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Alien races we made up for various games I ran...
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Bobmalooga
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Joined: 13 Sep 2010
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PostPosted: Thu Oct 07, 2010 7:14 pm    Post subject: Alien races we made up for various games I ran... Reply with quote

Here are a few alien races that we used in my game from time to time. They are from a myriad of sources (Comics, novels and other RPG...) with some being immediately recognizable and others being slightly obscured.

Gelflings
Native to the planet Gygaxia the Gelfling race is somewhat human in appearance the only difference tends to be that they are shorter than most adult humans and that they have slightly pointed ears. The Gelflings have a longer lifespan than their human counterparts as they can live to be 200 years old, there is no chance for interbreeding between the two races as their genetic makeup are completely different. (Despite rumors otherwise...) The Gelflings tended to be something of a closed society and didn't mingle very often with off worlders, this led to their problems with the Empire. Due to their long lived nature and dedication to hard work the race was enslaved by the Empire and their home world was left decimated in the wake of their being rounded up. It was thought for a long time that the race was extinct, with Dinnen Baerne being the last of his kind. This turned out not to be the case as he discovered the slave pits where his people were being held and was able to free them but not before dying. They have re-colonized their home world and are trying to rebuild their lives.

Gelflings
Attribute Dice: 12D
Dexterity 2D/4D+2
Knowledge 1D/3D
Mechanical 1D/3D
Perception 2D/4D
Strength 1D/4D
Technical 1D/3D

Move 10

Physical Appearance and Structure
average size: 5'0"-5'5"
average mass: 80-120lbs
average lifespan: 200 years
reproduction: heterosexual, viviparous
body temperature: 85

Senses
Gelflings have human level range senses and somewhat better night sight than a normal human does. Beyond that their senses are completely normal.

Speech
Gelflings have a variety of racial sub-languages that they speak inter-continental, they can speak basic and tend to do so with off worlders, leaving their language as something private and all their own.

Society and Customs
The Gelflings are known for their 'skill' with Bows, Swords and bo-staves. They are a closed, but close knit society. They tend to keep to themselves and tend towards slightly xenophobic attitudes when it comes to intermingling with other races. Their use of standard galactic technology has only come about in the last 200 years and they are still adapting to its use.

Special Abilities
The Gelflings get an additional +1D to Melee Combat and Melee Parry skills for every Die they place in that skill at character creation.

Story Factors:
Enslaved:
The Gelflings are a former slave race and will go to great lengths to combat this type of behavior.

Xenophobic:
The Gelflings are something of a closed race and tend not to interact to much with outside races especially in light of the problems that they've had with being enslaved.

Kree
The Kree is an extraterrestrial humanoid race who have created a vast empire in the Greater Magellanic Cloud. The Kree race began on the planet Hala in the Pama system long before the first mammals appeared on Earth. The original Kree had blue-colored skin, but a second racial group with pink skin resembling that of human Caucasians emerged over the millennia. At present, the blue-skinned "purebred" Kree are a small but powerful minority. Outwardly humanoid to a large degree, Kree bodies are adapted to environmental characteristics on Hala that are un-Earthlike: notably, higher gravity and a higher nitrogen content in the atmosphere. Although the Kree cannot breathe Earth's atmosphere without special apparatus, their denser bodies afford them about twice the average human being's strength and endurance. Despite their physical superiority and relatively advanced technology, the Kree race has reached the pinnacle of their evolutionary development, having not significantly changed in any way in tens of thousands of years.

