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GM
Note: Original write-up and stats by Matthew Webber, reproduced
with his permission.
Through the Witchgate -A Talislanta, BeSm RPG
WebPage- http://www.geocities.com/Area51/Cavern/2295/
I should note that I have amended the history of the
Delvians, Hynerians & Luxans to make them more smoothly fit into
the Star War RPG Universe. |
Delvians
Delvians
are tall humanoids from the peaceful world of Delvia. Their blue skin is
covered in fine scales and white lines that form a mottled pattern. Most
are hairless, though a few females can grow silver-white, hair on their
scalps and some decorate their skin with glitter and paints. The average
life span of a Delvian is somewhere around 1,600 years, and can go as high
as 2,000. Delvians were famous their skills as healers, scholars and
diplomats. Their society pursued spiritual and intellectual goals, ruled
by a democratic religious council that elected its members once every four
cycles. This time of peace came to and end when, at the end of their term,
an extreme conservative faction refused to give up their power. They
called in the galactic Empire to keep order and round up all the liberals
and intellectuals. It is believed that the Empire may well have caused
this split in factions through undercover ISB agents and DESTAB.
Despite the murder of their leader, Pa'u Bitaal, by his
wife, the conservatives and the Empire have retained power on Delvia and
have turned the beautiful, idyllic world into an oppressive, military and
religious regime. The religious life on Delvia revolves around The Seek, a
mystical path through which its followers attempt to seek unity and
understanding with the Universe. The priests, known as Pa'u, study their
entire lives to learn how to touch the forces that flow hidden in the
cosmos, just beyond the realm of normal senses. Followers of the Seek are
distinguished by Levels that represent their progress in becoming one with
the Universe. (It is unknown how many levels exist, but it is known that 8
is considered a little above average, and that 10 is considered quite
strong.) Because of the length of the Delvian life span, most attempt the
Seek at one point in their lives. The priests, both male and female are
hardly celibate. Indeed they often engage in a ritual called the Unity, a
psychic melding of two minds to share thoughts, memories and sensations.
The greatest danger faced by one who undertakes the Seek, is that they
must be completely honest within themselves, constantly facing their own
dark instincts. If they were to give into these hidden selves, or attempt
to progress up the levels of the Seek to quickly without coming to terms
with them, the Delvian priest soon becomes insane. Many factions and
schools of the Seek exist on Delvia and before the arrival of the Empire
they existed in peace. Since the arrival of Imperial forces many have
tried to escape Delvia, scattering themselves across the galaxy. Delvia
itself is a world the Emperor considers dangerous. Travel to the system is
strictly regulated. The Emperor fears that Delvia could spawn new Jedi.
Delvians
Dexterity: 2D / 3D+2
Knowledge: 2D / 4D+2
Mechanical: 1D / 3D
Perception: 2D / 5D
Strength: 1D / 4D
Technical: 2D / 4D
Special Abilities:
Delvian Seek
Delvian Priests, (Pa'u) follow a path known as the Seek. Their goal is
to attain unity and understanding with all life. In game terms, The Seek
works identically to the Force and Force Skills, including Dark Side
points (see The Savage Side).
The Savage Side
Those Delvians who follow the seek open themselves to all, including
their own darker impulses and animal instincts. In rules terms, each time
the priest succumbs to one of these impulses, or performs an evil act,
they gain a Dark Side point. Roll as normal to see if the character has
succumbed to their dark impulses. A failure means that the Delvian has
gone insane. Willingly submitting to the impulses means that they have
chosen to follow their darker side, and automatically begin to go insane.
Insane Delvian's
eyes begin to take on a distinctive reddish tinge. It takes a Delvian
twice as long to atone Dark Side points than any other character and they
always receive double Dark Side Points.
Size: 56"'-6'11".
Hynerian
Hynerians
are a small, aquatic race native to the water world of Hyneria. Standing
less than three feet high, they have round bodies, large heads and short
limbs. They are an amphibious race, possessing both lungs and primitive
gills in the base of their necks. Their long rectangular heads have two
small eyes, and nose, and is dominated by a wide, frog like mouth for
scooping up large amounts of food. Their main sensory organ is actually a
row of fine hairs over their eyes, and on their upper lips, making them
appear as if they have one extremely bush eyebrows and a moustache. This
organ, is used to navigate in the tight underwater tunnels that serve as
the Hynerian's home. They can live for well over three hundred years. The
Hynerians, over 6 billion of them, are ruled by a hereditary monarch
called a Dominar. Two hundred cycles ago the brother of the then current
Dominar overthrew him and called in the Mandalorian Commando’s to take
the deposed monarch into custody and aid him in subduing the population.
