Sectoid
Physical
Description:
Physically Sectoid stand 5 ½ feet tall,
have two arms ending in mandible claws, and four legs.
They appear to have a hunch back. This is actually
their birth pouch. Sectoid are an asexual race and can
procreate at will, with their young grown in their back
pouch.
Capsule:
The Sectoid are an odd insect race from the
the world Chk'tek, or at least that is the nearest
translation from the Sectoid language. They are a hive
race known known for their knowledge and storage of
information. Their hives are made up of intricate
webs. These webs act as an organic computer storage,
holding all the information the Sectoid can gather.
The webs are spun by the collective hive, with no imprisoned
Sectoids ever being able, or recreate such webs.
Through the webs the Sectoid have a hive telepathy, and even
to other hives. As their technology progressed through
trade dealings with the Old Republic the Sectoid have
ventured into space. They have created similar hives
in the asteroids on the edge of their solar system.
The webs have been microscopically aligned so they form part
of what is now known as the Solar-Web. The Solar-Web
allows telepathic communication between any Sectoid in the
system, is capable of holding apparently infinite amounts of
information and even acts as a receiver, picking up
communications from across the galaxy. This has
allowed the Sectoid to gather insurmountable amounts of
information. This has not necessarily gone in their
favour, especially with those with things to hide. The
Old Republic, shortly before the Clone Wars, put sanctions
on the Sectoids trading of information causing a rift that
pushed the Sectoid to side with the Separatists during the
Clone Wars conflicts. When the Empire came to power
Emperor Palpatine maintained the sactions imposed by the
Republic. The Sectoid then started to trade through
more unscrupulous clients, primarily the Hutts.
However, such dealings can never be good. When Black
Sun found out the Sectoid had traded Black Sun secrets to
their rivals they betrayed the Sectoid to the Empire.
An Imperial fleet devastated the Sectoid Solar Web as well
as destroying several key hives on the planets
surface. The Empire now maintains martial law in the
sector with travel to or from Sectoid space illegal.
Personality
During the millennia of the Old Republic the Sectoid
were a welcoming happy race. With the rise of the
Empire, and the sanctions imposed on their people they have
become bitter, withdrawn and suspicious of outsiders.
Language:
Sectoid (a series of clicks similar to other insect races
such as the Flakax)
Example
names: k'kk'chk,
clk'tk, ssk'k'tk (and similar difficult to translate names)
Age:
Child 1-2; young adult 3-6; adult 7-30; middle age 31-38;
old 39-50; venerable 51+
Species
Traits
Ability
Modifiers: -2
Constitution, +3 Intelligence, -2 Charisma
Medium
Sized: No modifier
Speed:
Base Speed 10.
Species
Abilities
Mandible
claw: unarmed damage 1D6
Telepathy
with own kind within Solar Web or Hive
Insanity: for
every month away from the hive, for the first 12 months,
they must make a Will DC 15 or lose permanent -1 to Int
& Wis. If either fall below 7 the Sectoid will go
mad, often attacking anyone who goes near.
+1 to Int
or Wis can be recovered by returning it to the hive for
treatment. Rarely can they leave the hive again.
from
Knights of the Old Republic
Selkath
The Selkath are the dominant sentient species of Manaan, a small aquatic planet in the Pyrshak system. Though Manaan is far from the Core and does not lie in the path of any major hyperspace lanes, its status as the sole exporter of Kolto healing fluid proved pivotal during conflicts between the Jedi and Sith during the height of the Old Republic.
Physical
Description:
The Selkaths’ marine origin is obvious in their appearance, which suggests an evolutionary heritage of amphibians or undersea mammals. They possess thee-fingered hands and fin-like feet. Their rubbery, mottled hides are most often blue or gray.