The Kree Empire extends across almost a thousand worlds in the northwestern lobe (Earth reference) of the Greater Magellanic Cloud. The Kree began their empire over a million years ago, within a hundred years of the acquisition of interstellar technology from the then-benevolent race of Skrulls. The Skrulls at the time were attempting to foster a galactic empire based on free trade, and they landed on Hala to help the barbaric natives advance to the point where they could join. Finding that Hala boasted two equally intelligent life forms, the humanoid Kree and the plant-like Cotati, the Skrulls proposed a test to determine the worthier race. The Skrulls took an equal number of Kree and Cotati to a distant planetoid in another galaxy, Earth's moon, and fashioning an artificial atmosphere in which to work, bid the two groups to use their resources to create something of worth of the barren world. The Skrulls then departed. The Kree set about constructing a magnificent industrial city. The Cotati produced saplings and grew an equally magnificent garden. A year later (Earth reckoning), the Skrulls returned and judged the Cotati's achievement worthier. Enraged, the Kree leader Morag incited his fellows to slay the Skrulls and the Cotati and seize the Skrullian starship and its attendant technology. Mastering it within two generations, the Kree launched an attack on the Skrull Empire, and led the once-peaceful Skrulls to become increasingly militaristic to repulse them. Thus the Kree-Skrull War began; a conflict that would last thousands of years.

Though Hala is the planet of the Kree's origin, the planet Kree-Lar in the Turunal system is the capital of the Kree Empire as well as the seat of the government. The Kree Empire is ruled as a militaristic dictatorship. The permanent ruler is the organic computer-construct called the Supremor (or Supreme Intelligence), an immense computer system to which the preserved brains of the greatest intellects of the Kree race have been linked. Aiding the Supreme Intelligence is a number of imperial administrators on Kree-Lar, appointed governors of each of the member worlds, and a vast standing space militia. The empire also employs powerful automatons called Sentries to keep member-worlds under surveillance.

Attribute Dice: 12D
DEXTERITY 2D+2 / 4D+2
KNOWLEDGE 3D / 4D
MECHANICAL 2D / 4D
PERCEPTION 2D+2 / 4D+2
STRENGTH 2D+2 / 5D
TECHNICAL 1D / 4D

Move: 10/12

Physical Appearance and Structure
average size: 5'5"-6'5"
average mass: 155-300lbs
average lifespan: 125 years
reproduction: heterosexual, viviparous
body temperature: 98

Senses
The senses of the Kree are completely within the human range and for all intents and purposes are normal.

Speech
The Kree can speak Basic and will most likely do so while communicating to races other than their own.

Society and Customs
The Kree are a highly regimented, militaristic society. Little else is known about their culture. The official state religion worships the Supreme Intelligence, although the government has permitted adherents to the Universal Church of Truth to erect temples throughout the empire, including on Kree-Lar. There are also secret sects of Cotati worshippers. The Kree Empire's technology remains hundreds of years ahead of Earth's, but has not had any significant advances in millennia. The Kree Empire, like the Kree race itself, is old and moribund. The Supreme Intelligence's rule has been conservative and relatively unimaginative. It remains to be seen how long it will take before the empire begins to crumble.

Special Abilities:
The Kree also receive an additional +1D for ever Skill Dice they put in any combat related Dexterity, Strength or Perception skills at character creation.

Story Factors:
Reputation:
The Kree are a warrior race and have no trouble backing their threats of violence with action in less time than it takes for a Hutt to eat one of those frogs.

Fierce Warriors:
The Kree are known far and wide as warriors and have a reputation of not only going to war, but winning them as well. Most sensible races will avoid tangling with them as once an altercation starts the Kree consider it to be to the death.

Skrulls
The Skrull have been spacefarers for millions of years. Originally, they were peaceful merchants, willing to share their technology with all who were worthy. However, when they arrived on the planet Hala, home to the barbaric Kree and the peaceful Cotati, they held a contest between both races. The Cotati won, but the Kree took the Skrull's spaceships by force and developed their own technology from it. This forced the Skrulls to become militaristic and aggressive and a war between Kree and Skrulls started, a conflict that would rage for millennia with only short interruptions. Due to its strategic position Earth has been a target of both Kree and Skrull and hence the Skrulls have tried to invade it several times. Every attempt so far has failed, though it has been hinted that the Skrulls do have dozens of hidden agents on Earth and may even control whole towns.

