Archiv der Kategorie: K

Kerestian

Kerestian
Home Planet: Kerest
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 1D/3D+1
MECHANICAL 1D/2D+2
PERCEPTION 2D/4D
STRENGTH 2D/4D+2
TECHNICAL 1D/2D+2
Special Skills:
(A) Darkstick: Time taken: one round. This skill is used to
throw and catch the Kerestian darkstick. The character
80
must have thrown weaponsof at least 4D to purchase this
skill. The darkstickskill begins at the Dexterityattribute (like
normal skills. Increase the difficulty to use the darkstick by
two levels if the character is not skilled in darkstick. The
weapon’s ranges are 5-10/ 30/ 50 and the darkstick causes
4D+2 damage. If the character exceeds the difficulty by
more than five points, the character can catch the darkstick
on its return trip.
Move: 10/12
Size: 1.8-2.5 meters tall
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 45-47), Ultimate Alien Anthology (pages 83-84)

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Ketton

Ketton
Home Planet: Ket
Attribute Dice: 12D
DEXTERITY 2D/3D+2
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D
PERCEPTION 2D/4D+1
STRENGTH 1D+2/4D+1
TECHNICAL 1D/3D
Special Abilities:
Natural Body Armor: Ketton have a carapace exoskeleton
that gives them +1D against physical damage and +1
against energy weapons.
Fangs: The Ketton’s hollow fangs usually used to extract
water from various succulent plants can be use in combat
inflicting STR+2 damage.
Move: 10/12
Size: 1.3-1.7 meters tall
Source: Alien Encounters (page 83), Alliance Intelligence
Reports (page 83)

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Khommite

Khommite
Home Planet: Khomm
Attribute Dice: 13D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 2D/4D
PERCEPTION 1D/3D+2
STRENGTH 1D+1/4D+1
TECHNICAL 2D/5D
Special Abilities:
Clone: Each Khommite
81
represents generations of perfection in one particular field,
and each is at the end of a long line of identical Khommite
clones that all share the same expertise. When created, a
Khommite character can apply two free skill dice to any
single Knowledge, Perception, or Technical skill. These
bonus dice do not count against the character’s limit when
buying skills during character creation.
Story Factors:
Narrow-Minded: Khommites come from a strict conformist
society, where creativity and free thought are undesirable
qualities. Although this should be role-played, it also gives
any Khommite character a -2D penalty on any skill roll that
requires creative action or long-term planning.
Move: 10/12
Size: “Small”
Source: Ultimate Alien Anthology (page 86), Power of the
Jedi Sourcebook (pages 67-68)

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Kian’thar

Kian’thar
Home Planet: Shaum Hii
Attribute Dice: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D/4D
MECHANICAL 1D/4D+1
PERCEPTION 2D/4D+1
STRENGTH 2D/4D
TECHNICAL 1D/3D
Special Abilities:
Emotion Sense: Kian’thar can sense the intentions and
emotions of others. They begin with this special ability at 2D
and can advance it like a skill at double the normal cost for
skill advancement; emotion sense cannot exceed 6D. When
trying to use this ability, the base difficulty is Easy, with an
additional +3 to the difficulty for every meter away the target
is. Characters can resist this ability by making Perception
or control rolls: for every four points they get on their roll
(round down), add +1 to the Kian’thar’s difficulty number.
Story Factors:
Reputation: People are often wary of the Kian’thars’ ability to
detect emotions. Assign modifiers as appropriate.
Move: 9/12
Size: 1.8-2.1 meters tall
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 49-50), Ultimate Alien Anthology (pages 86-88)

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Kilmaulsi

Kilmaulsi
Home Planet: Kilmaulsias and nearby planets
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D+2/4D
MECHANICAL 1D+2/4D
PERCEPTION 1D+1/4D
STRENGTH 2D/4D
TECHNICAL 1D+2/4D
Special Abilities:
Battle Frenzy: Three times per day, but no more than once
per encounter, a Kilmaulsi can enter a battle-frenzied mode.
In this state, the Kilmaulsi gains a +1 bonus to brawling,
brawling parry, melee combat and melee parry and +2 to
Strenght. During the battle frenzy, the Kilmaulsi cannot use
skills that require patience and concentration. The battle
frenzy lasts for a number of rounds equal to 4+ the number
before D in the character’s stamina. A Kilmaulsi can end the
battle frenzy at any
time voluntarily
and suffers no ill
effects afterward.
Move: 10/12
Size: 1.7 meters
tall on average
Source: Geonosis
and the Outer
Rim Worlds (pages
148-149)

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Kitonak


  • Name: Kitonak
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1-1,5m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Kirdo III
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Du zweifelst mich an? Dann kannst du mich mal, mach es doch selber
  • Aussehen: Sie sind eine der Widerstandsfähigsten Lebewesen in der Galaxis. Ihre dicke, ledrige Haut kann fast allen Widrigkeiten widerstehen.
  • Biologie:
  • Psychologie: Sie sind eigentlich ein sehr schwer zu verärgerndes Volk, aber wenn man ihre Fähigkeiten anzweifelt werden sie wütend und schalten auf Stur.

