Post by Admin on Jul 17, 2018 20:33:11 GMT -6
Unique Races
(Note: These races may or may not be available due to the campaign being played)
MANDELORIAN
Background
Mandalorian In five millennia, the Mandalorians fought with and against a thousand armies on a thousand worlds. They learned to speak as many languages and absorbed weapons technology and tactics from every war. And yet, despite the overwhelming influence of alien cultures, and the absence of a true homeworld and even species, their own language not only survived but changed little, their way of life and their philosophy remained untouched, and their ideals and sense of family, of identify, of nation, were only strengthened.
Tribal Warriors
The Mandalorians—known in Mando'a as the Mando'ade, or "Children of Mandalore"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to "Sole Ruler" and was rendered as "Mandalore" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial.
Race
A Dathomirian, Human, Twi'lek, or Zabrak can be a Mandalorian.
Mandalorian
Names Mandalorians placed little importance on birthplace or citizenship, and so had no official "state" as understood by galactic politics. Mandalorian society was a classical meritocracy, where rank and status meant nothing in comparison to a being's actions and achievements.[3] Mandalorian clans were led by chieftains—usually senior members of the clans chosen for their wisdom—and the loose affiliation and cooperation between them was the closest the Mandalorians had to a standard government. Male Names: Akero, Baltan, Boba, Cassuss, Jango, Levet, Takan, Thraijon, Vhonte Female Names: Hayar, Karin, Mari, Mij, Ohta, Sabine, Vera Clan Names: Bralor, Beviin, Fett, Ordo, Skirata, Vevut, Vizsla, Wren
Mandalorian Traits
The following traits apply to a Mandalorian, overwriting your character's race traits. Alignment. Mandalorians tend to align with lawful evil, but can be any alignment. Equipment. Mandalorian combat armor (+1), Mandalorian blaster or sword (+1). Proficiency. You are proficient with Mandalorian armor and Mandalorian-made weapons. Skill Proficiencies. Repair, one of your choice. Languages. Mando'a, two of your choice.
Feature: The Mando'ade As a Mandalorian you have access to the warrior clans of the Mando'ade, the Mandalorian race. You can call on your Mandalorian brethren to help you in most situations, and they will certainly answer the call.
IRIDONIAN
The Iridonian, also known as Iridonians when referring to the Iridonian who came from Iridonia, were a carnivorous Near Human species native to Iridonia, a planet located in the Mid Rim known for its inhospitable terrain and fierce predatory life. They were a species known for having a fierce sense of self-determination and an equally dominant need for independence.
Horned Humans
Zabrak were Near-Human, but had a number of significant physical characteristics that set them apart from baseline Humanity. The most striking of these were a series of vestigial horns that crowned the heads of both males and females. These horns grew at puberty in varying patterns and signified that the time of their rite of passage was drawing near. The horns were one trait shared by the many Zabrak subspecies, which were divided by a number of physical characteristics that differed from subspecies to subspecies. These could include different skin tones (which included peachy white, pure white, yellow, red, tan, brown and black), horn patterns, hair growth (though it should be noted that most Zabraks, unlike Humans, could not grow eyelashes or facial hair – there were some exceptions, such as Maris Brood and Bao-Dur, who had eyebrows) and eye color (which have certain pigmentations that Humans lack, such as purple, yellow, red, and orange).
Iridonian Names
Male Names: Aleas, Agen, Bao-Dur, Feral, Gith, Maul, Savage Female Names: Acaadi, Maris Clan Names: Brood, Darach, Kolar, Koth, Opress
Iridonian Traits
Your Iridonian character has many different attributes that might be useful in the field: Ability Score Inrease. +2 to one ability score of theit choice and +1 to Constitution +1 to Wisdom. Age. Up to 80. Alignment. Any. Size. Medium. Speed. 30ft. Horned. Due to your horned skull, many people find you to be rather scary. You have advantage on persuasion checks when dealing with others not of their race. Proficiency. martial training. Languages. Basic, Zabraki. Darkvsion, and advantage on perception (sound) checks. Resistance to Poison and toxins. Require double food intake of standard species. Resistance to heat, Vulnerable to Cold. In 0 degree environments are Iridonians must have a heating source or they die within two hours.