Attribute Dice: 12D
DEXTERITY 2D / 4D+2
KNOWLEDGE 3D / 4D
MECHANICAL 2D / 3D
PERCEPTION 2D / 5D
STRENGTH 2D / 3D+2
TECHNICAL 1D / 3D

Move: 10/12

Physical Appearance and Structure
average size: 5'0"-5'5"
average mass: 90-120lbs
average lifespan: 140 years
reproduction: heterosexual, viviparous
body temperature: 98

Senses
The senses of the Skrulls are completely within the human range and for all intents and purposes are normal.

Speech
The Skrulls can speak Basic Although they will rarely do so as they consider the language offensive.

Society and Customs
The Skrulls have a largely militaristic society, one that is based on Imperialism. They are a warrior race and have fought the Kree for hundred of years in their quest to expand their own empire. Little to nothing is known about the day to day society of their throneworld.

Special Abilities:
Shape Shifting:
Skrulls can alter their appearance including changing skin color, hair and eye color as well height, but weight stays the same. The most that a Skrull can shift his or her height up to 50%. All changes take a round to complete and the player gains +3D on all disguise rolls for the purposes of using this power.

Skrulls also receive an additional +1D for ever Skill Dice they put in Disguise, Persuasion, Con, Blaster or Dodge skills at character creation.

Story Factors:
Mythical Status:
The Skrulls are considered to be a mythical race of beings, no one is sure that they even exist or where they come from. There are many different names for their race and any of the following are considered to be a correct nomenclature for the race: The Changelings, Shi'ido, Protean, Durlan, Wraiths (Or Dire Wraith) as well as Clawdites. Anyone failing a Perception check will disbelieve in the existence of the Changeling and will further go about making excuses who what they just saw or were told.

Distrust:
Those who discover the true nature of the Skrull in the presence will immediately begin to grow distrustful of them despite the fact that they may or may not have done any thing to rise their ire. This is largely due to the fact that Skrulls are secretive about the existence and often times their identity.


Slanserz
The Slanserz are a primitive race born on the planet Sitook and used as local muscle for their gods the Imperials who appeared in the skills in their flying chariots. The race is still using spears and arrows to fight their wars.

The Slanserz are not a player character race

Slanserz
Attribute Dice: 11D
Dexterity 2D/4D+2
Knowledge 2D/4D
Mechanical 2D/4D
Perception 2D/4D
Strength 1D/3D
Technical 2D/5D

Move 10

Physical Appearance and Structure
average size: 6 ft. in height with a 12 ft. tail
average mass: 300-500lbs
average lifespan: 90 years
reproduction: heterosexual, viviparous
body temperature: 65

Senses
The Slanserz have a heightened sense of smell using their tongues as a sensory device and can track prey at a +1D. Their vision is based on movement and their other senses seem to be ordinary for the most part.

Speech
The Slanserz speak with a heavy lisp due to their reptilian nature. They can speak basic, but prefer to speak their own language which is impossible for humans to produce properly with their voice box.

Society and Customs
The Slanserz are a fairly primitive race and are still during their developmental stages, their society is based on tribal ethics and all decisions go through their chieftain and the council of the wise.

Special Abilities
Body Armor:
The Slanserz receive a +1D vs. Physical and energy due to their naturally tough hide.

Tracking:
Due to their heightened sense of smell they can track prey easily, gaining an additional +1D to all of their tracking rolls.

Skill Bonus:
The Slanserz gain an additional +1D for every die they place into Melee Combat, Melee Parry or Tracking at character creation.

Story Factors:
Clan:
Every Slanserz is a member of one of the clans of Sitook and is extremely loyal to his or her clan before all others. This loyalty has often meant that Slanserz's from different clans, especially historically opposing clans, will lead to hostile arguments and even out right fighting if both sides do not agree on anything major. However, more often than in modern times, such disagreements between Slanserz from opposite clans has meant a refusal to work with each other, resulting in almost nothing getting done. Things really must get out of hand for the Slanserz to fight those of a different clan.

Loyal:
The Slanserz are a very loyal species. In fact some have said they are almost as loyal as the Wookies. Their word is their bond and they would rather die than break their word. Once they pledge their loyalty to someone, they will remain so until that being does something so horrible to the Slanserz as to result in losing the loyalty of the Slanserz.

