Jackal
Physical
Description: The Jackal are bipedal canines with a
thin brown fur, long bodies and long face. Jackals always
appear to be growling, and this is in fact true, but is down
to their aggressive nature rather than any physical trait.
Cultures:
Jackal are a mongrel species hailing from no fixed abode.
Their clans have seemingly roamed the galaxy for several
millennia. Jackal DNA is very close to that of Bothans
with scientists believing that the Jackal are either an
off-shoot of Bothans or the result of Bothans cross breeding
with another species many thousands of years ago.
Jackal have no sense of culture or pride and no official
records exist of Jackal history. Each Jackal clan is
ruled by the Prime, often the strongest of the clan.
Jackal Prime is determined by rite of combat, with no honour
involved.
The
Jackal are natural predators and a mercenary race.
Several hundred years before the Clone Wars Jackal settled
on a small moon in the Mid Rim. Soon Jackal were
bidding for the big contracts against even the Mercenary
Guild of Coyn. Then, after several altercations, they
out-bid the Mandalorians for a mercenary contract. The
Mandalore declared war on the Jackal, a war the disorganised
Jackal were not prepared for. The Jackal world was
destroyed, literally, with only a few small pockets of
Jackal escaping. Over the following years the
Mandalorians would kill Jackal whenever they were
encountered leaving the race on the verge of extinction.
When the Jedi wiped out the Mandalorians they were doing the
Jackal a great favour. Since the Clone Wars Jackal
numbers have grown again. Usually operating in small
groups of three or four starships most Jackal encountered
during the rule of the Empire will be pirates.
Personality
The Jackal are nasty and bad tempered bullies,
especially the Jackal Prime. Subordinates often become
withdrawn and shy around the Prime.
Language:
Basic, Mongrel (a mix of Basic and Bothan)
Example
names: Juno,
Jax, Kaa, Ruuf
Age:
Child 1-5; young adult 6-10; adult 11-30; middle age 31-38;
old 39-45; venerable 46+
Species
Traits
Ability
Modifiers: -1 Wisdom,
-1 Intelligence
Medium
Sized: No modifier
Speed:
Base Speed 14.
Species
Abilities
Bite
As an unarmed strike a Jackal may use it's bite attack
Damage 1D4+1
Moogie
Capsule: A Moogie is a common household pet,
usually found in middle-class homes of the Core Worlds and
Mid Rim. The Moogie has no natural habitat and cannot
be found in the wild. Moogie were genetically created
by Lurrian genetic engineers to fill the niche market of
domestic pets for children.
Moogie
stand no more than sixteen inches high, have small feet and
hands, with no arms. Moogie have blue fur which is
light in colour when young gradually turning to a dark blue
as the Moogie grows old. Moogie have a life expectancy
of around six years. Moogie are loving creatures and
reports of vicious Moogie tend to be exaggerated or totally
unfounded. They have no teeth or claws and can always
be trusted even with young children.
Moogie
trade has become big business in recent years with even
large corporations of the corporate sector investing in
Moogie breeding. Terror Corporation, most commonly
linked with weapon manufacture, were recently fined by the
Imperial Bureau of Non-Sentient Animal Care for unsanctioned
breeding of Moogie along with other charges of animal
cruelty and tampering with the Moogie genetic code in breach
of the Lurrian copyright.
Personality
Moogie are loving and friendly, especially with young
children. They love to play and laugh, giggling when
their tummy is tickled.
Language:
None, though they can mimic a few words.
Example
names: Moog,
Moo-Moo, Blue
Age:
Child 1-6 months; adult 7 months - 6 years; old 6years +
Species
Traits
Tiny
Sized:
+2 modifier to Defense
Speed:
Base Speed 4.
Domestic
animal 2 (stats
based on Herd animal)
Str
2; Dex 11; Con 8; Wis 8; Int 2; Wis 8; Cha 14
Defense
12 (size +2)
Vitality/WP
6 / 7
Fort
+1; Ref +0; Will +0
Attack:
Slam -3 (base +1, Str -4) - damage: 10% chance of causing 1
point of damage.
Skills:
hide +2 search +2 entertain +4
Digit
Digit
are an odd dragon-like race. They are very rare and
usually encountered in remote spaceport bars trading
information for a drink. The exact nature and origin
of Digit is unknown. No one knows their homeworld and
due to their odd defense system, teleportation, no one has
ever been able to study one. Their natural ability to
teleport is an odd ability that xeno-biologists believe
could have only developed due to an extreme threat, possible
predator, in their natural environment. Though how
their teleport ability actually works is still a mystery.