HUTT
Hutts are long-lived gastropods who occupy a region known as Hutt Space. They are powerful, ruthless beings who continually seek to expand the boundaries of their dominion and the holdings of their individual clans, or Kajidics. Their appetite for power is as insatiable as their appetite for food.
Hutts are often found at the center of business and criminal enterprises. Legality (Or lack thereof) does not affect whether a Hutt will pursue a venture. All that matters is how much of a benefit- and a profit- one can get from it.
Like worms, Hutts are hermaphroditic, with both male and female reproductive organs. Hutts bear their young one at a time and nourish them for a time in a brood pouch. Their large lungs enable them to stay underwater for hours at a time. Xenobiologists often classify Hutts as gastropods because of their sluglike appearance and movements.
A council of elders oversees Hutt Space. Comprised of Hutts representing the oldest and most influential Kajidics, they decide the fate of everyone who lives in Hutt Space, and all Hutts are answerable to them.
Personality
Most Hutts are vicious megalomaniacs who consider their kind to be beyond mortality as perceived by lesser beings. They have a talent for manipulating other beings and enjoy accumulating and exerting power over others. A Hutt's strongest loyalty is always to his Kajidic, without which a Hutt is nothing but a lowly commoner.
Physical Description
A Hutt is an immense, sluglike creature with a thick body, muscular tail, and small arms protruding from it's upper body. A Hutt's bulbous head features catlike eyes, wide nostrils, and a broad lipless mouth. An adult Hutt averages 4 meters long and weighs 1,500 kilograms.
Average Height/Weight
A typical Hutt stands at 1.6 meters tall and weighs 1500 kilograms.
Age
Hutts can live up to 1500 years
Homeworld
Hutts evolved on the temperate forest world of Varl. When a natural calamity left Varl a blasted wasteland, the Hutts fled and adopted a new homeworld: Nal Hutta, in the Y'Toub System on the border of The Mid Rim and The Outer Rim. The Hutts have spent centuries polluting and ruining Nal Hutta's ecosystem, as well as that of Nar Shaddaa, a heavily industrialized moon orbiting Nal Hutta.
Languages
Hutts speak, read, and write both Basic and Huttese. However, they consider their own language superior to Basic and usually demand that lesser beings address them in their native tongue.
Example Names
Borga, Churabba, Dalla, Durga, Gardulla, Grelb, Grondo, Issulla, Jabba, Krova, Mardoc, Mika, Nullada, Popara, Shala, Yarella, Zonnos, Zordo.
Adventurers
Very few Hutts manifest any desire to explore space or place themselves in harm's way. They prefer to travel the stars on space yachts or command their mini-empires from heavily fortified estates. Hutt crime lord Nobles are common, while exiled or disgraced Hutts sometimes become Scoundrels or bounty hunters. At least one Hutt of repute has trained as a Jedi, although Hutt Force-users are exceedingly rare.
Hutt Traits
Ability Modifiers: All Hutts receive a +2 bonus to their Strength, Constitution, and Intelligence; but suffer a -6 penalty to their Dexterity. Hutts are strong, hardy, and crafty; but are sluggish and uncoordinated.
Large Size: As large creatures, Hutts take a -1 size penalty to their Reflex Defense and a -5 size penalty on Stealth checks. Their lifting and carrying limits are double those of Medium characters.
Speed: Hutts have a base speed of 10 ft.
Force Resistance: A Hutt's sharp mind allows them to resist Force abilities. Hutts receive a +5 bonus to their Wisdom Saves against any use of the Force.
Supreme Stability: A Hutt's sluglike body structure and lack of any kind of legs, allows a Hutt to become completely immune to being knocked Prone.
Silver Tongued: Hutts may be known to be heavy handed in their ventures, but they are equally capable in legal negotiations as they are underground business. A Hutt may choose to reroll any Persuasion check, keeping the better of the two results.