Primitive:
The Slanserz are a primitive culture and for the most part only use melee related weaponry. They have sworn an oath to the Empire to act as their servants in order to safeguard their planet and have continued to do so.


Takisians
The population of the planet Takis, located in the Hapan cluster, is divided into two classes, a ruling class of feudal elite royalty, and a large working class. However, there is an even greater distinction between these two classes. Takisian royalty have highly developed psychic powers of telepathy, mind control, and the like. The rest of the population are 'psi-blind' as they say, and have no such abilities. This widens the gap between the two classes.

The Takisians are not a player character race

Takisians
Attribute Dice: 12D
DEXTERITY: 1D / 4D
KNOWLEDGE: 1D / 4D
MECHANICAL: 1D / 3D+1
PERCEPTION: 2D / 5D
STRENGTH: 1D / 4D
TECHNICAL: 1D / 3D+2

Movement: 10

Physical Appearance and Structure
average size: 5'0"-5'5"
average mass: 90-120lbs
average lifespan: 140 years
reproduction: heterosexual, viviparous
body temperature: 98

Senses
The Takisians five normal senses are completely within human range, although it is said that their eyesight is slightly better than human (+2 to all search rolls). They possess natural telepathic abilities, not unlike the Betazoids. Only the royal class of the planet have the telepathic powers.

Speech
The Takisians are a very cultured people and like the finer things in life. They have their own planetary language and will use it over the galactic Basic that so many other life forms use.

Society and Customs
Genealogy and breeding are hence extremely important to the Takisian elite, and the reciting of the complete name of an individual is quite lengthy. They use controlled breeding to aim at producing even higher and more potent mental powers in future generations. Women are sequestered in their own palatial wings, as breeding is so important to the Takisians. Children stay with them to a certain age, around 13. There is no interbreeding allowed between the elite and lower classes.

Takisian royalty is divided into several factions by family and political groups, and feudal intrigue and infighting is common. One of the reasons women are sequestered is for 'protection' from assassination. Breeding is so important to them that the loss of a child-bearer and her child is devastating. Death is also common for males, as well, of course, with family infighting, as well as fighting between factions. Females are far more likely to be targeted by assassins as their death can ruin breeding lines.

Special Abilities:
Telepathy:
Takisians are one of the more telepathic races. Their minds are constantly open, and they are rarely surprised or upset to see what is on someone's mind. Takisians telepathy works similar to a variety of Force skills, except Takisians use their PER score instead of the applicable Force attribute. Takisian telepathy confers the following abilities:
1. Life Detection: Same effect as the Force skill of that name.
2. Life Sense: Similar to the Force skill of that name, except the Takisians are not able to sense the presence of disease or other physical problems, they just get an impression of the targets thoughts and emotions.
3. Receptive Telepathy: Same effect as the Force skill of that name.
4. Projective Telepathy: Same effect as the Force skill of that name.

Takisians also receive an additional +1D for ever Skill Dice they put in Blasters, Dodge, Melee Combat or Melee Perry, Firearms, Beast Riding, Cultures, Languages and Alien Species skills at character creation.

Story Factors:
Xenophobic:
Takisians don't interact with other species very well. They've had bad experiences with it in the past and as a result will go out of their way to keep other races off of their planets (No off worlders may land on their planet, all interaction is strictly done via sub-orbital space stations.)

Aloof:
The Takisians are aloof to those they don't respect or have any reason to fear. As such they are at -1D on all interactive rolls when dealing with people that are less than their stature or rank in society.

Thanagarians
Orbiting the Polaris sun in the Umbral sector of the known universe, Thanagar is populated by a winged humanoid race which evolved and developed a highly technological civilization in which war has been rare and crime virtually unknown since the planet’s early years. Having exhausted all challenges at home, the Thanagarians turned their attention to the stars, developing sophisticated space flight embarking on a concerted program of interstellar exploration. What they found was a lot of races that were less advanced than them and rather than trying to live in peace and harmony with these races the Thanagarians took to Imperialism. They declared numerous planets as protectorates of Thanagar and strip mined those planets of natural resources and life forms transporting them back to Thanagar for both pleasure and profit to work as slaves in the ghettos in the ‘under cities’. The slaves and alien off worlders in the ghettos suffer through the worst treatment having to deal with filth, disease and poverty.