Bewegungsweite Min/Max:

  • gehen: 4/8
  • schwimmen:
  • fliegen:
  • kriechen:
  • hüpfen:
  • gleiten:
  • usw……..

Eigenschaftswürfel:

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

Sonstiges:

  • Graben: Diese Fertigkeit erlaubt es ihnen sich mit 1m Pro Runde durch Sand oder andere lose Materialien zu graben.
  • Natürlicher Panzer: +3w gegen physische Attacken
  • Unendliche Ausdauer: +3w auf Ausdauer. Sie sind aber langsam. Sie reden auch so und wer nicht genügend aufpasst versteht sie auch nicht.

Quelle:

Kitonak Home Planet: Kirrdo III Attribute Dice: 12D DEXTERITY 1D/3D KNOWLEDGE 1D+2/3D+2 MECHANICAL 2D/4D PERCEPTION 2D/4D STRENGTH 2D+1/4D TECHNICAL 1D/3D Special Skills: Strength skills: Burrowing: This skill allows the Kitonak to burrow through sand and other loose materials at a rate of 1 meter per round. Special Abilities: Natural Armor: The Kitonak’s skin provides +3D against physical attacks. Story Factors: Interminable Patience: Kitonak do not like to be rushed. They resist attempts to rush them to do things at +3D to the relevant skill. In story terms, they seem slow and patient – and stubborn – to those who do not understand them. Move: 4/8 Size: 1-1.5 meters tall Source: Ultimate Alien Anthology (pages 88-89), Alien Anthology (pages 82-83), Galaxy Guide 4: Alien Races (pages 61-63)

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Klatooinian

Klatooinian
Home Planet: Klatooine
Attribute Dice: 12D
DEXTERITY 2D/4D+1
KNOWLEDGE 1D/3D
MECHANICAL 2D/4D
PERCEPTION 1D/3D+2
STRENGTH 2D/4D
TECHNICAL 2D/4D
Move: 10/12
Size: 1.6-2.0 meters tall
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 50-52), Ultimate Alien Anthology (page 89), Alien
Anthology (pages 83-84)

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Kluuzot

Kluuzot
Attribute Dice: 10D
DEXTERITY 1D/4D
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D
PERCEPTION 2D/4D
STRENGTH 1D/2D
TECHNICAL 1D/2D
Special Abilities:
Night Vision: Consider darkness “normal” daylight, adding
+1D to per, search and realated activities.
Claws: +1D climbing.
Move: 8/12
Size: 1.1-1.5 m
Source: Alien Encounters (page 84), Twin Star of Kira (page
45)

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Kobok

Kobok
Home Planet: Koboth
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 1D/3D+2
STRENGTH 2D/4D
TECHNICAL 2D/4D
Special Abilities:
Natural Armor: A Koboks carapace provides +2 against
physical damage and +1 against energy damage.
Claws: Do STR+2 damage.
Poison: When a Kobok deals damage with its claw, the
target must make a Moderate stamina roll. Failure means
the target suffers 3D damage and must roll again or be
paralyzed for 1 minute.
Radiation Resistance: Koboks receive a +2 bonus against
radiation.
360¢ª Vision: Koboks can see in all directions at once.
Story Factors:
Infamy: Koboks are regarded as cunning killers by the
galactic population.
Move: 10/12
Size: 1.3-1.8 meters tall
Source: Geonosis and the Outer Rim Worlds (pages 117-
118)

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Kolac

Kolac
Home Planet: Valador
Attribute Dice: 12D
DEXTERITY 2D+1/4D+2
KNOWLEDGE 1D+2/3D+2
MECHANICAL 2D/4D
PERCEPTION 2D+1/4D+1
STRENGTH 2D/4D
TECHNICAL 1D+2/3D+2
Special Abilities:
Claws: Kolac have claws that add +2D to their climbing
skill and cause STR+1D damage, but will only be used in
defense.
Story Factors:
Humid Environment: Kolac are arboreal creatures that eat
leaves from trees that exist in humid environments due to
their high water content. If the Kolac eats normal vegetable
matter it must also consume extreme amounts of water.
Their small bladders don’t help either when they are in
civilized environments.
84
Pacifism: Kolac will only fight to defend themselves or their
companions. They will usually hide before defending.
Move: 8/10 (walking), 13/15 (climbing)
Size: 1.0 meters tall