Personality:
While Selkath personalities range as widely as those of Humans, they have a tendency toward arrogance. They possess an awareness of their surroundings and a reputation as skilled healers. Most Selkath live their entire lives beneath the waves on
Manaan, but some residents of Ahto City find their way off-planet and on to more adventurous
lives
Language:
Basic, Selkath
Species
Traits
Ability
Modifiers: +2
Constitution, -2 Charisma
Medium
Sized: No modifier
Speed:
Base Speed 10.
Species
Abilities
-
+6 species bonus to Swim checks.
-
+4 species bonus on Telepathy checks
(Selkath are not active telepaths but are quite sensitive to telepathy in other species).
-
+2 species bonus on all saves made underwater.
-
-2 on all saves in a dry environment.
-
Breathe Underwater: Selkath cannot drown in water.
-
Poison: Selkath claws can inject venom into an enemy that deals 2d6 points of damage on a successful attack (DC 18 Fort save) and another 1d6 points after 5 rounds (DC 14 Fort save). Using poison in a fight is considered unseemly by many Selkath and was outlawed on ancient
Manaan.
History of
Manaan
Many centuries
ago the planet Manaan was renown across the galaxy for Kolto
production, Kolto being used for many medicinal
purposes. As the dark times grew near, the the Selkath
tried in vane to remain neutral in the war between the Old
Republic and the Sith. Their attempts were in vane as
the planet became embroiled in galactic politics that
brought the war to Manaan, destroying Kolto production. From
that point on Manaan went into technological decline.
The great City of Ahto, which was built to accommodate off-worlders
was all but abandoned, the Selkath returning to the oceans.
As the Selkath
government fell young rival warlords would fight for power
bringing many civil wars. By now the world of Manaan
was all but forgotten from the galactic stage.
During the time
of the Empire the Selkath became nothing more than a slave
race, already living as near primitives when the thousand
strong army of aquatic Stormtroopers arrived. The
Empire now maintains a garrison on their world with the
system patrolled by two Star Destroyers. The Selkath
are forbidden from the watery depths of Manaan, and must now
live in shanty towns on the surface, many not far from the
once great Ahto City.
As far as the Empire knows, Manaan's entire native population has been forced from the depths, humiliated, and utterly demoralized.
As far as the Empire knows.
Of course, the complimentary copy of the Guide to Beautiful Manaan every tourist receives has a slightly different take on the Selkath.
Selkath Commoner (Rebellion Era): Init +0; Defense 10; Spd 10 m; VP/WP 0/12; Atk +0 melee (1d3 + poison, claws) or +0 ranged; SQ Species traits; SV Fort +1, Ref +0, Will +0; SZ M; FP 0; DSP 0; Rep +0; Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 8. Challenge Code A.
Skills: Craft +2, Knowledge +2, Swim +6.
Feats: None.
Equipment: Simple clothing,
Ancient Selkath vibroblade (attack +2, damage +4
Tatoo
In all
physical appearances Tatoo are human. The true name of
their race and homeworld is lost in time. The name
Tatoo comes simply from shortening 'tattoo,' due to the multitude of ritual tattoos each
member of the race covers their body with.
Many
millennia ago their entire race were enslaved by an evil
Sith Lord who subjected them to heinous dark magic
experiments. During this time most of the race were
killed. The resulting experiments left the few
remnants of the Tatoo with extreme telepathy. This
telepathy is a curse upon the Tatoo and is virtually
uncontrollable. Most Tatoo suffer from a form of
mental claustrophobia caused by the multitude of other
peoples thoughts in their mind. Unlike other
telepathic races Tatoo cannot 'turn off' this telepathy and
pick up the thoughts of everyone within a five mile radius.
The
tattoos started as a form of ritual believed to quiet their
mind and help them control the curse. The tattoos do
nothing to stop the curse but the pain of creating the
tattoos, which they perform themselves, goes someway to
blotting out thoughts they pick up.
Most Tatoo
encountered will be in wildernesses, rarely near towns or
villages, and never in a city or spaceport. Though
concentration they can sometimes pick out single thoughts.