After the beginning of the clone wars, the Thanagarians, who had sided with Palpatine, found themselves on the outs when he turned his attention to their planet. The masters became no better than the slaves and the Thanagarians finally learned what it was like to be enslaved. After the battle of Endor Paren Hol rallied the Thanagarians and reformed their government. He established the elite Wingmen, a specialized branch of the military. The Thanagarians have made strives to distance themselves from the atrocities they committed during their years of Imperialism.

It should be noted that the Thanagarians are also known as 'the Aeon', the difference in name comes from the Empire who changed their name when they enslaved the race. ‘Aeon’ is generally thought of as a derogatory slang by the Thanagarians.

Thanagarians
Attribute Dice: 12D
Dexterity 2D/5D
Knowledge 1D/3D
Mechanical 1D/3D
Perception 2D/4D
Strength 1D/4D
Technical 1D/3D

Move-10 walking, 12-16 Flying.

Physical Appearance and Structure
average size: 5'0"-6'0"
average mass: 80-150 lbs
average lifespan: 110 years
reproduction: heterosexual, viviparous
body temperature: 96

Senses
The Thanagarians senses are all within the human range with the exception of their eyesight which is much better than average humans.

Speech
Thanagarians can speak basic although they prefer their own native tongue.

Society and Customs
Thanagarians are beings of few words and great action. They tend to be brutal and destructive when engaged in a war against their designated foes.

Special Abilities:
Winged Flight:
The Thanagarians can fly by means of natural wings which span sixteen feet from wingtip to wingtip. Fully feathered like a birds, the wings have a very flexible skeletal structure, enabling them to compress them to the back of their torso and legs with only the slightest bulge visible under a large cloak They can reach heights of 10,000 feet with little effort and have a normal cruising speed averages around 70 miles per hour (112 kph), though they are capable of diving swoops that reach up to 180 miles per hour (290 kph). In game terms their movement in the air can be as low as a 12 and as high as a 16.

Enhanced Sight:
+2D to all medium and long range sight rolls.

Aerial Adaptation:
The Thanagarians entire anatomy is naturally adapted to flying. Their bones are hollow like birds, making them weigh far less than usual for a human of their build. Their bodies are virtually devoid of fat and possesses greater proportionate muscle mass than an ordinary human does. Their eyes are specially adapted to withstand high-speed winds which would hurt the average human eye. They possess a special membrane in their respiratory system enabling them to extract oxygen from the air at high velocities or altitudes.

Story Factors:
Reputation:
Thanagarians are fierce warriors and will back their threats of violence with action at the drop of a hat. Once they engage in war nothing short of a total surrender will get them to stop.

Unique Status:
The Thanagarians have been both slave masters and slaves and as such have a unique status in that they hate slavery and for the most part will fight against it and that they aren't very trusted by other races who just naturally assume that the Thanagarians are there to enslave them.

Thermyscrians

Attribute Dice: 18D
Dexterity 2D/4D
Knowledge 1D/4D
Mechanical 1D/4D
Perception 2D/4D
Strength 2D/4D
Technical 1D/4D

Move 10

Physical Appearance and Structure
average size: Between 5'4" and 6'2"
average mass: Between 110 lbs and 165 lbs
average lifespan: 60-90 years
reproduction: Heterosexual
body temperature: 96

The Thermyscrians are all human women, the planet was founded when a group of female settlers left the republic to colonize the planet. For the most part they are xenophobic and tend to avoid off worlders although that has begun to change over the last 100 years as they have begun to adapt to outside technology. The Thermyscrians wear battle leathers when going into combat and are known far and wide as lethal warriors.

Senses
The Thermyscrians have normal human senses, although honed to a fine edge due to their combative nature.