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Koorivar

Koorivar
Home Planet: Kooriva
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 2D/4D+1
MECHANICAL 1D+2/4D+1
PERCEPTION 2D/4D+1
STRENGTH 1D/3D+2
TECHNICAL 2D/4D+2
Special Abilities:
Strong-Willed: Koorivar have focused minds, giving them a
+1 bonus to willpower.
Observers: Koorivar are keen observers of behavior and
body language. They gain a +2 bonus to Perception against
con and bargain rolls.
Story Factors:
Wealthy: Koorivar characters should start with double the
normal amount of credits.
Move: 10/12
Size: 1.9 meters tall on average
Source: Ultimate Alien Anthology (pages 89-91)

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Krakai

Krakai
85
Home Planet: Kathol
Attribute Dice: 12D
DEXTERITY 1D/2D
KNOWLEDGE 1D/3D
MECHANICAL 2D+1/5D
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 2D/4D
Special Abilities:
Short Flight: The Krakai have a limited ability to fly for short
distances (up to 50 meters, using their vestigial wings).
They must land for a round between these hops.
Tough: Between their armored shells and primitive nervous
system, the Krakai add +2D to Strength to resist all
damage.
Move: 8 (crawling), 12 (flying)
Size: 1 meter long
Source: The DarkStryder Campaign – Endgame (pages 32-
33)

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Krevaaki

Krevaaki
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/4D+1
MECHANICAL 1D/4D
PERCEPTION 1D/3D+2
STRENGTH 2D/4D
TECHNICAL 1D/4D
Special Abilities:
Natural Armor: Krevaaki
possess an exoskeleton
which provides a +1 pip
bonus to any Strength rolls
made to resist damage.
Stoic: The face of a Krevaaki
is composed of a series of
shifting, chitinous plates
with a limited range of
expression. During face-toface
communication, it is
difficult (if not impossible)
for anyone who is not a
Krevaaki to read their
facial expressions. Krevaaki
gain a +2 pip bonus when
attempting to make con,
intimidation, or persuasion
skill rolls against non-
Krevaaki.
Tentacles: Krevaaki use
their tentacles in the same was as bipeds use their arms
and legs. Krevaaki receive a +2 pip bonus on all climbing/
jumping skill rolls that involve climbing, and a further +2
pip bonus to Brawling skill checks made when grappling
an opponent. On the flip side, the tips of their tentacles
lack the dexterity of a humanoid finger, and Krevaaki suffer
a -1D penalty on rolls made to perform intricate work or
manipulate small objects.
Story Factors:
Xenophobic: Because Krevaaki are considered a bizarre
species by most bipeds, they prefer to conceal their
tentacled lower bodies.
Move: 10/12
Size: “Medium”
Source: Ultimate Alien Anthology (pages 91-92), Power of
the Jedi Sourcebook (page 68)

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Kriek

Kriek
Home Planet: Kriekaal
Attribute Dice: 12D
DEXTERITY 2D/3D+1
KNOWLEDGE 2D/4D
MECHANICAL 1D/2D
PERCEPTION 2D/5D
STRENGTH 2D/4D
TECHNICAL 1D/2D+2
Special Abilities:
Voice Box: Due to their unusual voice apparatus, Krieks are
unable to pronounce Basic, although they can understand
it perfectly well.
Toxic Atmosphere: Krieks live in an atmosphere with amounts
of metals and gases considered toxic by most species, and
cannot survive without assistance in atmospheres other
than Type IV.
Infrared Vision: Krieks can see into the infrared spectrum,
giving them the ability to see in complete darkness if there
are heat sources to navigate by.
Sense Vibration: Krieks are attuned to movements and
vibrations and can sense approaching objects in contact
with the ground up to 60 meters away on their homeworld.
Using this ability a Very Easy Perceptionroll. If a Kriek
is removed from his natural environment this sense still
functions, but requires a Perception roll with a difficulty
based upon the amount of ground vibrations present in the
area (i.e., Moderate for an average city street, Heroic for an
area near starship take-offs).
Natural Body Armor: A Kriek’s strong shell provides +1D
against both physical and energy attacks.
Story Factors:
Primitive: Krieks are capable of fairly complex metalworks,
but are still at a tribal stage of society and have not
developed the higher learning necessary to achieve many
of the “modern” galactic skills. Krieks cannot start with any
skills representing anything beyond their homeworld’s tech
level except for languages and alien species, which they are
rapidly learning.
Pacifism: Despite the existence of a warrior class of Krieks,
their duties are mostly ceremonial, as the Krieks in general
are a very quiet, gentle people. When faced with combat
situations, most Kriek withdraw into their shells to wait out
the danger.
Move: 6/8
Size: 1.2-1.5 meters tall, 3 meters long
Source: Alien Encounters (pages 85-86)