Physical
Description: Digit appear as small, squat,
slightly tubby dragons. Their skin is almost rubber
rather than scales confusing xeno-biologists as to whether
they are mammal or reptilian. Digit have a thin tail
and folded wings. It is very rare a digit will be seen
extending it's wings leaving many to believe that they
cannot fly. This is not the case, in fact they are
very agile whilst in the air.
Cultures:
If Digit cultures do exist they are unknown. No two
Digit have ever been seen together. It is not even
known how Digit reproduce.
Personality
Most digit tend to be cynical and sarcastic. Their
language is usually offensive and derogatory.
Language:
Unknown, though all encountered speak Basic.
Example
names: Digit,
Junx, Draco, Dung, Fu
Age:
Unknown
Species
Traits
Ability
Modifiers: -3
Strength, -2 Constitution, +4 Wisdom, +2 Intelligence
Small
Sized: +1 modifier to
Defense
Speed:
Base Speed 14.
Species
Abilities
Bite
As an unarmed strike Digit may use it's bite attack, Damage
1D4+1.
Flying
Digit can fly as Swoopers (but rarely do so because they
can't be bothered).
Teleport
A Digit may teleport it's Wisdom modifier x100 meters as an
action. Teleport is an automatic defense. So
long as the Digit is aware of the attack they gain +10 to
Defense.
Story
Factors Racial secrecy. Digit will never
talk of their homeworld or culture. They will not put
themselves in unnecessary danger and will always Teleport at
the hint of any physical threat.
Transhodians
Transhodians
can accurately be described as near-Trandoshans. They
are an off-shoot race that came from Trandoshan colonists
several millennia ago. Transhodians have gained much
greater technology than their cousins. This is a
combination of their intelligence and trading. Most of
the Transhodian high technology is reserved for military
purposes, including personal cloaking devices and
teleportation devices. Transhodian Special Forces are
some of the best warriors in the galaxy, in part due to
their advanced technology. They are also renown for
their mastery of the Tera Kasi Martial Arts form.
There are two
well known Transhodians in the galaxy. The first is
the Time Bandits own Bossko B. Bossko B. is the
lunatic who is just the coolest dude in the galaxy.
The second is a far less likeable character, the infamous
assassin Nish. Nish charges One Million Credits per
hit and has not yet failed. Due to his diplomatic
ties, along with skill and credits, Nish has evaded capture
of Galactic authorities (although this may have something to
do with being in regular employ by the Empire).
Physical
Description: Transhodians are a reptilian race
very similar in appearance to Trandoshans. the ridges
on their heads tend to be less prominent, and despite having
only three fingers the same as Trandoshans they are still
very dexterous with weapons and tools.
Cultures:
The Transhodians have remarkably few cultural traits.
The few religious members of their race tend to be shamans
or spiritualists, though Jedi were not unheard of before the
days of the Empire. The only obvious cultural observations
are military ones. Public holidays on Trashodan, their
homeworld, are usually celebrated with military displays and
marches.
Personality
Transhodian personalities are as varied as human. With
the recent anti-alien policies of the Empire this has made
many Transhodian spacers very nervous, and therefore aggressive.
Female Transhodians can be as equally aggressive as the
males.
Language:
Basic, Dosh
Example
names: Nish,
Bossko
Age:
Child 1-8; young adult 8-14; adult 15-45; middle age 46-60;
old 61-70; venerable 71+
Species
Traits
Ability
Modifiers: +1
Strength, -1 Wisdom, -1 charisma
Medium
Sized: No modifier
Speed:
Base Speed 14.
Species
Abilities
Swim
Transhodians can breath just as easily under water and gain
a +3 bonus onto all swimming checks. Should they swim
deeper than 200 meters they must depressurise themselves
when returning to 200 meters. The time to depressurise
is 1/2 the time they spent below 200 meters. Failing
to depressurise
causes 4D10 Wounds (not vitality).
Acid
Spit 1/day a Transhodian may spit up an acidic
venom from their throat. The maximum range is 3 meters
and this counts as a ranged attack with a -4 attach
penalty. The character can get a DSP for using this
attack as it considered vile, disgusting and painful.
Damage 2D8, Critical 20.
Skull
The
Skull can be described as re-animated cyborg skeletons.
The Skull exist in a pocket dimension created around large
energy sources. The Skull cannot have evolved
naturally, though their origins are long lost. The
existence of this mysterious race has only recently been
confirmed by Imperial researchers. Skull pro-create by
stripping the flesh off the dead and re-animating their body
through cybernetics. The subjects brain cannot have
been harmed when they die and they cannot have been dead for
more than an hour. For this reason Skull rarely take
dead form the battlefield, rather they prefer to abduct
potential subjects. Newly born/created Skull have no
memory of their former life. It is known that the
Skull use technology to shift between realspace and their
own dimension, passing through Ethereal Space.