Speech
The Thermyscrians have a planetary language all their own and it is an extremely private language as no one outside of native born Thermyscrians are taught the language. As they have recently begun to adapt to outside technology (the last 100 years...) the Thermyscrians have begun to speak Basic as well and use it strictly with outsiders from off planet.

Society and Customs
The Thermyscrians are a matriarchal Oligarchy with democratic overtones. They have a queen and an advising council that make choices for the betterment of the people. Unlike in the past the Thermyscrians have done away with the keeping of male slaves, instead they mingle with human off worlders and procreate once a year with the males being sent off to Coruscant or to their fathers and the females being raised amongst their sisters. There are strict rules against mingling with outsiders, much less being touched by males and with the Royal honor guard they have been known to kill men who lay hands on them.

Special Abilities
Thermyscrians receive an additional +1D for ever Skill Dice they put in Archery, Blasters, Dodge, Melee Combat or Melee Perry, Firearms, Search, Sneak, Brawling, Brawling parry, Lifting, Swimming or Stamina skills at character creation.

Story Factors:
Reputation:
Thermyscrians are generally reputed to be fierce warriors and great hunters, and they are often feared. Those who know of them always steer clear of them.

Enslaved:
The Thermyscrians have suffered great abuse at the hands of the Empire and other slave related races, as a result their population is somewhat diminished. As a result of this they will go to great lengths to fight against slavery even going to so far as to side with enemies temporarily to deal with the matter before resuming their fight.

Matriarchal society:
Thermyscrians are very pro-woman and have little respect for men or the way that they have ran the galaxy for the last couple of thousand years. (The whole rise of the empire, fall of the Jedi and galactic civil war...All because men were in charge!) Men are at -2D to all perception related persuasion skill type rolls and are treated little better than cattle. (This penalty includes Con, Persuasion and the like.)

And my version of the Star Dragon
No one is sure where it is they came from and most people are even less sure about where it is they've gone to. Legends speak of Star Dragons being as big as a Star Destroyer and capable of ripping capital size ships into pieces with their claws. The truth of the matter is that Star Dragons are only slightly bigger than a domesticated Kath hound puppy. How the legends got started is unknown, but the size difference tends to lead most people to believe that Star Dragons are little more than pets when they're first seen. The only truth to legends comes from the fact that Dragons can navigate through space on their own although they are incapable of hyperspace movement of any type and require a vessel of some type to get around from system to system.

It should be noted that Star Dragons are not a Player character race.

Star Dragons
Attribute Dice: 12D
Dexterity 1D/4D
Knowledge 1D/4D
Mechanical 1D/2D+1
Perception 1D/4D
Strength 1D/2D+2
Technical 1D/2D

Move-18/25 (Space: 8)

Physical Appearance and Structure
average size: 2.5 feet tall (Including tail) with a 3 foot wingspan.
average mass: 65 lbs
average lifespan: No one is sure, the only recorded lifespan on record is 900 years.
reproduction: heterosexual, viviparous
body temperature: 55

Senses
The full range of a Star Dragons senses are unknown, they have never been fully documented and as a result are open to speculation.

Speech
The Star Dragons don't appear to be capable of speech, as most of them are force sensitive they tend to communicate by telepathy or some sort of telepathic bond.

Society and Customs
Nothing is known about the 'society' of the Star Dragon, they don't seem to gather in groups or have much to do with one another. They tend to be extremely rare and reclusive seeking the shelter of a dry warm place to roost.

Special Abilities
Racial Abilities:
Flame Breath:
6D Star Dragons have the ability to produce flame from two glands at the back of their throat, the flame can shoot a maximum distance of 15 feet and has been known to produce enough heat to marr and melt blast doors.

Flight:
Due to the wings on their backs Star Dragons are capable of flight and can move at speeds in excess of 150 mph for limited durations of time, their typical cruising speed is 90 mph. As this is the Star Dragons primary mode of movement they are capable of staying aloft for extended periods of time without having to make any sort of Stamina roll.