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Krish

Krish
Home Planet: Sanza
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D+2/3D
MECHANICAL 2D/4D
PERCEPTION 1D/3D
STRENGTH 2D/3D+2
TECHNICAL 2D/3D+2
Story Factors:
Unreliable: Krish are not terribly reliable. They are easily
distracted by entertainment and sport, and often forget
minor details about the job at hand.
Move: 8/12
Size: 1.5-2 meters tall
Source: Alien Encounters (page 88), Ultimate Alien
Anthology (page 92), The Best of the Adventure Journal:
Issues 1-4 (page 21)

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Krytollak

Krytollak
87
Home Planet: Thandruss
Attribute Dice: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D/4D
MECHANICAL 1D/4D
PERCEPTION 2D/4D
STRENGTH 1D/4D
TECHNICAL 2D/3D+2
Special Abilities:
Shell: A Krytollak’s thick shell provides +1D+2 physical, +2
energy protection.
Move: 9/11
Size: 1.8-2.8 meters tall
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 53-55)

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Krikthasi


  • Name: Krikthasi
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: bis zu 2,5m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Baralou
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Alaarm, Fremde sind in unser Territorium eingedrungen
  • Aussehen: Sie sind große Mollusken mit langen flexiblen Körpern
  • Biologie:
  • Psychologie: Sie sind eine Aggressive, angriffslustige und territorial bezogene Rasse.

Bewegungsweite Min/Max:

  • gehen: 3/6
  • schwimmen: 12/15

Eigenschaftswürfel:

  • 11w+2 (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 1w+2
    • Max.: 4w+1
  • Mechanik:
    • Min.: 1w
    • Max.: 3w+2
  • Stärke:
    • Min.: 1w
    • Max.: 4w+1
  • Technik:
    • Min.: 0w
    • Max.: 1w+2
  • Wahrnehmung:
    • Min.: 1w
    • Max.: 4w
  • Wissen:
    • Min.: 1w
    • Max.: 2w+2

Sonstiges:

  • Farbwechsel: Die Krikthasi können Präzise ihre eigene Farbe kontrollieren und verändern.
  • Schwimmen: Bei der Charaktererstellung bekommen Krikthasi 2w für 1w beim Schwimmen.
  • Wasser Sensitiv: Sie bekommen 5w Schaden für jede Minute die sie aus dem Wasser Sind.

Quelle:

Krikthasi Home Planet: Baralou Attribute Dice: 11D+2 DEXTERITY 1D+2/4D+1 KNOWLEDGE 1D/2D+2 MECHANICAL 1D/3D+2 PERCEPTION 1D/4D STRENGTH 1D/4D+1 TECHNICAL 0D/1D+2 Special Abilities: Water Sensitive: Kirkthasi take 5D damage for every minute they are out of water. Swimming: At the time of character creation only, Krikthasi receive 2D for every 1D placed in swimming. Color Change: The Kirkthasi can change their skin coloration, with precise control over color, location of change, speed, pattern and fluctuation of color. Story Factors: Aggressive: Krikthasi are aggressive and violent. Move: 3/6 (walking), 12/15 (swimming) Size: Up to 2.5 meters long Source: Alien Encounters (page 87), Planets Collection (pages 32-33)

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Kurtzen

Kurtzen
Home Planet: Bakura
Attribute Dice: 10D
DEXTERITY 1D+2/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/2D+2
PERCEPTION 1D/3D
STRENGTH 2D/4D
TECHNICAL 1D/2D+2
Story Factors:
Genetic Disease: Recent generations of Kurtzen have suffered
from a degenerative genetic disorder, limiting population
growth. While the Bakurans have provided medicine to help
overcome some of these disorders, it is unusual for more
than two children in a family to live to adulthood.
Loyalty: Kurtzen tend to be fiercely loyal to the humans who
have provided them with medical assistance.
Tribal Culture: The Kurtzen are struggling to preserve
their traditional tribal culture. Younger Kurtzen no longer
remember the days when nomadic tribes roamed Bakura’s
forests. Elder Kurtzen are attempting to school their children
in the traditions of the species, but many are abandoning
these teachings in favor of Core World philosophies.
Primitive Culture: Older Kurtzen are still uncomfortable with
advanced technology, preferring a more spartan existence.
Kurtzen over the age of 60 suffer a -1D penalty on all skill
checks that involve atomic, information or space-level
technology.
Move: 9/12
Size: 1.2-1.7 meters tall
Source: The Truce at Bakura Sourcebook (pages 66-67)