It is
rumoured that the Imperial Inquisition has several Tatoo
slaves used for extracting information from unwilling
prisoners.
Physical
Description:
Tatoo are near humans. Through personal rituals they cover themselves
with tattoos which they believe will help keep back their curse.
Cultures:
The few remaining Tatoo are solitary beings as being in the company of other
causes them great pain.
Personality
When first encountered they will be polite, often asking
travelers to move on and leave them be. If their
requests are ignored they can become quite violent.
Tatoo found in cities tend to have been driven insane.
Language:
Basic
Age:
Child 1-11; young adult 12-16; adult 17-30; middle age
31-55;
old 65-85; venerable 85+
Species
Traits
Ability
Modifiers: None
Medium
Sized: No modifier
Speed:
Base Speed 10.
Species
Abilities
Feats:
Gain Force
Sensitive, gain one addition feat at character creation as
humans.
Telepathy:
Tatoo can automatically hear the thoughts of everyone within a
ten mile radius. This cannot be blocked out, and the
Tatoo must concentrate hard or be overcome with the multitude
of voices.
To
Block out the thoughts of other a Willpower check must be
made
Number
of people |
|
Willpower
DC |
1-5 |
small
party of travelers |
DC 10 |
6-20 |
large party of travelers |
DC 15 |
21-100 |
small gathering |
DC 20 |
101-1000 |
large gathering or small village |
DC 25 |
1000-10000 |
small town |
DC 30 |
10000+ |
large town or
city |
DC 40 |
To Listen
to an individual the Tatoo must have first made a Successful
Willpower check
Listen check
is then made with the same DC.
If an
individual knows a Tatoo is in the area they can attempt to
block their own thoughts with a Willpower DC 20.
Veeaz
The Veeaz are one of the few races that live in Otherspace and have survived the onslaught of constant Charon invasion. Their world being a barren rocky and mountainous world. Few scientists have studied the Veeaz. Even though they show nothing more than a stone age technology it is believed that this is through choice. Some believe that Otherspace was not their
true home, but is in fact the final destination of a refugee ship on the run from the forces of the Dark Side.
All Veeaz have a Telekenetic natural trait, and are capable of combining their 'power' for the greater good of their community. In times of danager the Veeaz will join their minds as one and repel any attacks with and enornmous 'force push' that no being is currently capable of resisting. The Charon are growing wise to thsi 'power' of the Veeaz are are planning more subtle ways of 'sacrificing' these aliens to the Void.
Physical
Description:
In appearance the Veeza are stocky bipedal aliens between 5'6" and 6' in height. They have two stubby fingures and a thumb on each of their two hands. The heads are think at the back, narrowing into what at first appears to be a snout, but is in fact a their mouth. Veeaz have but four teeth, two upper and lower canines only. Their eyes are huge and bulbous on the side of their heads. Veeaz also have antennae, used in telepathic communication between themselves up to a range of 100M.
Cultures:
Veeaz lead a primitive life despite it believed they come
from a once highly technological society. They are a
peaceful people, ruled by a democratically elected Chieftain.
Personality
Veeaz are friendly, yet suspicious. Their culture
has been destroyed once by the forces of darkness, and they
do not wish to let their guard down again.
Language:
Veeaz, telepathy
Age:
Child 1-8; young adult 8-18; adult 19-50; middle age 51-140;
old 141-200; venerable 201+
Species
Traits
Ability
Modifiers: +1 Wisdom,
+1 Intelligence, -1 Constitution, -1 Charisma
Medium
Sized: No modifier
Speed:
Base Speed 8.
Species
Abilities
Bonus
Feats: All Veeaz have the Force Sensitive
and Alter feats.
Force
skill limitation: Under normal circumstances Veeaz
can not add ranks onto Force skills, unless they have a
master to train them.
Move
Object: Despite being limited in increasing force
skills, any number of Veeaz may combine on Move Object
checks.
D20
Aliens Page 1
D20
Aliens Page 2
Aliens
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