but suffer 2D-4D stun damage if exposed to
bright light.
Move: 7/9 (walking), 5/8 (climbing)
Size: 1.3-1.6 meters tall
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 36-39), Ultimate Alien Anthology (pages 52-54), Alien
Anthology (pages 70-71)

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Ee


  • Name: Ee
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1cm – 6,5cm
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Atraken
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat:
  • Aussehen:
  • Biologie:
  • Psychologie:

Bewegungsweite Min/Max:

  • gehen: 3/5

Eigenschaftswürfel:

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

Sonstiges:

  • Physische Fertigkeit: Zeitaufwand eine Runde bis mehrere Stunden. Angewiesen auf Energie. Dies ist eine von 3 Mentalen Fertigkeiten die es ihnen erlaubt ihre Körperlichen Schwächen auszugleichen.
  • Geistige Fertigkeit: Zeitaufwand eine Runde bis mehrere Stunden. Angewiesen auf Energie. Dies ist eine von 3 Mentalen Fertigkeiten die es ihnen erlaubt ihre Körperlichen Schwächen auszugleichen.
  • Umweltfertigkeiten: Zeitaufwand eine Runde bis mehrere Stunden. Angewiesen auf Energie. Dies ist eine von 3 Mentalen Fertigkeiten die es ihnen erlaubt ihre Körperlichen Schwächen auszugleichen.
  • Alle Fertigkeiten: Ee haben Mentale Fertigkeiten mit den Machtattributen der Machtsensitivität (Es ist bisher kein Beweis erbracht worden). Sie haben 3 Fertigkeiten die all diese übergeordnet Sind: Physische Fertigkeiten, Geistige Fertigkeiten und Umweltfertigkeiten. Ee beginnen mit 2w auf diesen Fertigkeiten und können sie zu den doppelten kosten Steigern.
  • Keine Physischen Manipulationen: Ee haben nur sehr kleine Fertigkeiten um Physische Geräte oder Werkzeuge zu handhaben. Sie müssen sich auf ihre Mentalen Fertigkeiten Verlassen.
  • Unbekannt: Die Siedler auf Trilos ist die Existents der Ee nicht bekannt.
  • Informationen für den Spielleiter: Für Spieler Charaktere nicht erlaubt.

 

Ee Attribute Dice: 6D DEXTERITY 0D KNOWLEDGE 2D/4D MECHANICAL 0D/1D+2 PERCEPTION 2D/4D STRENGTH 0D/+2 TECHNICAL 1D/4D Special Skills: Unrelated Skills (not tied to any attribute): Physical skills: Time to use: One round to several hours, depending upon power. This is one of the three Ee mental abilities used for the mental powers outlined below. Mental skills: Time to use: One round to several hours, depending upon power. This is one of the three Ee mental abilities used for the mental powers outlined below. Environmental skills: Time to use: One round to several hours, depending upon power. This is one of the three Ee mental abilities used for the mental powers outlined below. Special Abilities: Mental Abilities: Ee have abilities which some might attribute to Force-sensitivity (although there is no proof of this notion). They have three skills governing these abilities: physical skills, mental skills, and environmental skills. Ee who possess the skills start at 2D and can increase the skill at double the normal Character Point cost. No Physical Manipulation: Ee have very little ability to physically manipulate items or tools. They must rely on their mental abilities. Story Factors: Unknown: The settlers on Trilos are unaware of the existence of the Ee. Move: 3/5 (burrowing or crawling) Size: 1-6.5 centimeters Note: Ee should not be player characters. Source: Planets Collection (pages 196-199)

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Em’liy

Em’liy
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 1D/3D+2
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+1
STRENGTH 2D+1/5D
TECHNICAL 1D/3D+1
Special Abilities:
Skill Bonus: At the time that an Em’liy character is created
ONLY, the character gets 2D for every 1D placed into the
hide, stealth, and survival skills.
Spirit of Battle: When in combat, the Em’liy can enter a
state of mind similar to a berserk. This grants the Em’liy
character a +2 pip bonus
to both Strength and
Dexterity, and it lasts for
3 combat rounds, plus
an additional round for
every FULL DIE in the
character’s ORIGINAL
Strength rating. The Spirit
of Battle can only be
manifested a maximum of
once per day.
Move: 10/12
Source: Ultimate Alien
Anthology (page 55)