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Kushiban

Kushiban
Home Planet: Kushibah
Attribute Dice: 12D
DEXTERITY 3D/5D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D/4D
PERCEPTION 1D+2/4D+1
STRENGTH 1D/2D+2
TECHNICAL 1D/4D
Special Abilities:
Nimble: Kushiban gain a +1D bonus to climbing/jumping
skill rolls that involve jumping or leaping, as well as a +1D
bonus to all dodge skill rolls.
Mood Fur: A Kushiban’s fur changes color with its emotional
state.
Story Factors:
Cute Appearance: Kushiban are perceived by many species
to be cute and cuddly. This leads many to think of them as
helpless, or mistake them for pets or vermin.
Move: 6/8
Size: 0.5 meters long
Source: Ultimate Alien Anthology (pages 93-94), Power of
the Jedi Sourcebook (pages 68-69), The New Jedi Order
Sourcebook (page 108)

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Kubaz


  • Name: Kubaz
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,5m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Kubindi
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat:
  • Aussehen: Sie haben Humanoide Körper und Gliedmaßen, mit 4 kurzen Fingern an ihren Händen. Sie haben eine Lange Nase, der etwas an einen Elefanten erinnert. Ihr Kopf hat eine Grünlich – Schwarze Färbung
  • Biologie:
  • Psychologie: Sie sind sehr kultiviert und legen viel Wert auf Tradition und Familie. Sie Lieben die Kunst und die Musik.

Bewegungsweite Min/Max:

  • gehen: 8/10

Eigenschaftswürfel:

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

Sonstiges:

Quelle:

Kubaz Home Planet: Ku’Bakai Attribute Dice: 12D DEXTERITY 1D+2/3D+2 KNOWLEDGE 2D/4D MECHANICAL 1D/3D+2 PERCEPTION 2D+2/4D+2 STRENGTH 1D/3D TECHNICAL 2D/4D Move: 8/10 Size: 1.7-2.0 meters tall Source: Ultimate Alien Anthology (page 93), Alien Anthology (pages 84-85), Galaxy Guide 4: Alien Races (pages 63-64)

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Kel Dor

Kel Dor
Home Planet: Dorin
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 1D+2/4D+1
STRENGTH 1D/3D+2
TECHNICAL 1D+1/4D
Special Abilities:
Low Light Vision: Kel Dor can see twice as far as a normal
human in poor lighting conditions.
Story Factors:
Atmospheric Dependence: Kel Dor cannot survive without
their native atmosphere, and must wear breath masks and
protective eye wear. Without a breath mask and protective
goggles, a Kel Dor will be blind within 5 rounds and must
make a Moderate Strength check or go unconscious. Each
round thereafter, the difficulty increases by +3. Once
unconscious, the Kel Dor will take one level of damage per
round unless returned to his native atmosphere.
79
Move: 10/12
Size: 1.4 to 2 meters tall.
Source: Ultimate Alien Anthology (pages 82-83), Alien
Anthology (page 81-82)

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Kentra

Kentra
Home Planet: Orellon II
Attribute Dice: 12D
DEXTERITY 3D/5D
KNOWLEDGE 1D/4D
MECHANICAL 1D/2D
PERCEPTION 2D/3D
STRENGTH 3D/5D
TECHNICAL 1D/2D
Special Abilities:
Jungle and Plains Survival: Kentra have an innate sense of
survial in their native terrains. They get a +1D when making
survival rolls regarding either jungle or plains.
Flight: Kentra can fly using their large, furred wings.
Move: 8/10 (walking), 12/16 (flying)
Size: 1.8-2.4 meters tall
Source: Alien Encounters (page 83)

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Karran

Karran
Home Planet: Karra
Attribute Dice: 12D
DEXTERITY 2D/5D
KNOWLEDGE 1D/4D
MECHANICAL 0D/3D
PERCEPTION 1D/3D
STRENGTH 2D/6D
TECHNICAL 0D/2D
Special Abilities:
Technological Ignorance: The Karrans know almost nothing
about technology and have a difficult time grasping new
concepts. They suffer a -1D penalty whenever they attempt
to use any item more advanced than simple stone age-era
tools.
Claws: The Karrans can use their foreclaws as weapons
doing STR damage.
Story Factors:
Altruism: A Karren’s sense of individuality is easily
suppressed by it insectoid sense of community survival.
The group, whether it be village, tribe or species, is of much
greater importance than the individual. As a result, it is not
uncommon for a Karren to sacrifice itself, if this sacrifice
represents a potential for the group to survive.
Move: 5/10
Size: 2-2.5 meters tall
Source: Alien Encounters (page 82)