Automatic Languages: All Hutts can speak, read, and write both Basic and Huttese.
(Note: These races may or may not be available due to the campaign being played)
MANDELORIAN
Background
Mandalorian In five millennia, the Mandalorians fought with and against a thousand armies on a thousand worlds. They learned to speak as many languages and absorbed weapons technology and tactics from every war. And yet, despite the overwhelming influence of alien cultures, and the absence of a true homeworld and even species, their own language not only survived but changed little, their way of life and their philosophy remained untouched, and their ideals and sense of family, of identify, of nation, were only strengthened.
Tribal Warriors
The Mandalorians—known in Mando'a as the Mando'ade, or "Children of Mandalore"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to "Sole Ruler" and was rendered as "Mandalore" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial.
Race
A Dathomirian, Human, Twi'lek, or Zabrak can be a Mandalorian.
Mandalorian
Names Mandalorians placed little importance on birthplace or citizenship, and so had no official "state" as understood by galactic politics. Mandalorian society was a classical meritocracy, where rank and status meant nothing in comparison to a being's actions and achievements.[3] Mandalorian clans were led by chieftains—usually senior members of the clans chosen for their wisdom—and the loose affiliation and cooperation between them was the closest the Mandalorians had to a standard government. Male Names: Akero, Baltan, Boba, Cassuss, Jango, Levet, Takan, Thraijon, Vhonte Female Names: Hayar, Karin, Mari, Mij, Ohta, Sabine, Vera Clan Names: Bralor, Beviin, Fett, Ordo, Skirata, Vevut, Vizsla, Wren
Mandalorian Traits
The following traits apply to a Mandalorian, overwriting your character's race traits. Alignment. Mandalorians tend to align with lawful evil, but can be any alignment. Equipment. Mandalorian combat armor (+1), Mandalorian blaster or sword (+1). Proficiency. You are proficient with Mandalorian armor and Mandalorian-made weapons. Skill Proficiencies. Repair, one of your choice. Languages. Mando'a, two of your choice.
Feature: The Mando'ade As a Mandalorian you have access to the warrior clans of the Mando'ade, the Mandalorian race. You can call on your Mandalorian brethren to help you in most situations, and they will certainly answer the call.
IRIDONIAN
The Iridonian, also known as Iridonians when referring to the Iridonian who came from Iridonia, were a carnivorous Near Human species native to Iridonia, a planet located in the Mid Rim known for its inhospitable terrain and fierce predatory life. They were a species known for having a fierce sense of self-determination and an equally dominant need for independence.
Horned Humans
Zabrak were Near-Human, but had a number of significant physical characteristics that set them apart from baseline Humanity. The most striking of these were a series of vestigial horns that crowned the heads of both males and females. These horns grew at puberty in varying patterns and signified that the time of their rite of passage was drawing near. The horns were one trait shared by the many Zabrak subspecies, which were divided by a number of physical characteristics that differed from subspecies to subspecies. These could include different skin tones (which included peachy white, pure white, yellow, red, tan, brown and black), horn patterns, hair growth (though it should be noted that most Zabraks, unlike Humans, could not grow eyelashes or facial hair – there were some exceptions, such as Maris Brood and Bao-Dur, who had eyebrows) and eye color (which have certain pigmentations that Humans lack, such as purple, yellow, red, and orange).
Iridonian Names
Male Names: Aleas, Agen, Bao-Dur, Feral, Gith, Maul, Savage Female Names: Acaadi, Maris Clan Names: Brood, Darach, Kolar, Koth, Opress
Iridonian Traits
Your Iridonian character has many different attributes that might be useful in the field: Ability Score Inrease. +2 to one ability score of theit choice and +1 to Constitution +1 to Wisdom. Age. Up to 80. Alignment. Any. Size. Medium. Speed. 30ft. Horned. Due to your horned skull, many people find you to be rather scary. You have advantage on persuasion checks when dealing with others not of their race. Proficiency. martial training. Languages. Basic, Zabraki. Darkvsion, and advantage on perception (sound) checks. Resistance to Poison and toxins. Require double food intake of standard species. Resistance to heat, Vulnerable to Cold. In 0 degree environments are Iridonians must have a heating source or they die within two hours.