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Entymal

Entymal
Home Planet: Endex
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/2D
MECHANICAL 1D/3D
PERCEPTION 1D/4D
STRENGTH 2D/4D
TECHNICAL 1D/3D
Special Abilities:
Technical Aptitude: At
the Time of character
creation only, the character gets 2D for every 1D placed in
astrogation, capital ship piloting,or space transports.
Gliding: Under normal gravity conditions, Entymals can
glide down approximately 60 to 100 meters, depending on
wind conditions and available landing places. An Entymal
needs at least 20 feet of flat surface to come to a running
stop after a full glide. Natural Body Armor: The Natural
toughness of the Entymals’ chitinous exoskeleton gives
them +2 against physical attacks.
Move: 10/14
Size: 1.2-2 meters tall
Source: Alien Encounters (page 42)

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Epicanthix

Epicanthix
Home Planet: Panatha
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 2D/4D+2
STRENGTH 2D/4D
TECHNICAL 2D/3D+2
Special Abilities:
Cultural Learning: At the time
of character creation only,
Epicanthix characters receive
2D for every 1D of skill dice
they allocate to cultures,
languages or value.
Story Factors:
Galactic Naivete: Since the
Epicanthix homeworld is
in the isolated Pacanthe
Reach section, they are
not too familiar with many
galactic institutions outside
of their sphere of influence.
They sometimes become
overwhelmed with unfamiliar
and fantastic surroundings
of other worlds far from their
own.
Move: 10/13
Size: 1.8-2.5 meters tall
Source: Alien Encounters
(pages 101-102), Shadows of
the Empire Sourcebook (pages
98-99)

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Essastii

Essastii
Essastii are a reclusive and enigmatic people from
the little-known Outer-Rim world of Megligobah. Essastii
have an exceptionally acute sense of smell, so acute in fact,
that when offworld and among other races they must wear
protective masks with which they can filter out overpowering
odours most other races take in their stride. Combined
with their sharp powers of observation this makes Essastii
natural trackers, and some of the most famous Essastii
have been freelance trackers or bounty hunters.
A secretive race, the Essastii rarely leave their homeworld,
notable exceptions being those trackers sought after
enough to be tempted away by the promise of riches and
renown offworld. They protect their customs and way of life
with great fervour, and are suspicious of aliens, especially
during the reign of the Empire.
Personality: A cautious and mistrustful race, Essastii are
protective of their ways and often seem duplicitous and
unreadable to others not familiar with their manner. This is
a result of the innate secrecy with which Essastii carry out
all facets of their lives. They are difficult to read, wearing
poker faces behind their filter masks and exhibiting what
most other races take to be vague body language. Though
they do mix with offworlders, most Essastii take a long time
to trust them, and almost always tend to prefer solitude or
the company of other Essastii to crowds.
Physical Description: Lithe humanoids, Essastii are
difficult to make out behind their masks, which they wear
most of the time when away from Megligobah. They have
dark skin, ranging from deep grey to jet black and piercing,
highly reflective yellow eyes not unlike those of Jawas. They
have exceptional smell, acute vision and quick reflexes.
Essastii are comparable in height to Humans, averaging
about 1.7 to 2 meters, though they tend to be of lighter
build.
Homeworld: Megligobah is a dry Outer Rim world with light
air currents and few flowering plants. Unique properties
in the atmosphere have a dampening effect on smell,
which has in turn lead the Essastii to evolve this sense
to an acute level in order to overcome them. Megilgobah
is technologically advanced, but has little contact with the
rest of the galaxy and only a handful of spaceports. This
is due in part to its isolated location on the distant edge of
the Outer Rim. Aliens on Megligobah are never completely
comfortable do to the oppressive atmosphere and the
inhospitable nature of the locals, and few stay long without
good reason.
Language: The Essastii have a complex tongue known
as Essissiq that involves subtle postural movements and
hand signals to convey tense and plurality. The literal form
is equally obscure, with bizarre pictograms and symbols
around the text. Few non-Essastii have mastered it.
Conversely, most Essastii have a problem comprehending
the manner in which tense and plurality are conveyed in
other languages. When conversing in alien tongues, they
often speak with distinct accents and incorrect syntax.
Example Names: Sallae Sasaa, Sardu Sallowe, Savu
Siegosse, Silhas Sigooe, Solooke Sassatt, Suratte Sissiid.
47
Home Planet or System: Megligobah
Attribute Dice: 12D
DEXTERITY 3D+1/5D+1
KNOWLEDGE 1D+1/3D
MECHANICAL 2D+1/4D+1
PERCEPTION 1D/2D+1
STRENGTH 2D/4D
TECHNICAL 2D/4D
Special Abilities:
Keen Smell: Essastii have a keen sense of smell that grants
them a +2D to any search rolls when trying to locate/track
a subject within 2 kilometers.
Delicate Nose: Since Essastii have such finely tuned olfactory
senses they are more easily overcome by strong scents and
gases. Essastii suffer a -2D penalty to stamina rolls made
to resist the effects of inhaled gases, toxins or smoke. If
not wearing an Essastii Scent-Filter Mask this penalty
increases to -4D. In addition, if not wearing a mask while
away from Megligobah’s smell-dampening atmosphere, an
Essastii must make Stamina check every hour (DR 10) or
be permanently fatigued until either masked or back on
Megliogobah.
Enigmatic: Essastii are very difficult to read. They receive a
+1D species bonus on con rolls made against non Essastii.
Darkvision: Essastii can see in the dark up to 20 meters.
Darkvision is black and white only but otherwise functions
as normal sight.
Low-light Vision: Essastii can see twice as far as normal in
dim light. They retain the ability to see colors under these
conditions.
Keen Eyesight: Essastii have keen eyesight. They gain a +2D
species bonus on search rolls when searching visually for
something.
Lightning Reflexes: Essastii have finely tuned reactions
that grant them a +1D bonus to all dodge rolls.
Special Language Rule: Due to sophistication of the
language, and its inclusion of subtle gesticulations and
body language, to become fluent in Essissiq requires a non-
Essaastii is required to have 7D in the language instead of
the normal 5D.
Move: 10/12
Size: 1.7-2 meters