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Kari

Kari
Home Planet: Karideph
Attribute Dice: 7D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D/2D
MECHANICAL 1D/3D+2
PERCEPTION *
STRENGTH 1D/4D+2
TECHNICAL 1D/2D+2
Special Skills:
Perception: Kari Perception depends upon the size of the
hatch.
Size of Hatch Perception
1-5 +1
15 +2
30 1D
75 1D+2
150 2D
500 3D
1,000 4D
100,000 5D
Story Factors:
Hive Society: An individual Kari is little more than a
mindless animal. Small groups of 10 individuals can
think well enough to tend a farm; groups of around 100
individuals can sovles fairly complicated mathematical
equations; the entire plaent’s population can think through
problems of abstract philosophy at a far deeper level than
most other species.
Move: 12/15 (leaping)
Size: 1 meter tall
Source: Alien Encounters (pages 80-81), Galaxy Guide 6:
Tramp Freighters (page 54)

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Kaminoan

Kaminoan
Home Planet: Kamino
Attribute Dice: 12D
DEXTERITY 1D/4D
KNOWLEDGE 1D+2/4D
MECHANICAL 1D/4D
PERCEPTION 1D/3D+1
STRENGTH 1D+2/4D+1
TECHNICAL 2D/4D+1
Special Abilities:
Hardy: Due to their innate hardiness, Kaminoans gain
a permanent +2 pip bonus to survival and stamina skill
checks.
Story Factors:
Cloners: Kaminoans are known as clone technicians.
Kaminoans turned to cloning early in their history, to better
assist in the survival of their species.
Move: 10/12
Size: 2.3-2.6 meters
Source: Ultimate Alien Anthology (page 82)

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Kamarian

Kamarian
Homeworld: Kamar
Attribute Dice: 10D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/3D+1
MECHANICAL 1D/4D+2
PERCEPTION 1D+1/5D
STRENGTH 2D/4D+2
TECHNICAL 1D/3D+2
Special Abilities:
Isolated Culture: Kamarians have limited technology and
almost no contact with galactic civilization. They may
only place beginning skill dice in the following skills:
77
Dexterity: archaic guns, bows, brawling parry, firearms,
grenade, melee combat, melee parry, missile weapons,
pick pocket, running, thrown weapons, Knowledge:
cultures, intimidation, languages, survival, willpower,
Mechanical: beast riding, ground vehicle operation, hover
vehicle operation, Perception: bargain, command, con,
gambling, hide persuasion, search, sneak,all Strengthskills,
Technical: computer programming/ repair, demolition, first
aid, ground vehicle repair, hover vehicle repair, security.
High Stamina: Kamarians can go for weeks without water.
Kamarians need not worry about dehydration until they
have gone 25 days without water. After 25 days, they
need to make an Easy stamina roll to avoid dehydration;
they must roll once every additional four days, increasing
the difficulty one level until they get water. Beginning
Kamarian characters automatically get +1D to survival:
desert (specialization only) as a free bonus (does not count
toward beginning skill dice and Kamarian characters can
add another +2D to survival or survival: desert at the time
of character creation).
High-Temperature Environments: Badlanders can endure
hot, arid climates. They suffer no ill effects from high
temperatures (until they reach 85 degrees Celsius).
Story Factors:
Clan Rivalries: Kamar’s various tk’squas often engage in
feuds and warfare.
Cult of the Varn: A religion has risen among the Badlanders
around the holofeature “Varn, World of Water”. Varn has
come to symbolize the place where good Badlanders go
when they die, unless tempted by the evil Solohan and furry
demon pal. Originally a messenger of the gods, Solohan
brought first word of Varn, but to the great consternation of
the Badlanders, was later flung up into the burning heavens
after blaspheming against Varn. A new prophet, Sonniod,
has forsworn his friendship with Solohan the Deceiver, and
has carried on the word of Varn.
Move: 11/15
Size: 1.3-1.7 meters tall; Badlanders are 1.1-1.4 meters
tall.
Source: Alien Encounters (page 79), Han Solo and the
Corporate Sector Sourcebook (pages 133-135)