HUTT
Hutts are long-lived gastropods who occupy a region known as Hutt Space. They are powerful, ruthless beings who continually seek to expand the boundaries of their dominion and the holdings of their individual clans, or Kajidics. Their appetite for power is as insatiable as their appetite for food.
Hutts are often found at the center of business and criminal enterprises. Legality (Or lack thereof) does not affect whether a Hutt will pursue a venture. All that matters is how much of a benefit- and a profit- one can get from it.
Like worms, Hutts are hermaphroditic, with both male and female reproductive organs. Hutts bear their young one at a time and nourish them for a time in a brood pouch. Their large lungs enable them to stay underwater for hours at a time. Xenobiologists often classify Hutts as gastropods because of their sluglike appearance and movements.
A council of elders oversees Hutt Space. Comprised of Hutts representing the oldest and most influential Kajidics, they decide the fate of everyone who lives in Hutt Space, and all Hutts are answerable to them.
Personality
Most Hutts are vicious megalomaniacs who consider their kind to be beyond mortality as perceived by lesser beings. They have a talent for manipulating other beings and enjoy accumulating and exerting power over others. A Hutt's strongest loyalty is always to his Kajidic, without which a Hutt is nothing but a lowly commoner.
Physical Description
A Hutt is an immense, sluglike creature with a thick body, muscular tail, and small arms protruding from it's upper body. A Hutt's bulbous head features catlike eyes, wide nostrils, and a broad lipless mouth. An adult Hutt averages 4 meters long and weighs 1,500 kilograms.
Average Height/Weight
A typical Hutt stands at 1.6 meters tall and weighs 1500 kilograms.
Age
Hutts can live up to 1500 years
Homeworld
Hutts evolved on the temperate forest world of Varl. When a natural calamity left Varl a blasted wasteland, the Hutts fled and adopted a new homeworld: Nal Hutta, in the Y'Toub System on the border of The Mid Rim and The Outer Rim. The Hutts have spent centuries polluting and ruining Nal Hutta's ecosystem, as well as that of Nar Shaddaa, a heavily industrialized moon orbiting Nal Hutta.
Languages
Hutts speak, read, and write both Basic and Huttese. However, they consider their own language superior to Basic and usually demand that lesser beings address them in their native tongue.
Example Names
Borga, Churabba, Dalla, Durga, Gardulla, Grelb, Grondo, Issulla, Jabba, Krova, Mardoc, Mika, Nullada, Popara, Shala, Yarella, Zonnos, Zordo.
Adventurers
Very few Hutts manifest any desire to explore space or place themselves in harm's way. They prefer to travel the stars on space yachts or command their mini-empires from heavily fortified estates. Hutt crime lord Nobles are common, while exiled or disgraced Hutts sometimes become Scoundrels or bounty hunters. At least one Hutt of repute has trained as a Jedi, although Hutt Force-users are exceedingly rare.
Hutt Traits
Ability Modifiers: All Hutts receive a +2 bonus to their Strength, Constitution, and Intelligence; but suffer a -6 penalty to their Dexterity. Hutts are strong, hardy, and crafty; but are sluggish and uncoordinated.
Large Size: As large creatures, Hutts take a -1 size penalty to their Reflex Defense and a -5 size penalty on Stealth checks. Their lifting and carrying limits are double those of Medium characters.
Speed: Hutts have a base speed of 10 ft.
Force Resistance: A Hutt's sharp mind allows them to resist Force abilities. Hutts receive a +5 bonus to their Wisdom Saves against any use of the Force.
Supreme Stability: A Hutt's sluglike body structure and lack of any kind of legs, allows a Hutt to become completely immune to being knocked Prone.
Silver Tongued: Hutts may be known to be heavy handed in their ventures, but they are equally capable in legal negotiations as they are underground business. A Hutt may choose to reroll any Persuasion check, keeping the better of the two results.
Automatic Languages: All Hutts can speak, read, and write both Basic and Huttese.