The
Skill dimension is and odd Plane of Existence that only
exists where there is a large energy source in Realspace.
Such examples are high technology cities, or space
stations. There have been documented reports of Skull
taking over space stations in order to preserve the
stability of their own world. Should the Realspace
energy source diminish, eg. space station is destroyed, the
Skull dimension in that area will slowly cease to
exist. Any being trapped their will eventually cease
to exist also. The Skull Dimension is a dark shadowy
realm with rocky terrain. The landscape is made more
easy as shadows are Realspace shadows can be seen, and
stepped through.
Skull
technology is highly advanced, though only used in limited
areas, primarily their weapons and in their cloaking
technology and dimension shifting technology. The
Skull Cloak is the most recognisable possession of the
race. They all wear these long dark brown
cloaks. These are actually sophisticated devices that
allow the Skull to pass between Realspace, Ethereal Space
and the Skull Dimension. These cloaks are powered by
processed Energy Shards, small crystalline splinters only
found in the Skull Dimension.
Physical
Description: The Skull are Cyborged Skeletons
wearing long dark cloaks often wielding an energy scythe.
Cultures:
Skull are ruled over by a Dictator known as Deth. Deth
is the title granted to all who rule. Skull are a race
of warriors, and although their culture and existence is
tied closely to the Dark Side the Skull make no conscious
evil decisions. Most denizens of the galaxy will ever
have heard of the Skull, let alone met one. Skull that
do dwell in Realspace often work as mercenaries of
assassins.
Personality
Skull do not have any emotion. Even though killing is
a way of life to them they shown no remorse or joy in the
task. Skull cannot be insulted or goaded though can be
intimidated.
Language:
Unknown, though all encountered speak Basic.
Example
names: Skrax,
Skel, Krag
Age:
Unknown
Species
Traits
Ability
Modifiers: +1 Strength,
+1 Dexterity, -2 Intelligence, -2 Charisma
Medium
Sized: No size
modifiers
Speed:
Base Speed 10.
Species
Abilities
Skull
Cloak A Skull Cloak can shift the Skull between
Realspace, Ethereal Space and the Skull Dimension. A
cloak has 10 charges. Any shift into or out of the
Skull dimension costs 1 charge. There is no charge
lost for shifting between Realspace and Ethereal Space as
long as their is a single charge left. Skull will
often keep a stash of Cloak power cells hidden somewhere
nearby but in the Skull Dimension.
Anyone
trying to operate a Skull Cloak must make a Technology roll
DC 20 to understand it's operation.
Gar-drake
These
critter live in the swampland of the southern West Continent
of the planet Gar, Beyond the Blood Drift. Gar-drake
are reptilian with a hard scaled body and powerful jaws
capable of shattering bone. In their natural habitat
Gar-drake hunt in groups of two to five. They feed off
smaller mammals by lying in wait in the reeds of the Gar
swampland, but have been known to attack larger creatures
and humans that wander into their trap. Gar-drake are
commonplace in the Kingdom of Bloodaxe.
Predator
5
Str
15; Dex 11; Con 14; Wis 11; Int 2; Wis 8; Cha 6
Defense
14 (natural +4)
Vitality/WP
30 / 8
Fort
+4; Ref +1; Will +1
Attack:
Bite +7 (base +5, Str +2) - damage 1D6+2
Skills:
hide +5 swim +5 search +3
Magma
Magma
are near human in appearance only, originating from the
volcanic world of Magnus VIII in the Mid Rim.
Scientists believe that Magmus VIII would have exploded
centuries ago were it not for the masterful tectonic
engineers that regulate the planets core.
Physical
Description:
Magma have a distinctive appearance. Their skin is jet
black. Their skin cracks with age revealing their
white molten magma blood through the cracks. Magma do
feel hot to the touch but not dangerously so to
humans.
Cultures:
Magma have built their cities in the canyons that stretch
all over their planets volcanic atmosphere. Magma
families usually only have one child, but the family unit is
sacred. It is extremely rare for Magma families to
split up, and such families are often treated as
outcasts. The Magma society is a close one with local
communities always helping each other out.