Bite:
Strength+1. Even though they look cute and cuddly the Star Dragon has enough jaw strength to rend human flesh and bone.

Story Factors:
Reputation:
Star Dragons are reputed to be the size of Star Destroyers and fierce creatures that can tear apart ships with their claws or breath atomic flame from their mouth. Mostly they're the stuff of old spacers tales.

Reclusive:
Star Dragons aren't big on social interaction as people tend to want to do stupid things like Attack them, steal their eggs or pester them for some treasure horde they don't have. The Dragons tend to get along well with other races, they just tend to want to keep to themselves.

Porpi
The Porpi are a native aquatic race to the planet Besini I, not much is known about them other than they are a peaceful people and rarely cause any trouble for anyone. It is believed that they don't have much in the way of technology and thus that makes them an easy target for people wanting to seize control of them through their innocence.

The Porpi are not a player character race.

Porpi
Attribute Dice: 12D
Dexterity 2D/4D
Knowledge 1D/3D
Mechanical 1D/2D
Perception 2D/4D
Strength 2D/5D
Technical 1D/2D

Move: 8 on land, 12 in the water.

Physical Appearance and Structure
average size: 6'0"
average mass: 250-400 lbs
average lifespan: 90 years
reproduction: heterosexual, viviparous
body temperature: 65

Senses
The Porpi have a heightened sense of hearing and sight while in the water and even while on land, they receive a +1D to all their Perception rolls concerning those feats.

Speech
The Porpi can't speak Basic, but have no trouble understanding the language. Their language consists of a series of squeaks and high pitched sounds.

Society and Customs
The Porpi travel in schools and are very tribal in nature. They tend to love for life and once bonded to another of their kind will remain with them until they die.

Special Abilities
Body Armor:
The Porpi receive a +1D vs. Physical due to their naturally thick hide.

Enhanced Sight and Hearing:
The Porpi have a heightened sense of hearing and sight while in the water and even while on land, they receive a +1D to all their Perception rolls concerning those feats.

Story Factors:
Innocence:
The Porpi haven't had much exposure to the galaxy or its ways and as such are largely naive about the way that things really work. They are gullible about a great many things and genuinely want to help people or believe that people are inherently good.

Enslaved:
The Porpi have suffered great abuse at the hands of the Empire and other slave related races, as a result their population is somewhat diminished.

Jedi Respect:
The Porpi, due to their innocent and good nature, have a deep respect for Jedi Knights and the Force. They almost always yield to the commands of a Jedi Knight (or a being that represents itself believably as a Jedi). Naturally, they are enemies of the enemies of Jedi (or those who impersonate Jedi).
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Last edited by Bobmalooga on Fri Oct 08, 2010 9:29 am; edited 1 time in total
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
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PostPosted: Thu Oct 07, 2010 10:11 pm    Post subject: Reply with quote

Marvel, DC, you've got it all in there. Cool. Thanks for sharing.
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garhkal
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PostPosted: Thu Oct 07, 2010 10:33 pm    Post subject: Reply with quote

Not bad.. many have high bonuses (especially in nearly all combat related skill areas, and some especially seem to ave a vast number of skills that gain bonus D in at cha creation, with little to no offsetting penalties othre than a 'story factor isolationism'.....
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Bobmalooga
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Joined: 13 Sep 2010
Posts: 367
Location: The south...

PostPosted: Fri Oct 08, 2010 9:37 am    Post subject: Reply with quote

Whill I even threw in the Takisians from the Wildcards books! I also have the major Star Trek races as well. A couple of these races (The Slanserz and Porpi) were created by a player specifically to populate planets they created and really weren't intended to be used as PC races. Others were used to fill in gaps (we had a player who wanted to play a Drow Elf and another who wanted to play a winged assassin...) are they a little rough around the edges? Sure they are, but I can work with that.

I'll post the Star Trek races later...
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10402
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Fri Oct 08, 2010 10:29 pm    Post subject: Reply with quote

Bobmalooga wrote:
I'll post the Star Trek races later...


Cool!
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