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Etti

Etti
Home Planet: Etti
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/3D+2
PERCEPTION 2D/4D
STRENGTH 2D/3D+2
TECHNICAL 2D/3D+2
Special Abilities:
Affinity for Business: At the
time of character creation
only, Etti characters receive
2D for every 1D of skill dice
they allocate to bureaucracy,
business, bargaining, or value.
Move: 8/10
Size: 1.7-2.2 meters tall
Source: Alien Encounters
(page 103), Shadows of the
Empire Sourcebook (pages
97-98)

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Ewok

Ewok
Home Planet: Forest Moon of Endor
Attribute Dice: 12D
DEXTERITY 1D+2/4D+2
KNOWLEDGE 1D/3D
MECHANICAL 1D+2/3D+2
PERCEPTION 2D/4D+2
STRENGTH 1D/3D
TECHNICAL 1D/2D+2
Special Skills:
Dexterity Skills:
Thrown weapons: bows, rocks, sling, spear. Time to use: one
round. The character may take the base skill and/or any of
the specializations.
Mechanical Skils:
Glider: Time to use: one round. The ability to pilot gliders.
Technical Skills:
Primitive Construction: Time to use: one hour for gliders
and rope bridges; several hours for small structures,
catapults and similar constructs. This is the ability to build
structures out of wood, vines and other natural materials
with only tools. This skill is good for building sturdy houses,
vine bridges and rock hurling catapults (2D speeder-scale
damage).
Special Abilities:
Skill Bonus: At the time the character is created only, the
character gets 2D for every 1D placed in the hide, search
and sneak skills.
Skill Limits: Beginning characters may not place any skill
dice in any vehicle (other than glider) or starship operations
or repair skills.
Smell: Ewoks have a highly developed sense of smell, getting
a +1D bonus to their search skill when tracking by scent.
This ability may not be improved.
48
Story Factors:
Protectiveness: Most human adults will feel unusually
protective of Ewoks, wanting to protect them like young
children. Because of this, Humans can also be very
condescending to Ewoks. Ewoks, however, are mature and
inquisitive – and unusually tolerant of the Human attitude.
Move: 7/9
Size: 1 meter tall
Source: Core Rulebook (pages 212-213), The Star Wars
Sourcebook (pages 70-71), The Thrawn Trilogy Sourcebook
(page 143), Dark Force Rising Sourcebook (pages 88-89),
Alien Encounters (page 44), Ultimate Alien Anthology (pages
55-56)