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Kalduu

Kalduu
Home Planet: Ropagi II
Attribute Dice: 12D
DEXTERITY 3D/5D
KNOWLEDGE 4D/6D
MECHANICAL 1D/2D
PERCEPTION 2D/6D
STRTENGHT 1D+2
TECHNICAL 1D/4D
Special Abilities:
Mental Powers: use perception for skill checks. Two groups
internal and external, as a rule each Kalduu has one power
from each. Line of sight 10 meters max.
Internal Manifestations:
Intention Sense: User may attempt to sense the nature of
any action the target intends to take (natures are Parlay,
attack, flee, wait) Diff: moderate or targets Perception
Mindlink: Allows two-way mental communication, even if
recipient has no mental powers. Those contacted only tell
what they want to. Difficulty: Easy
Memory Probe: Allows user to search memories of target.
Age of memories determines the difficulty. less than 1 hour
ago:very easy, Less than a day:easy, less than week ago:
difficult. Target may resist with a Perception roll gettin +2D
bonus.
External Manifestations:
Injure: Target is hit with bolt of psychic energy doing 4D stun
damage, may resist with perception. Difficulty: Moderate
Healing: Allows the Kalduu to speed up healing. success
alows target to roll 2 natural healing rolls in a day.
Difficulty: Easy.
Defensive Shield: A mental shield is erected in a 2 meter
radius around the Kalduu. Strength code is increased by
+2D if successful. Difficulty: Difficult
Hints: quiet no vocal cords, communicate by telepathy,
helpful, great intellegence, peaceful.
Move: 2/5
Size: 0.5 meters
Source: Alien Encounters (page 78), Twin Star of Kira
(pages 57-58

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Ka’hren

Ka’hren
Home Planet: V’shar
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 2D/4D
MECHANICAL 2D/3D+2
PERCEPTION 2D/4D
STRENGTH 2D/4D+2
TECHNICAL 1D+2/3D+1
76
Special Abilities:
Natural Armor: Due to their thick flesh, Ka’hren receive +1
to Strength to resist physical damage.
Story Factors:
Lawful: The Ka’hren are very honorable and can be trusted
to keep their word. The concept of “betrayal” prior to their
contact with ourside cultures was but an abstract.
Move: 10
Size: 2-2.3 meters tall
Source: Alliance Intelligence Reports (page 77)

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Kadri’Ra

Kadri’Ra
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 3D/6D
MECHANICAL 1D/3D
PERCEPTION 1D+2/5D
STRENGTH 2D/7D
TECHNICAL 1D/4D
Special Abilities:
Ramming: When threatened, Kadri’Ra may ram people or
objects, even small spacecraft. A toughened exoskeleton
and cranium gives them STR+2D damage.
Space Survival: Kadri’Ra can survive in the vacuum of space
for up to eight days.
Attribute Bonus: For every 50 years of life, Kadri’Ra may
add +1D to any attribute (but may not exceed species
maximums).
Natural Body Armor: The thick hide of the Kadri’Ra provides
+3D against physical attacks and +1D+1 against energy
attacks.
Trampling: The bulky Kadri’Ra can inflict STR+1D in
trampling damage.
Story Factors:
Enslaved: Because of their size and strength, Kadri’Ra
have been prime targets of slavers. They are often forced
to work as living earth-movers or as laborers in large-scale
construction projects. Because they can exist in space for
limited peroids of time, they have also been used as laborers
in space docks. They are not considered sentient by the
Empire and are not protected
by any type of law. During the
time of the Old Republic, there
were an estimated 140,000,000
Kadri’Ra living on their adopted
homeworld, Arapia. By contrast,
when Emperor Palpatine
dissolved the Imperial Senate,
there were less than 14,000
remaining Kadri’Ra.
Move: 8 (decreases with age)
Size: 5-200 meters long
Source: Alien Encounters (page
77), The Black Sands of Socorro
(page 90)

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Kal Krakk

  • Name: Kal Krakk
  • Typ: Cyborgs
  • Alter Kind: 10
  • Alter Erwachsen: 250
  • Alter Vergreist: 3.000
  • Größe: 2m – 2,5m
  • Gewicht: 80kg – 250kg
  • Üblicher Besitz:
  • Heimatwelt: Kal Krakk
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat:
  • Aussehen:
  • Biologie:
  • Psychologie:

Bewegungsweite Min/Max:

  • gehen: 2/15
  • Repulsor: 8/33

Eigenschaftswürfel:

  • 14W (bis +6w bei Helden)
  • Geschicklichkeit: *
    • Min.: 3w
    • Max.: 6w
  • Mechanik:
    • Min.: 1w
    • Max.: 6w
  • Stärke: *
    • Min.: 3w
    • Max.: 6w
  • Technik:
    • Min.: 1w
    • Max.: 6w
  • Wahrnehmung: *
    • Min.: 1w
    • Max.: 6w
  • Wissen:
    • Min.: 1w
    • Max.: 6w