Since the rise of the Empire Hyneria has been relatively forgotten. The
current Hynrian Monarch rules over twelve planets. This small enclave is
of no interest to the Empire as the species there are primitive with the
only technology being that purchased by the Hynerian’s.
Hynerian
Dexterity: 1D / 3D+1
Knowledge: 2D / 4D
Mechanical: 1D / 3D+2
Perception: 2D / 5D
Strength: 1D / 3D
Technical: 2D / 4D
Special Abilites:
Aquatic: Hynerians can breath both air and water.
Whiskers: Hyerians smell and sense distance/movement through these
fine hairs on their faces. They suffer no penalties when in tight or dark
environments.
Luxans
Luxans
are a tall humanoid species with a beak like nose, bushy hair, tentacles
that drop from the back of the head, and a fleshy pouch over the chin.
They have a reputation for violence, piracy and little sense of humour.
They were the scourge of the space ways, raiding and conquering planets at
whim until they were until stopped by the Old Republic. Since then many
Luxans have joined the Republic ranks, finding the strict military
discipline and warrior ethic much to their tastes. Under Imperial law many
have been enslaved or imprisoned, since the Empire see free Luxans as a
threat and imprison them for the slightest provocation. Luxan slaves wear
the distinctive, iron rings threaded through their collarbones, used to
attach their slave's chains. Luxans have the size and strength to back up
most in a fight, but in addition, their skin is especially tough, capable
of withstanding a great deal of damage before tearing. There is a reason
for this since Luxan blood, when exposed to the air quickly becomes toxic
and can kill the Luxan unless blood vessels around the wound are
stimulated to produce platelets and seal the wound. Their chin pouches
contain their tongue, which is a long whip-like appendage with a pointed
tip. Luxans use this to great effect, flicking it out as a casual warning,
or impaling unsuspecting enemies when a warning just won't do. Note, it
has been shown that Luxans can cross breed with humans (Sebaccians),
though it is not know how much medical intervention this requires.
Luxans
Dexterity: 2D+1 / 4D+2
Knowledge: 1D / 3D+2
Mechanical: 1D / 4D+1
Perception: 2D / 4D
Strength: 2D / 5D
Technical: 2D / 4D
Size: 6-7'6"
Special Abilities:
Tongue:
Luxans gain a plus +1D to their brawling skill when attempting to strike
with their tongue. The tongue does STR+2 damage, though it should be noted
that it is normally aimed at the head or eyes. (Called shot)
Tough Skin:
Luxan skin is extremely damage resistant due to Bloodshock. Roll Wild
Die when resisting damage.
Bloodshock (‘1’ on the wild)
Luxan blood becomes toxic when exposed to the open air. Unless the blood
vessels are manually stimulated to clean out the toxins and begin to clot
(an easy First Aid roll) , the Luxan's condition will worsen one level
every five minutes. Whenever a Luxan takes damage and rolls a ‘1’ the
skin has been punctured. The poison is reflected by the increased damage
(if any was taken). A Luxan must roll vs. Natural Healing every 5 minutes
with a -2 to the Str roll. A successful roll does not mean that the wound
is healed, but that the skin has. A failed roll will cause a further 2D
Stamina Points of damage.
Qualta Blade
A favoured weapon of Luxan warriors, this weapon looks like a thick,
broad sword, but can split open down the centre to reveal a pulse-cannon.
Any non-Luxan seen carrying a Qualta blade will be assumed to have killed
it original owner,
Qualta Blade, and asked to prove their worthiness to wear such a weapon.
Model: Luxan Qualta Blade
Skill: Blaster: Qualta Blade. Melee Combat: Qualta Blade
Cost: 3,500 cr. Availability: 3, R
Damage: 5D (Pulse Cannon), STR+3D (Sword)
Note: It takes on action to convert the blade to a gun, or vice versa.
Nebari
The
Nebari has a peaceful law abiding society. All is not what it seems
on the surface however. The Nebari government control wayward
individuals with a technique known as mind-cleansing. This process
eliminates all negative emotions, and all criminal behaviour, destroying
ones free-will.
Those Nebari who have not been mind-cleansed tend to be
easy-living, enjoying life to the full. They will often act without
concern of the consequences, thinking with their heart. They are
very agile and mischievous.
Nebari
Dexterity: 3D / 5D+1
Knowledge: 2D / 4D
Mechanical: 2D / 4D
Perception: 2D / 4D
Strength: 1D+2 / 4D+1
Technical: 2D / 4D+1
Special Abilities
Nebari gain +1D bonus onto Con, Bargain & Persuasion
skills.
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