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Elomin


  • Name: Elomin
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: ca 1,8m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Elom
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Haltet die Formation! Eine gut organisierte Struktur wird uns den Sieg schenken – vergeßt das nie!
  • Aussehen: Große, dünne Humanoide mit zwei eindeutig fremdartigen Kennzeichen – die Ohren laufen spitz zu und den Kopf zieren * vier hornartige Auswüchse
  • Biologie:
  • Psychologie: Elomin bewundern die schlichte Schönheit und Grazie der Ordnung. Sie betrachten gern jeden Aspekt des Universums als durchorganisiert und klar Vorhersagbar. Diese Einstellung spiegelt auch in ihrer Kunst wider, die sehr Strukturiert ist und gerne Motive wiederholt und auf diese Weise sehr gut darstellt, wie durchschaubar die Elomin an das Leben herangehen.

Bewegungsweite Min/Max:

  • gehen: 7/10

Eigenschaftswürfel:

9W (bis +6w bei Helden)

  • Geschicklichkeit:
    • Min.: 1w
    • Max.: 4w
  • Mechanik:
    • Min.: 2w+1
    • Max.:
  • Stärke:
    • Min.: 1w+2
    • Max.:
  • Technik:
    • Min.: 2w+1
    • Max.:
  • Wahrnehmung:
    • Min.: 2w
    • Max.:
  • Wissen:
    • Min.: 1w+2
    • Max.:

Sonstiges:

 

Elomin Home Planet: Elom Attribute Dice: 12D DEXTERITY 2D/4D KNOWLEDGE 1D+2/3D+2 MECHANICAL 2D/4D PERCEPTION 2D/4D STRENGTH 1D/3D TECHNICAL 2D+1/4D Move: 10/12 Size: 1.6-1.9 meters Source: Alien Encounters (page 41), The Thrawn Trilogy Sourcebook (pages 142-143), Heir to the Empire Sourcebook (page 96), Ultimate Alien Anthology (page 54), Alien Anthology (pages 71-72)

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Ergesh

 

Name: Ergesh

  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,5-2,1m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Ergeshui
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Trocken, unter Wasser, was ist denn das
  • Aussehen: Sie sehen aus wie große bewegliche Pflanzen. Ihre Körper sondern ständig Schleim ab und sie haben Tentakel die von 2cm bis 3m Länge haben können
  • Biologie:
  • Psychologie: Sie sind bizarr, korios und ziemlich naiv. Sie haben zu Freunden und der Familie ein unbestechliches Vertrauen, wenn auch ihre Freundschaft nicht unbedingt leicht zu erringen ist.

Bewegungsweite Min/Max:

  • gehen: 6/10

Eigenschaftswürfel:

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

Sonstiges:

  • Körperpanzer: +2w zu physisch, +1w zu energie.
  • Imummität: Sie können mit kaum einer Droge betäubt oder vergiftet werden, weil ihr Immunsystem es sehr schnell abbaut.

Ergesh Home Planet: Ergeshui Attribute Dice: 12D DEXTERITY 1D/3D+2 KNOWLEDGE 2D/4D+2 MECHANICAL 2D/4D PERCEPTION 2D+2/4D+2 STRENGTH 2D/4D TECHNICAL 2D/4D Special Abilities: Natural Body Armor: The tough hides of the Ergesh give them +2D against physical attacks and +1D against energy attacks. Environment Field Belt: To survive in standard atmospheres, Ergesh must wear a special belt, which produces a nitrogen field around the individual and retains a vast majority of moisture. Without the belt, Ergesh suffers 2D worth of damage every round and -2 to all skills and attributes until returning to a nitrogen field or death. Move: 6/10 Size: 1.5-2.1 meters Source: Alien Encounters (pages 42-43), Planets Collection (pages 212-214)

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