Magma
have became infamous across the galaxy when they first went
to the stars due to the way they die. A Magma dead is
an amazing sight. The cracks in their skin widen
engulfing their entire body until the magma is absorbed into
a blinding white light. All that is left are a few
ashes. The side effect of this natural occurrence is
that unscrupulous figures in the underworld, especially the
Hutts, have been know to offer bounties on Magma, just they
they can kill them to watch them die for their sick
pleasure.
Political
status: During the days of the Old Republic the
Magma had little to do with galactic politics. They
were a member of the republic for the security that offered
but stayed neutral during the clone Wars. During
the Empire's rule the Magma know all too well that all the
Empire has to do to destroy their world is bombard their
planetary tectonic stabalisers. For this reason they
have to accept Imperial rule. Imperial taxes on their
world are steep causing many business to choose not to deal
with Magma. If this keeps up the Magma economy could
be in dire straits in a few years time.
Personality
Due to the way they have been treated by 'death-watchers'
the Magma have become withdrawn and distrusting towards
other races. They do not welcome visitors, with their
spaceports clearly divided between Magma and off-worlders.
The Empire is keen to keep up this distrust so as to keep
the Magma from making any 'inappropriate' alliances.
Language:
Basic.
Example
names: Magma,
Magnus, Lava, Rock
Age:
Child 1-14 years; adult
15-60 years; old 61-70years, venerable 71 years+
Species
Traits
Ability
Modifiers: -1 Constitution,
+1 Intelligence
Medium
Sized: No modifier to
Defense
Speed:
Base Speed 14.
Species
Abilities
When
a Magma dies he effectively explodes. Anyone within 5
meters must make a Reflex save DC20 or suffer 4D8
damage. A successful save still deals half damage.
Non-Magma
characters lose all bonus's from Trustworthy Feat when
dealing with Magma. Characters without the Trustworthy
Feat also suffer -3 to all Diplomacy and Gather Information
checks when dealing with Magma.
Wight
Physical
Description:
Wight are a tall gaunt looking alien race from a planet deep
within Wild Space. The bone can be seen through their
flesh as they only wear loin cloths. They have razor
sharp teeth a long skeletal fingers.
Wight
are fragile creatures but can deal a deadly psionic attack.
Cultures:
Wight are a clan based primitive race that practice cannibalism
as well as ritual sacrifice of other species unfortunate to
be captured by them. The Wight world was discovered by
a group of pirates serving the Hutts. the Hutts soon
enslaved the race turning them into assassins. This is
an arrangement the Wight are all too happy to accept.
Personality
Wight say
very little to each other or their masters. They
appear as cold, heartless killers without emotion or
remorse.
Language:
Wight have their own language with Wight clan leaders
understanding Basic.
Example
names: Wight
are addressed by their status and standing within their
clan. eg. clan leader, master of torture,
blood-spiller, master of occult.
Age:
Child 1-8 years; adult
9-50 years; old 51-65 years, venerable 65 years+
Species
Traits
Ability
Modifiers: -8
Strength, -6 Constitution, +4 Wisdom
Medium
Sized: No modifier to
Defense
Speed:
Base Speed 14.
Species
Abilities
Average
Wight:
Adult Male Human, Psionic Primitive 10; Init +4 (+0
Dex, +4 Bonus); Def 17 (+0 Dex, +7 Class); Spd 10m;
VP/WP -/4; Atk +3/-2 melee (see Psionic
Attack or claw 1D2)
SV
Fort +2, Ref +5, Will +6; SZ M; FP: 0;
DSPs: 7; Rep: +2;
Str
2, Dex 11, Con 4, Int 8, Wis 9,
Cha 7.
Skills:
Hide +12, Intimidate +4, Listen +7, Move Silently +8,
Read/Write Basic, Search +5
Psionic
Attack: Psionic Grip +19
Feats: Force-Sensitive, Improved Initiative,
Skill Emphasis (Psionic attack), Stealthy, Track, Weapons
Group Proficiency (primitive weapons, Simple Weapons)
Psionic Attack
- Psionic Grip
Wight
prefer to use their Psionic Attack in combat. The
Wight must be within 20m of their target and in line of
sight to use their Psionic Attack. The Wight has no
energy drain when utilising this deadly ability. The
target must make a Will saving throw against the Psionic
Attack. Consult the following table.
Result |
Will
saving DC |
9
or less |
DC
10 |
10-14 |
DC
15 |
15-19 |
DC
20 |
20-25 |
DC
25 |
26+ |
DC
30 |
Damage
4D10, 1/2 damage if saving throw is successful. Double
saving DC results in no damage
GM Notes:
GMs familiar with the D&D Psionics may want to alter the
Wight into Psionic Warriors. Unfortunately I'm not too
familiar with the Psionic rules.
D20
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