Sonstiges:

  • Force Blind: Alle Kal Krakk sind Macht Blind und können keine Machtpunkte Sammeln. Machtpunkte werden direkt in Charakterpunkte umgesetzt. Sie können keine Machtfähigkeiten entwickeln. Ein Machtanwender hat ein um 2 Stufen erhöhten Schwierigkeitsgrad um in zu Beeinflussen. Der Kal Krakk hat keinen Rettungswurf gegen diese Manipulation.(Willenskraft)
  • Nicht für ihn gemachte Geräte: Er hat einen um 5 Punkte erhöhten Schwierigkeitsgrad wenn er Geräte oder Waffen benutzen die nicht speziell für ihn gemacht wurden.
  • Fähigkeiten: Der erste Würfel muss bei neuen Fertigkeiten gekauft werden. Danach kann normal gesteigert werden.
  • Steigerung: Wahrnehmungs, Stärke und Geschicklichkeitsfertigkeiten Kosten bei Steigerungen über 6w die doppelten Charakterpunkte.
  • Psychologische Abhängigkeit: Alle Krakk sind abhängig von ihrem internen Speicher und können diese Abhängigkeit auch nicht umgehen. Wenn er Daten von Persohlichkeiten (z.B. Computer und Droiden) herunterlädt, so können zeitlich begrenzte Persöhnlichkeitsspaltungen auftreten.
  • Atmosphären Resistenz: Jeder Krakk kann sich in den Atmosphärentypen I – III ohne Abzüge oder Probleme bewegen. Bei Atmosphärentyp IV können sie es aber nur eine begrenzte Zeit von ca. 1 Stunde aushalten. Bei Atmoshärenlosigkeit muß ein externer Sauerstofftank getragen werden.(ca 150ml reicht für 2 Tage). Eine Patrone ist ca 2cm lang und ist ca 1,5cm durchmessend und leicht oval.
  • Neuralprozessoren: Er enthält für jedes System einen Neuralprozessor. Speichermodul Socket 10er: Dient als Speichererweiterung. Es können Speichermodule bis Maximal 3w verwendet werden. Es ist kein Festspeicher und Daten können in ihm durchaus verloren gehen.
  • Droidenschnittstelle: Hochleistungs Droidenschnittstelle dient zur Datenverarbeitung und Analyse und kann die Geschwindigkeit an die Umgebung anpassen.
  • Ferndiagnose Link, Biomonitor, Bioscanner und Techmonitor: Mit Hilfe des Ferndiagnose Link kann man sich in Systeme per Funkübertragung zur Diagnose einklinken. Der Biomonitor und der Techmonitor überwachen die Biologischen und technischen Komponenten der Einheit auf Schäden. Der Bioscanner dient zur Analyse von biologischen Substanzen. Er ist üblicherweise im Linken Unterarm eingebaut. Über eine kleine Lanze wird die Substanz getestet.
  • Skelett: Ein äußerst widerstandsfähiges Titan-Durastahl Skelett stützt den Körper und schützt die Gehirnschale.
  • Stärke gegen Energie und Mechanischem Schaden: je 6w Notfunkanlage im Gehirngehäuse: Dieser Minisender hat eine Lebensdauer von 72h und eine Reichweite von 5Lj.
  • Ionenabschirmung: Die Ionenabschirmung gibt dem Charakter einen um 10 erhöhten Widerstand gegen Ionenstrahlung und Beschuss.
  • Zwingende Maßnahmen:
    • Gehirn: Die Nährflüssigkeit des Gehirns wird ständig aufbereitet. Sie ist aber irgendwann verbraucht und muss ausgetauscht werden. Die Filter der Nähranlage müssen alle 6 Wochen erneuert werden. Sind die Filter primitiver so muss der austausch Zyklus verkürzt werden. Der Austausch ist ohne Probleme von ihm selber zu erledigen. Er kann 24h ohne Filter überleben. Danach bringen ihn die vergiftungen um. Jedes Jahr ist die Nährflüssigkeit verbraucht und muss zwingend ausgetauscht werden.
    • Reaktor: Die Reaktorladung muss jeden Monat ausgetauscht werden. Ca 150ml Wasserstoff. Eine Patrone ist ca 2cm lang und ist ca 1,5cm durchmessend und leicht oval. Andere Komponenten: Für andere Komponenten hat der Charakter 5000 Cr. zur Verfügung. Werden die Teile auf ihn persöhnlich angepasst so kosten sie das Doppelte und sollen sie verdeckt angebracht werden werden so kosten sie das Doppelte. Wenn beides zutrifft das dreifache.

Quelle:

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